THIS IS A MOD OF RISE OF THE REDS! Rise of the Reds is a great mod made by our friends at SWR Productions. This mod is an Overhaul-style mode of ROTR - a reimagining of the formula in a more balanced and fun way for online play. It adds many new units and abilities and many balance changes. The aim of the mod is to change the way you perceive the gameplay of Rise of the Reds 1.87 to something that is more similar to Zero Hour and other classic C&C games.
This is the automatic installer for Babushka's Revenge RC1.0 REQUIRES ROTR v1.87 PB 2.0 TO RUN.
Babushka's Revenge RC1.0
Special Thanks to people who contributed to models, art, maps, textures etc.:
>GeneralCamo [ShW - Warmaster, Scout Balloon, Incendiary Mortar, War Tortoise]
>Andi [OFS - Stingray Drone]
>ZekeDlyoung [DI - Behemoth, Worker Drone]
>MP [Ogre, Volga, Dustdevil]
>Skitt [Textures]
>AndreyCreator [Collider Model]
>Jundiyy [Maps]
>AdrianeYves [Maps and Interface]
>RedDeadSmeg [Campaign]
>Damfoos [Blackbear Snow theme]
>Contra Project Team [Textures, Animals, Decals]
Other thanks for support in helping to code, design or naming schemes:
>Hanfield
>N5P29
>Keeper
>GuardianTempest
>The NLS Team.
>All the active players and those who send feedback! Special thanks :D
Make sure to check out all of their mods/projects! :D
And of course,
>SWR Productions for making ROTR, this mod wouldn't exist without them.
#################################################################################################
#################################################################################################
Installation Directions:
1) Download
2) Install into your ROTR v1.87 Folder.
3) Run the Babushka's Revenge Launcher.
To uninstall:
1) Run the uninstall executible.
WARNING: this mod may not compatible with Widescreen Mod & other addons or patches.
#################################################################################################
####################################MULTIPLAYER##################################################
#################################################################################################
This section provides information and guide to running multiplayer with Babushka's Revenge.
This allows you to connect to other people across the world to play online.
1) Locate "Radmin_VPN_1.1.3969.3.exe" provided with the install of this modification.
2) Run and install Radmin VPN via the executable.
3) Follow all instructions until the program is installed.
4) Join the Babushka's Revenge discord: Discord.gg or
) click the "Community" button on the launcher.
** the Discord allows you to arrange games with other players and feedback directly to the devs.
5) Finally, join this Radmin server, or any other Radmin server provided on the discord:
name: ROTR_BR_1
pass: babushka
6) Turn on Radmin by pressing on the power button or "going online"
7) Simply run Babushka's Revenge and go to Options. Make sure your IP starts with: 26.XX.XX.XXX
8) Go to Multiplayer > Network. Then you will be able to play multiplayer from there!
9) Once you are finished, don't forget to turn off Radmin.
10) For additional support, ask in the Discord group chat.
#################################################################################################
#####################################CHANGELOG###################################################
#################################################################################################
Global Changes:
* General Selection Buttons now detail the Uniques of each General
* Some menus have been improved.
* New Launcher & splash art.
* General Ranks now go up to 10, allowing you to unlock all 16 Generals Powers.
* Ranks 6 to 10 require (10000, 20000, 40000, 80000, 160000)
* Ranks 6 to 10 provide points (1, 1, 3, 1, 3)
+ Added 9 new textures from [Contra]
+ Added 14 new neutral animals from [Contra]
* Repair Pad no longer grants Emergency Repair.
- Emergency Repair ground vehicle heal amount to 10 from 35 (now overall health healed matches ZH).
* [JY] maps updated with animals.
* Thanos map remade.
+ 3 New BR Maps: Hell's Furnace [2], Tournament Moon [2], and Final Frontier [4]
+ 15 New Maps by Adriane -- [AY]
* All factions no longer start with a scout unit. ECA no longer starts with Cheetah Helicopter.
* Scout units are no longer trainable from Command Center and are now trained from War Factory.
* Scout units can now crush infantry.
+ All standard artillery [Drone Hive, Inferno Cannon, Rocket/Dune Buggy, Buratino, Mortar Track etc.] & all artillery infantry no longer reveal themselves when firing.
* New Stealth Detection System:
* One infantry per faction can detect all forms of stealth except aircraft (Vanguard, Pyro, Partisan, Conscript (upgrade), Attack Dog)
* One vehicle per faction can detect all forms of stealth (Sentry Drone, Troop Crawler, Observation Van, Grizzly, Bloodhound)
* Mine Removal vehicles still detect only mines.
* Most defences and all Scout Abilities can detect all forms of stealth (Spy Satellite, Spy Plane, Surveillance Missile, Radar Scan)
* All stealth detection range reduced to 175 from 250 for infantry, vehicles, structures.
* All stealth detection range increased to 175 from 130 for mines and other stealthed explosives.
* All standard defences now detect all stealth at range 175.
* All other stealth detection no longer detect stealth (except Lotus - since that is her special ability)
*All Airfields and equivalents [Chinese Airfield, Russian Airfield, GLA Airstrip, Russian Helipad, European Deployment Zone] requirements to Supply Yard from T1
*GLA can now build a single airstrip by default.
*StructureArmor now takes 75% damage from INFANTRY_MISSILE rather than 100%
*StructureArmor now takes 55% damage from SMALL_ARMS rather than 50%
*StructureArmor now takes 110% damage from ARMOR_PIERCING rather than 100%
*StructureArmorTough now takes 75% damage from INFANTRY_MISSILE rather than 100%
*StructureArmorTough now takes 55% damage from SMALL_ARMS rather than 50%
*DefenceBunkerArmor now takes 55% from SMALL_ARMS rather than 50%
*DefenceBunkerArmor now takes 15% from GATTLING rather than 10%
*DefenceBunkerArmor now takes 110% from ARMOR_PIERCING rather than 100%
*BaseDefenseArmor now takes 110% from ARMOR_PIERCING rather than 100%
+ Units that were previously resistant to STEALTHJET_MISSILES by 90% (infantry, structures) are now resistant to STEALTHJET_MISSILES by 80% ---- Tank Destroyer damage now does double damage it used to, for targets it is ineffective against.
+ Dozers are no longer immune to Hijacking.
* Units can no longer fire through Supply Docks (like ZH)
+ Command Centers & Dozers no longer require their respective faction to be built.
+ All standard T0 and T1 ground vehicles [except scouts] shroud clearing range increased by 100.
+ All aircraft shroud clearing range increased to 400.
Following units have their prerequisites moved to Supply from War Factory:
> Vanguard
> Pyro
> Shmel Trooper
Following units have their prerequisites moved to T0 from T1:
> Microwave Tank
> Dragon Tank
> Toxin Tractor
> Buratino, Tesla Tank
> Fenris Tank
+ Global Weapon Team turn rates to 400 from 360 and deploy 10% faster.
* All SW cooldowns have been reduced by 1min
* All reinforcement pad drop timers better adjusted to fit price and faction.
* All Heavy Vehicle Transport Sizes have been decreased. (This does not include super units)
* Super Units [Blackbear, Manticore, Pandora] are no longer affected by GPS Scramblers.
* All Defences are now unstealthable by GPS Scramblers. (similiar to GLA defences.)
*All Command Centers now sell for 50% of their price rather than $1.
*Second Eco all moved to T1 & All secondary economy price is set to 120% of original ROTR cost (except GLA).
*Capturing buildings reload time to 35000ms from 45000ms for Red Guards, Rebels, Rangers and Conscripts
*All weapon teams are now one man team & can be transported (except for fireport units)
*Removed build limit on all T1 structures.
-----> Adjusted certain stats to make up for this (money from BM, power from SR, etc.)
*All abilities from tier buildings and scout abilities can now be used multiple times per tier building. GLA Radar Scan ability moved to Observation Vans. ECA Satellite Uplink build limit removed.
-----> (USA Spy Satellite, China Global Propaganda, China Spy Plane, Russia Surveillance Missile, GLA Radar Scan)
*All scout abilities have been nerfed:
-----> Radar Scan, increase cooldown from 25 seconds to 1 minute, make it reveal for 10 seconds from 20 seconds
-----> Spy Satellite reveals for 10 seconds from 13.
-----> Spy Plane increase cooldown from 2 minutes to 2:30
-----> Surveillance Missile reduced visibility to 100 from 150
*T1 Structures default cost to 2000 from 1500
*T1 Structures no longer require Radar.
*T1 Structure build times equated (before unique changes)
*T2 Structures default build time to 60 from 55
* Oil Derrick money production reverted to ZH.
- Artillery Platform (& Heavy Mortar) damage stats reverted to ZH.
- War Fortress weapon speed to 150 from 280.
- War Fortress damage to 200 from 250.
- War Fortress primary damage radius to 15 from 30. [done
*All basic infantry prices increased by 25, All basic AT infantry prices increased by 50. Pathfinder price increased by 100.
*Light AA (Avenger, Gattling, Quad, Gepard, Tunguska) anti-air weapon increased range by 45-80
*Light AA infantry (Felin, [RPG Soldiers], Igla) anti-air weapon increased range by 35.
*Light AA defences (Dushka, Gattling Cannon, Protector & Variants, Kashtan, Skyshield) anti-air weapon increased range by 25-50
*Heavy AA vehicles nerfed in some sense (Details below)
*Acceleration Buffs to most ground units!
---
> Acolyte, Crusader, Bradley, Microwave - Acceleration, AccelerationDamaged, Braking (90 -> 240)
> Humvee, Ambulance, Avenger, Airborne Humvee - Acceleration, AccelerationDamaged, Braking (180 -> 360)
> Wasp Hive - Acceleration, AccelerationDamaged, Braking (150 -> 350)
---
> Hopper - Acceleration, AccelerationDamaged, Braking (120 -> 300)
> Hopper [Nuclear] - Acceleration, AccelerationDamaged, Braking (120 -> 360)
> Battlemaster - Acceleration, AccelerationDamaged, Braking (75 -> 200)
> Battlemaster [Nuclear] - Acceleration, AccelerationDamaged, Braking (105 -> 220)
> Troop Crawler, Assault Crawler - Acceleration, AccelerationDamaged, Braking (120 -> 360)
> Gattling Tank, Bixia ECM, Banshee ECM - Acceleration, AccelerationDamaged, Braking (120 -> 240)
> Inferno, Dragon Tank - Acceleration, AccelerationDamaged, Braking (90 -> 240)
> Mantis, Praying Mantis - Acceleration, AccelerationDamaged (20, 16 -> 48)
> Mantis, Praying Mantis - Braking (90 -> 180)
---
> Scorpion, Quad Cannon, Quad Cannon Upgraded, Marauder - Acceleration, AccelerationDamaged, Braking (120 -> 300)
> Scorpion Hover - Acceleration (60 -> 120)
> Technical, Demo Truck - Acceleration, AccelerationDamaged (100 -> 240)
> Technical, Demo Truck - Braking (50 -> 100)
> Scarab - Acceleration, AccelerationDamaged, Braking (90 -> 240)
> Toxin Tractor - Acceleration, AccelerationDamaged, Braking (100 -> 240)
> Bomb Truck - Acceleration, AccelerationDamaged (150 -> 350)
> Bomb Truck - Braking (50 -> 100)
> Rocket Buggy - Acceleration, AccelerationDamaged (90, 80 -> 240)
> Rocket Buggy - Braking (50 -> 100)
> Recyclers - (60 -> 180)
---
> BMP, Grizzly, Tesla Tank, Buratino, "BMD", "BMD10", Shilka - Acceleration, AccelerationDamaged, Braking (90 -> 240)
> BRDM - Acceleration, AccelerationDamaged, Braking (180 -> 360)
> Rhino, Kodiak - Acceleration, AccelerationDamaged, Braking (75 -> 200)
> Tunguska - Acceleration, AccelerationDamaged, Braking (120 -> 240)
> Mishka - Acceleration, Braking (30, 50 -> 120)
> Mishka - AccelerationDamaged (20 -> 100)
> Mishka Water - Acceleration, Braking (40, 50 -> 100)
> Mishka Water - AccelerationDamaged (30 -> 90)
> MTP - Acceleration, AccelerationDamaged, Braking (30, 30, 60 -> 120)
---
> Leopard, Leopard Upgraded, Munition Track - Acceleration, AccelerationDamaged, Braking (60 -> 180)
> Gepard, Gepard Upgraded - Acceleration, AccelerationDamaged, Braking (120 -> 240)
> Pandur - Acceleration, AccelerationDamaged (100 -> 200)
> Pandur - Braking (180 -> 360)
> Pandur Water - Acceleration, AccelerationDamaged (90 -> 180)
> Pandur Water - Braking (120 -> 240)
> Lynx - Acceleration (80 -> 240)
> Lynx - AccelerationDamaged, Braking (60, 50 -> 150)
> Bloodhound - Acceleration, AccelerationDamaged, Braking (180 -> 360)
> Bloodhound Water - Acceleration (40 -> 80)
> Bloodhound Water - AccelerationDamaged (30 -> 60)
> Fennek - Acceleration, AccelerationDamaged, Braking (180 -> 360)
> Fenris - Acceleration, AccelerationDamaged (80, 60 -> 240)
> Fenris - Braking (50 -> 100)
> Warhound, Mole Minelayer - Acceleration, AccelerationDamaged, Braking (60 -> 180)
> Mortar Track - Acceleration, AccelerationDamaged (30, 25 -> 90)
> Mortar Track - Braking (75 -> 120)
*All the following General's Powers got their cooldown reduced by 1 minute:
> Spectre Gunship
> Guardian Angel
> Carpet Bomb
> Cluster Mines
> EMP Drop
> Leaflet Drop
> A10
> Napalm Strike
> Parabombs
> Cryo Artillery Strike
> Frenzy
> Overwatch
> Anthrax Bomb
> GPS Scrambler
> Sneak Attack
> FOAB
> Backfire
> ECM Satellite
> Bomblet Strike
> Smart Bomb
> Grand Slam
> Bulldog Turret
> Emergency Repair
*All the T1 Defenses got health decrease by 100-600 & Requirements moved to T0.5:
> Bunker (1400 -> 1000)
> Fortified Bunker (1600 -> 1100)
> Protector, Artemis, Apollo (1200 -> 900)
> Stinger Site (1000 -> 900, Fortified: 1500 -> 1200)
> Arena System, RPG Launcher (1500 -> 1100)
> Tesla Coil (1500 -> 1200), requirement stays T1
> Component Tower Base (1500 -> 900)
> Tank Bunker (1000 -> 900)
> Gun Turret (1400 -> 1000)
All aircraft ranges have been adjusted to better fit ZH:
> Widowmaker range to 320 from 380, minimum range to 100 from 50
> Raptor range to 350 from 380, minimum range to 100 from 50
> Hunterkiller range to 320 from 380, minimum range to 100 from 50
> (MiG is already on correct range: 320)
> Hellfire Bomber range to 220 from 280
> Nighthawk minimum range added at 50.
> (Aurora is already on correct range: 300)
> Berkut ground weapon range to 320 from 350.
> Sokol ground weapon range to 320 from 350, minimum range increased to 100 from 80.
> Harrier weapon ranges to 350 from 400.
> Hyena weapon ranges to 320 from 370, minimum range to 50 from 30
> Vulture range to 220 from 275, minimum range added at 50.
All aircraft locomotors have been adjusted to better fit ZH:
> Widowmaker speed to 175 from 250, damaged speed to 150 from 225
> Raptor speed to 200 from 275, damaged speed to 175 from 240
> Hunterkiller speed to 160 from 200
> MiG speed to 160 from 200
> (Hellfire is already on correct speed: 160)
> Nighthawk speed to 175 from 160
> (Aurora is already on correct speeds)
> Berkut speed to 160 from 200
> Sokol speed to 160 from 200
> Harrier speed to 175 from 170, damaged speed to 120 from 130
> Hyena speed to 175 from 180
> Vulture speed to 175 from 180
AirplaneArmor [JETS] damage taken from SMALL_ARMS, GATTLING, and INFANTRY_MISSILE increased to 100% from 75%
SpectreGunshipAirplaneArmor damage taken from SMALL_ARMS, GATTLING and INFANTRY_MISSILE decreased to 50% from 65%
AirplaneArmor, SpectreGunshipAirplaneArmor and GenPowerAirplaneArmor & Equivalents, damage taken from JET_MISSILES decreased to 50% from 60%
HeavyGunShipArmor "default" damage taken to 80% from 60%.
MicrowaveTankArmor now takes 75% damage from 60% damage from INFANTRY_MISSILE
FenrisBRArmor now takes 75% damage from 100% damage from INFANTRY_MISSILE
BuratinoTankArmor now takes 75% damage from 50% damage from INFANTRY_MISSILE
*Heavy AA vehicles nerfed in some sense (Details below)
UPGRADES HAVE BEEN REDESIGNED.
NOTE: Some Generals may have upgrades avaliable earlier.
T0 - Purchased from Supply Center, Barracks or Airfield (or equivalents).
T1 - Purchased from T1 Structures.
T2 - Purchased from T2 Structures.
USA:
T0: Flashbangs, Drone Armor, Drone Weaponry, Drone Workshop, Countermeasures, Rocket Pods, Backup Generators.
T1: Supply Lines, Chemical Suits, Point Defence Lasers, Laser Guided Missiles, [Laser Range Finders,] Intelligence Office, Priority Report.
T2: Advanced Training, Stealth Coating, [Composite Armor, Support Aircraft Armor, Veteran Specialists.]
China:
T0: Chain Guns, Crawler Modular Kits, Aircraft Armor.
T1: Nationalism, Subliminal Messaging, Black Napalm, Broadcast Array, Satellite Hack.
T2: Uranium Shells, Nuclear Engines, Isotope Stability.
GLA:
T0: Bounties, Scorpion Rockets, AP Bullets.
T1: Merchants, Worker Shoes, Camoflague, Fanatical Devotion, AP Rockets, Radar Van Scan, Escalation.
T2: Anthrax Beta, Buggy Ammo, Toxin Shells, Junk Repair.
Russia:
T0: IR Goggles, Thermobarbic Ordnance, Assault Armaments.
T1: Coal Plant Expansion, Guided Weapons, A. Infantry Munitions, Advanced Missile Engines, [ICBM Surv. Missile.]
T2: ERA Armor, Infantry Medkits, [Shtora System, Goliath System.]
ECA:
T0: Armory Expansion, Chaff Countermeasures, Revolver Cannons.
T1: Solar Capacitors, Ceramic Armor, Canister Rounds, Armor Skirts, Tear Gas Rounds.
T2: Cluster Munitions, Gas Ignition, [Battle Network]
- - - - - - - - - - - - - - - - - - -
USA Changes:
GENERALS:
> Airforce General Griffon: (AFG)
Uniques: Airborne Hummer, Lockdown, Raptor, King Comanche, Aurora, Combat Chinook, Artemis, Support Aircraft Armor.
> Tank General Bradley: (TG)
Uniques: Bradley, Templar, Paladin, Chaparral, Apollo, Composite Armor, Laser Rangefinders.
> Covert Ops General Thorn: (CFG)
Uniques: Humvee, Green Beret, Delta Force Operator, Little Bird, Pathfinder, SEAL, Protector System, Firebase, Veteran Specialists.
TECH OVERHAUL CHANGE:
------> + Detention Camp price and build time to 75% of standard.
------> - Detention Camp health to 50% of standard.
* Drone Control Center is now replaced by Drone Production Facility.
* Drones are no longer buildable from War Factory (except Sentry Drone)
* Drones are no longer buildable from War Factory (except Sentry Drone)
+ Drone Control Center now reduces cost of Drones by 10%.
+ Mule Drone can now target aircraft.
+ Mule Drone now has aircraft only guard.
+ Mule Drone damage against aircraft increased to 5.0 from 2.0, range increased to 250 from 160.
* Logistics Efficency renamed to Homeland Support
* Drone Airlifter and Starlifter are now unlocked by Homeland Support
* Veteran Specialists requires Veteran Company GP, Support Aircraft Armor does not require any GPs.
* Patriot renamed to Chaparral to remove confusion between Patriot and newly-added EMP Patriot and Laser Patriot defences (which are renamed)
= Templar is the Laser Crusader.
* Certain humvee stats were reverted to ZH
+ Infantry inside Humvees can now shoot from inside.
- Humvee health to 250 from 300
- Infantry inside Humvees now die when the Humvee dies
- Humvee price increased to 725 from 700.
- Bradley APC TOW missile burst damage to 30 from 40.
+ Bradley price to 900
- Bradley PDL turret is now unlocked by Point Defence Lasers upgrade.
- Bradley anti-infantry PDL turret delaybetweenshots to 6000ms from 4000ms
- Bradley anti-projectile PDL turret delaybetweenshots to 6000ms from 1800ms
- Bradley armor is now equivalent to BMP armor
- Bradley health to 250 from 350
+ Ranger/Green Beret Flashbangs no longer stun infantry (POW style) - reverted to ZH; but primary damage 35 -> 30, secondary radius 30 -> 40, weapon speed 150 -> 120, clip reload time 1000 -> 1500.
+ Ranger/Green Beret Flashbangs now clear 1 infantry inside a garrison.
* Green Beret standard grenade launcher removed (it's just ZH-style flashbangs, which I've brought back)
* POW system entirely removed, intelligence office upgrade removed, spy satellite avaliable by default from detention camp, cia intelligence reverted to ZH in strategy center.
- Spy Satellite cooldown increased by 25 seconds.
- Avenger max speed to 30 from 60, max damaged speed to 20 from 30.
- Avenger build time to 10 from 12, price to 1400 from 1200.
* Skycrane is now buildable from Supply Center rather than Airfield.
+ Airborne Humvee is now amphibious
- ATV Humvee range to 150 from 175, primary damage to 5.0 from 6.0, primary damage radius to 2.0 from 4.0, clip introduced size 20, clip reload time introduced 2000. [temp numbers, done]
- ATV Humvee speed to 65 from 75, damaged speed to 30 from 50.
+ Pathfinder shroud clear range to 240 from 220
+ Aurora has been added back into the game, price 3000
+ Aurora build time to 27.5 from 30.0
- Aurora primary bomb damage to 350 from 400
+ Aurora primary damage radius to 30 from 20
+ Little Bird can now call a PDL drone, like Airborne Humvees.
- Little Bird cost increased to 900 from 800
* Raptor model and image updated to King Raptor
* Raptor moves slightly faster than Widowmaker.
* Raptor reloads 10% faster than Widowmaker.
* Raptor has one more clip than Widowmaker.
* Raptor now has PDL. Although it's not as good as King Raptor PDL from ZH
+ Raptor PDL ScanRate to 100 from 1000
- Raptor PDL DelayBetweenShots to 2500 from 250.
- Raptor price to 1600 from 1400
- Hunter Killer locomotor to MiG from Widowmaker
- Hunter Killer health to 125 from 150
- Hunter Killer upgraded health to 225 from 260
+ Hunter Killer price to 900 from 1000
+ Hunter Killer build time to 12 seconds from 14.
- Hunter Killer upgraded damage to 150 from 190 per missile
+ Viper AA range to 350 from 330.
+ Combat Chinook now accelerates twice as fast when undamaged.
+ Combat Chinook now turns 33% faster when undamaged.
+ Combat Chinook now moves 33% faster when undamaged.
- Combat Chinook no longer collects faster than Osprey.
* Vanguards can now switch between shotgun and bomb drone weapons
+ Vanguard bomb drone weapon does 75 damage in a 25 radius, with FLAME type
Vanguard Bomb Drone damage type to GATTLING from FLAME
+ Vanguard bomb drones are now correctly affected by garrison bonuses.
+ Vanguard bomb drone no longer deals damage to allies
- Vanguards can no longer place Vanguard Mines
- Vanguard bomb drone minimum attack range increased.
- Vanguard bomb drone attack range to 210 from 275
+ Vanguard bomb drone minimum attack range to 75 from 120
- Vanguard bomb drone now has scatter radius of 10
+ Vanguard bomb drone now has secondary damage of 10 at radius of 35.
+ Recon Drones can now place Vanguard Mines when upgraded with Drone Weaponry
+ Recon Drone mines can be placed faster and reload more quickly
- Recon Drone build cost to 500 from 700
- Recon Drone build time to 7 seconds from 8.
+ Paladin PDL Laser nows shoots 10% faster
+ Paladin has regained their anti-infantry laser, the laser now has a delay of 4000 per shot
+ Paladin Anti-Infantry Laser turret damage increased by 5
+ TMD Rank 5 Plane now has an anti-infantry laser turret.
* Acolyte is the new t0 tank for USA.
- Acolyte cost to 900 from 800
* Crusader now replaces Acolyte for General Bradley. Crusader is now T0 (build time: 11->10, cost: 1100->1000). Crusader is no longer buildable by other Generals.
- Crusader price increased to 1100
- Crusader Health dropped to 450 from 500
+ Crusader can now upgrade to Hover mode by default.
+ Delta Force prerequisite to Strategy Center from Detention Camp.
- Drone Hive health to 1000 from 1200
+ All ground drones are now amphibious (Termite, Guardian, Recon, Mule, Repair, Sentry, Terror, Supply)
* Recon Drone is now only buildable from War Factory
+ Recon Drone armour changed from RecondDroneArmor to SentryDroneArmor
+ Recon Drone can now be upgraded with Drone Armor.
- Recon Drone now costs 700
- Recon Drone build time to 8.0 from 5.0
- Recon Drone now provides 8x experience (5 -> 40)
+ Supply Drone can now carry an extra box.
+ Guardian Drone speed increased to 45 from 40 (undamaged and damaged)
+ Guardian Drone acceleration increased to 65 from 60, damaged acceleration kept the same.
+ Spectre now shoots faster than twice as fast, but does half damage
+ Missile Defender now regains Laser Lock from ZH.
+ SEAL now gains Advanced Stealth Detection.
+ SEAL is no longer visible on radar.
+ Enforcer now requires T1 instead of T2.
~ Javelin team is now named Laser Teams.
+ Laser Teams use Lasers instead of missiles, doing STEALTHJET_MISSILES damage.
+ Laser Team delay between shots to 5000 from 6600
- Laser Team price increased to 700$ from 650$
- Laser Team has range of 250 from 300 range.
- Laser Team damage to 100 from 150.
+ Cyclops gains aircraft-only detection
- Chaparral weapon reload time to 4000 from 2000
- Chaparral price to 1800 from 1500
+ Templar damage to 120 from 60
- Templar damage type to STEALTHJET_MISSILES from ARMOR_PIERCING
+ Templar can now fire very quickly but will slowly overheat if firing for too long.
- Templar cost to 1400.
* Airborne Paradrop replaced with [4 Rangers & MDs, 6 Rangers & MDs, 8 Rangers & MDs + 2 Voyager] per rank
* Starlifter & Drone Airlifter Call-In Limit entirely removed.
* American Reinforcement Pad now correctly drops Acolytes instead of Crusaders.
+ Supply Drone can now carry an extra box.
+ NEW unit: Voyager. Tanky Amphibious Transport, extra armour against infantry fire.
- Spy Satellite now shrinks in 8 seconds from 10
- - - - - - - - - - - - - - - - - - -
China Changes:
GENERALS:
> Red Army General Chen: (RAG)
Uniques: Assault Crawler, Warmaster Tank, Volunteer Squad, Incendiary Mortar, Overlord, Helix, Twinfang, Fortified Bunker.
> Special Weapons General Mau: (SW)
Uniques: Shenlong, Han Gunship, Nukeneer, Nuke Cannon, Hellfire MiG Bomber, MIG Afterburners, Disruptor, Advanced Nuclear Power Plant.
> Secret Police General Jin: (SPG)
Uniques: Mogwai, Praying Mantis, Stingray Drone, Banshee ECM Tank, Advanced MiG, Urban Infantry Equipment, War Tortoise, Radio Intercepts [Default].
TECH OVERHAUL CHANGE:
------> + Time to build tier structures reduced by 12% ;china does not have any unique mechanic so instead they get a plain 12% decrease
* Mass Production renamed to Advanced Production
* Nuke Cannon is now unlocked by Advanced Production, avaliable for all.
* Added ZH ECM Tank "Bixia ECM Tank" back to game, for all Generals.
- Tank Hunter Flak Cannon replaced with interceptable Flak Missiles.
= Urban Infantry Equipment provide charges that detonate after 60 seconds. They can be placed by Mogwai, Tank Hunter, Pyro, Hacker. Hacker is stealth.
+ Mogwai ground damage will deal Small_Arms instead of Gattling.
+ Nukeneer Primary damage increased to 150, radius increased to 25
+ Nukeneer Secondary damage increased to 30, radius increased to 60
+ Nukeneer reload time decreased to 2250 from 2500
+ Nuke Cannon now ejects a Nukeneer upon death.
* Listening Outpost takes up 2 slots instead of 8 in a transport.
* Listening Outpost renamed to Mantis
* Mantis can now only be produced from War Factory
+ Mantis can now garrison two infantry that can fire from inside.
+ Mantis can now gain veterancy.
+ Mantis can now reveal enemy paths.
+ Mantis can now gain horde bonus and use propaganda spotlight.
- Mantis now provides 20x more experience (5 -> 100).
+ Mantis build cost to 700 from 800
- Praying Mantis can no longer reveal enemy paths.
+ Assault Crawler price to 900.
Assault Crawler build time to 9.0
+ Praying Mantis price to 900.
+ Praying Mantis build time to 8.0
+ Hacker disable building speed reduced by 2.2 seconds.
+ Hacker disable building range increased by 20.
+ Black Lotus tracking device now reveals an extra 100 radius
* Standard & Advanced MiGs now have Napalm Missiles, clip reduced to 2 from 4. (basically ZH)
+ Helix & Stingray Drone now avaliable at T0.
- Hellfire MiG price to 1500 from 1400
- Hellfire MiG build time to 15 from 14
+ Hellfire MiGs now drop Nuclear Bombs instead of Napalm Bombs.
+ Hellfire MiGs now T1 instead of T2.
+ Helix standard weapon damage to 15.0 to 7.6
+ Helix standard weapon range to 300 from 200
+ Helix gattling gun addon weapon damage to 20 from 10
+ Helix gattling gun addon weapon range to 350 from 250
+ Helix gattling gun addon weapon range air to 400 from 350
+ Helix gattling gun addon weapon damage upgraded to 20 from 10
+ Helix gattling gun addon weapon range upgraded to 350 from 250
+ Helix gattling gun addon weapon damagetype to COMANCHE_VULCAN from GATTLING
+ Helix gattling gun addon weapon range air upgraded to 400 from 350
- Advanced MIG price to 1200 from 1000.
- Mogwai now do 50% less damage against aircraft.
- Mogwai AA range to 215.
+ Black Lotus transmitters do not disappear after death.
+ Black Lotus transmitters can now be placed on neutral objects and friendly objects.
+ Supply Truck infantry can shoot from inside
+ Supply Trucks now benefit from Horde Bonus
+ Supply Trucks can now use Propaganda Spotlight
- Supply Truck can now only carry 4 instead of 6
- Supply Truck fireports now require Troop Crawler upgrade
- Supply Truck infantry now live with 50% rather than 100%
+ Speaker Tower detector upgrade costs 200 instead of 300
+ Speaker Tower detector upgrade takes 6 seconds to upgrade instead of 10
- Speaker Tower detector upgrade now only detects stealth aircraft
+ Breeder Reactor subdual health to 5000 from 3000
- Breeder Reactor health to 5000 from 4000
- Breeder Reactor power produced to 25 from 30
+ Overlord Health increased to 1200 from 1100
+ Overlord undamaged speed to 25 from 20
+ Overlord undamaged turnrate to 75 from 60
+ Overlord undamaged acceleration to 20 from 15
* Nuclear Engine Overlord Locomotor unchanged
+ Hopper now takes up 1 transport slot instead of 2.
+ Hopper Tank is now amphibious, but moves 12% slower in water.
+ Hopper Tank price to 900 from 1000 (per pair)
+ Pyro now has Chemical Suit armour [similiar to USA upgrade and Nukeneer]
+ Pyro now gains Basic Stealth Detection (see above)
+ Pyro Health increased by 75
+ Red Guard price decreased to 125 from 150
+ Tank Hunter price decreased to 200 from 250
~ Propaganda Airship (War Airship) can now pick between one of three builds
----> Standard Propaganda Airship ($100)
----> Kirov-Style Bomber Airship ($800)
+ War Airship base health increased by 30 (670 from 640)
+ War Airship is now affected by Nuclear Engine Upgrade
~ War Airship will now nuclear explode when upgraded with nuclear engines
+ War Airship gains 6 transport slots after upgrading.
- War Airship costs 1400 instead of 1200
- War Airship now requires Breeder Reactor instead of Prop Center
+ Twinfang clip reload time to 5000 from 6000
- Twinfang price to 1750 from 1500
- Twinfang clip size to 4 from 6
+ Bixia price to 800
* Banshee now requires Breeder Reactor instead of Propaganda Center
+ Banshee ECM radius increased by 50%
+ Banshee health to 500 from 300
- Banshee cost to 1500 from 900
- Banshee build time to 15 from 10
- Banshee experience given to 120 from 70
- Stingray Drone locomotor to 80 from 100
- Stingray health to 150 from 160
- Stingray price to 1500 from 1200
- Isotope Stability does not affect War Airship Nuclear Engine
+ Isotope Stability now affects standard Chinese Reactors
~ Chinese Nuclear Tanks explosion is now increased to match Zero Hour.
- - - - - - - - - - - - - - - - - - -
GLA Changes:
GENERALS:
> Terror Cell Yusuuf: (TC)
Uniques: Scrambler Track, Demo Truck, Battle Bus, Dune Buggy, Terrorist, Advanced Demo Trap, Light Vehicle Garage, Guerilla Equipment.
> Warlord Sulaymaan: (WG)
Uniques: Scarab, Marauder, Grad, Mercenaries [Runner, Gunner, Grenadier], Hook Gunship, Ural, GLA Oil Drill
> Royal Chemist Ibrahim: (RCG)
Uniques: Scud Launcher, Toxin Rebel, Toxin Tunnel Network, Virus, Chemical Lab, Saboteur, Combat Drugs, Anthrax Gamma Strike
TECH OVERHAUL CHANGE:
------> + Escalation upgrade can be purchased from the Black Market which grants Tier Two for as long as the Black Market remains alive.
------> - Escalation upgrade is more expensive than building the Chemical Lab, but is faster.
+ Added new common GLA Light Vehicle Training GP. Allows technicals, toxin tractors, plague dusters to be trained as Veteran.
+ Added new common GLA Scout Balloon aircraft. Avaliable from start.
* Add back old Palace to replace new palace and make chemical lab unique Chemical General building.
* Anthrax Beta Bomb and Anthrax Gamma Bomb now have different symbols to Anthrax Alpha Bomb
= GLA Oil Drill - Late game structure to reduce structure prices.
* Rebel Ambush numbers to [6 Rebel & 3 RPG, 9 Rebel & 6 RPG, 12 Rebel & 9 RPG & 1 Technical] from [6 Rebel & 3 RPG, 12 Rebel & 6 RPG, 18 Rebel & 9 RPG]
+ Demo Traps now cost 250 instead of 300
- Dushka now costs 750 instead of 700
- Dushka health to 900 from 1000
- Supply Stash can no longer bunker workers (no need with supply block mechanics)
+ Lairs can now construct Command Trucks.
+ Infantry killed by Anthrax Gamma now produce Viral Clouds which can spread more Viral Clouds.
+ Toxin Rebels can now ride Combat Cycles
+ Toxin Rebels now benefit from Garrison Bonus
+ Grad build time reduced to 13 seconds from 14
- Grad price increased to 1600 from 1500
+ Dune Buggy has speed increased to 100 from 90, turnrate increased to 200 from 180
- Dune Buggy build time to 10 seconds from 11.
* Observation Van is now only buildable from Arms Dealer (and Light Vehicle Garage)
+ Observation Van now has Advanced Stealth Detection by default.
- Observation Van price to 600 from 200
- Observation Van build time to 7.0 from 5.0
- Observation Van experience given 8x (5 -> 40)
+ Scorpion price to 600 from 650
+ Quad price to 750 from 800
- Scorpion Tank default gun damage reduced to 20.0 from 22.5, heroic and upgraded values unaffected.
+ Toxin Tractor price to 750 from 800
+ Hook no longer requires any GP.
+ Scarab health to 360 from 250
+ Scarab price to 900
+ Scarab build time to 10.0
- Scarab now has an exiting delay, like the Humvee.
+ Hijackers no longer have a detectable aura surrounding them.
+ Plague Dusters are now unlocked by default.
+ Plague Dusters are now affected by Light Vehicle Training
+ Plague Duster undamaged speed to 145 from 130
+ Plague Duster undamaged turnrate to 160 from 120
+ Plague Duster acceleration to 120 from 90
+ Plague Duster now has 2 transport slots.
- Plague Duster max health to 160 from 180
- Plague Duster price to 900 from 800
- Plague Duster build time to 15 from 13
+ Vulture Bomber now requires Black Market instead of Palace.
+ New Informant System! Purchase Informants for 500$ from any Vehicle [like USA Starlifter Call-in system]
+ Rebel Molotov Cocktail Damage increased to 50 from 40, radius increased to 14.
+ Combat Bike Partisan weapon range increased to 350 from 250
+ Combat Bike health increased to 120 from 100.
+ Partisan shroud clearing range + vision range increased to 240 from 220
+ Partisan now has active stealth detection instead of radio receiver
+ Partisan can now stealth garrison
+ Partisan can now detect from inside transports and garrisons
+ Partisan Build Time reduced to 8 seconds from 10
- Mercenary Gunner additional health while prone to 150 from 200
- Chemical Lab health reduced to 3000 from 4000
- Chemical Lab subdual health reduced to 4000 from 5000
+ Bomb Truck is no longer shown on the radar
+ Bomb Truck can now climb cliffs.
- Bomb Truck health to 160 from 220.
- Bomb Truck price to 1100 from 700
- Bomb Truck build time increased by 3 seconds
+ Balloon now carries 4 infantry instead of 2
+ Balloon now stealth at all times
- Balloon infantry can no longer fire from inside
+ Ural stealth update time to 1500 from 2500
- Ural range to 400 from 500
- Ural price to 1600 from 1200
* Battle Bus initial payload to 2 Tunnel Defenders from 4, price/build time deducted accordingly (Price: 2000 -> 1500, Build Time: 20s -> 15s)
+ Battle Bus transport slots to 8 from 6
+ Battle Bus acceleration to 110 from 90
+ Battle Bus braking to 60 from 40
+ Battle Bus undamaged speed to 60 from 50
- Battle Bus damaged speed to 30 from 40
- Rocket Buggy price to 1100. Dune Buggy price to 1200
+ Scud Launcher health increased to 220 from 180
+ Scud Launcher armor changed to BikeLogicTankArmor instead of TruckArmor
+ Scud Launcher speed increased to 28 from 20, speed when damaged to 20 from 15
+ Scud Launcher range to 425
+ Scud Launcher scud missile health increased by 20
+ Scud Launcher turnrate increased to 80 from 50
+ Scud Launcher damaged turnrate increased to 50 from 45.
+ Scud Launcher braking increased to 80 from 50
+ Tunnel, Toxin Tunnel prerequisite to Barracks from Black Market
- Toxin Tunnel price to 900 from 700
- Toxin Tunnel build time to 35 from 10
+ Toxin Tunnel now produces a single toxin rebel when built.
+ Tunnel now produces a single tunnel defender when upgrading Fortification.
- All Tunnel Network range to 175 from 260/275 [Tunnel/Toxin]
- Toxin Rebel damage to 6 from 7
- Toxin Rebel projectile speed to 400 from 600
+ Escalation price to 2000 from 3000.
+ Scrambler Ability from ZH now replaces the old Scrambler GP
+ Scrambler Ability now stealthes your units for 3 ingame hours ;)
+ Scrambler Track no longer requires GP
+ Scrambler Track now requires Black Market instead of Chemical Lab
- Scrambler Track cost increased to 1400 from 1200
- Scrambler Track build time increased to 12 seconds from 10
Sabotage GP removed.
Bounties are no longer purchasable, they are now a GP.
- Minor Bounty now provides 5% instead of 10%
- Moderate Bounty now provides 10% instead of 20%
- Major Bounty now provides 20% instead of 30%
+ Bounty research time to [30, 45, 60] from [30, 60, 90]
- Black Market dealer prices to 1000
- Black Market dealer one now gives $5 per 2500ms from $25 per 1800ms
- Black Market dealer two now gives $5 per 2500ms from $25 per 1800ms
- Black Market dealer three now gives $5 per 2500ms from $25 per 1800ms
- Black Market merchant build times to 15, 30, 45 respectively from 45 each.
+ Merc Runner experience required to get Veterancy to [0 150 200 300] from [0 300 400 600]
+ Merc Runner shotgun damage is now COMANCHE_VULCAN by default.
+ Demo Truck build cost to 900 from 1000
+ Demo Truck build time to 9 seconds from 10 seconds
+ Terrorist now requires Black Market instead of Palace.
+ Escalation research time to 12 from 15
- Saboteur primary damage unupgraded to 800 from 1000
- Saboteur primary damage upgraded to 1000 from 1200
- - - - - - - - - - - - - - - - - - -
Russia Changes:
GENERALS:
> Advanced Weapons Aleksandr: (AW)
Uniques: Ogre, Shocktrooper, Tesla Tank, Blackbear, Golem, Tesla Hellion, Shtora Upgrade.
> Tactical Ballistics Zhukov: (TB)
Uniques: Topol, Missile Silo, ICBM Surveillance Missile, Bombardier, Grumble, Blackout Node.
> Rapid Deployment Orlov: (HG)
Uniques: MG Blue Beret, RPG Blue Beret, Grizon Airdrop, Volga, Assault Hunchback, Hind, Goliath Systems.
TECH OVERHAUL CHANGE:
------> Advanced Production Facility - War Factory upgrade that allows production of Russian Tier 1 Vehicles without Weapons Bunker
Global Russia Mechanics:
>Smoke Bombs no longer grant temporary invulnerability to the vehicles that fire them (so units that are being fired cannot escape fire simply by firing smoke)
>Smoke Bombs are now destructible, with 300 HP and NoArmor.
>Smoke Bombs now last for 5 seconds from 3.5 seconds.
>Shmel Smoke Missiles now last for 15 seconds from 13 seconds.
>Shmel Smoke Missiles are now destructible with 400 HP and NoArmor.
Supply Truck no longer ejects conscript.
+ Added new Dustdevil fixed-wing aircraft unit - Thermobarbic Bombs [FLAME], 30 primary, 10 primary radius, 20 secondary, 30 secondary radius, clip size 4, clip reload time 5000, range 320.
+ Dustdevil can fire smoke as a secondary ability.
- Blue Berets are no longer affected by IR Goggles.
- Blue Beret price to 200 from 150.
- Blue Beret damage reduced to 7.5 from 9.0
- Blue Beret can now be crushed.
- RPG Blue Berets damage type to INFANTRY_MISSILE from ARMOR_PIERCING, damage increased to 70 from 65, upgrade bug fixed.
- RPG Blue Beret build time increased to 5.0 from 4.0.
- RPG Blue Beret can now be crushed.
- Assault Armament price to 1000$ from 800$.
- Assault Armament research time to 30 seconds from 20 seconds.
- Advanced Production cost to 1000$ from 3000$.
+ Russia Airfield is now avaliable by default
+ Russia Airfield now requires War Factory instead of Weapons Bunker
+ Berkut is now avaliable by default
- Berkut barrel roll now locked behind VVS Support GP.
+ Berkut build time to 15 seconds from 20
- Coal Power Plant effective health to 600 from 1500, now increases to 800 with Power Plant Expansion upgrade.
- Tesla Hellion is no longer affected by Thermobarbic Bombs
+ All Basic T0 Russian Vehicles now eject a conscript on death, only if Veteran plus (includes Supply Trucks)
+ Reinforcement Pad now drops Rhinos instead of Kodiaks, Delay reduced by 20 seconds.
+ Grizzly now gains stealth detection.
+ Grizzly price decreased to 900 from 1000
- Grizzly armorset resistances to SMALL_ARMS, GATTLING and COMANCHE_VULCAN set to 25%, 10% and 25% respectively from 10%, 7%, 10%.
* Tesla Tower component is now avaliable for all generals.
+ Arms Supplier trucks can now be produced from Command Bunkers
- Arms Supplier trucks can no longer be produced from War Factories.
+ Early Warning Outpost now costs 400
- Early Warning Outpost now has Aircraft Only Detection
* Mishka is now only buildable from War Factory
+ Mishka ERA bonuses are now granted by Armed Recon upgrade
+ Mishka now has Armed Recon bonuses by default.
- Mishka price to 800
- Mishka build time to 9.0 from 4.0
- Mishka experience given increased by 8x (5 -> 40)
- Volga damage to GATTLING from SMALL_ARMS
- Volga damage to 20 from 30
- Volga stun grenades reload to 80 seconds from 60 seconds.
- Volga experience required to [0 200 400 800] from [0 200 300 600]
- Volga experience given to [200 200 400 600] from [150 150 250 500]
- Volga health to 400 from 600.
- Volga build time to 18 seconds from 17 seconds.
- Ogre Gaus Gun damage to 70 from 80
- Ogre Thermobarbic Missile damage to 20 from 25
- Ogre health to 725 from 750
* Ogre now has TankArmor and ERATankArmor [matching Kodiak] instead of previous armorset.
+ Comraderie Infantry Death bonus now lasts for 18 seconds instead of 10
+ Shock Trooper Tesla gun now has area of effect damage & disable.
- Shock Trooper max speed to 15 from 20
- Shock Trooper price to 600 from 450
- Shocktrooper disabling effect and infantry damage to 10 from 20.
- Industrial Plant health reduced to 3000 from 4000
- Industrial Plant subdual health reduced to 4500 from 5000
- Russia Bunkers are no longer affected by detection goggles.
+ Field Quarters price reduced to 800 from 900
- Surveillance Missile shroud clearing to 100 from 180 (these are to accompany unlimited T1)
- Surveillance Missile vision range to 100 from 180
+ ICBM Surveillance Missile now does AURORA_BOMB damage instead of EXPLOSION
+ ICBM Surveillance Missile primary damage to 200 from 100
+ ICBM Surveillance Missile primary range to 50 from 35
- Industrial Plant health reduced to 3000 from 4000
- Industrial Plant subdual health reduced to 4500 from 5000
+ Topols build limit removed
+ Topols now require Weapons Bunker instead of Industrial Plant
+ Missile Silo build limit removed
+ Missile Silo no longer requires an upgrade to be buildable.
* Golem now has new GolemArtilleryTankArmor instead of GolemTankArmor
* Golem now does EXPLOSION damage instead of ARMOR_PIERCING
+ Golem now has the Gaus Gun by default.
+ Golem transport slot count to 3 from 4
+ Golem primary damage to 350 from 150
+ Golem attack range to 400 from 201.25
- Golem is no longer affected by Ursa Division.
- Golem AA gun removed
- Golem DelayBetweenShots to 4500 from 2000
- Golem max health to 400 from 950
- Golem is no longer affected by ERA
- Golem is no longer amphibious
+ Golem experience required to level up to [0 200 400 800] from [0 400 600 1200]
+ Golem experience given to [100 125 400 600] from [200 200 400 600]
+ Msta now has Advanced Artillery Systems by default, upgrade removed.
- Msta build time to 20 seconds from 18 seconds
* Rhino is now buildable from War Factories.
* Rhino is a tier 0 unit.
* Rhino build time is 12 seconds
* Rhino price is 1000
+ Rhino health increased to 600 from 500
+ Rhino speed increased to 34
+ Rhino main tank gun reloads 16.67% faster
- Rhino main tank gun does 16.67% less damage per shot
+ Rhino Tank damage to 60 from 50
+ Tunguska Missiles now have an extra 10 range over the Tunguska AA Gun (including in global change)
+ Buratino range increased by 30
+ Kodiak build time reduced to 15 seconds from 17.
+ Kodiak main tank gun reloads 20% faster.
- Kodiak main tank gun does 20% less damage per shot.
- Kodiak price increased to 1500
- Kodiaks have been moved to tier 1.
+ Sentinel price to 2500 from 3000
+ Sentinel undamaged speed to 24 from 22
+ Sentinel undamaged turnrate to 75 from 70
+ Sentinel undamaged acceleration to 18 from 15
- Sentinel health to 1600 from 1800
- Sentinel damaged speed to 18 from 22
+ Blackbear build limit removed.
+ Blackbear price to 3000 from 5500
+ Blackbear undamaged speed to 24 from 22
+ Blackbear undamaged turnrate to 75 from 70
+ Blackbear undamaged acceleration to 18 from 15
+ Blackbear transport slot count to 5 from 10
- Blackbear experience given increased to (500, 700, 900, 1100) from (500, 500, 700, 900)
- Blackbear health to 2000 from 2500
- Blackbear is no longer trained as Veteran by default unless it has Ursa Division.
- Blackbear tank gun primary damage to 325 from 500
- Blackbear tank gun secondary damage to 90 from 100
- Blackbear tank gun reload time to 3750 from 2400
- Blackbear tank gun minimum attack range to 50 from 20
- Blackbear thermobarbic gun minimum attack range to 50 from 20
- Blackbear anti air missiles primary damage to 30 from 80
- Blackbear anti air missiles minimum attack range to 50 from 20
- Blackbear damaged speed to 18 from 22
- Blackbear is no longer immune to Hijacking.
- Blackbear Subdual Cap to 4000 from 5000
- Blackbear Tank Gun range to 210 from 240
* Blackbear now correctly drops T2 Salvage
- Blackbear Thermobarbic Shot now requires Thermobarbic upgrade
- Blackbear Thermobarbic Shot range to 210 from 240
- Russia ERA upgrade now costs 3000 from 1500
- Russia ERA upgrade now researches in 60 seconds rather than 45 seconds
+ Grumble minimum attack range to 150 from 200
- Grumble maximum attack range to 450 from 600
- Grumble price to 2000 from 1800
- Grumble missile lifetime to 6 seconds from infinite
- Boris RPG now has a 0.3 second delay
+ Floating Disc build time to 12 from 15.
- Floating Disc locomotor to 80 from 100
+ Hellion cost to 1600 from 1700.
- Bombardier Reload time increased by 25%
* VDV Paradrop replaced with Airborne Raid [8 Conscripts & 2 RPG & 1 Wolverine, 10 Conscripts & 4 RPG & 1 Wolverine, 12 Conscripts & 6 RPG & 2 Wolverines.]
+ Conscript Drop to 20 conscripts from 18 conscripts.
+ Thermobarbic Ordnance now provides extra health for helicopters for all Generals instead of Goliath.
- - - - - - - - - - - - - - - - - - -
ECA Changes:
> Royal Guard Willem: (RG)
Uniques: Grand Mortar, Munition Bunker, Gun Turret, Defender Battlegroup, Warhound, Behemoth, Solar Reactor.
> Fire Support Charles: (FS)
Uniques: Harrier, Claymore, Battle Network, Fire Support Battlegroup, Mortar Pit, Heavy Sniper.
> Mechanized Assault Wolfgang: (MA)
Uniques: Lynx APC, Anvil Bot, Mechanised Battlegroup, Spy, Wotan, Minotaur.
ECA Vehicle Build Time Reductions:
Bloodhound (12 -> 10)
Fenris (15 -> 12)
Gepard (12 -> 9)
Leopard (20 -> 15)
Mole Minelayer (15 -> 12)
Mortar Track (20 -> 13)
Munition Track (12 -> 10)
Pandur (15 -> 12)
Wotan (20 -> 18)
Jagdmammut (30 -> 20)
Claymore (27.5 -> 25)
Anvil Bot (18 -> 15)
~ Global ECA vehicle changes:
----> + Most ECA vehicles have gotten a 5% increase in speed
----> + ECA vehicle manticore upgraded speeds and armours remain unchanged
----> + ECA vehicle armour skirt armours remain unchanged
----> - Most ECA vehicles have gotten a 10% decrease in armour
----> ~ ECA artillery, Warhound, Jadgmammut and Utility Vehicles are unaffected
~ Global ECA changes:
----> - Most defences build time increased
----> - Most defences cost increased
----> + Most defences attack increased
----> + All artillery speed increased
----> + All artillery build time decreased
----> - All artillery damage decreased
----> - Mortar Track & Pioneer range decreased
EXCEPTIONS: all fortifications, tank trap, frank jaegar, weapon teams, medic, howitzer relay [cost stayed same]
+ SOLAR REACTOR BUILD LIMIT REMOVED
+ Solar Reactor build time equalised with other factions to 25 seconds.
- Solar Reactor power produced to 30 from 1,000,000
- Solar Reactor health to 2500 from 8000
+ European Dozer now produces 1 power.
+ European Supply Yard no longer requires power.
* Commando Insertion Infantry now have standard stealth; but they remain stealth while using abilities.
+ Howitzer Relay Station removed from game.
+ Howitzers are now available for all 3 generals.
* Mines GP removed and replaced with Cryogen Artillery Strike
+ Tier 1 Mine Drop is now avaliable for Defense General after building the large Solar Reactor.
+ European Worker Drone added, it now takes the spot of the construction dozer from the Field Command.
- ECA Self Defence grenades are now locked behind Canister Rounds
+ Field Command now produces 5 power.
+ Field Command can now produce Felin Riflemen and Panzerfausts
+ Munition Track now affects infantry & vehicles.
+ Munition Track is now buildable from Field Command
+ Munition Bunker now affects infantry, vehicles, defenses.
+ Munition Bunker can now garrison an extra infantry to shoot from inside.
- Munition Bunker explosion is now more powerful.
- Munition Bunker power cost to 5 from 3
- Venom Protocol speed increase reduced from +100% to +50%
- Engineers do not benefit from Venom
+ Mirage Tank has been added to ECA Arsenal
+ Mirage Tank moves slightly faster
+ Mirage Tank build time reduced to 16 seconds from 20
+ Mirage Tank restealthes itself every 0.8 seconds instead of 2.5
- Mirage Tank cost increased to 2500
- Mirage Tank now reveals when moving
+ Marksman health increased by 100
- Marksman cost increased to 1200 from 1100
+ Marksman Balloons now last 3 minutes instead of 2 minutes
- Marksman Balloons cooldown to 3 minutes from 30 seconds
+ Marksman Balloons now detect all forms of stealth.
- Marksman Balloons are no longer stealth.
+ Marksman Balloon shroud clearing range to 400 from 200.
+ Marksman Balloon health to 120 from 30
- Tiger cost increased to 1600 from 1400
- Cheetah damage per missile decreased to 45 from 50
+ Kennel has been added back ;)
+ Kennels can now garrison 4 attack dogs
+ Kennel come with free dog inside at no additional cost.
- Kennel now also requires Supply Yard
+ Lynx garrisoned infantry can fire from inside
- Lynx can no longer garrison weapon teams
* Fenris is now avaliable from Vehicle Assembly by default at T1.
* Fenris now uses the Overcharge Cryo Beam by default and cannot switch
+ Fenris reload time to 3000 from 4000
+ Fenris can no clear buildings, 6 people at a time.
- Fenris can no longer depilot vehicles
- Fenris has PreAttackDelay of 2 second
- Fenris disable period to 5 seconds from 15 seconds
+ Fenris now has DragonTankArmor instead of TankArmor, allowing to deal with infantry better.
* Anvil Bot is now avaliable from Vehicle Assembly at T2 for Wolfgang only.
* Bloodhound is now buildable from Vehicle Assembly rather than Field Command
+ Bloodhound transport slots to 4 from 2
+ Bloodhound can now carry weapon teams
+ Bloodhound price to 900 from 1000
- Bloodhound health to 200
+ Jumpjet Troopers are now avaliable from Barracks by default at T1.
+ Jumpjet reload time increased back to normal levels after Venom upgrade.
- Jumpjet Ground Weapon removed
- Jumpjet reload time increased to 2500.
- Jumpjet Troopers health to 90 from 120
- Jumpjet Troopers Ceramic Armor bonus to +20 from +30
+ Dogs can now be garrisoned and transported.
+ Dogs can now detect from inside buildings or transports.
+ Dogs are now Stealthed inside buildings (buildings do not show if dog is inside)
+ Dogs can now swim
- Dog price increased to 200
+ Attack Dog build time to 5 seconds from 6 seconds.
- Grenadier now takes up 3 slots in a transport instead of 2.
+ Sensor Array cost reduced to 500 from 600
+ Sensor Array build time reduced to 8 seconds from 10
+ Sensor Array now has 500 health by default from 450
+ Sensor Array Subdual cap to 800 from 750
- Sensor Array now has Aircraft Only Detection.
- Radar Helicopter stealth detection switched to Basic instead of Advanced.
- Radar Helicopter detection range decreased to 100 from 150.
- Region Command now only has 5 garrison slots instead of 6
+ Warhound now has chaff
- Bloodhound no longer has chaff
+ Open Pit Pioneer range increased to 350 from 290
+ Open Pit Pioneer minimum range decreased to 150 from 190
+ Open Topped Fortification now costs 100
- Open Topped Fortification no longer has a "Heavy Gunner" inside.
+ Deployment Zone is now a prerequisite for Solar Reactor (alongside Vehicle Assembly and Field Command)
+ Deployment Zone Battlegroups no longer require the structures they are built from, only the Tier structures they require.
+ Lynx garrisoned infantry can fire from inside
+ Lynx health to 350 from 270
- Lynx now requires Solar Reactor
- Lynx cost increased to 1000 from 500
- Lynx can no longer garrison weapon teams
- Lynx infantry now correctly die when the vehicle is destroyed.
- Lynx exit delay and door open time added.
+ Mortar Track clip size to 4 from 1
+ Mortar Track minimum range to 200 from 225
+ Mortar Track can now switch to tear gas mortars after upgrade.
+ Mortar Track tear gas mortars have extra 50 range over standard.
- Mortar Track primary damage to 25 from 30
- Mortar Track secondary damage to 15 from 20
- Mortar Track range to 400
- Mortar Track no longer has continous fire bonus
- Mortar Tracks can no longer relay to others
- Mortar Track smart mortars removed.
- Mortar Track reload time to 4000 from 3000.
+ Claymore no longer provide a flare to show where it is targeting
- Claymore maximum range to 800 from 1000
+ Claymore minimum range to 300 from 400
+ Claymore reload time to 14 seconds from 105 seconds
+ Claymore Preattack Delay to 0.1 seconds from 1.5 seconds
- Claymore clipsize to 1 from 6
+ Claymore Packing time to 3 seconds from 3.3 seconds
+ Claymore Unpacking time to 2 second from 3.3 seconds
+ Claymore Explosion damage to 300 from 125
- Claymore Explosion radius to 25 from 50
+ Claymore Gattling primary damage to 150 from 110
- Claymore Gattling primary radius to 25 from 50
+ Claymore shells move at 300 from 270
+ Claymore is now affected by Battle Network
+ Claymore Scatter Radius to 50 from 70
+ Guard Tower now requires either Vehicle Assembly or Field Command rather than Solar Reactor
- Supply Track can no longer garrison medics and engineers for different effects
- Supply Track chaff removed.
* Cryo Artillery Strike now does 75 damage from 100
* Cryo Artillery Strike disabling effect is (5, 10, 15) seconds per tier.
+ ECA Cryoshot Barrage now increases in damage by 25 per shot per rank
+ Warhound Mortar primary damage to 165 from 150
+ Warhound Mortar speed to 250 from 150
+ Jaeger sniper attack range to 400 from 350
+ Jaeger sniper min attack range to 75 from 120
+ Frank Jaeger combat shotgun damage to SMALL_ARMS.
+ Frank SuperWeapon Beacon added.
- Mirage Tank primary damage to 7 from 20
+ Mirage Tank range to 300 from 200
* Mirage Tank clip entirely removed.
- Mirage Tank secondary damage to 2 from 5
+ Mirage Tank secondary radius to 40 from 20
- Mirage Tank now correctly has 0.1 second reload delay
- Mirage Tank now shares same armorset with Golem (so it's now an artillery piece)
- Mirage Tank now shares same locomotor with Golem
- Mirage Tank health to 300 from 500
+ Mirage Tank build cost to 2000 from 2500
+ Mirage Tank build time to 20 seconds from 25 seconds.
- Mirage Tank experience required to level up to [0 200 400 800] from [0 200 300 600]
+ Mirage Tank experience given to [75 100 150 200] from [100 100 200 400]
+ Pegasus health to 360 from 300
+ Pegasus now heals infantry transported inside.
+ Pegasus now heals infantry on the ground below it in Radius 100
+ Pandur cost to 900 from 1000
+ Tank Bunker build cost to 200 from 450.
+ Tank Bunker build time to 5 from 15 seconds.
- Tank Bunker health to 750 from 900
- Tank Bunker cost to 250 from 200
+ Engineer added second repair ability, allows him to place "repair bombs" on friendly buildings and vehicles, healing the object it is on.
- Wotan price to 1800 from 1450
- Wotan range to 375 from 450
+ Wotan acceleration to 100 from 80
+ Wotan max speed to 35 from 31
+ Wotan turret turn rate & turret pitch rate to 200 from 180
- Grenadier now takes up 3 slots in a transport instead of 2.
+ Telecom Tower now requires one power instead of 4.
+ Telecom Tower health to 1000 from 650
* Mobile Sensor Array removed.
+ Heavy Sniper weapon against vehicles damage to SMALL_ARMS, total damage reduced to 90 from 130
- Mole Minelayer price to 1200 from 1000, health to 200 from 300, cooldown for mine dispenser to 45 seconds from 16 seconds.
- Leopard subdual cap reduced to 900 from 1200.
#################################################################################################
#################################################################################################
#################################################################################################
AI Changes: UNFINISHED
NEW AI UNDERWAY:
> AI no longer gains static additional money per difficulty, and no longer gains 25% extra experience.
> AI can now detect when enemy has built spies & saboteurs and can counter it like other stealth units.
> AI no longer tries to purchase upgrades that no longer exist.
> AI will now choose their general, like the player. (so far only USA.), and build their respective unique units (pending)
the following is not documented in comments on the scripts.
> USA AI - All [All] - Powerplant 9 and 10 disabled.
> USA AI - Normal, Hard [All] - USA Drop Zone 4 and 5 disabled.
> USA AI - Normal, Hard [All] - Cyclops 3 disabled.
> USA AI - Normal, Hard [All] - Barracks 2 disabled.
> USA AI - Normal, Hard [All] - Warfactory 2 disabled.
> USA AI - Normal, Hard [All] - Airfield 4 disabled.
> USA AI - All [All] - Defense Core Patriots 3 disabled.
> USA AI - Normal, Hard [All] - Defense Core Patriots 4 disabled.
> USA AI - All [All] - Defense Core Patriots 1, 2 now have variants depending on the General.
> USA AI - Normal, Hard [All] - Defense Core Hives 2 disabled.
end
> USA AI - Normal, Hard [Group A] - Tank Hunter 1 team now produces with Acolytes instead of Crusaders, 1 less Missile Defender.
> USA AI - Normal, Hard [Group A] - Infantry Hunter 1 team now produces between 3-4 Vanguards instead of 5-6.
> USA AI - Normal, Hard [Group A] - Infantry Hunter 2 team now produces exactly one microwave instead of 1-2.
> USA AI - Normal, Hard [All] - Defense Hunter 1 now produces with 1-3 Tomahawks instead of 1-4.
> USA AI - Normal, Hard [All] - Defense Hunter 2 now produces with 2-5 Enforcers instead of 1-10.
> USA AI - Normal, Hard [Group A] - Alert Infantry use Airborne Hummer instead of Humvee. 1-2 Vanguards from 2-4.
> USA AI - Normal, Hard [Group A] - Alert Vehicle use 1-2 Airborne Hummer instead of Humvee.
> USA AI - Normal, Hard [Group A] - Tank Cavalry W1 now produces with Acolytes instead of Crusaders, and 1-2 Airborne Hummers instead of exactly 2 Humvees.
> USA AI - Normal, Hard [Group A] - Base Guard team now produces with Acolytes and Airborne Hummers instead of Crusaders and Humvees.
> USA AI - Normal, Hard [Group A] - Core TOWvee team now produces with Airborne Hummers instead of Humvees
> USA AI - Normal, Hard [Group A] - Comanche Outer Guard, Comanche Hunt 1 and Comanche Hunt 2 now come with King Comanches instead of standard Comanches. All king comanche numbers reduced by 1.
> USA AI - Normal, Hard [Group A] - Widowmaker Groups now come with King Raptors instead of Widowmakers.
> USA AI - Normal, Hard [Group A] - Nighthawk 2 now comes with Aurora instead of Nighthawks.
> USA AI - Normal, Hard [Group A] - Fast Attack W1 now produces with 1-2 Airborne Hummers, 2-3 Missile Defenders and 1-2 Vanguards instead of exactly 2 Humvees, 6 Missile Defenders and 4 Vanguards.
> USA AI - Normal, Hard [Group A] - Fast Attack W2 now produces with 1-2 Airborne Hummers, 4-6 Missile Defenders and 1-2 Vanguards instead of exactly 2 Humvees, 8 Missile Defenders and 2 Vanguards.
> USA AI - Normal, Hard [Group A] - Fast Attack W3 now produces with 2 Airborne Hummers, 5-6 Missile Defenders and 2-3 Vanguards instead of exactly 2 Humvees, 7 Missile Defenders and 3 Vanguards.
> USA AI - Normal, Hard [Group A] - Wasp Hive W2 now produces with 3-4 Wasp Hives instead of 4-5.
> USA AI - Normal, Hard [Group A] - Wasp Hive W3 now produces with 3-5 Wasp Hives instead of 5-6.
> USA AI - Normal, Hard [Group A] - Tank Team W1 now produces with Acolytes instead of Crusaders.
> USA AI - Normal, Hard [Group A] - Tank Team W2 1 now produces with Acolytes instead of Crusaders & Airborne Hummers instead of Humvees, no longer comes with Tomahawks. 2-3 Acolytes instead of 3 Crusaders, and 0-1 Microwaves instead of exactly 1.
> USA AI - Normal, Hard [Group A] - Tank Team W2 2 now produces with Acolytes instead of Crusaders, 2-4 Acolytes instead of 4 Crusaders, and 0-1 Lockdown MLRS instead of exactly 1 WASP Hive.
> USA AI - Normal, Hard [Group A] - Tank Team W3 1 now produces with Acolytes instead of Crusaders & Airborne Hummers instead of Humvees, 1-2 Tomahawks from exactly 2, 3-4 Acolytes instead of 4 Crusaders, and 0-1 Microwaves instead of exactly 1.
> USA AI - Normal, Hard [Group A] - Tank Team W3 2 now produces with Acolytes instead of Crusaders, 3-4 Acolytes instead of 4-6 Crusaders, and now comes with 1 Lockdown MLRS.
> USA AI - Normal, Hard [All] - Terror Drone W1 team now produces with 4-6 AT Drones instead of exactly 6.
> USA AI - Normal, Hard [Group B] - Tank Hunter 1 now produces 0-1 Templars instead of Missile Defenders, between 0-1 Paladins instead of exactly 1.
> USA AI - Normal, Hard [Group B] - Tank Hunter 2 now produces 1 Templar instead of 1 Javelin.
> USA AI - Normal, Hard [Group B, C] - Infantry Hunter 1 now produces between 2-3 Vanguards instead of 3-4, 1-2 Sentry Drones instead of exactly 2.
> USA AI - Normal, Hard [Group B] - Core TOWvee team now produces with Bradleys instead of Humvees
> USA AI - Normal, Hard [Group B] - Tank Rush team now produces 2-3 Crusaders instead of 4 Crusaders, built with Bradley instead of Humvee.
> USA AI - Normal, Hard [Group B] - Base Guard team now produces with Bradleys instead of Humvees.
> USA AI - Normal, Hard [Group B] - Alert Infantry use Bradley instead of Humvee. 1-2 Vanguards from 2-4.
> USA AI - Normal, Hard [Group B] - Alert Vehicle use 0-1 Bradley instead of Humvee. Add 0-1 Templar.
> USA AI - Normal, Hard [Group B] - Fast Attack W1 now produces with 2 Bradleys, 2-3 Missile Defenders and 1-2 Vanguards instead of exactly 2 Humvees, 6 Missile Defenders and 4 Vanguards.
> USA AI - Normal, Hard [Group B] - Fast Attack W2 now produces with 2 Bradleys, 4-6 Missile Defenders and 1-2 Vanguards instead of exactly 2 Humvees, 8 Missile Defenders and 2 Vanguards.
> USA AI - Normal, Hard [Group B] - Fast Attack W3 now produces with 2-3 Bradleys, 5-6 Missile Defenders and 2-3 Vanguards instead of exactly 2 Humvees, 7 Missile Defenders and 3 Vanguards.
> USA AI - Normal, Hard [Group B] - Tank Team W1 1-2 Crusaders from 3
> USA AI - Normal, Hard [Group B] - Tank Team W2 2-3 Paladins from 4, 0-1 Templar replace 1 Tomahawk.
> USA AI - Normal, Hard [Group B] - Tank Team W3 3-4 Paladins from 5, 0-1 Tomahawk from 1, add 0-1 Templar.
> USA AI - Normal, Hard [Group B] - Crusader Team W1 2 Crusaders from 2-3
> USA AI - Normal, Hard [Group B] - Crusader Team W2 2 Crusaders from 2-3
> USA AI - Normal, Hard [Group B] - Crusader Team W3 2-3 Crusaders from 3
> USA AI - Normal, Hard [Group B] - Paladin Team W1 1-2 Paladins from 2-3
> USA AI - Normal, Hard [Group B] - Paladin Team W2 2-3 Paladins from 2-4
> USA AI - Normal, Hard [Group B] - Paladin Team W3 3-4 Paladins from 4-5
> USA AI - Normal, Hard [Group B] - Artillery Team W1 1 Tomahawk from 1-2.
> USA AI - Normal, Hard [Group B, C] - Artillery Team W2 1-2 Tomahawks from 3.
> USA AI - Normal, Hard [Group B, C] - Artillery Team W3 2-3 Tomahawks from 4.
> USA AI - Normal, Hard [Group C] - Alert Infantry 2-3 Vanguards from 2-4.
> USA AI - Normal, Hard [Group C] - Alert Vehicle use Acolyte instead of Crusaders, 1-2 Humvees from 2.
> USA AI - Normal, Hard [Group C] - Base Guard team now produces with Acolytes instead of Crusaders.
> USA AI - Normal, Hard [Group C] - Tank Hunter 1 now use Acolyte instead of Crusaders, 1-2 Acolyte from 2 Crusaders.
> USA AI - Normal, Hard [Group C] - Infantry Hunter 3 now produces between 2-6 Pathfinders instead of 1-8.
> USA AI - Normal, Hard [Group C] - Core Pathfinders now 1-3 Pathfinders instead of 1-5.
> USA AI - Normal, Hard [Group C] - Core Infantry now 3-5 Green Beret, 1-2 Vanguards, 3-4 Missile Defenders instead of 6 of all. Add 0-1 Delta Force.
> USA AI - Normal, Hard [Group C] - Humvee Rush 2-3 Humvee instead of 4.
> USA AI - Normal, Hard [Group C] - Tank Cavalry W1 now produces with Acolytes instead of Crusaders, and 3-4 Humvees instead of exactly 4 Humvees.
> USA AI - Normal, Hard [Group C] - Tank Team W1 Acolytes instead of Crusaders, 2 Acolytes from 3 Crusaders, 0-1 Humvee instead of exactly 1.
> USA AI - Normal, Hard [Group C] - Tank Team W2 Acolytes instead of Crusaders, 3-4 Acolytes from 4 Crusaders, removed Tomahawk.
> USA AI - Normal, Hard [Group C] - Tank Team W3 Acolytes instead of Crusaders, 3-4 Acolytes from 5 Crusaders, 0-1 Tomahawk from 2, 1-2 Humvees from 1.
> ECA AI - Normal, Hard [All] - 2 Telecom Pairs disabled.
> ECA AI - All [All] - 1 Telecom Pair disabled.
> ECA AI - Normal, Hard [All] - builds 1 less barracks for reduced lag and increased space. ####
We are awaiting this awesome mod thanks to the development team
first
FINALLY IT'S OUT!
Good stuff
From where i can download ROTR v1.87 PB 2.0
from the BR (or SWR or NLS) discords. There is a link to that on the main article :)
I want to know the same thing. Did you ever figure this out?
Is this possible to easily download rise o the reds update 1.87? I actually want to play this mod. thanks
you can find it on forums or discord.