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Details of the newest download available for Red Alert 3 Paradox.

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Red Alert 3 Paradox

Release 1 Open Beta

If you haven't noticed (and it's pretty hard not to), we've released an open beta of the first release. As of this writing it has not been authorized on ModDB, but it has been uploaded to FileFront as well. The latest release, patch 0.91, is only avaliable here!

Along with a slight site re-design and the creation of a website dedicated to the mod, we've also come up with a couple of promo videos for your entertainment :D



Release Info

The Features

- A whole brand new faction to play with: The Confederate Revolutionaries.
- Two new buildings and 2 dozen new units for the Allied Nations.
- Dogfighting and directional armour mechanics.
- Veteran status abilities and retextures of many Vanilla RA3 units.


What's Missing

- Infantry for the Allies.
- Several new units for both sides are missing.
- Unit voices.
- Some new unit cameos and ability icons.
- Confederate Superweapons.
- Confederate Top Secret Protocols.
- Confederate UI.
- Collapse models for most units.
- Unit information videos.

Why is it missing?

- Infantry aren't in-game yet due to the sheer amount of work it takes to make them. There's something along the lines of 114 animations per infantry unit in the original game, and while we've been working diligently, we decided that using infantry placeholders that functioned properly were better than no infantry at all. We'll replace the infantry placeholders with the proper models as we complete them.
- In some cases, we've run into problems with units we added to the game. Often they don't attack properly, their secondaries don't work, the animations associated with the model gave us problems, etc. While we were in development, we focused on units that were absolutely essential, so that the build we released would be as balanced as possible.
- In some cases, we don't have unit scripts for some units, but the majority of unit voices have been recorded. A lot of people were surprised that the mod was so small - this is because the voices have not been put in-game. They won't be put into any of the betas, but will be featured in the first release.
- Unit cameos and abilities are in-progress, and the majority of them have been completed, but our coders did not have time to put them in. They aren't exactly game-breaking.
- Superweapons are modeled, coded, and have been delayed to some game-breaking issues with them.
- Protocols apparently aren't possible to implement, but we've been trying some workarounds with no success AS OF YET. Though we haven't tried everything.
- The modding community that has any experience with the Red Alert 3 Sage engine has been extremely unhelpful regarding the HUD and UI for the Confederate faction. Implementing them may or may not be possible, we would really appreciate any information regarding this.
- Collapse models aren't exactly game-breaking. They are more or less a graphical thing and are therefore lower-priority.
- See above regarding the unit videos. After all, we have a wiki for detailed information on every unit ever, so we might not ever get around to these videos.


Community Response

We've found that there are many commenters who say they are disappointed with what we've released. Most of these people seem to be newcomers rather than the dedicated fans who have helped us along the way, so in some cases they might be misinformed. However, the trend seems to be the following issues:

- Can't install the mod.
- Expected there to be 8 factions in the First Release Public Beta.
- Expected there to be voices, proper unit icons and abilities, collapse models and other graphical elements in the game.
- Expected all units for the factions to be in-game and functional.

I'll note that only the final complaint actually resonates with us, as the first two are answered by reading the Readme file included in the RAR, or by reading the FAQ and the third complaint has no effect on actual gameplay.


Our Response to the Response

Our philosophy while developing this mod has always been transparency and open-ness to the community. As soon as we finished a model, we uploaded images of it to ModDB or our wiki. We provided two polished mini-mods as a proof-of-concept to show the community that we had something worth their time and becoming a fan of (especially since most Red Alert 3 mods come and go with no content released whatsoever).

So, we decided a few months ago that we would release more content on a specific date - which is usually a no-no (we release content when it's done). Sure, everything might not be completely finished, but by the date, we had accomplished 90% of what we wanted to do and produced a functional product as a chance for the community to weigh in on the new faction's gameplay.

Right now, we are STILL the only Red Alert 3 mod with ANY new content added to the game WHATSOEVER. And we've accomplished this with absolutely no budget and within just over a year from the release of the software development kit. We are terribly under-staffed and inexperienced, and I am very surprised we have made it so far and our team hasn't collapsed (as is common with so many mods).

So, when people say we are disappointed with the content we have produced... Personally, I am not offended. It's mostly that the newcomers are uneducated, and hopefully they can still become fans if they desire to learn more. If not, then we won't waste time worrying about them.


We're giving people a chance to get their talent at playing Paradox showcased on our weekly Paradoxcast. Send us your replays, or post them on the forums, and we'll show off the best games on Sundays at 8pm -5 GMT. We're really looking forward to seeing some awesome matches and creativity of Red Alert 3 players out there.

I'd also like to mention that our unofficial meeting place for playing games in Red Alert 3 Paradox is in Casual 17, so stop by if you want to play against actual people, or to team-compstomp with Paradox units.

Finally, I would like to give a huge thanks to all the people who HAVE been supportive of us and continue to be our fans. You guys are the people we're releasing content for, and it's the reason why we have a "content is better than no-content" mentality. We hope you enjoy our beta, and we also hope you help us out by sharing your opinions on the beta on our forum.

Sincerely,
Ferriswheel42, on behalf of the Paradox Team.

THIS JUST IN:

We have a new installer that will automatically set up the mod files for you (not that it was difficult to begin with). Just extract the folder in the RAR to the desktop with WINRAR, and place the installer inside the folder. A double-click on the installer should start the process automatically.

Installer can be downloaded from FileFront:

32-Bit
Filefront.com(32-bit).exe

64-Bit
Filefront.com(64-bit).exe

Comments  (0 - 50 of 64)
feillyne StaffSubscriber
feillyne

At last! And nice of you to put the mod release up, even despite its state - even such a version can be greatly enjoyed. ;-)

Reply Good karma+4 votes
L0K
L0K

Looking great, guys!

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Joshh
Joshh

So, for the next release, can we have maps with the custom music in them? That would be pretty sweet and not another job for the producers, only for the mappers.

I'm sad to hear about the top-secret protocols. Stupid inflexible EA tools. Maybe if you reduced the number of protocols for each faction and gave the leftovers to the new factions? Because you can apparently edit them but not add any new ones.

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PsychoticLoner
PsychoticLoner

Hold your horses there, buddy! I think they're more concerned with the missing features than putting music in, which everything I've heard has said it's impossible.

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Joshh
Joshh

From what I've seen, music can be but in by map scripts, which falls under the mapper's jobs, not the modelers/coders/animators or any other job like that. Check out the link under "Why is it Missing?" and read the entire first post. Apparently you can put music into the files and manually put it in via WorldBuilder scripts.

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EvilConker
EvilConker

This is true, the RA3 devs actually released all their maps in WB format, revealing how they did all the custom music, I believe.

I need to actually check that out, because during the RA3 mapping boom, everyone wanted to know, but we couldn't figure it out.

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Vikestart
Vikestart

Yeah, and you just get the script to check which faction the player is playing with an IF statement (for example analyze ConYard type), and you put the faction's pathfinder dynamic music on with the THEN action.

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madrox8
madrox8

fantastic, will download and give it a go when i get to my pc.

keep up the great work, looking forword to more in future releases

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rikkit
rikkit

I didn't even know RA3 was moddable. Downloading.

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EvilConker
EvilConker

I have to admit, I honestly thought modding was dead as far as RA3 went.

But you guys just wouldn't let that happen.

Good job, I mean that.

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BluishGreenPro
BluishGreenPro

Ha ha, it was great fun to play a game with you guys!
PS, sorry I was screen-watching during our match Sketch, it still did me no good... and I got disconnected!

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ferriswheel42 Author
ferriswheel42

That's what you get for screen-watching :P It's like the game knows when you cheat.

But thanks for playing! It was awesomely fun!

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BluishGreenPro
BluishGreenPro

Reasons why screen-watching didn't work for me:
1.) The size of the screen I was watching it off-or was about 4x3 inches
2.) The quality of the video was about 320x240
3.) Trying to make sense of this tiny screen made me loose focus on the game I was playing
4.) I didn't know the Confederate side well, and since they have Allied unit quotes I had no idea what was being built or how to counter it.
5.) The extra internet usage made me experience lag which ultimately booted me from the game.
DON'T SCREEN-WATCH KIDS!

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opscomm
opscomm

For some reason I cannot play a skirmish game. I am able to make it to the skirmish setup menu, but unable to change anything.

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ferriswheel42 Author
ferriswheel42

This is a known bug caused when the Red Alert 3 engine encounters new factions. The easy way to fix it is to make a new in-game profile.

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opscomm
opscomm

okay, thanks

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EvilConker
EvilConker

Gah, nobodies online :C

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SliderFF
SliderFF

oh, alredy test it! awesome done job, wating for more, more more!!!!

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Bender411
Bender411

Looks interesting! And I think use russian letters for wrote english words starts getting old... РАЯАДОКЖ такой ПАРАДОКС

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SliderFF
SliderFF

а помоему приколно, и кто тебе сказал что это рус?

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nodmod
nodmod

I got a problem,an allready know problem but i can´t fix it.
I can´t change anything in the skirmish mode,i made allready 3 new in-game profils but it doesn´t change anything
pls help me

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TotallySnappy
TotallySnappy

delete skirmish.ini in your profile folder (under users -> *NAME* -AppData -> Roaming -> red alert 3)

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nodmod
nodmod

thank you it works fine now:)

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renteria
renteria

Who was it that Gyrocopter rushed me!

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Wastelander
Wastelander

(buried)

I must say that I expected at least better AI for skirmishes.
However it didnt hapened.
Pretty lame, even for beta relese.

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WriteNoWrong
WriteNoWrong

Then join the Paradox team and offer your AI creating services.

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TotallySnappy
TotallySnappy

and let me see, you my friend have no modding experience posted on moddb of any sort so maybe you should restrain yourself from complaining for this FREE mod that took hours upon hours to make.

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SоrataZ
SоrataZ

@Wastelander: Can you please rename yourself to Wastetimer? Because that is what you do. Seriously, do you have ANY idea how difficult it is to make such a mod under such pressure? It's people like you who **** me off. You want to complain? Help the team if the process isn't fast enough for you, or else shut up!

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Wastelander
Wastelander

It is your problem that you cant accept other opinions. My comment should have stayed, i stated what i think about current state of the mod, and i think i have sole right to do so. It is being rushed, animations are missing, no sound fx, AI isnt working at all for new factions.
I do respect hard work for modders that put into mod, but also i am not in obligation to say that current version of the mod is in good shape because of some sort of sympathy or compassion.
My intention was not to discourage modders, but to pinpoint some things that bother people when expetations for mod are set to high.
That being said, your reply to my comment was far more vulgar and hostile than my opinion was.

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Mantonio
Mantonio

You DO know this isn't the actual first release, right?

Right?

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TotallySnappy
TotallySnappy

sorry to offend but it sounded like you were ungrateful, my apologies

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SоrataZ
SоrataZ

You have all rights to state your opinion but not in an offensive way, and FYI I'm in the team because I do something for the mod. Stating the obvious in a way you did IS NOT HELPFUL. Period. I say it again: if you want to complain about the state of the mod, join the team and help out. Anyone on the team will tell you the same thing, because you have no right to complain or whine like a child about something you get for FREE when others worked over a whole year on it.

Btw, do realise this isn't the first release but the public beta.

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Darthlex
Darthlex

Dude, what .. the .. heck? State your oppinion? Your oppinion was "This is lame because the AI suck" ..

That is not constructive criticism, that is just, as others pointed out, a waste of time. You are welcome to waste time if you are being positive, but if you feel the need to criticise, then you need to back it up!

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BluishGreenPro
BluishGreenPro

"If you can't do a better job yourself, don't complain"
I think we should all live by that.

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SоrataZ
SоrataZ

If it's for free this should apply anytime.

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moretanks!!!
moretanks!!!

If you DO want to complain at least tell them the problem specifically.

They're working on the AI and Huhnu is coding it was we speak.

You said you don't want to discourage modders, but that is exactly what you did by saying it's 'lame even for a beta'.

RA3 is real difficult to mod, from what I've heard, the SDK is messed up and full of restrictions.

Oh and by the way, spell properly.

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tatki82
tatki82

i failed epicaly my first game as the confederates cus i didnt know all of the units and abilities and such... lol

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MrTimm
MrTimm

oke red alert 3 for the pc will now be in my game collection just for this mod *have it for the xbox :p*

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EvilConker
EvilConker

The Xbox version is nothing compared to the PC version.

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ikuto
ikuto

Emm...Guys Paradox write in russian Парадокс non Рдядаож

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The_Mr_Z
The_Mr_Z

yes but that would be impossible to read for us Westerners who don't know how to transliterate from Russian.

The idea is that, like in "Red Aleя 3" (take a look at the title screen) it is a sly joke at russian script being an almost identical but slightly messed up version of latin.

So obviously the letters chosen have been chosen because they look like the latin equivalent.

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Darknovu
Darknovu

sorry but it says machine incompartibel

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horny97
horny97

- Protocols apparently aren't possible to implement, but we've been trying some workarounds with no success AS OF YET. Though we haven't tried everything.

Didnt hunhu add a bombing run protocol for the allies?

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TotallySnappy
TotallySnappy

by replacing an old one, there's no known way to add a fourth protocol list

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Cjslayer16
Cjslayer16

Thats actually really stupid of EA. -.- they like making things , well complicated!

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ColonelHomer98
ColonelHomer98

I'm having an issue with the installer. It creates a shortcut to paradox, but, whenever I open it, it just opens red alert 3.

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red7xd
red7xd

right click the paradox launcher, click properties, go to the end of the target link, than change the 0.9.0. to 0.9.1., and you need to have RA3 Paradox version 0.9.1. to make it work. Hope you read this ColonelHomer98.or the easier way, go to C:\Documents and Settings\Your UserName\My Documents\Red Alert 3\Mods and than install it. Both may or may not work

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moppop
moppop

Hey guys! Congrats on the release. I'm on vaca, so I'm not able to try it out yet but I'm very anxious.

I'm sure you guys have considered this, but I have a logical idea for a work-around to protocols. How about if you make a "protocols building" or make a null object and attach it to the conyard. If you can change what the button on the UI goes to, you can change the protocol button to that null object. This means that they wouldn't be protocols but merely "buildable" special abilities. The only question is how can you make an upgrade path?

Let me know what you guys think.

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RedTiki
RedTiki

I WOULD prize how awesome this mod is but... it crashes on loading a map (any map for that matter). D:
im gonna try and re-download it... but ill probably fail xD

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downdog555
downdog555

its because there isnt an ai for the con-feds yet so you cant vers them

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