Post news Report RSS Red Alert 3: Revolution v1.0 RELEASED!

The first official version of Red Alert 3: Revolution has been released, along with a bonus map pack containing an additional 31 maps!

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Yes, I am indeed proud to announce the very first release of Red Alert 3: Revolution!

With literally thousands of changes, including many audio/visual improvements, new maps, existing gameplay modifications and new units, Red Alert 3: Revolution is the most comprehensive, yet faithful reworking of the core Red Alert 3 gaming experience out there!

Tesla Mammoth Tesla Storm High Technology Visual Effects

No need to take my word for it, however, as now you can download and play the mod yourselves! There are two way to install RED ALERT 3: REVOLUTION, either via the AUTOMATIC installer version (highly recommended) or the MANUAL install version. You can download these by following the links below:

AUTOMATIC INSTALLER (RECOMMENDED)
MANUAL INSTALL

Giga-Fortress Paralysis Cannon - Mod DB Harbinger Gunship - Mod DB

Also released is an additional MAP PACK, containing 31 new maps, thanks to Speeder and Acid-Crash. Also included are the remaining maps from Red Alert 3: Uprising, as well as the bonus maps from Red Alert 3. Again, there are two ways to install this Map Pack, either via the AUTOMATIC installer version (highly recommended) or the MANUAL install version. You can download these by following the links below:

MAP PACK AUTOMATIC INSTALLER (RECOMMENDED)
MAP PACK MANUAL INSTALL

That's all for today, and I hope you enjoy the first release of Red Alert 3: Revolution!

Post comment Comments
Acid-Cr@sh
Acid-Cr@sh - - 202 comments

And when you thought nobody cares 'bout CnC, things like this happen to prove you wrong! Nice job, commencing download.

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Railgunner2160
Railgunner2160 - - 603 comments

OH MY GOD!! IT LIVES!!!!!

But I had really pretty much given up on this mod, Glad to see it's Alive!!

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OmegaBolt
OmegaBolt - - 395 comments

Looks ace TX, dling now. I'm glad you're still around.

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Mernom
Mernom - - 718 comments

will download

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cwjian90
cwjian90 - - 50 comments

May I suggest making the so-called epic units like the Gigafortress and Mammoth Tesla immune to the magnetic satellite? It's very disheartening to see all that hard work just get sucked up at once with little to no warning, especially since you only get one epic at a time.

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TX1138 Author
TX1138 - - 244 comments

That's a change that is already in the next release.

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cwjian90
cwjian90 - - 50 comments

Oh, not the current 1.0 right?

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TX1138 Author
TX1138 - - 244 comments

It'll be in v1.01, which will probably be released some time in the next fortnight.

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Magmafusion
Magmafusion - - 392 comments

may i also suggest that the size of vibrations during explosions during explosions be reduced? or perhaps they could be paler and when you zoom in they are more intense or something like that, they get a little too "disturbing"after a while.

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wargame10
wargame10 - - 16 comments

man i guess base of in this mod rising sun seems to weak on navy tier since giga fortress is lame naw and the allies and soviet is gone OP due to tesla mammoth specially allies gain too much since no pacifier but they add that grand cannon aint fair at all

my standards on 3 forces
rising sun is the weakest among the other 2
Reason: ok they have giga fortress but in head form is ridiculed me i prefer wave force cannon (like waveforce artillery) seems better than that)
OP goes to the allies grandcannon
reason: thats too much for thier base defense since spectrum tower is there why adding a long rage base def?!
to soviet some what balance i think but the tesla mammoth does AoE damage not cool

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TX1138 Author
TX1138 - - 244 comments

When used correctly, the Giga-Fortress is actually the most powerful of all the faction's Hero Units. Try using the Paralysis Beam in conjunction with a few Rocket Angels/Chopper-VX's; you'll have little trouble dealing with anything your opponent can throw at you.

The Grand Cannon is a bit more difficult to justify, but I did include it for one particular reason; the Allies' lack of easily accessible multiple build-queues. The reason Spectrum Towers are underused is because they take forever to build, you can only build one at time, and they really do need to be built in pairs to be useful.

The Grand Cannon acts as a solution of sorts, as it gives the Allies a base defence that doesn't need to be built more than once to be useful, unlike the Spectrum Tower. However, the Grand Cannon is still out-ranged by artillery, requires a whopping 150 power units, and is vulnerable to air attacks. In short, it may be powerful, but I don't believe it is over-powered.

And finally, the AOE damaged dealt by the Tesla Mammoth is to stop it from being useless. Seriously, without the radius damage it was just a bulky, oversized Tesla Trooper. The AOE makes it useful, but again I don't believe it to be overpowered.

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wargame10
wargame10 - - 16 comments

oh yeah about the tesla mammoth reduce the atk range moar like an artillery to me if you want to keep that AoE dmg

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wargame10
wargame10 - - 16 comments

i know that giga fortress meant to be war ship but in head as support? i prefer the head as offence giga as support is sucks since the 6k units limited to 1

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Protos.Angelus
Protos.Angelus - - 386 comments

I have got a problem. I installed both REV 1.0 and map pack but when I try to load skirmish play it crashes without an error or whatsoever. My game is patched to the latest (1.12) version. Any thoughts?

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Protos.Angelus
Protos.Angelus - - 386 comments

No need. Found the source of problem. Profile data. There were no profile date so it crashed

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fiocri
fiocri - - 5 comments

I have same problem too but i don't understand the solution. Can you explain me please?

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Agret
Agret - - 42 comments

See this post from further down below:

TX1138 Jun 19 2012, 6:58pm replied:

Try removing the Skirmish.ini file from Red Alert 3's App Data.

For example, on Windows Vista and 7 it is often located at:
C:\Users\<username>\AppData\Roaming\Red Alert 3\Profiles\<ProfileName>\skirmish.ini

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Protos.Angelus
Protos.Angelus - - 386 comments

I love the mod but the thing that bothers me is in the Harbinger. It has got loads of HP but proton cannon's delay between shots is too long. I usually play: Brutal + ME --- Brutal + Brutal/Hard and this means that they really are brutal. Only 1 Harbinger that takes a year to heal from 50% to 100% HP is really not enough and his slow fire makes it useless in terms of destroying tank platoons (A LOT OF THEM xD).
All in all an excellent mod, really like it :)

Best regards,
Protos Angelus

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TX1138 Author
TX1138 - - 244 comments

The problems with the Harbinger are unfortunately due to coding limitations. Two pieces of game logic were introduced in Uprising that allow the Harbinger to fly in circles (and thus attack more effectively) and extend the range of the repair drones. These are unfortunately not present in the base Red Alert 3 game.

The key with the Harbinger is to micro-manage it to fly in wide circles, allowing its Proton Cannons to reload and fire as soon as they are ready. Coupled with a few Cryocopters, it really can be an unstoppable force.

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Protos.Angelus
Protos.Angelus - - 386 comments

Yes, I was afraid you were going to say that (write, xD).
Nevertheless, I look forward to future updates

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cwjian90
cwjian90 - - 50 comments

I'm not sure if this is a bug, but it seems that Dreadnought and V4 missiles can hit air units that happen to be in the way (lost a few Jet Tengus to allied V4 friendly fire, and in another game, my Kirovs got hit by Dreadnought missiles(!)). Shogun Battleships will also apparently hit units that happen to be in the line of fire (including other battleships). Are these bugs or intentional?

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TX1138 Author
TX1138 - - 244 comments

These are all intentional features.

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cwjian90
cwjian90 - - 50 comments

May I ask why? They're kind of unnecessary, in my humble opinion...not that I don't like the mod, I love it, I'd just like to know the reasoning behind putting it in?

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TX1138 Author
TX1138 - - 244 comments

It's basically harking back to C&C Generals, where projectiles would collide with anything in their path.

I also think it makes the game a little more interesting, and rewards the skilled players who can use their artillery vehicles in unconventional ways.

The Athena's Proton Beam also affects aircraft, so its not purely an Empire/Soviet advantage.

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cwjian90
cwjian90 - - 50 comments

Yes, I remember that. I found it quite interesting, annoying sometimes, but it can be quite entertaining with the AI spamming V4s. I'm not so sure it's a good idea on the Shogun, since they'll damage each other, though...

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CadianK36
CadianK36 - - 709 comments

I was suprised when you took that back it was wierd to have losing Twin Blades whit the V4s its awsome but some times annoying but more harder and interesting for gameplay :)

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kyleneed
kyleneed - - 62 comments

Wow this is the only modd that will actually show up in the launcher NICE JOB!!

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fiocri
fiocri - - 5 comments

When i try to play to skirmish the game crash. How can i fix this? The game is patched to 1.12 and i have a italian version.

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TX1138 Author
TX1138 - - 244 comments

Try removing the Skirmish.ini file from Red Alert 3's App Data.

For example, on Windows Vista and 7 it is often located at:
C:\Users\<username>\AppData\Roaming\Red Alert 3\Profiles\<ProfileName>\skirmish.ini

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fiocri
fiocri - - 5 comments

I'm to work, i will try to home tonight. Thank you.

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fiocri
fiocri - - 5 comments

Not work! I also tried to eliminate the dir: Users\*****\AppData\Roaming\Red Alert 3\Profiles but not working..

Another help?

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tentaclear
tentaclear - - 4 comments

can yo help me?how can i establish to the red alert 3 revolution

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Guest
Guest - - 689,533 comments

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