An expansion/overhaul mod of epic proportions, with entirely rebalanced gameplay, expanded factions, new gametypes, graphical overhauls, and five new factions; stealth-based Confederate Revolutionaries, tower defense-inspired Atomic Kingdom of China, economy-focused Mediterranean Syndicate, DotA-esque Order of the Talon and spammy Electrical Protectorate.

Report RSS What we have so far (more or less)

Because we haven't really had time to get together for hardcore modding recently, it's been a little while since there was a substantial update. Here's a quick summary of what we have done for each faction!

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Here's a list (more-or-less complete) of all the units, buildings, etc that we have in the mod and that we have made any progress with. All percentages are completely arbitrary.

ALMOST DONE/INGAME

Achilles Fighter: 100% complete. Maybe it'll need balancing or something.
Mesofortress + Lampreys: 85% complete. Model, texture, weapon, particles are done; no voice yet, and the Lampreys need a code fix or two.
Claymore Drone: 65% complete. Still needs a secondary ability, has no unit responses, and... well, some people aren't satisfied with the particle effects so we may add something to it.
Swan Seaplane: 80% complete. No voices, it needs a just-built animation (so its wings don't go through the naval yard when it's created), and I'm not wholly satisfied with the aerial weapon.
Subhunter Frigate: 60% complete. No voices yet and its weapons are taken from the Naginata for now... but wow, the Naginata weapons fit well.
Alert Icebreaker: 60% complete. Needs new voices and its secondary will take a while to work in.
Barkhausen Microwave Tank: 70% complete. Voices are done and awesome, but the weapon effect isn't done properly and its secondary isn't finished.
Torchtank: 55% complete. No particles, no voice, no functioning turret, and the animations are broken, but it's useable. A minor setback or two that couldn't be predicted.
Particle Expeller: 80% complete. No balance or bug testing yet and amphibious animations still don't work - otherwise done.
Horizon Tank: 75% complete. New model (pictures eventually?) and we have a better understanding of animations now.
Pavlov Handler Tank: 90% complete. No voices and no icons, plus amphibiousness has bugs. That's it. The thing is practically done.

Aeronautics Complex: 95% complete. Lights, water platform and bounding box fixes are needed.
Experimental Workshop: 80% complete. Not fully functional in construction options and no particles yet.

Confederate Bulldog: 65% complete. Special ability mostly done, model and animations done and awesome, textures done.
Confederate Mastiff: 50% complete. Visually complete (new model and texture), functionally nowhere.

IN PROGRESS

Confederate Dozer: Sketch thought of a GENIUS fix for the Generals-style building but I haven't managed to make it work quite yet.
Confederate Beagle: New model complete. Texture in progress.
Riot Agent: Our new animator Nix has fully animated her, and a texture has been started, but the first new infantry is on hold until Sketch figures out how teamcolour works on infantry.

We also have about a half-dozen units for which some progress has been made but not enough to really count at this point. Most of the units for the first release also have models, we're mostly just missing infantry.

We may also be rethinking a few of the army lists with relation to what can be done with the SDK, as well as what we want to include) cool ideas we had after they were posted and/or changing our minds about stuff). News on that as it comes.

Comments
T.G-Tom
T.G-Tom

Good to see that this mod is running well :)

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Cjslayer16
Cjslayer16

Love seeing how much you guys care DONT GIVE UP ON THIS EVER! I want to play this completed 100% and im sure so many others do too :) you guys have made good progress and we hope for more :D

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Kerensky287 Author
Kerensky287

I want to play this 100%, too. It'd be a lie to say this was an entirely unselfish endeavor!

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master_oli-p
master_oli-p

liking the progress.

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Genesis2090
Genesis2090

DON'T GIVE UP GUYS!!!!!!! AWESOME MOD SO FAR!!!! GREAT JOB!!!!!!

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ferriswheel42 Creator
ferriswheel42

Give up? Who said anything about giving up!? I don't want to give up, making this mod is like recess in elementary school.

Oh yeah, and I've been texturing that Experimental Workshop for about two weeks, now >.<

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flamingvipir
flamingvipir

I miss recess... But the fact that you guys have done so much already is a testament to your dedication. I wouldn't say you're in the home stretch yet, but you're pretty darn close. Keep it up!

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Johnpeter
Johnpeter

Claymore Drone special abilities: 1. Countermeasures 2. "speed mode" making it go faster, but with less health.

Would either work?

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Kerensky287 Author
Kerensky287

Countermeasures are the front-runner at the moment, actually. It'd work as kind of a super-strength Black Hole Armour on some flares that get dropped behind the thing.

Speed mode would be doable too, but we kinda want the special ability to help it go over/through defenses. Meaning, basically, that someone who micromanages can hit a couple of times against someone who turtles like crazy.

Nice suggestions, though, especially considering that we're probably doing one of them.

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Myrrh7x
Myrrh7x

Alternatively, you can try rearming the drone with a time-consuming ability that also costs cash. (similar to a prospector's ability to tier up)
Also, I like the idea of a small Black Hole device that drops on the ground and distracts all fire in the vicinity for a short time.

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renteria
renteria

Although I am new to this site I have to admit that I am rather impressed by how much work this team has put into this mod. As a Colombian who intends on majoring in robotics and embedded systems I beg you to let me on to this team as a mapper. Even though it may be latter on I would love to work on the Syndicate faction. As someone who had an internship at Lockheed Martin,I love the way you designed the Syndicate. If anything at all I would recommend a level for the Syndicate involving "The Palace of Justice". Look it up on Wikipedia and you'll understand why I feel that this should be the opening mission for the Syndicate. BTW this is a long *** post.

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renteria
renteria

Crap I already screwed up. Put reply instead of post comment. >.<

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renteria
renteria

I should have probably Put this up somewhere else.

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Kerensky287 Author
Kerensky287

Indeed. Like a PM! :D

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Tellek
Tellek

Great work guys. You really are dedicated to this mod.

Are you going to make another mod for Red Alert after this? If so, I have a few ideas for you, but if not, oh well.

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Kerensky287 Author
Kerensky287

We're probably NOT going to make another RA3 mod after this, considering that the game will likely be long outdated by the time we're done... but you never know.

Still, it's a little early to be thinking that far ahead, don't you think?

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tatki82
tatki82

this looks like its going to kick some major rear. hope to see it finished =D

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moretanks!!!
moretanks!!!

how about giving the claymoore drone a "stealth pack" (toggle ability) which gives it stealth and speeds it up but stops it firing?

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Kerensky287 Author
Kerensky287

No, that'd be broken. Then it ALWAYS avoids defenses. We want something that will help you maybe get one shot off - HOPEFULLY - before AA fire kills it to death.

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Magmafusion
Magmafusion

giving the bomb more range but less power?
i mean as secondary option

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C&C: Red Alert 3
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