New Horizons is a mod made in tribute to the classic real time strategy game Command & Conquer: Red Alert 2: Yuri's Revenge, originally made by Westwood Studios. New Horizons vastly expands the original game with an emphasis on realism, while at the same time preserving the elements that made Red Alert 2 unique. Youtube: 'RA2YR: New Horizons Mod'

Report RSS New Horizons Version 6 Is Here

New Horizons is a mod made in tribute to the classic real time strategy game Command & Conquer: Red Alert 2: Yuri's Revenge, originally made by Westwood Studios. New Horizons vastly expands the original game with an emphasis on realism, while at the same time preserving the elements that made Red Alert 2 unique.

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This update brings together major changes brought by the previous versions 4 and 5; specifically, the reworking of the combat dynamics of the game. Version 4 introduced Specific Accuracy, whilst version 5 introduced Building Solidity; these changes have been fine tuned so that they now compliment each other.

It is thanks to reworking these milestone features, firefights are now much more varied; a far greater degree of randomness in battle outcomes is resulted. Encounters between units, and even different groups of units, are now far less predictable. For example in the original version of the game, if a unit like Boris were to encounter a single G.I., Boris would have a 100% chance to instantly kill the G.I., whereas now there is a chance Boris may miss, and possibly have to fire off a few shots to kill his target. That said, Boris is still an elite Soviet unit; he Can still score a ‘direct’ instant kill hit. Boris can also score some ‘grazing’ shots, where his bullets only just hit the target, and these shots will do less damage. This feature is very wide-reaching; the single G.I. may miss his target, score grazing shots, and direct hits too. Sure, a single G.I. still has very little chance against Boris, but a squad on the other hand can force a tactical retreat.

It is this specific accuracy that makes firefights last much longer, and makes looking after units (especially infantry) all the more valuable. In the original game, an encounter between 2 half-health conscripts and 2 full-health conscripts would have a near guaranteed outcome of the 2 half-health ones being defeated. Now, there is still a chance either side may gain the upper hand. Building solidity has also a great importance in firefights, complimenting the specific accuracy of units; structures have various degrees of solidity. As such, a building may for example act as an obstruction to a stray tank shell, or equally, can act as something for units to shelter behind (such as retreating wounded infantry). If a soldier with a machinegun tries to shoot a partially hidden enemy taking cover behind the corner of a building, his bullets may still hit the target, but also may hit off the structure (possibly damaging the structure), or miss altogether. This offers a dynamic balance between the shooter, and the target under fire. With this in mind, a more accurate unit has a better chance of hitting the intended target; just as in real life. Some units will adapt to firing over time; for example, a sniper will become more accurate if remaining focused on a target. Other units will fire with more ferocity, sometimes switching weapon. Additionally, moving targets are also harder to hit than stationary targets, including when fired upon with bullets.

These changes present far more tactical choices that are possible. Infantry generally now have a better survival chance against vehicles in a built-up area, whereas tanks in narrow streets will be more vulnerable. Bear in mind that infantry garrisoned in buildings can be killed inside the building they are firing from; a pursuing tank may fire upon the building, killing or injuring the infantry inside, or if the building is badly damaged then the building may be destroyed first, killing the infantry in the process. Tank shells hitting garrisoned buildings may also strike the building only (thereby damaging the building, while the building offers protection to it’s occupants). There are multiple ways of clearing out occupied buildings, each with different outcomes;

-Bringing in heavy artillery will most likely destroy the building.

-A mixture of tank shells and bullets may kill the occupants, or bring the building down with them.

-Attacking an occupied building with bullets or flamethrowers (instead of bombing it), will most likely leave the building intact, while destroying just the occupants. In this case, if a player desires not to destroy a particular occupied building, they may clear it in this way (rendering it for their own use). Snipers for example are good at targeting garrisoned infantry.

Besides these major changes, other things that have been updated in Version 6 include a variety of random tweaks and balances to various units; specifically, each unit has it’s distinct strength or speciality in a certain field. The AI has also been enhanced as usual, most recently it has been taught a greater degree of complexity in capturing neutral tech buildings (something that was partially lacking, or simply missing in the original game).

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