No in-game crashes guaranteed! Rejuvenation maintains the art style of the vanilla RA3 for you. Following the aftermath of the Uprising incidents, the Superpowers are further divided, in the form of 3 sub factions. -Sub factions: GRF(Allies), Legion(Soviet), Fujitai(Rising Sun) -Now equipped with 20 new units of infantries, vehicles, aircrafts and vessels. -Lots of new models inheriting the art styles(including icons), special fx, and even voices! -Bringing back different upgrade system. -More new stuff incoming soon! IT WILL PERHAPS NEVER CRASH in single-player mode or due to 2 years of rigorous test myself, especially in load/save section!
Adding a "neck" and two "ear covers" going all the way around back to match up with the cutscene or concept painting, along with the new arm-shoulder plates. Widening the torso while changing the arm curvature.
dear development team)))please answer such a non-standard question, are you planning to work on any defensive structures?)You've pulled up the AI great, well done, it's really harder to play against this monster, and I know judging by your news for the next update, you want to refine your unique AI for other commanders, but I mean what exactly, I think it's no secret that many people like to play defensively, and want to feel something in the likeness such a fact as the meaning of the word "impenetrable defense")))Will there be light in a similar issue in the future in development your fashion ?Maybe you were planning to add some superstructures in addition to superunits?)))Yes, my fantasy is just fabulous xD, but maybe this fantasy will help greatly diversify the game as a whole)
Actually I am a defensive player myself, and playing the game is never my strongest suit to tell you the truth. XD
The advanced units (tier 3 super tanks, projectile-intercepting vessels and heavy gunships) have served me so well that I never once thought of using base defense structure to defend my base. For Soviet, I'd place an array of apocs, v4s and discs (the beam slows the enemy units) before my base to stop the mass units and because they are self-healing units I never even need to repair or worry any bit and they are nearly impenetrable after all become heroic state.
But you are right, now the mod does lack tier 3 defenses, perhaps in the future, I already plan to minimize and mass-produce the weather control device in Chione for GRF's defense structure.
King Oni in the original game was almost useless. Expensive, runs slowly, and shoots a weak laser from its eyes. Although in the intro to the game the robot was more interesting and there was even a hint that it was able to hit air targets such as the Kirov airship in a jump
Somehow this robot was fixed in the Remix mod both in terms of the appearance of the model and gave him the opportunity to combine melee and ranged attacks.
Will something similar be implemented in your beautiful mod?
King Oni will also punch and kick in close combat, and shoot a laser from its eyes in ranged combat or not?
As an anti-air gun, King Oni is rather weak, as well as for the role of legged artillery.
So I think that this robot lost in terms of utility to the Queen Oni.
Seriously...the crowd of these Kings is completely useless in this mod.
They tank damage poorly, are slightly slow, and don't punch in close combat. Can this be fixed?
One of King Oni's weaknesses in vanilla RA3 is that unlike Assault Destroyer or Apocs it cannot crush smaller vehicles except when bullrushing. I suggest giving it omnicrush.
Omnicrush will go to the munashi transport, a new imperial vehicle replacing the munashi kamikazer.
Let me guess, is it a transport for King Oni and Waveforce Artilleries?
That's right, also the only transport that can carry an MCV. Even further is that if it is piloted by Yuriko, it will get a stronger mind weapon. Just imagine what you can do with that phasing yuriko vehicle: hit and run but run down the cliff.
Hello again!),the development team of this beautiful mod)))There is such a question, will such a combat unit as a fortress (a large armored personnel carrier) be introduced?That is, as in RA2, and shove any rocket men or other infantry there for 5 or how many infantry you decide there)Is there such a possibility at all?)))I will be very grateful to you for an answer in your future plans for this modification
And I would like to support financially at least a little bit your work in this all, in any case, it will be nice for you, extra motivation, so to speak)Is there any link to your wallet?)))
Thank you, I am the sole and independent developer of this entire mod, no team for now. XD
It has been my dearest wish to bring back the mobile-garrison-firing units in RA3, which already exists in cnc3, yet EA deleted the entire module. If I use structure-garrison-firing, the game will crash upon force attack hotkey. Some mods may use other module to realize this, but there is always some flaw, which I cannot accept. So, I use IFV module instead to somewhat compensate that, and Multigunner APEV is the closest thing to battle fortress. Also, there will be more IFV-like units even in the empire and soviet.
For the last one, thanks again. I will let everyone know if I open a donation account.