A fan for Real life Military equipment ? then this is your mod ! it is a Red Alert 2: Yuri's Revenge mod that basically imports a lot of RL military hardware from the cold war era in the 60's to the late 2000's while maintaining a lot RA2 aspects like prism, tesla tech and etc. Also, It expands on the original RA2 armor system thanks to ARES in which it creates more roles to create numerous units effectively expanding the complexity of handling an army making it necessary to use mixed arms to counter the various unit types. Also, do note that each country will have some twists in their military equipment that will be more or less similar to their respective RL counterparts.
In short: it is a relative to reality fun mod but "a fun mod" is conservative statement.
You can follow my mod in other medias like or
The list of countries to be added to the mod:
Map inspired from command and conquer retaliation, left click and hit (open image in new tab) for a better resolution:
It's high time that an article series is made to cover the tech structures and other civilian tech assets that will be newly introduced to the Red-Counter Strike mod.
When making these assets (made by Yuri_Prime) I thought it would be a good idea to give the players and then future mappers a good chunk of material to play with in the map editor and in-game. Not only that, but also introduce an Economy configuration system that the player gets to choose in the game lobby menu before starting the game. Now, without further ado let's begin:
First some of the tech power support structures. Wanting to remain faithful to the original Command & Conquer titles, the Tiberian Dawn era power plant has been introduced to the mod. It’s functionality basic; it provides the player with a power output of 350 units.
The upgraded version of the normal powerplant gives the commander a better boost of power output. It gives 500 power units.
A further expansion to the civilian industrial assets was needed in my opinion, as a Modder I found the original title although having a good variation of functionally distinct tech structures I never shook off the feeling of needing to have and wanting more variety.
Old-New structures, unlike the Tech Oil Derrick both structures will give the same amount of income that oil derrick gives but it takes more time per credit transfer. Both give about 10$ every 20 in-game seconds as opposed to oil derrick that give 10$ each 10-ingame seconds. However, where the silos shine (quite literally and no pun intended) is that they give twice the initial capture resource, oil derricks give 1000$ on capture; the silos give 2000$ on capture.
A minor difference between both buildings is that the oil silo explodes violently upon destruction.
So be careful when stationing or deploying units around it or near it.
A trans-era ore refinery is your go-to structure to capture if you need another ore processing point, as the name suggest it functions like normal ore refineries but with two added benefits, it will give the commander 2000$ credits on capture since it has stored ore inside. The second benefit is it will give the commander a free tech ore miner (Made by Crazy_Bird) every 15 in-game minutes and on top of that; upon capture a free miner is granted before the next one is sent thus helping the commander of mining more ore resources in the long run.
Inspired by some of the civilian assets from Command & Conquer Generals, the tech oil refinery is the better oil derrick. Upon capture it grants 3000$ credits for the commander, also it gives 30$ each 10-ingame seconds. Again, keep in mind this refinery will explode violently, even more than the normal oil derrick or oil silo. However, it's sturdier than other oil related structure assets.
A unique structure that has been added to the roster. Although it gives no power, it boosts the power output of all powerplants the commander has by 15% making it a very useful asset for commanders who need extra power to be produced. The power boosting capability is all thanks to PHOBOS logic expansion to make the logic exist and the power boosting happen.
For the Economy Configuration system, the reason for its addition is that I want players to have rudimentary control of the credit values in-game. That said, I did not want to ruin the mod's fun aspects nor tamper with the original game's values to not ruin the experience either.
Alright, here is an explanation of the following:
Now here is an example difference between the standard and vanilla configurations:
Note: vanilla game default speed is set at fast (30 FPS).
Alright, that is all for today. Stay tuned for the next update. Until next time !
A general information of Sigma's Armed Forces sub factions.
I will generally explain how Red Alert 2 Red Counter-Strike missions will be like.
News about infantry and other changes related to them that will take place in Red Counter Strike.
A unit example that is related to both bloc's veterancy system and it's emphasis
(This may sound silly, but just curious)
In examining the earlier screenshots, it looks like there was going to be quite a few nations aligned with the Allies and Soviets. (Eg. Iran, Finland and Greece with the Allies for instance, another example is the Soviets get Vietnam, Venezuela, and India)
I assume at the moment it's going to be kept simple with just six countries for the Allies (USA, UK, Israel, Japan, Turkey, and South Korea/ROK) and Soviets (USSR, Iraq, Egypt, Yugoslavia, North Korea and China/PRC)? Or are those countries going to be added in over time?
Its actually 8 countries per side
Allies: USA, UK, France, Germany, South Korea, Japan, Israel and Turkey.
Later Allied additions would be 6: Italy, Spain, Finland, Greece, Pakistan, Imperial Iran.
Soviets: USSR, Yugoslavia, China, North Korea, Egypt, Iraq, Venezuela and Cuba.
Later Soviet additions would be 3: Vietnam, Syria and India.
Yes, other countries will be added over time.
Duly noted! Thanks.
Pretty darn ambitious!
Now this is something to look forward to. Any estimated release date?
Soon hopefully.
I hope I can play this mod before the release of GTA6
I glad you didn't make april fool release date
時間差不多咯
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Hi can u share road map? when u planned to release ?
Its on discord if you want to see it.
Just go to mod haven's server and then my own mod's channel and see the pinned messages; you will find the road map that I planned.
No planned date atm, but hopefully SOON (tm).