Description

New version 4.3 is available. As before, this version contains many bug fixes and balance changes. Also, the new version includes all the developments shown in the video and pictures for the mod at the time the current version was released. I hope you will like it.

Preview
RA3 Epic War 4.3
Comments
waingro666
waingro666 - - 30 comments

Great update but you might get some haters who play on the Russian team.

No more Drone Control Center but Iron Curtain and Artillery now have drone defenses but can't get promoted.

The thing I noticed right away is that the Empire AI builds the Executioner in less than 10 minutes. That combined with the all the Giga-Fortress' make for real challenge. Now I can deploy the Toy Factory and not feel guilty doing so.

Great job as usual and thanks.


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PERVERT Author
PERVERT - - 917 comments

Thank you.

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cosmic25
cosmic25 - - 22 comments

I like this update. I would probably only change 2 things, the Empire's Final Squadron should be untargetable and immune to enemy fire before hitting target. Other 2 teams attack protocols can't be shot down before hitting target so kind of unbalanced.

Also as much as the mind control frenzy is cool I'd argue it's slightly too OP. Every time a Psionic Decimator sneakily deploys near my base and gets destroyed it causes my own base to rip itself apart in seconds which isn't so fun lol

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Guest
Guest - - 695,916 comments

Скажите пожалуйста почему у альянса такой маленький доход? Я нормально против бота не могу сыграть из-за того что комбайн союзников собирает мало а бот успевает создать армию

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PERVERT Author
PERVERT - - 917 comments

Доходы игроков я не изменял. Однако боты на последней и предпоследней сложности имеют дополнительный доход.

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Guest
Guest - - 695,916 comments

Здравствуйте, я хочу задать вопрос по поводу последней версии 4.3, так вот, я перекинул в папку "Mods" в Red Alert 3, запустил программу "Red Alert 3 Mod Run" показывает "неизвестная версия", Версия игры 1.12. (при обновлении показывает только 2, это Mics и Streams, именно они показывают неизвестную версию.)
Я не опровергаю то что программа "Red Alert 3 Mod Run" устаревшая, но может вы посоветуете какую нибудь программу для запуска модов?
Заранее буду благодарен
(c) danilkruskov

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PERVERT Author
PERVERT - - 917 comments

Впервые слышу чтоб для запуска модов использовались программы. Обычно для этого достаточно просто запускать через лаунчер. Вот тут инструкция как запускать моды: Youtu.be

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CORR0SI0N
CORR0SI0N - - 1 comments

Здравствуйте снова, спасибо вам за совет! (Тем самым гостем был я.)

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Guest
Guest - - 695,916 comments

I have a problem. In the six mission on Aliies Tanya is buggeg and still attack turret and die. Tell me What do I do?

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PERVERT Author
PERVERT - - 917 comments

I will check it.

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Guest
Guest - - 695,916 comments

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leva.080
leva.080 - - 7 comments

а как исправить что у некоторых новых объектов нет имени и описания?

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PERVERT Author
PERVERT - - 917 comments

У каких именно?

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leva.080
leva.080 - - 7 comments

Аа, нет. я просто запускал моды неправильно

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leva.080
leva.080 - - 7 comments

А будет русификатор к моду?

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PERVERT Author
PERVERT - - 917 comments

Таких планов нет.

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onezocom
onezocom - - 2 comments

Hi, creator of this "from my wiev of point" best mod for ra3. I have a quetsion i had like to creat my own campaign/rework the actual official campaign to be more compatibility-able with this mod. My question is how could i add your units/buildings and basicily everything into the actual worldbuilder? Did i need actual sorce code or something else? And how to add it to the world builder? thanks for answer.

P.S.: Why is your mod better then others? Well my answer is simple: your mod is most balanced one, yet still add lots of new things to experimenting, plus you rework the old ones with reworked special abilities and ecret protocols to be more usefull but no overpower. And one big greatest change is that you delete the superweapon building a make it as special ability for super expansive unit, which is the greatest decision what i serched here for a long, long time. The AI or players in skirmish mission can not anymore rush to superweapon and need to think more in RTS style and not just like in other mods be in turtle mod and push the button and kill everything. For axample Rush Armor mod, great one but his pontential is killed because he tried just like you make the weapons and abilities deal more realistic dmg and area effects which end it here when you build superwepon it basicily kill everything in 10 minutes, maby if the timer would be 20 minutes that could be more acceptable, and thats not problem just Armor rush mod but others have some game breakeing thing, but your mod is from all sides of wiev intersting but no gamebreaking, and thats what important. Thank you for your hard work.

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PERVERT Author
PERVERT - - 917 comments

This version doesn't mix well with the map editor and crashes. For my comrades, I made a separate version that is compatible with the editor but loses part of the mod. However, I don’t know how to launch the map editor so that the objects from the mod are available in it, since I didn’t use the editor myself and I don’t know how. If you need a version for the editor, then write to me in the PM.

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Guest
Guest - - 695,916 comments

Hey thanks so much for this awesome mod, I'd really love if you increase the visibility range a bit, My units (esp air units) get hit by defenses that I can't see.
Would you consider adding an allied aircraft that can pick up troops to other locations? this is the only thing missing to be able to play the Allied campaign mission of mount Rushmore, we have had president helicopter for that and century bomber before that, but now there's none.
And for the open sea allied mission, there's no way to achieve it because Natasha gets killed by the Japanese defenses at the start, is there a work around for it?

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PERVERT Author
PERVERT - - 917 comments

In the future, I want to rework the campaign for full compatibility with the mod.

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Guest
Guest - - 695,916 comments

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severfrancedark
severfrancedark - - 1 comments

Hi mod, I have encountered a bug in 1st soviet campaign. The bullfrog transport just got destroyed during the cutscene. how to fix this?

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Guest
Guest - - 695,916 comments

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mradd0104
mradd0104 - - 1 comments

Hello, you can add the Empire of the Rising Sun the ability to transfer infantry through impassable obstacles, otherwise the USSR can use punishers and goliaths, the Alliance with a chronosphere and an engineer ability, the Empire of the Rising Sun does not have such an opportunity.
I propose to add a structure in the likeness of the goliath of the empire, which will be able to transfer infantry.
P.S. I am Russian and I don't know English
Привет, можно добавить Империи Восходящего солнца возможность перебрасывать пехоту через непроходимые препятствия, а то СССР может использовать карателей и голиафов, Альянс хроносферой и инженер способностью, Империи Восходящего солнца такой возможности нет.
Предлагаю добавить сооружение на подобии голиафа империи которое сможет перебрасывать пехоту.

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PERVERT Author
PERVERT - - 917 comments

Тоже были мысли сделать что-то подобное, но пока не придумал как это реализовать чтоб не резало глаза и вписывалось в логику игры.

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qwsxed
qwsxed - - 2 comments

im sorry to say this but the fact that the only way allies can attack mini subs / akula subs is by using riptides is a very dumb decision since riptides with their torpedos have very low dps. and how subs can attack whilst being submerged just makes the soviet navy really op. not a big fan at all

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PERVERT Author
PERVERT - - 917 comments

In the next version, submarines for the alliance will be added.

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YourComrade
YourComrade - - 3 comments

Thank yoou, I can't wait for future update

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Guest
Guest - - 695,916 comments

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waingro666
waingro666 - - 30 comments

Hey man when's the next Mod coming out?

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PERVERT Author
PERVERT - - 917 comments

Today.

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