A mature overhaul of the entire game, not a total conversion in that the canon is retained, as are most existing units, but all sides are expanded greatly. Each country gets several new units, and everything is rebalanced with those in mind. There is a much greater sense of uniqueness to each country, and play styles will have to compensate for the relative strengths and weaknesses. The AI has received a dramatic overhaul as well. Gone are the days of boring skirmish games or co-op against computer players, the AI is genuinely BRUTAL! Coupled with the increased lethality of weaponry, every game is a challenge. For newbies to the mod, the MEDIUM setting offers the same intelligence, but at a slightly relaxed pace. Everything from new terrain, new decorative objects, new civilian structures and vehicles, and a bunch of quality maps are added to improve the general look and feel. Many of the all-new maps included are asymmetric or irregular, most take advantage of the new objects.

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Scorched Earth Mod Intro

News

There are three crucial aspects to any strategy game to get right, economy, maps and tactics, in my opinion. Unit design, buildings, decorations, add to the mood of the game, but really they are just affected by personal taste, there's no real right or wrong when it comes to themes or styles. Scorched Earth isn't meant to be cheesy or campy, at least not to a greater degree than the original game, nor does it have many ridiculous characters/units like a large number of other mods seem to. It is entirely focused on providing the best battle experiences instead.

The economy is often the hardest one to get right, other games like SimCity 4 are complicated, but have a very easy to understand economic structure, that once you master, makes the game impossibly easy. Conversely, Starcraft had an impossibly rigid economy, where build order and mathematical ratios of units would win the game. What I was adamant about is retaining Westwood's delicate balance of being able to recover from near defeat, and to focus on making more variability, with more exceptions, and more tricks to employ.

Though the ideal map in a strategy game also doesn't exist, there's several ways to approach making good maps, and each has their own pitfalls. I feel that similar to economy, maps need to push players to be creative, to take risks, and find novel ways to defend at the same time. Westwood maps tended to have choke points, but often included too many highly defensible areas, with no long-range weapons that were long-range enough to reach. This creates incentive for players to turtle up, play defensive, and by default enter a war of attrition, without a ton of ore to fund it. So to that effect, many of the new Scorched Earth maps force a player into an offensive guard, stationing troops or tank squads outside of a base, in a kind of layering. Others focus a player to grow as fast as possible, to expand into strategic areas to advance economically, where boldness is rewarded.

With the above two points, tactics have to change naturally. Acting militarily to enhance ones economy, or vice versa, is the method of all the greatest empires. Attacking the attacker to limit or redirect the assault on the core of the base can be essential to surviving. Attacking an enemy base from the air, land, and sea simultaneously, can distract enemy forces to create openings that otherwise don't exist. Every unit has strengths, and generally an obviously exploitable weakness. Learn your strengths, and chain them together in clever ways, or watch the clever AI do it to you...

I want players to both curse and laugh, at their successes and failures. If a new player experiences that, I'll know I achieved what I wanted from this mod.

*Update*

Many of the 2018 goals regarding general cleanup and a finalization of the urban terrain expansion have been reached, but as is often the case, progress tends to inspire more ambitious undertakings. Major milestones, such as completion of an Empire State building, the Woolworth's building and other feature buildings have given city maps new life, but the introduction of dead grass and new sporting venue tiles have also added to long neglected areas. Since Scorched Earth will always be primarily focused on urban warfare, additions along that line will always take precedence, even when other aspects are being completed.

The careful focus on new terrain for the urban theater is helping to map out the deficiencies that both Snow and Temperate terrains suffer from. Simple things such as the urban laneways and parking lots are severely lacking for the other threaters, but with the greater number of available tilesets to take advantage of, the goal will be to quickly grow beyond mere imports from one to the other, and add entire replacement tilesets for dirt roads or other tilesets fundamental to making cities, especially where the rural nature of the existing tilesets is inadequate.

Even with intermittent work on the mod, things should progress rather quickly for the rest of the year!

Installing/Troubleshooting Scorched Earth

Installing/Troubleshooting Scorched Earth

Installers Tutorial

Since all the comments/questions relate to installation, here's everything you need to know.

RA2+YR to SE Map Conversion Guide

RA2+YR to SE Map Conversion Guide

Mapping/Technical Tutorial

This is a guide on modifying maps to work with SE, or making them compatible. This is ostensibly for YR, but recent changes mean RA2 maps might need a...

Some Words on Available and Stolen Technologies

Some Words on Available and Stolen Technologies

Design/Concepts Tutorial

Without attempting to dictate tactics, a few hints regarding basic balance changes might be worthwhile to hear. Consider these as "fast start tips" more...

A Discussion on Base Defenses

A Discussion on Base Defenses

Design/Concepts Tutorial

A summary of changes to the defensive structures, new additions, and overall effectiveness.

Add file RSS Files
FinalAlert2 Compatibility Fix for SE

FinalAlert2 Compatibility Fix for SE

Mapping Tool

Contains one file for allowing FinalAlert2 to edit and save maps for Scorched Earth. Simply extract and overwrite the file of the same name wherever FA2...

Scorched Earth - November 17th Snapshot

Scorched Earth - November 17th Snapshot

Full Version 3 comments

The current snapshot of the mod. The previous snapshot was missing art.ini and wouldn't work correctly for users who didn't already have the previous...

Merged RA2 & YR soundtracks

Merged RA2 & YR soundtracks

Patch 1 comment

For those who enjoy the Yuri's Revenge music, or wish to have extra variety, this pack combines all the music. This pack cannot be used for including...

Comments  (0 - 10 of 174)
(-PuKI-)
(-PuKI-)

how would i properly download? i followed the tutorial, but the game freezes before the menu startup animation? any idea what might've gone wrong?

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ATHSE Creator
ATHSE

Do you mean you can't get into the main menu? Or do you mean you crash when starting a match?

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(-PuKI-)
(-PuKI-)

it freezes on the back(round? Plate?) of the main menu before the buttons slide in in the game startup (animation?) for some reason grinder still plays, idk

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ATHSE Creator
ATHSE

I'm not sure what that is, but I suspect it's a driver/directx issue, and you should try method #2 with the CNC-DDRAW wrapper installed. You can experiment with the renderer options in the ddraw.ini after the first load.

I find ATI/AMD cards just work generally, but Nvidia and Intel are not so friendly.

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ATHSE Creator
ATHSE Reply Good karma+2 votes
(-PuKI-)
(-PuKI-)

ok, so i've extracted the cnc-ddraw, and the menu works properly, but when i tried to start the campaign, it said "unable to read scenario" i also attempted to try skirmish, it closed/crashed the game, perhaps because i have an intel?

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(-PuKI-)
(-PuKI-)

ahh, i messed around with cnc-ddraw and it works perfectly now. love the mod it is very good

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Guest
Guest

I do have a problem, it's the engine of Red Alert 2 restricts too much developments,or potentials´╝îis it will be move to the engine of Yuri? Ares and Phobos provide more changes,even kratos or Dynamic Patcher.
My English is not good,and I hope that you can understand these sentences.:D

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ATHSE Creator
ATHSE

There are no plans to move to Ares/Kratos/etc, because the mod is basically static at this point, only slight tweaks are made to the core units and gameplay. Almost all development is towards "assets" like buildings or terrain, or in a few cases updating old voxels.

The new winter roads you see are about 60% done, and will be used like the new buildings, to make more interesting maps.

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ATHSE Creator
ATHSE

I could release a new snapshot in a few days, but the majority of changes are in the form of visual updates to existing assets, and the addition of new ones. The vast majority of the updates won't even be visible unless placed on new maps, so I'm thinking of holding off a bit, perhaps until I do get a chance to make a new map.

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