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 Snapshot mission patch2

Scorched Earth Snapshot mission patch2

Patch 1 comment

This updates Soviet missions 2-3 only, just extract to the game dir overwriting the existing mix file. Please test the Soviet campaign missions 1-3, and...

Scorched Earth RA2 Mod - July 20th snapshot

Scorched Earth RA2 Mod - July 20th snapshot

Full Version

Current snapshot of the mod development. This update includes a host of new buildings, with many maps updated to include them, even the missions. As for...

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 144)
TVC15
TVC15

I came here Moddb to see if there were any mods for RedAlert2 that could address the visual limitations of RA2 like its max resolution not going up to 1920 x 1024 and maybe find a mod that gives RA2 a zoom out ability
So far I havent found any
Maybe one of you know and can give me the name(s) of such a mod that could work with or inside of Origin Games' version of RA2

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ATHSE Creator
ATHSE

RA2 plays fine at 1080p, you just have to manually edit the ra2.ini to set it. This should be apparent with the various screenshots posted to the image gallery, I personally have tested 1440p on Mac, but I find 1920x1080 to be just right.

You might in some cases need the DDRAW wrapper .dll to make it work with your video driver, which is described in more detail in the install guide, especialy if you want to play in windowed mode.

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TVC15
TVC15

Thank you
Do you have any info on a RA2 mod that gives levels of zoom?

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ATHSE Creator
ATHSE

What do you mean levels of zoom? Unless you are on laptop, your screen can probably do 1360x768 or 1280x768 if 1920x1080 makes everything too small for you?

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TVC15
TVC15

zooming out to see more of the battlefield and zooming back into an area where theres a fight although come to think of it I guess that is pretty unlikely for RA2

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Guest
Guest

What about the next version? Perhaps some bugs in the mission should be fixed, they cause some bad influence for players.

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ATHSE Creator
ATHSE

Work on the missions will resume when more buildings are completed.

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Guest
Guest

Hi
However, the last mode of the Allied mission cannot be read, and in the fifth mission under the Soviets, the mission fails to occupy the prison. Please advise I would finish this mod is really great.
Well thank you

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ATHSE Creator
ATHSE

The Soviet missions #4 is partly done, mainly it needs new Soviet buildings, but #5 onward have not been updated yet. Allied #12 is also waiting on the same new buildings before getting a remastering pass.

Each mission requires quite a bit of planning and dissecting to modernize, so it's not as simple as just making a new map or adding the SE units.

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Djordjeee3real
Djordjeee3real

I love this mod way too much, it doesn't get the attention it needs

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ATHSE Creator
ATHSE

Record some gameplay, let's see some action!

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Djordjeee3real
Djordjeee3real

I'd love to, but as much as I love this mod. I suck at fighting the AI

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ATHSE Creator
ATHSE

What's your main challenge? Most derrick heavy city maps let you easily catch them in income, so what is it?

Have you tried playing free-for-all mode?

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Djordjeee3real
Djordjeee3real

I just kinda suck at RA2, that's really it lol.

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ATHSE Creator
ATHSE

Well if I saw how you sucked specifically, maybe I could help learn you a trick or two...

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