Welcome to Red Alert 20XX. The aim of this mod is to pay tribute to old Command & Conquer games, while giving YR a fresh feel in a brand new cold war context.

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Red Alert 20XX - Patch 1.0.2

News

Welcome back commanders!

Patch 1.0.2 just released (available here)! This means that, slowly, RA20XX is heading toward version 1.1. In this new patch, you'll find new units, revamped ones, brand new SFX and, of course, balance change and bugfixes. So let's dive in what 1.0.2 has to offert to Red Alert 20XX.

==========Version 1.0.2 Highlights==========

  • Launcher : The most noticeable change for newcomers will undoubtely be the integration of RA20XX to the CNCNet Client, if you didn't see my last article. Enjoy!
  • New unit : The Eastern Republic has a new fitting Mammoth Tank replacement, the Grasshopper "flying Mammoth" Siege Helicopter :

Grasshopper
Replaces the Mammoth Tank for the ER

User Posted Image


Role : Long Range, Anti-Air
Weapons : Mammoth Tusk Missiles (airborne) + Dual Long Range 120mmx (deployed)
Note : The Grasshopper is a heavy helicopter that uses air-to-ground and air-to-air Mammoth Tusk Missiles when airborne. Once deployed, it will switch to its double heavy cannon. Beware, since it is quite vulnerable to close range attack when deployed.
Credit : Crazy Bird/Creator (exclusive voxel for his mod and RA20XX)

  • New unit : The European Union ditches it's signature Grand Cannon for a more mobile solution, the Damocles Heavy Artillery :

Damocles
Unique Unit for the EU

User Posted Image


Role : Long Range
Weapon : Heavy Cluster Shell
Note : The Damocles has formidable range and can inflict a lot of damage to enemy's units and structure. However, it is quite slow and must be protected against direct confrontation and air assaults.
Credit : Crazy Bird/Creator (exclusive voxel for RA20XX)

  • New unit : The Berzerker is a new tier 3 infantry available to all Allied subfaction :

Berzerker

User Posted Image


Role : Anti-Infantry
Weapon : Dual Vulcan Cannon
Note : The Berzerker Battle Armor is designed to support armor division against infantry assault. With its dual miniguns, it can mow down infantries with ease, but has much more trouble handling heavier foes.
Credit : Lao Tze

  • Unit change : The Spartan Buggy now takes the role of the IFV in a attempt to make it more useful than a mere recon unit. It also has a new voxel :

User Posted ImageUser Posted Image
Credit : Crazy Bird/Creator (exclusive voxel for RA20XX)


  • Unit change : In regard to the new IFV change, the Hydra IFV is now replaced by the older Armadillo APC, which disappeared from version 1.0.1. Its role is now to be a troop transporter, and has a new voxel too :

User Posted Image
Credit : Crazy Bird/Creator (exclusive voxel for RA20XX)


  • New model : The Dragoon has a new voxel, since I'll be progressively removing all helicopter units from the Allied roster :

User Posted Image

Credit : Crazy Bird/Creator


  • New model : The twinblade has an updated voxel :

User Posted Image
Credit : Kerbiter (for the original voxel), Mig Eater (for the rotors) and Yamanekoayf (for the edits),
exclusive voxel for RA20XX

  • New model : The Atlas Control Station has a new model, more fitting for the Allied theme :

User Posted Image

Credit : Xuetainyi, HG_SCIPCION and 厕纸大盗 (exclusive for his mod 瞎几把玩, but was kind enough to share it for RA20XX)


  • Other notewhorty units changes : the Tunguska is now available to all Soviet countries, the Inferno Cannon is now named the Fallout Cannon, the Medic and the Helix have better targetting system, the Hypnos Jammer will now detect submarines and cloaked units.
  • New SFX : The Atlas Cannon and the Nuke have new animation.
  • Light vehicles will now send their vehicle carcass flying in the air when destroyed :

User Posted Image


  • Some units will now leave bullet or shell casing on the ground :

User Posted Image

  • Other notewhorty graphic changes : Explosions leave more craters on the ground, new craters from TS, paradroping infantry will now fall to the ground when killed mid-air and new urban terrain, using OmegaBolt's temperate terrain (conversion by ayylmao/XxpeddyxX).
  • Other : Removed all C&C Remastered assets (cameos, music) to conform to EA's modding guideline.

For the rest of the bugfixes or the minors balances adjustments, check the changelog in v1.0.2's readme file.

==========What's next==========

First things first, I'll take a break. It doesn't mean I won't work at all on the mod, but I'm starting to feel modding fatigue and the best way to get past it is doing something else... like playing Cyberpunk 2077 at launch, for example.

Then, if 1.0.2 can be considered the artillery and helicopter update, version 1.0.3 will definitely be the Pacific Shogunate revamp update. I intend on changing most of their specific units, making sure that they are unique enough with the rest of RA20XX unit roster and that they differ much more than Red Alert 3's Imperial Japan. But this update should add other things : more options for the CNCNet Launcher, more units change for the USA, more SFX for railguns and building destruction and more custom voxels. One thing I'll really like to finish and present is RA20XX's lore, but I lack the motivation to do so. As of now, if you really need to know more about the mod's universe, just know that it takes place after the events of the Soviet victory in Red Alert 1. This however, doesn't mean the Soviet won in the long term, since Stalin's death threw the Union in many internal conflict...

For now, this is all. Enjoy the new update and feel free to contact me on C&C Modding Haven on Discord!

EA new modding guidelines and a bonus

EA new modding guidelines and a bonus

News 2 comments

EA just release their new Command & Conquer™ Franchise Modding Guidelines. What does it mean for RA20XX?

The road to v1.1

The road to v1.1

News 5 comments

What to expect for version 1.1, plus a small showcase of what the first RA20XX patch brings to the mod.

First release!

First release!

News 6 comments

Welcome back commander : Red Alert 20XX v1.0 is released!

First gameplay video!

First gameplay video!

News

See RA20XX in action for the first time! Thank to zoom3000.

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Red Alert 20XX - Version 1.0.2

Red Alert 20XX - Version 1.0.2

Patch 6 comments

One more step toward version 1.1! New launcher, new units, new changes, new terrain, more RA20XX! What is there to not love?

Red Alert 20XX - CNCNet Client Version (1.0.1.B)

Red Alert 20XX - CNCNet Client Version (1.0.1.B)

Full Version 2 comments

Red Alert 20XX! Now with more CNCNet Client and less copyright infringment! 1.0.1.B fixes the LAN/multiplayer problem.

Red Alert 20XX - Patch 1.0.1 (Manual Version)

Red Alert 20XX - Patch 1.0.1 (Manual Version)

Patch 4 comments

The first patch towards version 1.1 : bugfixes, balances changes, Overlord Tank and new SFX

Red Alert 20XX - v1.0 (Manual Version)

Red Alert 20XX - v1.0 (Manual Version)

Full Version 10 comments

Welcome back commander : Red Alert 20XX v1.0 is released!

Comments  (0 - 10 of 91)
AllenZakiv_Blackwell
AllenZakiv_Blackwell

1. idea since the soviet factions have the tunguska maybe replace the flak track with the BMP-1 or BMP-3 having an amphibious IFV that can transport infantry and can act as spam unit could be useful.

2. the ally missile trooper has a little to much range IMO, the problem is he can out range anti infantry defenses and even uncharged Tesla coils. you can lower to its range by default but give it a deploy ability in witch it gets increase survivability and attack range but cant move to compensate.

3. will the soviets get jets in the future?

4. will there be any new factions like a Arab faction(like the GLA) in the future?

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Danielovich7 Creator
Danielovich7

Hi, thank for the interest in the mod and for your comment. As for the ideas :

1. There is no planned change to the Half-Track;
2. The deploy option is out of the question (personal opinion, but I think the Guardian GI from og YR is a dumb concept), but I might have to check the range problem;
3. I like to keep each side unique, and I feel like most YR mods give planes to the Soviet just because it's what is expected. No planes is planned for the Soviet and I intend to keep it that way;
4. A third side is planned indeed, but I really want to flesh out the Allied and the Soviet and set up most SFX system before that. This new side will be the focus of version 2.0, but I don't want to talk about it yet.

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AllenZakiv_Blackwell
AllenZakiv_Blackwell

i really like your mod and the only problem i have with it is ally missile troopers out ranging anti infantry base defenses and some times tesla coils other then that, its a good mod.

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Danielovich7 Creator
Danielovich7

Thank you very much. I'll fix the Guardian's range.

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nocturnalknight
nocturnalknight

stupid question but is this mod supposed to happen in the 21st century?

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Danielovich7 Creator
Danielovich7

Yes, why?

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eil
eil

after playing several Soviet skirmishes feel kinda frustrated as found several either strange underpowered decisions or maybe it's left from testing...
- mine layer is killed is 1-2 shots = as it's weaponless shouldn't it be more durable
- sickle walker shows attack cursor on air units but does nothing
- what is the point of sickle walker permanent deploy, does it give some armour/range buff?
- demo-truck has no deploy-attack while such units just "must have" it
- salvage tank is useless as it can't chase any unit that moves, and easily gets killed while kitted(even miners can escape it easily) = needs speed buff and maybe some stun of victim
- 2 bunkers with 5 flak troopers each can do almost nothing to 5 legion tanks(not even mentioning heavier tanks) = basically flak troopers are garbage, especially compared to tank hunters
- 6 fallout cannons barely handling 1 pillbox = aren't artillery meant to be anti-defences?
- absence of soviet kgb agent really makes late game hard due to lack of resources(hope he'll come later)
- two high tech tier buildings for soviets make difference only in one unit?(noticed 2 Overlords for China but couldn't figure out difference for other factions)

don't take it as blind critique, maybe i just didn't understand how to use those then please explain.

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Danielovich7 Creator
Danielovich7

I'll respond to each point one by one, but note that some of those question come from the problem that units description are dispersed in the articles, here, on ModDb. At one point, I'd love to make a wikia for the mod, with up to date information on each factions and units. I need to look into it, but I don't have much time to do so as of now. It might become a objective for the 1.1 release, but for the moment, sparse information on ModDb is all I have to offer.

As for the question themself :

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Danielovich7 Creator
Danielovich7

-Mine Layer : That a good point, I need to check into it (I wanted to make it so it could place mines upon death, but this is easier said than done, as death weapon dont use weapon or projectile property);
-Sickle Walker : That's not supposed to happen, I'll check into it;
-Deployed Sickle Walker : once deployed, it gains triple health and has more range;
-Demo Truck : this is quite strange, sine I haven't changed anything regarding this. I'll check into it;
-Scavenger : it is best used in groups, as it slows moving target. Even better, it's a great structure and infantry killer;
-Battle Bunker : The problem is not the bunker, but the Flak Trooper, which is not an anti-tank infantry. For this, the Shock Trooper will soon be able to garrison into building, as I'll change it in a futur update;
-Fallout Cannon : I'll check this, but note that the Fallout Cannon primary role is to irradiate whole zone;
-Spies are an Allied exclusive unit. I do have plan on giving the option to have them on both sides with the launcher tho. But only as a preference for players, since I also want the Stolen Tech unit to be somewhat more available;
-The Bureau of War gives access to different tech than the Bureau of Propaganda. They each have a unique SW and a unit/unit upgrade.

No problem, I always appreciate feedback.

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eil
eil

>>The problem is not the bunker, but the Flak Trooper, which is not an anti-tank infantry.
=so flack trooper will be AA only? but that will make it kinda "unpopular" to use as lacking versatility and there are better vehicle equivalents. just imo, i'd let them be anti-tank, but make less damage AG than say tank busters, while having faster shooting(like flack cannon= no projectile just puf-puf clouds on target)
>>Fallout Cannon : I'll check this, but note that the Fallout Cannon primary role is to irradiate whole zone;
=i thought Grass Hoper ought to be zone controller, and irradiate for Fallout was just a bonus for shorter range than V3...
>>Spies are an Allied exclusive unit.
=this is kinda big handicap, as Soviets have totally no way to make sabotage of sorts and to get extra money(which is real problem in AI skirmish). if no kgb available, Soviets need at least some funds generating building.
>>The Bureau of War gives access to different tech than the Bureau of Propaganda.
=hope there will be more difference, 'cause i see it's only 1 unit & 1 s.power difference.
>>Scavenger : it is best used in groups, as it slows moving target. Even better, it's a great structure and infantry killer
=is it intended that infantry doesn't give bounty? didn't really notice them slowing down vehicles. yet noticed Svavengers often kinda "miss their victim" and go to place where it was the moment attack order was given, instead of attack-following.

- btw, what is Eastern Empire?(which countries) it has kinda too good arsenal, and many are quite more "Russia"-style, like Grass Hopper and Shagohod(even by name and appearance of IS-3)
- back to minelayer: it has some movement problems after deploying mines(kinda like can't move to position due to mines around); yet giving allied miner ability to safely "disable" mines feels unfair while it's already faster, amphibious and soviet miner doesn't have weapon any more.
- Paradrop is almost useless: dropping on enemy base - will be killed surely, dropping on miners - they easily override whole group. the only way to use it is smaaal help in regrouping, or destruction of far tech buildings. it's kinda shame such iconic special power is meh.
- what's the point to be able to build more than 1 Bureau of same type? usually such tech buildings limited to one specifically to make them important target. if one can build many there is no way to cut higher tier production with pre-main-attack strikes.
- mineral fields really need faster generating speed. most maps aren't available for proper play as even with 30K starting, after 15min there are almost no resources to gather and battle stalls.

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Danielovich7 Creator
Danielovich7

Flak Trooper : as in og YR, the Flak Trooper is good versus infantry and aircrafts. For anti-vehicle purpose, the Shock Trooper will be reworked and brought down to T2.
Fallout Cannon : The Fallout Cannon, Grasshopper, Desolator and Sickle Walker are all zone controller. But I will increase its damage versus defenses.
Spy : Giving them to the Soviet would create a bigger inbalance, imo. They are meant to give the Allied an advantage against the Soviet's heavy units. Plus, I don't think they are that great as ressource generator in late-game because 1. they can be easily countered with anti-spy units and 2. they don't create value, but only distribute existing value from one player to the other.
Bureau : No more unit is planned for the Bureau. But I do plan on adding a third one with it's own new units.
Scavenger : I should have said that it can block units while in group. But I'll buff them a bit, by giving them an auxiliary weapon and increasing credit gained from killing units with it's grinder. Also, grinded infantry gives meat, not scraps ;)
Eastern Republic : It emcompass all Warsaw Pact countries, plus Yugoslavia, Poland and Ukraine. It was created as an artificial federation by Russian high command before the Second World War (RA1). Up until the events of RA20XX, Russians controlled most - if not all - of the ER's internal and external policies. Also, the Shagohod is more inspired by the Object 279 than the IS-3.
Mine Layer : It will drastically change in the futur, giving it a secondary weapon to fend off light targets. Since Mines are infantry in the code, yeah, it can get stuck if too many surround it. From what I recall, Hover Havester are not immune to mines, but I would have to check to make sure.
Paradrop : It is meant to be for harassment purpose, and not base assault (or at least, not on its own).
Tech Building : yeah, I thought about giving it a BuildLimit=1, but haven't experimented with it yet. I'll see.
Ore generation : you have a good point there, I'll boost the ore growth.

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