Post news Report RSS RA3 Reloaded 1.0 Proposed Changes

The proposed changes for the upcoming full version of RA3 Reloaded.

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Now it's time for a rundown for me to finish this mod with these proposed changes. The mod release will be around the last week of March 2011. The changes are not final if more suggestions and changes are necessary. Feel free to give feedback.

Proposed RA3 Reloaded 1.0 Changes

• 13 new units from Uprising: ChronoCryo Legionnaire (renamed from Cryo Legionnaire), Pacifier FAV, Future Tank X-1, Harbinger Gunship, Chief Scientist, Giant War Bear (aka Ursa Major), Grinder, Reaper, Desolator, Mortar Cycle, Archer Maiden, Steel Ronin, Giga-Fortress. The modified Cryo Legionnaire will include a Chronoshift transport from one area to another. All of these units are at their regular cost values except that Harbinger Gunship costs 4000/40, Giga-Fortress costs 5000/50, Chief Scientist costs 800/8, Giant War Bear costs 4000/40.

• Added some other new units available to build in RA3:
-- Allied Battle Fortress (cost 2000/20) – requires Defense Bureau + Max Clearance
-- Soviet Tesla Tank (cost 1600/16) - requires Battle Lab
-- Soviet Desolator Bomber (cost 1800/18) - requires Battle Lab. Unit modified by DavoPlayer.
-- Japan Attack Drone (cost 500/5) - requires Japan Barracks

• Added Tier 4 structures and units to build which require a Tier 3 tech structure:

Allies:
-- Command Center 3000/30. (formerly VIP Bunker) Uses 100 power. Requires Defense Bureau.
-- Coastal Gun 2500/25. Uses 100 power. Requires Command Center. Needs a longer range effect.
-- ChronoTank 2400/24. Requires Command Center and Max Clearance. HP increased to 3000. Unit modified by TheWorms.
-- Future Tank X-1 3500/35. Requires Command Center and Max Clearance. A moderate buff on attack damage. Doubled HP to 6000.
-- Harbinger Gunship 4000/40. Requires Command Center and Max Clearance. HP increased to 6000.

Soviet:
-- Operations Center 3000/30. (formerly VIP Bunker) Uses 100 power. Requires Battle Lab.
-- Artillery Cannon 3000/30. (formerly Artillery Dome) Uses 100 power. Requires Command Center. Needs a moderate nerf on attack damage, splash damage, damage radius and range.
-- Mumakil 3000/30. (aka the April Fools Mammoth Tank) Requires Command Center. It's the modified unit from BFMEII and it can walk on water. Still needs work on using an anti-air weapon. Attack damage should be 30% higher than the Apocalypse Tank.
-- Giant War Bear 4000/40. (aka Ursa Major) Requires Command Center. HP increased to 8000.
-- Corrupted Lobster 2400/24. (aka Corrupter) Requires Command Center. The Soviets need a Desolator vehicle for support and defense lethal enough against infantry, light vehicles and structures. I doubt if using desolator spray can work on allied units for a healing effect. Unit modified by Jason Zombolt.

Japan:
-- Robotics Lab 3000/30. Requires Nanotech Mainframe. It must be placed on land.
-- Power Core 2500/25. (gains 700 power) Requires Nanotech Mainframe. It must be placed on land.
-- Tri-Cannon Gun 3000/30. Uses 150 power. Requires Robotics Lab. It must be placed on land.
-- Annihilator Tripod 3000/30. Requires Robotics Lab and Mecha Bay Max Upgrade. Attack damage nerfed significantly. If it weren't for Asuka, this unit wouldn't be possible to do, and the coding was messed up when it was released, until I fixed the coding changes.
-- Greater King Oni 4000/40. Limit three. Requires Robotics Lab and Mecha Bay Max Upgrade. HP decreased to 8000.
-- Shogun Executioner 10000/120. Limit one. Requires Robotics Lab and Mecha Bay Max Upgrade. Attack damage nerfed by 66%. HP increased to 12000. Unit ability cooldown increased to 30 seconds from 20 seconds.
-- Giga-Fortress 6400/30. Limit three. Requires Robotics Lab and Naval Yard Max Upgrade. Attack damage nerfed by 50% for both weapon types. HP increased to 6000.

• All global, balance and bug changes done in RA3 patches 1.11 and 1.12 are included in this mod. The following changes listed below are new and edited changes to enhance RA3 version 1.12:
-- Sidebar has 4 rows x 3 columns of building unit(s) and structure(s) just like from RA3 Uprising.
-- Multiplayer/skirmish modes now have more color options to choose from.
-- All Ore Collectors are no longer buildable from War Factory and Naval Yard to all three factions because it's redundant. They are buildable from Ore Refineries in which EALA already did.
-- Due to weak health values, all vehicles (except air units and tier 4 units) increase their HP by 30%, all structures increase their HP by 25% and all EORTS egg cores increase their HP by 25%.
-- Any unit that reaches heroic veterancy will auto-heal itself. Some units previously do not auto-heal.
-- Economic buff: each Ore Node (skirmish and MP only) starts with 40000 credits, Ore Miner collects 300 credits every 10 seconds, Oil Derrick gain 25 credits per second (capturing it gains 1000 credits), money crates gain 2000 credits.
-- MP settings have been modified such as having 10 beacons maximum and shroud is enabled.
-- Maximum capacity to all ore nodes increased to 40000. All ore miners collecting from ore nodes increase to 300 per turn. On some certain SP missions and skirmish maps, the count capacity of an ore node may be higher or lower than the maximum capacity.
-- Healing amount to repairing structures is only 40 per second.
-- Oil Derrick when captured gets 750 credits and then later gain 15 credits per second.
-- Main menu logo and screen splash for this mod added.
-- All Uprising maps ported into RA3 are included in the mod. All SP and MP maps in RA3 have been modified for zooming improvement.
-- Sentry gun decreased its attack damage to 30 from 40 because it was OP against armored vehicles.
-- Due to the gameplay issue of large units on the battlefield, all heroine units cannot attack Shogun Executioner and Giga-Fortress.
-- The elimination of air-to-air combat. It’s really an annoyance to most SP campaign missions and winds up a bad technique in gameplay. When attacking air units, aircraft are supposed to keep on moving, not to stop and attack. Also it’s unacceptable to have aircraft equipped with too much machine gun ammo to attack other aircraft. In C&C3, GDI Firehawks only have six to eight air missiles to attack against enemy aircraft but that was a unit ability as a secondary attack. As of now, all factional aircraft cannot attack other aircraft. Allied Apollo Fighters can no longer be built except on some SP campaign missions. Soviet Migs only rely on ground attacks just like Vindicators. Jet Tengus instead become scouting planes.
-- and other changes unannounced as of yet.

• For the cost, build time and other balance changes, each unit or structure will be based on each factional build command.

Allied Cost and Balance Changes:
• Attack Dog: 200/4
• Peacekeeper: 200/5
• Javelin Soldier: 300/6
• Engineer: 500/10. Speed increased from 40 to 50.
• Spy: 800/10.
• Tanya: 2000/25. Limit is 1.
• Riptide ACV: 800/8. Infantry units that are in Riptide ACVs can now attack from inside.
• Multigunner IFV: 700/7
• Guardian Tank: 900/9. Health increased by 15%.
• Mirage Tank: 1600/16
• Athena Cannon: 1400/14
• Vindicator: 1200/12
• Apollo Fighter: 1000/10. (can no longer be built unless this unit is useful for something else)
• Prospector: 1400/14. Speed increased by 25%, health is doubled.
• MCV and Construction Yard: 5000/50. Radius increased to 800 from 600 to every supporting structure that has been upgraded with heightened and max clearances. Unpack and repack time is 3 seconds.
• Century Bomber: 2000/20
• Cryocopter: 1600/16
• Hydrofoil: 900/9
• Dolphin: 750/8
• Assault Destroyer: 1600/16. It can now attack naval units with torpedoes.
• Aircraft Carrier: 2000/20
• Power Plant: 700/7. Power provided is 150. Unpack time is two seconds.
• Barracks: 500/5. Unpack time is two seconds.
• Defense Bureau: 2000/30. Requires War Factory and Airfield.
• Airfield: 1000/10. Requires War Factory to be built.
• Naval Yard: 1000/10. The structure can no longer build Riptide ACVs.
• Refinery: 2000/20 each.
• War Factory: 2000/20 each. War Factory can now build Assault Destroyers.
• Multigunner Turret: 1200/12. Requires Refinery to be built.
• Spectrum Tower: 1500/20. Requires Defense Bureau to be upgraded.
• Chronosphere: 1500/30. Requires Defense Bureau to be built.
• Proton Collider: 2500/30. Requires Defense Bureau to be built.
• Heightened Clearance cost 1500 and 15 seconds to upgrade.
• Max Clearance cost 2500 and 45 seconds to upgrade.
• Still proposing for a Allied Crane to be built for faster base building.

Soviet Cost and Balance Changes:
• Conscript: 100/4
• War Bear: 200/4
• Flak Trooper: 300/6
• Tesla Trooper: 800/10
• Engineer: 500/8. Speed increased from 40 to 50.
• Natasha: 2000/25. Limit is 1.
• Sickle: 800/8
• Bullfrog: 900/9
• Hammer Tank: 1000/10.
• Terror Drone: 600/10. Now buildable from the barracks.
• V4 Rocket Launcher: 1400/14. Requires Battle Lab to be built. Will have male taunt voices from RA2 as a replacement.
• Tesla Tank: 1600/16. Requires Battle Lab to be built.
• Apocalypse Tank: 1750/20.
• Ore Collector: 1400/14, speed increased by 25%, health is doubled.
• MCV and Construction Yard: 5000/50. Unpack and repack time is 3 seconds.
• Stingray: 1000/10. Speed on land increased.
• Akula Sub: 1600/16
• Dreadnought: 2000/20
• Twinblade: 1200/12
• Kirov Airship: 2000/20
• MIG Fighter: 1000/10
• Sputnik: 1500/15
• Reactor: 600/6. Power provided is 100.
• Super Reactor: 2000/20. Power provided is now 500 instead of 350.
• Crusher Crane: 1500/15. Now it cannot build superweapons.
• Battle Lab: 3000/30. Requires War Factory and Super Reactor to be built.
• Airfield: 1000/10. Requires War Factory to be built.
• Barracks: 500/5
• Naval Yard: 1000/10
• Refinery: 2000/20
• War Factory: 2000/20
• Sentry Gun: 800/10. Require Barracks to be built.
• Flak Cannon: 800/10. Require Refinery to be built.
• Tesla Coil: 1500/20. Requires Battle Lab to be built.
• Iron Curtain: 1500/30. Requires Battle Lab to be built.
• Vacuum Imploder: 2500/30. Requires Battle Lab to be built.
• War Factory, Naval Yard and Airfield now have repair drones.

Japan Cost and Balance Changes:
• Imperial Warrior: 150/3
• Burst drone: 300/5. Self destruct timer reduced to 2 seconds.
• Tankbuster: 300/5
• Shinobi: 1000/10
• Yuriko Omega: 2500/30. Limit is 1.
• Rocket Angel: 900/12
• Engineer: 500/8. Speed increased from 40 to 50. When using ability, a 200% speed bonus is applied when sprinting and duration is increased to 12 seconds. Reload time is halved.
• Striker/Chooper-VX: 1200/12
• Jet/Mecha Tengu: 800/8
• Tsunami Tank: 1000/10
• King Oni: 2000/20
• Sudden Transport: 600/6
• Ore Collector: 1400/14. Speed increased by 25%, health is doubled.
• MCV and Construction Yard: 5000/50. Unpack and repack time is 3 seconds.
• Wave-Force Artillery: 1500/15
• Sea/Sky Wing: 1000/10
• Shogun Battleship: 2200/22
• Naginata Cruiser: 1800/18
• Yari Mini-sub: 800/8
• Instant Generator: 1000/10. Power provided is 150.
• Nanotech Mainframe: 2500/40. Requires War Factory and Refinery to be built. The name has been edited due to confusion.
• Instant Dojo: 600/6.
• Refinery: 2000/20.
• Mecha Bay: 2000/20.
• Imperial Docks: 1000/10. The structure can no longer build Tsunami Tanks.
• Defender-XV: 800/10. Requires Refinery to be built.
• Wave-Force Tower: 1500/20. Requires Nanotech Mainframe to be built.
• Nanoswarm Hive: 1500/30. Requires Nanotech Mainframe to be built. Radius increased to 250.
• Psionic Decimator: 2500/30. Requires Nanotech Mainframe to be built.
• Dojo Upgrade is 500/15, Dojo Breakthrough is 1000/30.
• Mecha Bay upgrade is 1000/15, Mecha Bay Breakthrough is 2000/30.
• Docks upgrade is 750/15, Docks Breakthrough is 1500/30.

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iconofgrace
iconofgrace - - 1 comments

Definitely looking forward to this.

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