The Apocalypse mod adds over 180 new units, structures and super weapons to the original RA2YR and will give you a completely new RA2YR experience while keeping the classic feeling alive. The mod does not require other resources to run except the original RA2YR game v1.001. This is what the mod adds in general: 64 new structures, 40 new infantry units, 17 new naval units, 20 new air units, 41 new vehicles.
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Update 6.0.000 | Post Reply | |
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Jan 31 2023 Anchor | ||
Hello, I'm working on a small update that will balance a few things, fix small bugs and add some more stolen tech stuff. //Update 2023.08 - the small update will end up bigger with several significant improvements. Those are the fixes and changes so far that will be in update 6.0: [Changes] - Allied Chrono Power Plant now takes 2x2 cells of space instead of 3x3 [Fixes] - Single player Allied mission 7: Fixed bug of 2 overlapping structures [Version 6.0 additions] - New Mod Launcher (Apocalypse) which checks files before starting the mod - New Intro/Outro menu music - Added base defense: Allied Forward Bunker - Added music: HM1 metal cover, HM3, Some of the remastered RA1 music and others - Added aircraft trails - Added loop-sounds for Tier 3 super-weapons - Added super-weapon: Anti-Orbital Defense (requires Battlelabs from all 3 sides) - Added Prototype units: Heavy Prism Tank, Advanced Mirage Tank, Supercharged Tesla Tank, Nuclear Demolitions Truck, Railgun Half-Track, Enhanced Disruptor Tank (those are also crate drops) [New special tech] - Having Allied and Soviet Barracks will enable you to train Heavy Conscripts - Changes Updated 2023.11.27 - Edited by: Borg.Overmind |
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Sep 20 2023 Anchor | ||
Hi Borg, Thanks for your great work and wonder where can i download the update 6.000 mod |
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Oct 10 2023 Anchor | ||
Hello, I'm still finishing up a few small balance-related things on the anti-air side and since I want to made the mod have official CnC Net support, I'll have to test if currently that actually works (need to test the multiplayer part). So I'd say version 6 is very close to release. I'm setting the official release date as 27 November. As planned, version 6 has been released. There's currently a CNC-Net support version in progress that still needs some testing. The differences will be minimal, only a few background things adapted. |
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Dec 27 2023 Anchor | ||
Hello, amazing mod and very carefully made but all the new superweapons are not working for me, they are like forever loading even if is 00:00, active tropospheric, gravimetric, orbital thing and paradox I've never seen it. I have read the instructions and built all the 3 bases with battelabs and everything and they are still not working keep up the good work btw |
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Jan 2 2024 Anchor | ||
They work automatically and shoot at anything entering their range. You can also select and manually shoot them if needed. This is valid for any SW that says [Active]. That means it is always active and does not need a timed cooldown. |
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Jan 4 2024 Anchor | ||
I wouldn't expect this answer, yes I see the anomaly field how it works... thats great then.. I only can't see how the orbital thing works, thank you for the answer by the way, I am getting this error randomly when I play skirmish, googled and didnt find anything about it, would you know what is this about ? thank you ! Error code: EXCEPTION_ACCESS_VIOLATION Version zzz Details: Bytes at CS:EIP (0042A525) : 89 3E 74 13 D9 44 24 20 D8 43 04 D9 5E 04 8B 4B 0C 41 89 4E 0C EB 0E C7 46 04 00 00 00 00 C7 46 Edited by: dragoss91 |
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Jan 7 2024 Anchor | ||
0042A* errors are related to some animations (may be infantry mutating or trails); is there something specific happening when this occurs? It may also be map-related, if a custom map overwrites certain mod settings. |
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Jan 7 2024 Anchor | ||
I usually get it when map is overcrowded with a lot of different bases, happens less often when I play like me vs 7 yuri or 7 russia but when I play me vs 7 mixed I get it quicker. Yeah, the map I use is made by me in final alert, is something very basic just 1 vs 7 with a lot of ore and I have edited the INI of the map by adding BuildSpeed 0 and MaxQueued 100 |
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Jan 15 2024 Anchor | ||
Usually custom map errors happen when the map has hidden objects (like light tint generators or other such invisible props) and those get somehow affected/destroyed/interlinked with structures. From the map pack that was on a free YR MP site I noticed this happening on a few of them specially when nuking, storming or GMing. From the CNC net map pack I did not encounter such problems yet except on 1 map, probably because most of those maps have been properly check for many possible scenarios. |
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Jan 17 2024 Anchor | ||
Well as I said, I made the most basic map, just terrain + ore + some buildings and ini edits for buildspeed and maxqueued objects. If you wan to see and check them I have uploaded on my mediafire, maybe you find something and tell me what's wrong. btw now I saw your website and noticed we are the same nationality |
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Jan 21 2024 Anchor | ||
This map is good for testing. I did a play-through and put the 7 against each other just for fun. Nothing crashed, but the buildspeed is very strange, everything insta-builds. I'll test more with 7v1 when I'll have some time. |
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Jan 21 2024 Anchor | ||
it happens more often when I play 7 vs 1 and the map is overcrowded by the way I downloaded ares and ran the game with ares and here's the crash log maybe it helps Pastebin.com |
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Jan 26 2024 Anchor | ||
What is the exact size of your gamemd.exe file ? |
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Jan 29 2024 Anchor | ||
Size : 4.58 MB (4,813,072 bytes) Size on disk : 4.59 MB (4,816,896 bytes) |
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Feb 4 2024 Anchor | ||
4,813,072 is the correct size, so the file should be good. |
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Feb 5 2024 Anchor | ||
Yeah, I think is that the way this game works, probably it has its limitations, as I said this happens when the map is overcrowded in 7vs1 battles, in 3vs1 or 4vs1 battles it works just fine |
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Feb 5 2024 Anchor | ||
Try the CNCNet version that runs through ARES, that should remove the UI limitations and a few other old game limits. |
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Feb 18 2024 Anchor | ||
The game works much better on CNC version, the only thing that annoys me is that the Paradox is capturing by itself, on the non-CNC but Ares version is not, is only manual. If you annoy the AI too much it will do this ) This AI is out of control, impossible to beat unless it runs out of money Edited by: dragoss91 |
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Mar 13 2024 Anchor | ||
I will check on the Paradox, it probably misses a proper line. That AI bug may be something else, custom map or CNCNet Hard AI enabled, which can act strange. |
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Mar 22 2024 Anchor | ||
I really like when AI becomes like this, it happens randomly and it happens even on normal non-cnc version. At some point it stops building anything and is like waiting to be destroyed, first I thought it was because ran out of money then I modded the oil derrick to give huge amounts of money but the AI still stopped building at some point. |
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Apr 3 2024 Anchor | ||
It never happened for me. |
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