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.

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RSS Articles

Release VIII

News 9 comments

Release 8 finally sees both the Allies and Soviets free of Tiberium War influence! At last you will have no choice but to utilise the history of the Red Alert series to your advantage!
The new additions? It is fair to say the bias is heavily towards the Allies (although the Allies did have the most GDI structures which makes this understandable), however the economic structure that Soviets have gained make late game domination simple!
The Allies? Finally they have an air transport, that is said to contain a secret upgrade program! and the conversion of the Armoured Car into the legendary IFV, greatly diversifies the Allies tactical options!

C&C Red Alert History: Release 8


Allies are ready!


Soviets are ready!


A special message from Allied High Command:

"We have heard your cries about the climate and we are delighted to tell you that Allied high command are committed to climate change.

"We promise not to tax the world in exchange for good weather..."


We are committed to changing the climate to suit our needs. And furthermore we reserve the right to use our control of the climate to disrupt the enemies of planet earth, to use nature's fury to crush any nation into submission. All for the Earth, we have no financial or political motivation with this new technology we have built"

"It is.. environmental, not militaristic."

"Tintin warned you! but you didn't listen!"


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

Hints and Tips

General

  • Ground transports have a drop modifier. This means that any infantry that exits from them receive a modifier that slows them down for a couple of seconds. This was done to reduce the frankly boring Engineer+APC opening moves that the Tiberian C&C series are famous for, and also to account for the much faster transports. It also 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.

Allies

  • The Spy now has some of the basic functions as seen in past Red Alert games, for example infiltrating an enemy power plant will sabotage their power for 1 minute.
  • 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 Nighthawk is Radar invisible, which means that your opponent will not see an icon on their radar for it!
  • If you do not want the Repair IFV to automatically repair vehicles within it's visible repair radius, set it to 'HOLD FIRE' stance (Alt+F).
  • If you prefer you can use force firing to heal a vehicle with your Repair IFV (maybe use in combination with 'HOLD FIRE' stance) in a similar style to repairing with the Scrin Corrupter. Like the Corrupter, the Repair IFV will continue to repair the vehicle even when it is at full health (auto repair disengages as soon as the target vehicle is fully repaired).
  • The Repair IFV will not auto repair harvesters (this is to stop them from chasing damaged harvesters).

Soviets

  • Any healing (including self healing), will destroy an attached Terror drone.

Known issues

  • The Terror drone will attach to harvesters\miners that are self healing, which will cause the drone to instantly be destroyed, avoid targeting harvester\miners that are self healing.

Join the Red Alert History Discord! Discord.gg

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

Testers:

Black_Drakon
Thanewulfgharn
D.Va-N
SharinganFox

RAH: Release 8 balance changes

RAH: Release 8 balance changes

News 3 comments

Balance adjustments for Release 8 that effect Allies and Soviets.

Release 8 general changes

Release 8 general changes

News 14 comments

General changes in Red Alert History Release 8. Balance changes to individual units and structures will be done in another post.

Release VII

Release VII

News 15 comments

C&C Red Alert History: Release VII. All that glitters is not gold.

RAH: Release 7 balance changes

RAH: Release 7 balance changes

News 1 comment

Balance adjustments for Release 7 that effect Allies and Soviets.

RSS Files
C&C Red Alert History: Release 8

C&C Red Alert History: Release 8

Full Version 14 comments

C&C Red history: Release 8. Climate change is the defining issue of our time!

C&C Red Alert History: Release 7*(Obselete)*

C&C Red Alert History: Release 7*(Obselete)*

Full Version 54 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 313)
jason7881
jason7881

I love this mod, but the newest update has completely destroyed the balance. playing against Allied enemies has now become impossible. due to spamming Knighthawk transports. no amount of AA is able to deal with the literal mothball, plus the fact they can outrange everything and destroy anything in one hit, makes the game unplayable. in previous builds, ive had issues with the AI spamming air, but it was manageable. however these new transports are too op, being able to kill and outrange everything. I really hope this gets fixed soon, otherwise, this mod is nearly unplayable!

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Cyber_Lord
Cyber_Lord

Can you add Yuri as a playable faction? or even the RA2 campaign

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generalsol
generalsol

Enjoying this allot. Thankyou!

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Madin Creator
Madin

Thanks!

Reply Good karma+1 vote
zoom_3000
zoom_3000

New gameplay review with the new weather control device

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Guest
Guest

i can’t find the directory for mods , cuz i didn’t add any mods before ! so i done search on windows 10 and created the folder “mods” and then copied redhistory whole folder within ! and that under the name of command and conquer 3 tiberium wars in every directory on pc , i’ve add ui on argument through origin app, and afterthat i never managed to play the mod , i can’t find it , i searched skirimish mode nothing but ordinary armies and units,,any help please ?

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beam637
beam637

Good luck

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Guest
Guest

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

beam637
beam637

Please change Iron Curtain to Nuclear missile silo.

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vic112233
vic112233

Yeah, I think it's too bad the Soviet Union didn't have a nuclear silo

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Highest Rated (4 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

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