Command & Conquer Red Alert History is a small mod that adds a few new units. The idea came about because I wondered what a few Red Alert units would look like and perform inside the Tiberium wars engine.

I consider this mod a 'museum', wherein I add a few historical pieces that I like into the C&C3; engine!

The Mod will be updated by adding a few units at a time (typically around 10 items).

The mod is a mixture of mostly EA & public models, as well as a few original models done by me.
Check the forums & articles for detailed information and for in-depth discussion.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles

Release VII

News 15 comments

Release 7 is a major step for Red Alert history, as it marks the first time that the mod does not feature tiberium! What kind of differences does this have on how the mod plays? you will have to download and find out for yourself!
The brute strength and air power of the Soviets, or the speed, stealth, and intelligence of the Allies, who will be your pick?
The Soviets finally have both a Commando unit (Boris), and a proper artillery unit (V3 launcher), and the addition of drone warfare will have a much greater impact then you might think!
The Allies meanwhile finally have a powerful multi-role aircraft, never mind the fearful additions of both the Mirage tank, and the dreaded Prism tank!

C&C Red Alert History: Release 7


There are more additions that I will leave you to discover for yourselves.


Ore Version 1.0

While the newly implemented Ore system has been tested extensively, you might still run into issues.


  1. When the Ore\Gem field runs low, there might be animation issues because the game engine scales the amount of time spent dropping off and processing Ore, depending on the amount of Ore dropped off.
  2. A Tiberium Wars bug means that upon placing a Refinery, it is possible for miner docking to be bugged for that Refinery, causing the miner to dock in weird positions (including facing the completely wrong direction). Additional refineries may not have the same issue.
  3. If any structure is placed anywhere near an area close to the miner dock end (dropping off Ore) or dock start (the position where the miner turns to reverse into the dock end position), the miner will not dock in the correct position, how far off it will be when docking varies, but it will never dock in the right position.
  4. Mixed Ore\Gem fields (specifically when the fields are placed on top of each other by 'clever' mappers), will probably cause issues with the visual display of Ore or Gems on the Allied miner.

I will work to lessen these issues in the future if possible.

Hints and Tips

Allies

  • 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'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!
  • Enemy commando's, other spies... and the Soviet Dog, are unaffected by the 'Bribe' ability!
  • Units and base defences that have a long pre-fire time, will struggle to effectively target a stationary Mirage tank (even while it is firing). It is recommended that you have a stealth detector nearby, to make targeting the Mirage tank easier!

Soviets

  • Use the Dog to reach far away garrisons, and to deny the enemy neutral Spikes, in the early game.
  • 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, it will attempt to assist a single War miner (whether from an allied Soviet team, or your own), by launching a single vehicle radius Iron Curtain!
  • Do not forget that Repair drones can repair vehicles other then their parent vehicle, this includes any teammate that is allied to you. Regardless of whether they are Soviet or not!

Changes since Release 6: Moddb.com
Release 7 balance changes: Moddb.com

Please use the forums if you want to help improve Red Alert history!

Ppmforums.com
Moddb.com

Special thanks to:

Black_Drakon
Gunship_Mark_II

Ska-ara

Testers:

Black_Drakon
Thanewulfgharn
D.Va-N

RAH: Release 7 balance changes

RAH: Release 7 balance changes

News 1 comment

Balance adjustments for Release 7 that effect Allies and Soviets.

Release 7 general changes

Release 7 general changes

News 7 comments

General changes in Red Alert History Release 7. Balance changes to individual units and structures will be done in another post.

Release VI - Beta

Release VI - Beta

News 12 comments

C&C Red Alert History: Release VI Beta. It is time for the next battle!

Release V - Abandoned alpha

Release V - Abandoned alpha

News 4 comments

A leaked version of the cancelled release V, this release will never be completed.

RSS Files
C&C Red Alert History: Release 7

C&C Red Alert History: Release 7

Full Version 32 comments

C&C Red history: Release 7. The gold rush is now on!

C&C Red Alert History: Release 6 Beta*(Obselete)*

C&C Red Alert History: Release 6 Beta*(Obselete)*

Demo 7 comments

C&C Red history: Release 6 Beta, more craziness for you to enjoy!

C&C Red Alert History: release 2 *(Obselete)*

C&C Red Alert History: release 2 *(Obselete)*

Demo 11 comments

A few more units for the Allies and Soviets. Have fun!

C&C: Red Alert History 1 *(Obselete)*

C&C: Red Alert History 1 *(Obselete)*

Demo 1 comment

The first release adds 10 new items, has well has trimming (read butchering) some C&C 3 elements to adjust the gameplay.

Comments  (0 - 10 of 233)
Revanwade
Revanwade

This mod is great so far! I do hope you have plans in the future to fix up the con yards, the Ailled super weapon (Very inbalanced when they still have the Ion Cannon.. but AI doesn't seem to use it either so far. I have to ask, why the Soviets have both the Mammoth and the Apoc tank? Seems slightly overkill, but the models are freaking wonderful though!

Reply Good karma Bad karma+1 vote
Guest
Guest

Why there are not nuclear missile silo in game?

Reply Good karma Bad karma0 votes
Madin Creator
Madin

No Nuclear Missile Silo has been modelled.

Reply Good karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

Hey guys, seriously one of the best mods ever, and the AI plays along very well with it.

One question though, is it possible to make this mod cooperate with the 60FPS fix for TW3? All other mods i played supported it but this mod suddenly didnt.
Are you planning on doing so or will you ignore it?

Best regards

Reply Good karma Bad karma+1 vote
Madin Creator
Madin

I have never tried the 60fps 'fix'. My understanding is that it can cause animation issues?
I might look into how it plays with Red Alert History in the future.

I am glad you enjoyed the mod!

Reply Good karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

Ok

Reply Good karma Bad karma+1 vote
DanielDanBad
DanielDanBad

This MOD will be the best if you don't remove allies supersonic fighter!!

Reply Good karma Bad karma+2 votes
Madin Creator
Madin

"DanielDanBad" wrote: This MOD will be the best if you don't remove allies supersonic fighter!!

What 'supersonic fighter'?

Reply Good karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
C&C3: Tiberium Wars
Creator
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

8.7

74 votes submitted.

You Say

-

Ratings closed.

Highest Rated (3 agree) 10/10

10/10. Well made and incredibly detailed mod. It feels good, it plays good, it looks very good.

I assume is only Alpha version, it has some minor bugs and C&C3 content left, it's a still very atmospheric mod.

I really hope you will finish this mod, it's worth it.

Sep 14 2013 by Gunship_Mark_II

Style
Theme
War
Players
Multiplayer
Embed Buttons
Link to C&C: Red Alert History by selecting a button and using the embed code provided more...
C&C: Red Alert History
Statistics
Last Update
Watchers
598 members
Files
4
Articles
20
Reviews
10