Prepare for a unique non-stop action, from RA3:Invasion!!!
RA3:Invasion keep you non-stop under pressure, with clean brutal action. AI act based who you act!
- Still need work the opening if the money is 10000...
- Because only from v12 i put the multiply offensives tactics, with so small number of units on difficulties, cannot exist as example steamrolling...
Thats why i simplify a little the difficulties, i transfer and the max units per team on difficulty modes, so the Commanders now have only the money, with that way can exist big number of units and the AI use the offensives tactics Light Medium Heavy with full power!
- Just an idea for later, maybe i transform the campaign maps to skirmish with 3 positions, 2 for humans players and 1 for AI, so work like Co-Op vs AI, or 1vs1vs1, we see...
- I let the opening, like v12a and previous versions...
- Stop AI from overbuild structures, now build more logicly...
- Better opening based on starting money...
- Some other change for more realistic gameplay...
- Rename Commanders Difficulties for convenience...
from: EASIEST(x1), EASIER(x2), EASY(x3), MEDIUM(x6), HARD(x9), BRUTAL(x12), INVASION(x12)
to: EASY(x1), MEDIUM(x2), HARD(x3), BRUTAL(x6), EXTREME(x9), INSANE(x12), INVASION(x12)
on the game can found them as: Commander Invasion,
Commander x1, Commander x2, Commander x3, Commander x6, Commander x9, Commander x12
- I forgot to change the version on credits xD!
- Some important fixes and changes...
- Also experimental the Allied Faction has the ability for fast Tier 2...
Up to v11x the AI use only one Balanced Offensive tactic, now use 3 Offensives Tactics at any time:
- Light (rush)
- Medium (balanced)
- Heavy (steamroll)
Also now use 1 new Base Defensive Tactic, only when needed:
- Heavy Base Defense (turtle)
total changes
- Commander Invasion has now Maximum Units = 300, money x12, Max Units per Team = 24
- Allied use faster the Advanced Base Defense as the other Factions...
- AI destroy walls, i forgot to write on some previous version...
- AI now use multiple Offensives and Defensives tactics...
- Slightly faster openings for all factions, faster opening for Japan Faction...
- Revert the difficulties as it is on v11ii, with that way AI play more tactical and it is stronger...
- AI cannot use big number of money units teams, so i make some changes on Commander Invasion...
- Some micro-changes...
- Rename Commanders Difficulties for convenience...
- Simplify the Difficulties & Commanders Modes, now its separates only between teams and money...
- Also add the Commander Invasion with Maximum Units 1200, Max Units per Team = 100...
- Add the Super Weapon Chronosphere for the Allied, Nanoswarm for Japan and enable the Iron Curtain for Soviets, now AI use all Super Weapons...
- AI capture abandoned Vehicles when Natasha snipe them...
Probably i revert the difficulties as it is on previous version, now play almost with force, but before play more tactical...
One important fix, AI not always try to make expand and stay only with first two refineries... Now its ok!
- one important background tactical change for defensives reasons...
- one important background tactical change for offensives reasons...
- some others background building changes for harder gameplay...
- Infantry Units use Buildings for Garrisons...
- The extra states who the Engineers Infiltrators Commandos use transports for Capture and Attack is back...
- Also, if an Engineer capture an opposite faction enemy factory, AI now can build units and use this units against to you...
With all this, this version is the most complete harder and perfect than ever!
- i make some important background changes and micro-fixes...
- add 2 more easier Commander difficulties so can all play, the enemy has money from x1 to x12 times more!
- remake the auto openings and now is even better and for Japan!
- add the Uprising Maps...
- remove the extra states because of some game bugs not work right, the Engineers Infiltrators and Commandos not use for now transports, and no extra MCV's in Brutal Brutal Difficulty, i see later if can put again...
- on previous versions the AI use always all units, but i found this is boring... because you know what units coming to you... so like the auto openings, now is auto and the units who the enemy training...
now he training everything he like, when like and how much of them like... can you see the enemy attack you, from with only one type of unit to all of them and can you see amazing crazy combinations...
In fact now the gameplay of this mod, with this changes is 80% and more, unique and unpredictable even for me who i make it... So for you is 100%!
CNCNZ.com
Red Alert 3 Maps & Modding
dylanvx11
BasicAIMod
Bibber
Red Alert 3: Upheaval
Bibber's Website
JonnyKnows
Jonny's Superior AI
Constable Chris
Red Alert 3 Community Patch, Version 1.12.6
Over 60 bug fixes and some new graphical updates!
Because of many games bugs who i don't know how to solve and make the AI weak, specially the Allied faction, AI cant be stronger. If you want something more go to modified Insane Invasion version and can you find that you want!
How to choose random faction for specific type Commander on same row...
Choose any faction as ex Allied, then Warren, then change the faction to random and thats it!
Now can you have random faction but only between: Warren - Oleg - Shinzo ...
With the same way you can choose random faction as ex only between:
Krauss Easy - Gideon Easy - Ronin Easy ...
To Instal Mods pls look at this videos:
- Red Alert 3 Tutorial - Installing Mods: Youtube.com
- How To Install Red Alert 3 MODS for all windows user's: Youtube.com