March, 2047. A massive nuclear fireball explodes high in the night sky, marking the dramatic beginning to the Third Tiberium War. The infamous Kane has returned to lead the Brotherhood of Nod in a massive global assault on the Global Defense Initiative and the few remaining Blue zones left on the planet. Only you can stop him. The fate of humanity – and the planet – is in your hands.
Here is Red Alert History release VI, a version that combines the least interesting bits of what was going to be release 6 and release 7. This is essentially an airstrike release (you will see what I mean), and the one side that did not need even more aircraft, of course gets yet more aerial options! Those wondering where the ore is? if (IF) there was a release 7, it would get added along with the refineries and harvesters.
This Beta has been tested more completely then previous alpha releases, however there are still issues.
This has been released for the long suffering Red alert history fans (all 6 of them!), who constantly see images but never get to test anything properly.
When a skirmish AI controlled Spy gets close to enemy units, it will use its 'Bribe' ability, however it will not convert the units to the Spy's side (currently the skirmish AI cannot benefit from the Bribe code).
The AI will still almost never use the Tesla Troopers 'charge coil' ability.
Capturing more than one Veteran academy will not increase your rank any further!.
There are some units that cannot benefit from the rank provided by the Veteran academy.
The Harbinger, YAK and P51-J, all have a bug whereby if they have destroyed a target and there is no other target in their range, they will stop in mid air, perfectly stationary! I have not yet been able to resolve this.
There are some buildings that the Spy cannot enter.
The Soviet Flak cannon only pitches up when attacking aircraft, not by default.
The Soviet airfield will typically open all of its covers when it gets hit by an enemy weapon!
When firing at something that is invulnerable, some weapons will not draw a projectile. Also many weapons do not show any hit FX against something that is under the Iron curtain.
The Soviet Crane has been fixed!
The Skirmish AI will build and use the Spy! Be warned that they will attempt to infiltrate your structures!
The Skirmish AI's minor airstrike will target your airfield or tech structures, keep your aircraft airborne (once reloaded), so you do not end up losing them!
The Skirmish AI's major airstrikes will target your refinery, war factory and construction yard. Have anti air ready!
The Soviet Skirmish AI will often load units into Half Tracks, including Terrorists! Which means that it is possible that the AI will try to hit you with Bomb tracks!
I have fixed the exploit which allowed you to load a Terrorist into a Half Track, turn it into a 'Bomb Track', and then unload the Terrorist while still keeping the 'Bomb Track! Unloading the Terrorist automatically cancels the 'Bomb Track'.
The Kirov MkII handling is different. It has less issues now.
The Skirmish AI will no longer build the basic Kirov. The AI was so in love with the basic Kirov that it refused to build the Hind! So the only option was to block the AI from building the Kirov. Beware of the Hind! (especially if the AI upgrades it).
The Hospital or Veteran academy will benefit everyone that is allied to you, also the benefits of multiple Hospitals will stack!
Hints and Tips
The APC and Phase transport have a drop modifier. This means that any infantry that exits from them receive a modifier that slows them down for a few seconds. This was done to reduce the frankly boring Engineer+APC opening moves that the Tiberian C&C series are famous for. Also it means that you have a few seconds to react (even if means selling a structure) to the nightmare Phase+Engineer or Phase+Tanya or Phase+Spy combinations.
The British Sniper is the Allied garrison clearer (one unit at a time, if it is 3 squads of Conscripts you will be there for a while!).
The Spy infiltrating an enemy structure will disable that structure for 60 seconds (which means that it is rarely useful). It will disable an enemy super weapon for 120 seconds (which is actually significant).
The Spy is always hidden, unless revealed by an enemy stealth detector.
The Spy's 'Bribe' ability is by far the most useful feature (combined with being invisible!), however it is costly to use. To start you off, try rushing the AI on a small map, get your spy close to the AI refinery, and wait for at least a full AI harvester, and use the 'Bribe' ability on it, to claim it for your side! Even if it gets destroyed, you have still interrupted their economy. Of course you might well get more than one harvester, but be careful about getting greedy. The Spy is very easy to run over, especially when moving to get the best position in order to get the most out of the 'Bribe' ability.
Enemy commando's, other spies... and the Soviet Dog, are unaffected by the 'Bribe' ability!
The Dog can detect your Spy from an even greater distance than a standard detector unit (or structure), alerting other units to your Spy's presence.
Use the Dog to reach far away garrisons, and to deny the enemy neutral Spikes, in the early game.
As well has being faster, reusable, and being able to get weapons, the buildable Hind Transport Gunship can also pick up Half Tracks, something the standard Hind Transport cannot do!
The Hind Transport's Gunship upgrade rockets, do not home in on enemy targets, avoid targetting moving units with it.
The Hind Transport Gunship (obviously) reloads in the air!
If your Iron Curtain is up for a very long time, you will get an extra support power to help you out! If it is up for an insane amount of time, you will get another additional support power. Your Iron Curtain must be intact, and powered in order to use these additional powers.
Unlike the Allied airstikes, the Soviet airstrikes are very strong against vehicles!
Please use the forum if you want to help improve Red Alert history!
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