Significant balance changes to infantry and tanks to discourage tank rushing. Infantry in general have been reduced in speed to make transporting infantry viable. Most infantry received substantial firepower upgrade to compensate for the loss of mobility.
It's better to build a force with variety, as everything will have a hard counter.
One new basic infantry: Conscript.
This will be the last patch for a while.
Patch notes:
New conscription options:
Conscripts are now available to call up from Allied/Soviet barracks.
In times of dire emergency. conscripts are cheap to deploy, and can be called up en masse very quickly.
However, the quality of their training and equipment are subpar.
They are slow, and very vulnerable enemy artillery.
Conscripts don't have body armour, nor are they equipped with newer generation assault rifles.
Issued weapons are typically whatever that are leftover in depots.
It isn't uncommon for conscripts on both sides to use older vintage semiautomatic rifles, like the M14 or the SKS.
In large groups, they're still effective, especially against structures. Be prepared to send a lot of letters home after the battle if you use them.
Balance Changes
------------------------------
Common:
Most infantry have been slowed down (as they would be on foot), but made much more effective if they are in range.
A West German Rocket Soldier with a firepower upgrade crate bonus can take down MBTs with ease.
Early tank rushes in Red Alert may have been effective, but less so here.
You'll need a balanced force of tanks, infantry, artillery, and aircraft to fight effectively.
Tanks have been rebalanced to reduce the damage disparity between basic tanks and advanced tanks.
Soviet T-72A's gun now will do the same damage as the T-80U.
Allied M60 Patton and AMX-30B2 have more powerful guns.
Basic tanks all now have anti-infantry machineguns for point defence, but they aren't very effective.
Rifle Infantry
-Speed decreased to 3 from 4.
-Now carries a short range disposable rocket launcher.
-Cost increased to 200 from 100.
-Range for both weapons set to 4.
-New rifle to distinguish them from conscripts.
Medic
-Speed decreased to 3 from 4.
-Fixed to be available for both factions after constructing Comms Centre.
Allies
Rocket Soldier
-Speed decreased to 2 from 3.
-ATGM now does more damage, and fires farther.
-Cost increased to 400 from 300.
Pathfinder
-Speed decreased to 4 from 6.
-Weapon now sounds like a sniper rifle.
-Hitpoints increased to 100 from 90.
Assault Pioneer
-Speed decreased to 3 from 5.
SAS Commando
-Speed decreased to 5 from 6.
-Rifle sound now suppressed.
M2 Bradley
-Cost decreased to 850 from 925.
-ATGM range increased to 6 from 5, and does more damage.
-Health reduced to 225 from 250.
M60 Patton
-Gains a 7.62mm M240C co-axial mounted machinegun.
-AP shell damage increased to 55 from 38.
AMX-30B2
-AP shell damage increased to 65 from 35.
-Range increased to 5.25 from 5.
-Damage of 20mm autocannon increased to 30 from 20.
Leopard 2A4
-AP shell damage increased to 60 from 55.
-Range increased to 6 from 5.75.
-MG Range increased to 5 from 4.75.
-MG damage rebalanced as a single burst instead of rapid fire to accomodate new sound effect.
-Cost decreased to 1250 from 1600.
Turret
-AP shell damage decreased to 60 from 75.
-Range decreased to 6 from 7.5.
Allied Turret now shares the same gun as the Leopard 2A4.
The Allied Turret was too powerful for its cost, and still functions with no power.
Soviet
Mortar Infantry
-Speed decreased to 2 from 3.
-Damage increased to 70 from 45.
RPO Trooper
-Speed decreased to 2 from 3.
-Damage increased to 100 from 50.
-Hitpoints increased to 125 from 100.
-Cost decreased to 375 from 500.
-Gains an RPG for anti-armour use.
Attack dog
-Speed decreased to 4 from 5.
Spetznaz
-Speed decreased to 4 from 5.
VDV
-Speed decreased to 3 from 4.
Field Mechanic
-Speed decreased to 3 from 4.
T-72A
-Gains a 7.62mm PKT co-axial mounted machinegun.
T-80U
-HE-Frag shell range increased to 5 from 4.
-Cost decreased to 1100 from 1400.
BMP-1
-AP shell range decreased to 5.5 from 5.
-HE-Frag shell range increased to 5 from 4.
TO-62
-Ammunition to the 115mm gun resupplied, and can be used again.
-Speed decreased to 4 from 5.
IT-1 Drakon
-Removed the thermobaric missile.
-Speed decreased to 4 from 5.
-Cost reduced to 675 from 900.
Foxhole
-RPG range decreased to 3.5 from 5.
-MG Range increased to 5 from 4.75.
Guardtower
-Range increased to 5 from 4.75.
Hello sir, great mod which you create, but all that about the patches is very confusing.
It seems I don't need the original mod and the patches are actually full versions of your mod.
Anyway thanks for the mod, I really liked it and it makes the old Red Alert more entertaining.
The google translator makes my comment look not as formal as I would like.
You're right.
I changed the name to Version so people don't get confused.
The mod is very simple, and making each update as full version makes everything easier.
Why won't this work in skirmish mode for the CNC.Net version?
Sorry for the late reply. You have to run the RA95.exe inside the game's installation folder.
so do I need to own the original game? can I get by with OpenRa version? Im not a tech guy so I dont know.
You need the C&CNet; version.
Cncnet.org
any step by step guides to install?
It's part of the readme file.
Installation:
C&C Red Alert Able Archer is confirmed to work with C&C The First Decade with TFD 1.03 rev4, and the freeware version by CNCNet.
Red Alert's version should be 3.03.
It may work with other versions of the game, but may encounter bugs.
**Remember to backup your copy of Red Alert before copying Able Archer over to your installation.**
-Simply copy and paste all of the files in this folder into your Red Alert directory.
-If you are using C&C The First Decade v1.03 rev4's installation of Red Alert, copy the files from Red Alert - Able Archer TFD to your Red Alert folder.
-If you are using CNCNet's installation of Red Alert, copy the files from Red Alert - Able Archer CNCNet to your Red Alert folder.
In case you are wondering why, TFD's installation doesn't accept expand4.mix.
Known bugs:
-Game crashes when loading more than one save game per .exe instance. Save often. If you need to load another save, exit the game and reload.
-Structures sometimes will need to be hit multiple times to destroy.
-Transport Helicopters will attempt to leave the map when Spetsnaz board them. This is hard coded. Simply order the helicopter to stay behind.
-Soviet mission 3, the enemy spy will get stuck at the first house and not fire on your troops. If you kill him, you win. This is a lucky break for you. If the spy actually fired like he's supposed to, you'd be in trouble.
-Soviet mission 14 - Good luck. If you're the first person to beat it on Hard and record it all, I'll send you $10.