Greetings fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version 12B-3 (which supersedes Version 12B-2). As always, I highly recommend reading the articles on the previous releases to learn more about what’s new, should you be interested.
What’s New
This version is primarily for the full implementation of online compatibility via CNCNet! In previous versions, the option to launch online was implemented via an experimental workaround; this is no longer experimental, and is instead now fully implemented. This includes the functionality of the new game modes I introduced, namely the ‘Mechanised Infantry’ mode, and the ‘Infantry Divisions’ mode. Both were designed to recreate the ‘tech levels’ customisation, available in previous Command & Conquer games, whereby one could choose a ‘tech level’, which would limit the available choice of units. This meant that if you set the tech level to minimum, you could practically have battles that just involved infantry, which is what ‘Infantry Divisions’ mode pretty much allows; with the inclusion of basic light vehicles (such as transport trucks). The mechanised mode is basically to limit the use of air combat; focusing on land-based units. I have also included a few custom maps that are now available to play via the online mode. One small limitation (as per the CNCNet documentation) is that custom game modes are not selectable on custom maps, for now anyway, but the custom modes can still be played on many available maps (alternatively, you can still launch via the standard/offline launcher, and play the custom modes on Any map, including randomly-generated ones).
Here is the New Horizons CNCNet match lobby;
And some of the maps I added;
Cock'nBallsia
Frozen Cock'nBallsia
Superfortress
AI Enhancements
With the implementation of the two custom modes now available via the online And offline launch options, the AI has been evolved further, so that the AI itself is more able to play in the style of the selected game modes. In addition to this, the two custom modes have evolved somewhat:
‘Mechanised Infantry’ mode; Players will be able to build a Fuel Depot. This will act as a critical fuel supply station, without which will result in a team’s vehicles being short on fuel, and thereby be affected with a 20% movement speed penalty.
Fuel Depot ingame;
‘Infantry Divisions’ mode; Players will be able to build a Supply Depot. This will act as a critical food & water storage station, without which will result in a team’s infantry units being short on rations, and thereby be affected with a 20% movement speed penalty.
Supply Depot ingame;
Walls
I have overhauled the standard walls used in the game. I actually prepared some experimental features, but ran into a technical dead end with them, so they were not included in this release. What has been done however, is this:
All walls have been increased in size (they are now approximately 50% bigger). This was due to scale; many infantry units and even vehicles were previously as tall, or even taller than the walls. Visually, this gives the impression of being able to shoot over them, and hence I have corrected this by up-scaling the walls. Some units of course could fire over walls (such as mortars/artillery), and this remains the case of course.
Another change to the walls is that they are now theatre-specific; walls will look different depending on whether they are in a desert, arctic, or temperate environment (or even in a lunar map!). I found this breaks the monotony of having walls with the same scheme on every map.
Walls ingame;
Miscellaneous:
Usually there are many changes, too many to even remember in full. But on this occasion, the above sums them up. The next version release will focus on the implementation of 2 further game modes that have long been in the works, and will hopefully be an exciting surprise.
I sincerely hope wherever you are playing from, that you enjoy the new additions, as well as all the stuff from previous versions. As always, have fun!
Command & Conquer Westwood Fans
Red Alert 2 YR: New Horizons
C&C: Yuri's Revenge
C&C: Red Alert 2
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This mod leans too much towards Russia. The United States side is at a disadvantage
Thanks for the feedback. I am constantly monitoring the balancing. I have for example in Version 13 nerfed the tesla trooper(s) further. Do you have any suggestions?