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 (Games : C&C: Yuri's Revenge : Mods : Apocalypse : Forum : Mod Info : 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
- Basic AA defenses now cost 900 instead of 1000
- Single player AT Turrets now cost 900 instead of 1200
- Yuri Missile Trooper under attack animation fixed
- Tesla Power Plant Upgrade Modules icon now has an upgrade arrow
- Range of Allied Chrono defense turret increased by 50%
- Rearranged UI bar
- All base defenses have threat level and are targeted automatically by units
- Multiple AI Improvements
- F15 speed now higher than Turbokat's and can shoot structures
- F49 will use special bombs vs structures
- F117 now fires cluster missiles when attacking
- Chrono Blocker has been upgraded to Chrono Storm Trooper
- All pad-based aircraft costs reduced
- Yuri Heavy Gattling Tank can now fire AA
- Adjusted speed of various air units
- SAS now comes equipped with a portable cloak generator
- Allied Prism Destroyer AA range increased
- Yuri Battleship AA range incresed
- AA range increased for multiple ground and naval units
- Soviet Sniper is able to shoot air targets when deployed
- Advanced AA defenses now cost 2400 instead of 2500
- Yuri Controller Frigate can also fire a Psi attack vs any non-submerged targets
- Walls strength increased by 33%
- AT Mine has an active animation
- Voices changed for a few units
- Yuri Apprenice is now cloaked

[Fixes]

- Single player Allied mission 7: Fixed bug of 2 overlapping structures
- Helicopter idle rotor spin animation has ben fixed
- Fixed HM3 proper format so it plays fine
- In-game colors have proper description
- Paradox Device: animation properly added
- Fixed F15 not shooting at ground targets automatically
- Shock Trooper can no longer overcharge Alpha Wave Towers

[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 base defense: Yuri Railgun Turret

- Added music: HM1 metal cover, HM3, Some of the remastered RA1 music and others

- Added aircraft trails
- Added different power-on and power-off sounds for energy-based turrets

- Added loop-sounds for Tier 3 super-weapons
- All start power plants have their own unique power-on sound

- 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)
- Single player Allied mission 3: Player has an Advanced Mirage Tank prototype
- Single player Allied mission 5: Player has a Heavy Prism Tank prototype
- Single player Soviet mission 3: Player has Supercharged Tesla Tank prototype
- Single player Soviet mission 4: Player can receive Supercharged Tesla Tank prototype and Nuclear Demolitions Truck as reinforcements
- Single player Soviet mission 7: Player has a Turbokat Mk3 Prototype
- Yuri has Railgun Half-Track in Allied Missions 4 and 5 and Soviet mission 6
- Yuri has Enhanced Disruptor Tank prototypes in Soviet mission 6

[New special tech]

- Having Allied and Soviet Barracks will enable you to train Heavy Conscripts
- Having Soviet and Yuri Barracks will enable you to train UFOs
- Having Yuri and Allied Barracks will enable you to train Demolitions Troopers
- Having Soviet and Yuri Naval Yards will allow construction of a Poseidon Facility which comes with the Poseidon Nuke Torp and produces credits and power
- Having Allied and Soviet War Factories will allow construction of a Mobile War Factory which can be redeployed anywhere
- Having Yuri Grinder and Allied Service Depot will allow construction of a Forward Service Depot
- Having all 3 Battlelabs will allow you to build the Anti-Orbital Defense super-weapon

- Changes Updated 2023.11.27 -


Edited by: Borg.Overmind

Sep 20 2023 Anchor

Hi Borg,

Thanks for your great work and wonder where can i download the update 6.000 mod

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.

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 :)

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.

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
Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Access address:317F7220 was written to.
Exception occurred at 0042A525

Version zzz
Internal Version 1.001
Release Build: 25 by gsmallwoo - 10/30/2001 - 17:31:36
CPU Pentium III, MMX Yes, Vendor: GenuineIntel

Details:
Eip:0042A525 Esp:0019AF38 Ebp:0001A060
Eax:09260970 Ebx:02DE5D20 Ecx:0926BAC0
Edx:00000000 Esi:317F7220 Edi:02EB102C
EFlags:00210202
CS:0023 SS:002b DS:002b ES:002b FS:0053 GS:002b

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

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.

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

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.

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.

Mediafire.com

btw now I saw your website and noticed we are the same nationality :)

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.

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


Jan 26 2024 Anchor

What is the exact size of your gamemd.exe file ?

Jan 29 2024 Anchor

Size : 4.58 MB (4,813,072 bytes)

Size on disk : 4.59 MB (4,816,896 bytes)

Feb 4 2024 Anchor

4,813,072 is the correct size, so the file should be good.

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

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.

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 :))


428169052 2598924496972026 62292


428241944 1130633234603275 58898


428336255 1186662282313734 65933


428241944 316297534307961 902142

This AI is out of control, impossible to beat unless it runs out of money

428429001 1351022598932903 44734

Edited by: dragoss91

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.

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.

Apr 3 2024 Anchor

It never happened for me.

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