The Red Alert, developed by the mod team of C&C Labs (makes of The Forgotten and C&C All Stars, undertakes one of the most ambitious tasks in C&C modding: to recreate and improve upon an original game. The mod, in development for Red Alert 3, is based off the original Red Alert's art and game play. Not aiming to model realism, it instead endeavors to bring the addictive heart-pounding game play of the classic to a world-class 3D engine, to bring back all of the classic units, including those from Aftermath, and to recreate the very "feel" of its art style. With The Red Alert, epic tank battles, MiG attack runs, and Cruiser strikes will be more than just fond memories — they will all be weapons in your arsenal once again! It was released on September 21, 2011 and was ranked the number one mod on Moddb.

Report abuse The Red Alert 1.2 Patch
Mar 31st, 2013
9.62mb (10,082,700 bytes)
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A patch to version 1.2 of the critically-acclaimed "The Red Alert," a mod that brings an RTS classic to the beauty of the 3D world.

Changes in Version 1.2

All factions:

Fixed Demo truck targeting issue
Fixed co-commander objective complete eva event
Added TaperOff on Rocket soldier weapon impact of 25 (full hit is 35)
Increased demolition truck damage range from 150 to 250 (the same range as the normal nuke)
Removed build progress bar from refineries


England now correctly receives its country bonuses
Allies no longer have access to the RA3 Free Trade support power
Added a prefire delay of 0.2s to the Artillery
Added TaperOff on Artillery weapon impact of 90 (full hit is 150 close to 90 far)
Added TaperOff on Cruiser weapon impact of 300 (full hit is 500)
Added idle sound on Tanya (only when Tanya is shown on the screen)
Changed Destroyer rocket model
Removed the Artillery large-range penalty on Turret and Tesla Coil defenses


Destroyed soviet tanks now also spawn surviving crew
Spy plane can be shot down
Decreased Spy plane health from 2000 to 500
Added a new Spy plane exhaust FX
Increased Medium tank reload time with 0.1s
Mammoth tank tusk weapon is slightly less accurate
Increased Mig average firing duration from 0.2s to 0.5s to allow multiple targets
Added TaperOff on Mig weapon impact of 40 (full hit is 55)
Grenadier grenade weapon is slightly more accurate
Grenadier grenade can now blow infantry up
Changed Missile sub rocket model


Fixed some AI aim problems
Fixed a bug that allowed the AI to use a Mig only once
Fixed weird airplane destroy animations when it's parked on an airfield
Added Divider AI to all factions
Added Hunter AI to all factions
Added infantry walking sounds
Added water wake FX to all helicopters
Optimized the AI to make the different styles more noticeable
Recalculated the experience points
Experience points from destroyed tanks are now moved to the surviving crew
Improved AI Nuke handling
Restored the classic behavior for the Service Depot for vehicles, because the AI no longer has issues with it
Restored suppressed infantry animations

Known Issues:

- It is sometimes impossible to start a skirmish game: the players screen is grayed out.
Fix: Try removing the Skirmish.ini file from Red Alert 3's App Data folder. For
example, on Windows Vista and 7 it is often located at:
C:\Users\\AppData\Roaming\Red Alert 3\Profiles\\skirmish.ini

- The Nuke falling animation does not show the nuclear missile.

- Old service depot behavior is still present to maintain AI compatibility.

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The Red Alert 1.2 Patch
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White_Hand Mar 31 2013 says:

Is this a patch for 1.1 or 1.0?

+1 vote     reply to comment
Blbpaws Author
Blbpaws Apr 2 2013 replied:


+1 vote   reply to comment
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Released 2011
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