*** Red Alert 2: Yuri's Revenge - Apocalypse by Eternal Immortal God-Emperor Master Overmind of Borg ***

* 2023 Update *

This mod has been updated to version 6.0.000.

Mod main features:

- New unique super-weapons.
- All units have their own unique sounds.
- The music from original RA2 is included. HM3 is included. A lot of nice new music.
- Many new weapons have their own visual and audio FX.
- Tech tree is based on the original RA2YR one and extended with higher tier structures, units and defenses.
- The maxed old tech tree is now somewhere in the middle of the new tech tree.
- Base defenses can promote and have range indicators. Base defenses are added to complement the existing ones for each side.
- Countries have more specific units, advantages and tactics. There are plenty of options to fit any play-style.
- There are plenty of secret new units and structures that require stolen or combined tech and can give you the edge in combat.
- All sides have air fields and specific related units.
- Single player missions are fully supported and improved, containing the new mod units. They also have some nice new secrets.
- All sides have improved ways of obtaining resources and/or reducing production costs.
- Multiple units from each side can garrison buildings.
- The multiplayer of the game is balanced, each faction having specific advantages. Learn to exploit and use them.
- There are art improvements of some units, including arctic versions of some infantry, some fixes of legacy items.
- There are a few stealth units in the game and sufficient units with stealth detection.
- There are multiple tiers of naval units for all sides. Yuri now has a full naval force at his disposal.
- New IFV modes
- A nice Yuri intro cinematic

More details can be found on the ModDB forums section of my mod.

I would like to thank the modding community in general and to all the artists that created extremely nice models of voxels and shps publicly available for use.
Although I created this mod myself, this would not of been possible without using many freely available art assets. All artists that did them deserve a medal !

Allied base nuked

Damaged Allied base

Allied navy attacking

Soviet island base

Irradiated base

Soviet base, SP, Mission 7

Battleship vs Nuke Reactor

SU Nuked Yuri base

Naval attack on Yuri base

[Changes from version 5.0]

- 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's Apprentice can now cloak

[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
- Added power plants power-on sounds

- 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

- All start power plants have their own unique power-on sound

[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

You can check the forums here:
Moddb.com

And maybe do some polls that influence some decisions regarding the development of the mod:

Moddb.com


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RSS Articles

Most work has been completed on the mod. There are only minor tweaks still needed.

Some of the main features:

- New unique super-weapons have been added
- All units have their own unique sounds (except some upgraded versions of existing units).
- The music from original RA2 is included. HM3 is included.
- Many new weapons have their own visual and audio FX.
- Tech tree is based on the original RA2YR one and extended with higher tier structures, units and defenses.
- The maxed old tech tree is now somewhere in the middle of the new tech tree.
- Base defenses can promote and have range indicators. Base defenses are added to complement the existing ones for each side.
- Countries have more specific units, advantages and tactics. There are plenty of options to fit any play-style.
- There are plenty of secret new units and structures that require stolen tech and can give you the edge in combat.
- All sides have air fields and specific related units.
- Single player missions are fully supported and improved, containing the new mod units. They also have some nice new secrets.
- All sides have improved ways of obtaining resources and/or reducing production costs.
- Multiple units from each side can garrison buildings.
- The multiplayer of the game is balanced, each faction having specific advantages. Learn to exploit and use them.
- There are art improvements of some units, including arctic versions of some infantry, some fixes of legacy items.
- There are a few stealth units in the game and sufficient units with stealth detection.
- There are multiple tiers of naval units for all sides. Yuri now has a full naval force at his disposal.
- New IFV modes
- A nice Yuri intro cinematic

ProgreesRep Week24


Above it's the progress report. At this point, a full version can be released !


A AttackISvsSovB


A WaterStuff2


S ArmagsVsSovB


S BaseWInf


Y BasewDef

Week 06 progress report - infantry complete

Week 06 progress report - infantry complete

News

Good news: infantry units are mostly completed with only small adjustments and refines left to be made. There are tables below with the infantry units...

Week 05 progress report

Week 05 progress report

News 1 comment

Most of the infantry is added, except one of the initially planned one. Some are country-specific, some are stolen-tech.

Week 04 progress report

Week 04 progress report

News

Work on various infantry units continued. There are a few left to implement and some will be a little difficult to properly make.

Week 03 progress report

Week 03 progress report

News 2 comments

Infantry was the main focus, to be continued next week.

RSS Files
Apocalypse 6.0.000

Apocalypse 6.0.000

Full Version 35 comments

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...

Apocalypse 6.0 - CNC Net

Apocalypse 6.0 - CNC Net

Full Version 12 comments

The Apocalypse mod with CNC Net support The Apocalypse mod adds over 180 new units, structures and super weapons to the original RA2YR and will give you...

Apocalypse 5.0.000

Apocalypse 5.0.000

Full Version 48 comments

The Apocalypse mod adds over 170 new units, structures and super weapons to the original RA2YR and will give you a completely new RA2YR experience while...

Apocalypse v4.0.000

Apocalypse v4.0.000

Full Version 53 comments

The Apocalypse mod has been updated at the fan's request to fully support the single player campaigns.

No Advanced Defenses build limit

No Advanced Defenses build limit

Patch 5 comments

No construction limitation for advanced base defenses. Updated for version 4.0 of the mod.

Apocalypse mod, version 3.3.000

Apocalypse mod, version 3.3.000

Full Version 15 comments

Latest version of the mod, in .zip format. Read the .txt file for more info.

Post comment Comments  (0 - 10 of 172)
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VPedge
VPedge

Played a few games after i got it working do got some question is the heavy dreg and some units pose to be so in accurate? Also some of yuri's units being able to one tap everything certainly is a choice

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NexusvoidReaper32
NexusvoidReaper32

would i need the YURI'S REVENGE 1.001 PATCH if i have the cnc ultimate collection?

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Guest
Guest

Update on the Crash when exceeding 75 unit limit in the vehicles tab. I used the CNCreloaded client files for game loading(along with its dlls ares,phobos,etc.) and game no longer crashes. exceeded 100+ units including navals,stolentech,etc. Just another clarification. Hope this helps.

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Borg.Overmind Creator
Borg.Overmind

Thanks for the test, I have released a CNCNet version that runs through ARES which should not have this issue.

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Guest
Guest

My Eternal Immortal God-Emperor Master Overmind of Borg, I have been playing this mod of yours for a few years now (since Covid). And this is by far one of the most entertaining, fun, and enjoyable mods I have ever played! Thank you. Just Thank You!

I currently have the cnc.net YR version with your mod, and I was wondering if you knew of a way to add the Game Speed Slider Bar to the campaign? Sometimes, I just want to speed things up a bit (mostly construction and training wise) then slow it back down for combat. I tried using HxD hex editor, but I have no idea what I'm doing.

If the slider bar can be added to the campaign... GREAT WOO HOO!!!

If the slider bar cannot be added to the campaign... GREAT WOO HOO!!! I still love your mod more than the Vanilla Version (GASP! Please don't sacrifice me in Kane's name)

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Borg.Overmind Creator
Borg.Overmind

You can normally adjust single player game speed from the game menu when pausing. There is no reason why this should not work, it's there in original YR and in my mod.

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Guest
Guest

I got a hard crash in a situation. Tested multiple times by creating the same scenario.
I achieved all three construction yards and built all the buildings possible and stole all possible techs. Finally during the last few buildings, game freezes. What I felt is that the tech level gets increased so much that game crashes. Maybe a hard limit in the game.

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Borg.Overmind Creator
Borg.Overmind

I encountered a similar situation when capturing all tech in a campaign. It may be a constructive limitation of the original game.

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