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.
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
[Changes since version 5.0.000]
- 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 increased
- 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 my YouTube channel @BorgOvermind for videos.
Excellent work thus far. You may not believe it, but i've been a VERY longtime fan of this particular mod, and seeing it still alive just makes me so damn happy, dead serious here... <3 <3
Please don't EVER let this mod die, i'm being VERY dead serious here. It's that awesome...! ^-^
Thanks, hopefully I'll be able to make an epic "Yuri is back" campaign at a point.
I'd gladly look forward to that. ^^ And don't even worry about it being text-only for dialogue as Mental Omega does the exact same thing and yet it still became immensely-popular in the RA2YR community. :>
Unlike them, I'm a solo developer. That's the reason I used many free-to-use SHPs an Voxels. It's a lot harder when you have to do everything by yourself. As a thought, I would like to make a Yuri campaign that continues the Soviet ending when Yuri is left in the Dino era. It won't be easy for me if I attempt this.
Yeah, I hear ya. Take all the time you need, i'm share others might help you eventually. ^_-
Also, I usually Pro-Soviet myself so i'd actually like a continuation of the Soviet ending, given my preference to them over the Allies of course. :3
Soviet ending is much more interesting, with Yuri in the past. It would just be boring (but easier to make) to continue the Allied ending with Yuri just escaping a prison.
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I have quite an epic scenario in mind; I just hope be able to actually implement it at a point. The scenario has 21 missions, it would take quite the effort to implement.
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I have a problem. Two, actually. The first is that I can't seem to set a custom resolution for gameplay (1920 x 1080 in my case), even if I have ddraw.ini and related files. The second is I can't set campaign game speed, even if I put the -speedcontrol command line in the shortcut. It doesn't show up. I don't have this problem with any other mod. Please help. I've already tried a few solutions and they did not work.
EDIT: Resolution problem solved. Now all that's left is the -speedcontrol issue.
I believe that the speed control isn't normally available to toggle during camp, think it's possible in Skirm, but as I don't frequent Skirm that much I couldn't say for certain. But again, I usually notice that there's no speed control in the pause Options menu so that usually is a given, though there may be a way to enable it, but of course I dunno how to do so.
In single player, in game options you have game speed controls. 5 should be also good for a nice SP experience, as 6 may be way too fast and you may miss-out on things or be not careful/fast enough and get wiped.
please retweak the ra2 campaign and made it available to your mod to be playable
For the RA2 part I will have to make a different mod, as RA2YR mod is not compatible backwards with standard RA2. But single player will be the next focus for my mods.
yes and also add another country on each faction with country specific arsenal
Hi! I like your mod, how do you incorporate your modded campaign maps? Are you using Final Alert 2?
Looking forward for more units to play with your mod 👍
Yes, the single player maps have been adapted using FA2 and direct code editing.
Hi Author, been playing with your mod since 4.0. loving it!
I actually met a problem with the latest 6.0, after installing it to a clean installation of Yuri's Revenge and enabling it, when I try to launch the game using the Apocalypse.bat file, it will always take me back to the original game rather the modded version. Not sure what happened with it, I am using the mod with the Ultimate Collection version of Yuri's Revenge, which 5.0 have no problem of launching.
Thank you for the great mod, and I hope you help me out with this problem.
Hello, make sure to drop the mod files in the same folder gamemd.exe/ra2md.exe are. You can also use RA2MD.exe to launch. Make sure YR patch 1.001 is installed.
i am very impressed, the campaign using this mod indefinably makes you think more logically n strategically. Reminds me of the missions in RA2, that you have to restart and improvise your strategy. Hell yeah brother, keep up the good work :D
Yes, I tried to add a few elements in certain maps that put you to think strategically instead of just going forward. Last Allied mission is a good example of needed battle planning before going all-in.
Hello there!
Great mod, this version is so much more balanced compared to the other ones.
I have a question. Is it possible to play this mod online with my friends against the AI? I know this mod is not supported by CnCNet, but I guess there must be another way.
Thanks and keep up the good work!
You can play in a classic LAN-like manner. I am working on trying to make the mod CNCNet compatible, but there's not much support from them on that.
can you add the mod to the cncnet client so we can play online,if we can play campaign with adjusted speed that will be so much better, this mod is amazing!
You can play in a classic LAN-like manner. I am working on trying to make the mod CNCNet compatible, but there's not much support from them on that.
is 'rulesmd.ini' available for me to messing around?
Making variations of the mod is not allowed. If you need anything specific or help on modding something go ahead and ask.
Hi, I have a problem where every time I run "Apocalypse.bat" I get an error along the lines of "Origin is not installed". All game.exe and game.md files give the same error and the CNCnet launcher doesnt have the modded units.
Any advice?
You are using an origin-based version of the game. Just copy the files in the game installation folder and launch the game from origin like you normally do. If you can launch the game normally, the mod should be detected also. But atm EA App is bugged and does not work with any C&C Collection games.
Probably the best RA2/RA2 YR mod out there, because it still keeps the vanilla feeling of the game.
I have a question regarding the added music. Is there any way for us to remove some of the tracks introduced by the mod? There are too many and I rarely get to listen to the OG songs.
You can play any track via game menu (instead of using shuffle). You can also copy an original thememd.ini to the game folder to use the classic music only (for this edit the launcher file and remove thememd line from there after you copy the original file to game-dir).
help pls i cant open mods bcs i cant find v1001 files
You can get 1.001 patch from here: Cnc-comm.com
I keep freezing when i build every 3 side tech, infiltrated. especially with boats.
I think this mod got too many units and buildings option that makes game freeze.
how can i solve this?
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Hi Borg.Overmind is it possible to have a RulesMD.ini in the file? Can i have it and send to my email? Hehehe thank you
saintwar02@gmail.com