Welcome back Commander.


Turns out, time did tell.


World War II was not prevented. The power vacuum needed to be filled. If it wasn’t for Hitler, someone else filled the void. Germany had a much more capable leader this time. Without the prejudiced policies, Germany was able to do much more. But, in the end, the Allies were too much for the Axis Forces. Turns out, Russia is still a terrible place to be in the winter, no matter who you are.

So the war ended, but the technology level of the world increased drastically.

It’s now 1983. Comrade Stalin is still alive due to the advances in Soviet medical science.

During the Cold War, the Allies have conducted many large scale deterrence exercises. Able Archer was one such exercise. The realism of the exercise has triggered a response from Stalin. He is no longer sure the fragile peace could be held. Even the worst dictators and leaders have hopes and dreams. Will Stalin be able to achieve his dream? Could Russia’s borders stretch from coast to coast?


Or will you vehemently oppose him in the name of freedom?


Time is short, you must decide now.

----------------------------------------------------------------------------------------

It's been far too long. Time for nostalgia, but with a twist.

So the rumour goes, Red Alert was supposed to be Cold War gone hot. I've spent countless hours changing the game to something completely different.

The total conversion attempts to be as realistic, wile maintaining balance. It is still, at the end of the day, a game with hard engine limitations that I needed to work around. All the weapon systems in game are researched as best as I could, and balanced/named accordingly.


Build your base how you see fit.

Ever want to see Iowa class battleships have a go at Kirov class battlecruisers? Now you can. In Red Alert.

The conversion is a simple copy and paste into your Red Alert Folder. C&C Red Alert Able Archer is confirmed to work with C&C The First Decade with TFD 1.03 rev4's version of Red Alert, or CNCNet's freeware copy of Red Alert.


Have fun!


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Credits

Coding/balance: Sadukar09

Graphics: AchromicWhite, ROB, Tschokky, Sadukar09

Special Thanks to: Westwood Studios, of course.

I may have missed a few people in the graphics section as I lost track of who made some of the content. If you see your work in here, and I forgot to credit you, please let me know so I can do so!

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Red Alert - Able Archer Version 1.4

Red Alert - Able Archer Version 1.4

Full Version 2 comments

Significant balance changes to infantry and tanks to discourage tank rushing. Infantry in general have been reduced in speed to make transporting infantry...

Able Archer Patch 1.4 with Original RA buildings

Able Archer Patch 1.4 with Original RA buildings

Patch 1 comment

DO NOT DOWNLOAD IF YOU DON'T WANT ORIGINAL RED ALERT BUILDINGS. THIS IS NOT NECESSARY FOR VERSION 1.4. Use expand02.mix if you have TFD. Use expand04.mix...

Red Alert - Able Archer Graphics Improvement Patch

Red Alert - Able Archer Graphics Improvement Patch

Patch

PATCH 1.4 ALREADY INCLUDES THIS UPDATE. DO NOT USE UNLESS YOU'RE USING 1.3.1! ---------------------- Graphical update for Soviet units. Makes the TO-62...

Red Alert - Able Archer Patch 1.3.1

Red Alert - Able Archer Patch 1.3.1

Full Version

No balance changes. Fixed game compatibility with C&C The First Decade v1.03 rev4's installation of Red Alert. Patches are not cumulative. Every patch...

Red Alert - Able Archer Patch 1.3

Red Alert - Able Archer Patch 1.3

Full Version

Emergency Patch 1.3 fixes compatibility for CNCNet's freeware version of Red Alert, and adds minor changes. -Tested with the online version without singleplayer...

Red Alert: Able Archer Patch 1.1

Red Alert: Able Archer Patch 1.1

Full Version

Patch 1.1 was released on March 28, 2020. C&C Red Alert Able Archer is confirmed to work with C&C The First Decade with TFD 1.03 rev4. Red Alert's version...

Comments
Marktoon
Marktoon

I just tested the mod on the CNCNet version and with the exception of the save game error everything works fine.

I will clarify that I have been testing the mod with the MegaCompilationBETA2 of the CNCNet forum and so far it works well with fan-maps and campaigns like flame dancers, but I have not yet tested it with the official Red Alert campaigns.

I would recommend removing the bazookas from the rifle soldiers and replacing them with hand grenades, those bazookas cause a lot of problems.

The rifle soldier with bazookas have an even greater range than dragons of the rocket soldier, being able to attack anti-infantry defenses with impunity at long ranges.

The worst thing is the anti-aircraft ability that the bazookas give to the rifle soldiers, there are occasions that this breaks some missions when shooting down transport helicopters that in the original game could pass without problems over the rifle soldier .

I took their bazookas from the rules notebook and wanted to replace them with hand grenades, but I don't know how to give them the old grenadier hand grenades.

I wanted to give them rifle soldiers hand grenades because it seems more suitable to me,but that these grenades must have the same amount of damage points as the assault rifle which is 15 points of damage or that they have a little more like 18 points of damage
and that they must have a rank of 4 points.

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Sadukar09 Creator
Sadukar09

Hey there,

I tested Light Infantry today, but I can't replicate your issues.

Light Infantry under the [E1] entry has [Dragon] weapon, which only has a range of 4, and has a projectile that cannot fire at air targets.

Only Rocket Soldier has a missile launcher that can out range basic anti-personnel defences, with a range of 6.

If you want grenades, you'll have to edit a weapon, but all of them are used in one way or another. [Dragon] is the most appropriate, as it's used by [E1] and the Soviet Foxhole.

Problem with giving grenades to Light Infantry is that it will overlap with the rifle weapon. Grenades require a large damage pool for the unit to choose over its rifle. But HE will do more damage to every armour type than the SA warhead used by rifle weapons. Therefore it will supersede the rifle in every respect.

From the damage you're talking about, I don't know what's going on. Conscripts are the only units that deal 15 damage with their rifle. Light Infantry with rockets deal 40 per hit.

Reply Good karma+2 votes
Marktoon
Marktoon

It's a shame that the hand grenade animation can't be used, you did your best, thanks for the clarification.

This is not sarcasm, sometimes the google translator translates things in a somewhat cheeky or rude way, it has caused me problems in the past.

I was referring to the flame dancers campaign that comes by default in the CNCNet version and MegaCompilationBETA2, the original campaigns and expansion missions work without problems.

I will clarify that this is not the fault or a mistake of the mod, but that the mod responds differently to the campaigns made by fans, at first I thought that the mod was like that, but then I noticed that it behaves differently with the official campaigns.

In the MegaCompilationBETA2 the mod changes the armament of some units according to the campaign being played despite the fact that the weapons are the same as in the official campaigns, for the moment the mod works well in the MegaCompilationBETA2 even though the compilation is unstable and with bugs according to the CNCNet forum.

The craziest changes occur with the flame dancers campaign set 1 and 2, the Udalov ships are submerged as if they were submarines, the dragons of the light infantry have a greater range and it gives me the impression that they do more damage than the rocket soldiers and attack to air units, I have seen a single light soldier take down an Apache, even 2 apaches.

The AMX-30B2 tanks do not use their main cannon and only use the automatic cannon, the AI ​​is hyper-aggressive and sends everything it has against the player, for me that's great, but the most impressive thing is the rocket soldiers.

The rocket soldiers in set 1 carry as a secondary weapon a heavy machine gun that eliminates a soldier with one shot, I have seen that when they take cover they will carry something that looks like an m60 machine gun with a bipod.

Another problem that I remember was that the infantry heals while receiving damage from tanks and turrets, another fact is that in the flame dancers campaign the game crashed when loading a saved game, I do not remember if the same happened with the official missions, but that problem disappeared with MegaCompilationBETA2.

All of these catches my attention because only the tanks were changed the armament adding a machine gun to deal with the infantry in the original version, the flame dancers units also have strange secondary attacks with the mod.

In set 2 the flame dancers have long range incendiary missiles as a secondary attack, it is very strange because the flame dancers have no secondary attack in the original.

It is fascinating how the mod provides different secondary weapons to some units in each campaign, even more so because none of them have secondary attacks or weapon changes in their original versions.

In the rest of the MegaCompilationBETA2 these crazy things do not happen, the only strange thing that I have seen so far is that it seems that the AI ​​is off, although this may be due to a bug in the megacompilation, I still have a lot of the compilation to see.

Even with these problems I prefer to play the compilation with the mod, I am badly used to the weaponry of the mod and I prefer it to the absurd and ridiculous weaponry of the original Red Alert and I do not like the infantry of the original Red Alert, they seem like a deformed jumble of pixels.

This mod is very close to the more realistic and detailed style of the Tiberian Dawm, I think the original Red Alert must have been like this mod.

One question, this mod has some relation to Classic Revolution mod.

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Sadukar09 Creator
Sadukar09

Unfortunately, the mod is only guaranteed to work with the normal Red Alert/Aftermath/CounterStrike/Ant missions.

New CNCNet campaigns may change units depending on the map rules, as that can be done independently of the mod rules.ini.

Reply Good karma+2 votes
Marktoon
Marktoon

It will be possible to use the Construction Yard, Power Plant, Ore Refinery, Barracks, War Factory and the MCV of the Red Alert instead of the buildings of the Tiberian Dawn.

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Sadukar09 Creator
Sadukar09 Reply Good karma+2 votes
Marktoon
Marktoon

Thanks for taking it into account.

Reply Good karma Bad karma+1 vote
Sadukar09 Creator
Sadukar09

It is possible to make it by simply deleting the TD buildings from the mix files.

I'll see what I can do.

Reply Good karma+2 votes
flames09
flames09

Does this work with OpenRA?

Reply Good karma Bad karma+2 votes
Sadukar09 Creator
Sadukar09

No, it's for the original Red Alert.

OpenRA runs on different modding system.

Reply Good karma+3 votes
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