Red Alert 3: Revolution's main goal is to provide a more in-depth Red Alert 3 experience, whilst retaining both the unique art style and core gameplay that made Red Alert 3 so enjoyable. The faction diversity that Red Alert 3 provided has been further built on and expanded, with each faction being able to channel their particular strengths with new, updated sets of upgrade protocols. From the Allies' 'Proton Beam Capacitors' upgrade, to the Soviet’s 'Electrostatic Flak' upgrade, you can be sure that the outcome of games will be less decided by who spams the most units, and more on who spends their Security Points the wisest. This mod also aims to enhance the unit graphics, particle systems, weapon effects and visuals throughout the game. Numerous bug fixes, as well as improved sound effects covering everything from unit weapons and explosions, to unit movement and ambient noises will offer Revolution players a Red Alert 3 experience like no other.
New Harbinger special ability. Sends out a violent energy wave which heavily damages nearby aircraft, including the Gunship. After activating the ability, the Gunship's weapon systems are disabled for a short period of time.
Mmmm, it's odd, coming here right after the update. The video hasn't loaded yet o.o
only effects air units right?
Yes, only air units ;)
(Gulps) I do not want to be an enemy formation if they saw this coming....
Isn't that a bit OP...
(*only air units) oh...
(*epic unit) oh yeah, figures.
And nice effects :D
It also takes away half the Gunship's health, disables the weapons for 15 seconds, and has a 2 minute recharge time ;)
Nice. That'll keep them dang Tengus off me!
i think that it should not loose so much health... but i guess it has more hp than the uprising, i am right?
Yes, it does have far more health. It also auto-heals ;)
How will this work with the Minigun?
The Collider Cannons and Miniguns are both enabled by default. They can fire simultaneously.
Now THAT's what I call good unit firepower!
eh air its for pansies anyways, real man fight on the ground :p
Cool! It reminds me of the TCN detonation in CNC4.... Neat!
And here I thought the Harbinger couldn't get more awesome and you show me this :o
*drools*
Hope its wont kill every unground aircraft on map, by the looks of that OMGBlast.
Only the ones on the screen ;)
Is this by any chance the animation EA made for the scrapped sonic blast ability that the Apollo fighter used to have?
Nope, it's an animation of entirely my own design!
Looks nice, and is balanced. This can save your .beep. When your enemy spammed VX's/Kirov's.
Supreme OP
Hey, bro. Nice work! The mod is great! I'm especially shocked with harbinger's performance! To tell the truth, I'm also a modder, after tried your harbinger, I'm such curious about how you made harbinger appear from the above space of the airfield just like upsring. I've searched XSD files for the code, but come with nothing. My method is to build a dummy unit in the airfield with no model, and let it die in a very short time and OCL harbinger in the space above the dummy (circle down from high space), but it will circle down at enemies base if the rally point is set there. Did you used the animation that named "AUGUNSHIP_DEPLOY.w3x"? Hope you can help me. Anyway, thanks for bring us such a good mod.
Why do you have a limit on how many Harbingers you can have? Why only one? Balance?