This is a sub-mod for OpenRA's Red Alert mod that technically depends on it, yet is offered as a Standalone release.
The mod vastly expands the number of available countries per side, with its aim being to flesh out the subfactions mechanic found in the RA mod.

Each of the subfactions are having country bonuses, unique support powers and unique units.

There is also lots of changes like extra units for each side, tweaked weaponry, mechanical adjustments and so on.

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RA+ mod in 2021

News

RA+ has evolved.. well not much since its inception, slow and steadily expanding the custom content its offering.
While indeed there is lack of documentation regarding the changes, compared to mainline Red Alert mod or previous versions, the development has continued onwards, the emphasis being put on getting implemented stuff to work as intended rather than rushing forwards with regrets later on.
The mod has reached a stage where two seperate releases was necessary, as not only OpenRA Tiberian Dawn mod style multiple production queues mechanic got implemented, it was found to be fundamentally game changing.

This version has the new multi queues:
Github.com

This version has retained the classic queues:
Github.com

They both should be identical in content otherwise.

In the meanwhile,
RA+ Lite has been dropped in favor of furthering development of the fullscale RA+ mod.
The idea of a liteweight content expansion mod lives on in the RA Simple mod instead:
Github.com

As ever,
Enjoy the mod(s)!

(and please keep reporting any of them bugs you encounter)

RA+ mod release

RA+ mod release

News

Maybe i will get some players this way, hello world o/

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RA Plus Mod v.1.4.3 classicqueues

RA Plus Mod v.1.4.3 classicqueues

Full Version

Red Alert Plus mod v.1.4.3 featuring Classic queues mechanic.

RA Plus Mod v.1.4.2-classicqueues

RA Plus Mod v.1.4.2-classicqueues

Full Version 3 comments

Red Alert Plus mod v.1.4.2 featuring Classic queues mechanic.

RA Plus Mod v1.4.1 classicqueue patch09132021 hotfix

RA Plus Mod v1.4.1 classicqueue patch09132021 hotfix

Full Version

Red Alert Plus mod v.1.4.1 featuring Classic queues mechanic. This is a hotfix for the previous bugfix release to remedy the naval transport crash issue.

RA Plus Mod v141 classicqueue patch09132021

RA Plus Mod v141 classicqueue patch09132021

Full Version

Red Alert Plus mod v.1.4.1 featuring Classic queues mechanic. This is a mainly bugfix release to fix the Aircraft unbuildable issue.

RA Plus Mod v141 multiqueue

RA Plus Mod v141 multiqueue

Full Version

Red Alert Plus mod v.1.4.1 featuring Multiple queues mechanic

RA Plus Mod v141 classicqueue

RA Plus Mod v141 classicqueue

Full Version

Red Alert Plus mod v.1.4.1 featuring Classic queues mechanic

Post comment Comments  (0 - 10 of 24)
pChanio
pChanio - - 3 comments

Hello again.
I have another suggestion that would modernize the game a lot.
It would be best if you could select many production units and send them a recipe to make them produce the same thing without having to click each one separately.
I don't know if it is possible but since you did make a mutlique system already I don't see why it wouldn't be like that.
Thank you!

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MialiciusMeowdini Creator
MialiciusMeowdini - - 36 comments

infinite production should already been made possible.
i will just need to find out where to enable that.
as for the recipe i thought you mean something like a preset buildorder, which you would setup somewhere else in the game's system, that you can then ingame tell on the production structure to build until completion, as a set. ?
thats a rather good idea that would require advanced changes to the engine however, maybe you can suggest it to the ORA developers too.

Reply Good karma+1 vote
pChanio
pChanio - - 3 comments

Hello. Congratulations for your mod. I really love everything you added to the base game, especially the multiqueue feature which enhances the game A LOT.
There is a strange bug where you cannot build planes and helicopters in bulk unless you move them from their spawning location.

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MialiciusMeowdini Creator
MialiciusMeowdini - - 36 comments

ah the intricacies of how the Aircraft traits function. Suppose will keep them on 'Always take off on creation' setting just to prevent this bug alone at the next release.

Reply Good karma+2 votes
Guest
Guest - - 687,512 comments

I can't for the life of me figure out how to have the Spy capture the enemy Tech Center. The triple green triangle icon shows up on all buildings except this one.
What am I missing?

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MialiciusMeowdini Creator
MialiciusMeowdini - - 36 comments

It was oversight on my part. should be fixed now in v.1.4.3

Reply Good karma+1 vote
Rampastring
Rampastring - - 1,187 comments

You appear to be using multiple graphical assets from Dawn of the Tiberium Age in your mod. We haven't given you permission to use those assets.

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Guest
Guest - - 687,512 comments

MialiciusMeowdini you said the AI isn't much of a challenge, I played a few skirmishes with both versions and even handicap didn't help me make a dent my opponent defense not to mention winning. The AI wiped the floor with me :D In one game I only managed to build barracks, a refinery, some infantry, and while I was waiting for the war factory I got bombed, the end.

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MialiciusMeowdini Creator
MialiciusMeowdini - - 36 comments

well, if it helps in the next version im removing the bonus income AI players get, and also making the AI production cost and build time boost a lobby tickbox toggleable option.

Reply Good karma+1 vote
ripper-ausosig
ripper-ausosig - - 3 comments

Hey, I really like this mod, and I love how each country does feel a little more unique now (reminds me of Generals: Zero Hour). It's a very promising mod, however I do have some feedback if that's ok? Some of then new units and tech units are fantastic, but it also means it's going to be a bit difficult to balance as well.

For example I realise that every Soviet team get war harvesters, rather than just one or two sub-factions, which makes me think that maybe the Allies should get something to counter-balance this, kind of like how they got Chrono-harvesters in RA2.

Another is I realise that every Soviet team (or almost all of them) have invisible missile silos, which means I can only ever detect them if I accidentally bump into them, or fire near them. Are there other support powers than can detect them? I don't recall France's Listening Post detecting them, unless I wasn't close enough.

Finally there's just a few little things, like how Turkey is able to build an unlimited amount of Commandos, which despite them not being able to attack vehicles, having 20+ Commandos in APCs let loose in an enemy base can be very devastating, haha.

I will say the enemy AI is really tough, and they feel more like real players when compared to vanilla OpenRA! Hijackers prioritise stealing your harvesters, just to **** you off, haha, and enemy planes attack areas where there are no AA defences, rather than just being shot down carelessly like in vanilla OpenRA.
Overall this is a very promising mod, and I do hope you still love working on it, and continue to make it awesome! :)

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MialiciusMeowdini Creator
MialiciusMeowdini - - 36 comments

Your feedback is most welcome.
Its going to be near impossible to balance, atleast i will try however.
Chrono Harvesters had been pure cheese in RA2, i would probably not implement that. Can try something like Harvester with mini-pillbox atop it or with an aa-only missile turret for Allies.
Every Missile Silo is cloaked, what you have described is an oversight on my part its cloak is supposed to cease function when at lowpower, so you will able to destroy powerplants to find out in next update. Until then try to space out Infantry as they detect cloaked in the cells right next to them. Listening Post not detecting invisible seems like an bug, its supposed to be a Detector.
Each Commando costs 1000, so what you faced there is 20000k spent into commandos + their APC costs. Rather easy to waste such an attempt upon getting wind of it. I may bump its cost to 1200 however.

Reply Good karma+3 votes
ripper-ausosig
ripper-ausosig - - 3 comments

Hey, thanks for the reply, and it's great to hear you're still working on this amazing mod!

Mini-pillbox or AA missile sounds pretty interesting! I'm wondering if Allied harvesters could self-heal over time (when not in combat) to make them a little different to the war harvesters, but give them something special?

Also I'm glad you mentioned the low power thing, I have experienced in-game where the missile silo is visible when the enemy has low power. I didn't realise mine was invisible too, but I did realise the camo pillbox is now actually stealthed until it starts firing, which I found interesting. As for the Listening Post, I must have not put it near the silo. I thought I saw it after a Chrono-shift, went to put the post next to the building but must have mistaken its location.

Also someone earlier mentioned that they thought the AI was basic, but I honestly think it's much harder than vanilla OpenRA, it's quite a challenge! I played 2v2, me and my bro vs 2 AI, and I guess the AI will always be able to micro-manage a lot more things simultaneously than a human can, perhaps my experience is a little swayed that I've gone against difficult AI, haha. Also Volkov can be annoying, but thankfully it's only one per team, haha. Keep up the great work!

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MialiciusMeowdini Creator
MialiciusMeowdini - - 36 comments

Harvesters already self-heal slowly when below 50% of max. HP in OpenRA, i havent changed this behavior so its happening here in this mod too.
Currently the AI earns 20% more than a human player and builds everything 20% cheaper, its been made into a cheating bastard because otherwise it can barely keep up with human player at all.
There will be better AI in future OpenRA releases that will hopefully enable AI that can manages itself without cheating, until then not much i can do on that front im afraid.

Reply Good karma+2 votes
ripper-ausosig
ripper-ausosig - - 3 comments

Hello again. Thanks for the responses to my questions earlier, and I want to say thank you for releasing the full RA+ mod as well! There are a lot of great, and interesting balancing, new toys to play with, and a brutal AI that offers more of a challenge!

I have one question though regarding the Soviet transport plane. I built one and tried putting units inside when it lands on the ground (it doesn't work when it's on the airfield) and I can't seem to get any of the units inside. I tried different vehicles, as well as infantry, grouped and un-grouped, and unfortunately I couldn't get them inside the big plane. Is there something I'm doing wrong by any chance?

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MialiciusMeowdini Creator
MialiciusMeowdini - - 36 comments

ah, well ive seen your comment now.
Regarding the transport plane: it does work when on the Airfield, Vehicles will enter one-by-one, one after the another, entering from south of the Airfield going into centre of Plane, happens very slowly.
I dont know how you managed to make the Plane land on ground instead of an Airfield, that seems like something that wasnt supposed to happen at all.
Also mind that Mammoths have weight of 4 as opposed to most Vehicles that weigh 2, so if you ordered one inside while there wasnt enough space in the Plane it will stand there doing nothing.

Reply Good karma+2 votes
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