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.

YR to SE Map Conversion Guide

YR to SE Map Conversion Guide

Mapping/Technical Tutorial

This is a guide on modifying maps to work with SE, or making them compatible.

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
Scorched Earth RA2 Mod - November 8th snapshot

Scorched Earth RA2 Mod - November 8th snapshot

Full Version

New artwork, new game modes, new maps, new tweaks, and a new voxel here or there! The release only requires a functional copy of RA2, and doesn't require...

FAData.ini for SE compatibility v2

FAData.ini for SE compatibility v2

Patch

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...

Comments  (0 - 10 of 98)
CombatoElTiebaGrupo
CombatoElTiebaGrupo

---Nov-8th snapshot---
thanks for adding stinger's ammunition marks author!

But I find there are some problems in the Desolator's attaking method,after he deploy himself,usually he can deploy next time or attack then,but sometimes he can't do those attack above,except after a long time.I wonder this if it is designed.

And the scud is designed to lose their aim when attack from low-lying areas to the high elevation?

flak tank's bug is fixed thanks author!

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ATHSE Creator
ATHSE

Yes, elevation causes inaccuracy for all ballistic-arc weapons.

Don't understand what's with Desolator, are you saying it doesn't keep the radiation going, or are you saying that it doesn't always deploy?

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CombatoElTiebaGrupo
CombatoElTiebaGrupo

the desolator's problem is,after deploying and then deploy in a moment,usually,if the deployment is activited,desolator continue "scorch earth",but sometimes,he just deploy,and there's no animation of the polluted land,and no damage neither.Then if that situation above happened,the desolator can't attack for a long time.

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CombatoElTiebaGrupo
CombatoElTiebaGrupo

oh the elevation's effect is too deep,even a small elevation can cause a very large deviation,For example,if a missle is launched from the foot of a high mountain to that mountaintop,I can accept the inaccuracy,even if it's huge.But I check in a map and find that even a step's height difference, can cause the SAME deviation as what the mountain causes,that's...somewhat seemed ridiculous!

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ATHSE Creator
ATHSE

I have no control over the elevation inaccuracy, I can only turn it on/off...

I'll test Desolator later.

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ATHSE Creator
ATHSE

I have found no problems with Desolator, I tested in 2 games, they kept up the radiation until they were killed.

I haven't really changed the unit except for price, so I have trouble seeing what could be wrong.

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CombatoElTiebaGrupo
CombatoElTiebaGrupo

Another report:
Great Britain's stinger.It confuses me with its attacking interval.First I make the stinger attack the Grizzly tank,fast shooting speed and high damage,I like it!And then when I make it attack the other vehicles,the attacking interval increases to be very slow as the missle launcher!And then I make it attack the grizzly tank again,the attacking speed is still very slow.
Then,I try to make it "rest".aftering resting for a time,it can fast attack again,but for only a few times.Then I build a new stinger and find that if its first target since it was builded ,is grizzly tank,chrono miner and Construction vehicle,it can attack fast as its origin attacking speed.But after attacking a few times,it slows down.I think if it is designed as this,there should be a mark that reminds the player how many shells it remains,the invisual inside attacking interval drives me mad.

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ATHSE Creator
ATHSE

Yes the Stinger overheats or runs out of charge after 4 shots and has a delay before it can get going again. It has that limitation because of how powerful it is as a vehicle sniper.

It's all part of managing your formations :)

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CombatoElTiebaGrupo
CombatoElTiebaGrupo

I wish that if it is possible that you can add an mark to remind the player how many the ammunition are left?Just like the aircraft,which have some green little strip marks to show their load of ammunition?

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CombatoElTiebaGrupo
CombatoElTiebaGrupo

And I want to gain some suggestions ,author
1.there are probolems about Anti-infantry defense tower,they often remain some enemy soilders and don't attack them.
2.the aimming system of vehicle,espesially tanks,seems wonderful,there is chance of aimming!But sometimes tanks once lose their hit,then they can't hit the goal.
3.Flak tanks can attack when moving,that's normal,but they slow down when moving-attack!The degree of the deceleration is too high,just as they stop to attack and stop moving to the destination!
4.the scud launcher's reloading time is too long

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ATHSE Creator
ATHSE

1. some defenses have a minimum range, they cannot attack close
2. there are unfixable side effects of the aiming
3. Flak trucks are not really offensive units, will take a look
4. Scuds cannot be shot down, to compensate slower and shorter range

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CombatoElTiebaGrupo
CombatoElTiebaGrupo

Let me add and simpify the situation:
You can't make the launcher trunk still if you want to attack next time.After attacking,you must move the launcher to a new site.I think it inconvenient.

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CombatoElTiebaGrupo
CombatoElTiebaGrupo

Thank you author,but I still feel strange about the suggestion No.4 so I try again,I find this:
I call the interval as "reload" before because of my lack of English and misconceptions on objects in English.The interval of Scud should include these:the blank of the missle launcher(waiting for reloading),missle reloaded(reloaded already),next launching process(the missle launches from the launcher but hasn't break away from the launcher to fly to sky yet)
So I try again and find the Scud hit the goal for the first time,good,nice shot.After the missle has been reloaded,launcher still don't launch.I think of it as "necessary interval" first,after all reloaded doesn't mean "immediately next shot".But then I find it will not launch until I move the Scud manually!
And manual launch is in purpose as a design,or just a bug?

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ATHSE Creator
ATHSE

Oh, yes that could be a bug... I will look into it.

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