PurpleGaga27 40 Posted May 26, 2009 (edited) Sorry it took me so long to release this mod for RA3 1.12 after encountering technical difficulties doing and compiling the mod with new changes. After the release of RA3 patch 1.12 and RA3 mod sdk v3, there were still problems to be fixed and after months of trying to get them right into place, some parts have been fixed including the 4-row AptUI screen and the civ assets. I did not release RA3 Reloaded Alpha 0.4 due to two reasons: too few changes just for another release and that time RA3 patch 1.11 was released and the mod sdk wasn't working correctly by then. But now since it's all fixed, the mod is done for the beta. RA3 Reloaded is an enhancement mod for RA3 designed not only to return the right type of gameplay similar to vanilla C&C3/KW but also to return some of the units from the RA3 Uprising expansion. This mod works only for RA3 patch 1.12. The mod is mostly on balancing low costs and times to units and structures, much similar to my created C&C3 Costmod. Download: http://www.filefront.com/14799353/RA3Reloaded-Beta-0.5.rar/ RA3 Reloaded Beta 0.5 works only on RA3 patch 1.12. --------------------------------------- Version Beta 0.5 Changes --------------------------------------- - 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. - new units available to build in RA3: **Allied Harbinger Gunship (cost 4000/40) - requires Max Clearance and Defense Bureau This unit is based from RA3 Uprising. Its way of moving and attacking has been fixed. Attack damage increased by 20%, clip-reloading time decreased slightly and locomotor values have been changed: circling radius is 100, circling speed is 70%, slow turn and fast turn radius are both 75. Airfield now prohibits this unit from parking. Unit ability names and descriptions added in mod.str. There is an AI issue in which this unit can't move or attack directly on some certain points such as repairing by drones over the airfield or attacking an enemy building when it refused to do so and target something else. This can only work if you click or press a button to hold fire stance. **Soviet Tesla Tank (cost 1500/15) - requires Super Reactor This unit was a SP campaign unit from RA3 and Uprising which was never available to build in skirmish modes. Primary attack is very much like the Tesla Coil but with lesser damage. Its ability is very much alike to the tesla trooper which spreads out a tesla emp wave in a small radius around enemy units, making the unit stationary. Friendly units are unaffected by this ability. **Soviet Desolation Bomber (cost 1600/16) - requires Battle Lab and Airfield A similar version to the Allied Century Bomber, it drops desolator bombs that are deadly against infantry and light vehicles. Since it carries one desolator ammo, it needs to be reloaded at the airfield. **Japan Attack Drone (cost 500/5) - requires Japan Barracks Description: The unit has a gun effective against infantry but armor is weak. However, the foice taunts for the unit are not included yet. **Japan Greater King Oni (cost 4000/40) - requires Nanotech Mainframe + Mecha Bay Breakthrough + Nanoswarm Hive Description: This unit has the same ability as King Oni but much stronger and faster and can attack air units. **Japan Shogun Executioner (cost 7000/70) - requires Nanotech Mainframe + Mecha Bay Breakthrough + Nanoswarm Hive This unit is considered the epic unit of RA3 and it can only be built at a limit of one on the battlefield. Its reload time of using its shockwave ability is now ten seconds making it ideal for faster destruction. Although it's more OP than the C&C3 Mothership's catalyst cannon in terms of range and radius damage, this is probably the biggest and most powerful unit of the C&C series. General Global Changes: - All Ore Collectors are no longer buildable from War Factory and Naval Yard to all three factions because they are unnecessary. They can now only be buildable from Ore Refineries. - Sidebar now 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 factional base and neutral structures increase their health by 25%. All EORTS egg cores increase their health by 25%. - The player techs in the support powers menu have been modified. - Any unit that reaches heroic veterancy will auto-heal itself. Some units previously do not auto-heal. - Mouse's click and drag box color changed to red. Allied Cost and Balance Changes: - Attack Dog: 200/2 - Peacekeeper: 150/3 - Javelin Soldier: 300/5 - Engineer: 500/8. Speed is 25% faster. - Spy: 1000/10 - Tanya: 2000/20. Limit is 3. - Riptide ACV: 700/7. - 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 - Prospector: 1400/14. Speed increased by 25%, health is doubled. - MCV and Construction Yard: 4000/40. Radius increased to 800 from 600 to every supporting structure that has been upgraded with heightened and max clearances. - Century Bomber: 2000/20 - Cryocopter: 1600/16 - Hydrofoil: 900/9 - Dolphin: 750/8 - Assault Destroyer: 1500/15. It can now attack naval units with torpedoes. - Aircraft Carrier: 2000/20 - Power Plant: 800/8. Power provided is 200. - Barracks: 500/5 - Defense Bureau: 1500/15. Requires War Factory, Airfield and Max Clearance. - Airfield: 1000/10. Requires Ore Refinery to be built. - Naval Yard: 1000/10. The structure can no longer build Riptide ACVs. - Refinery and War Factory: 2000/20 each. War Factory can now build Assault Destroyers. - Multigunner Turret: 800/10. Requires Barracks to be built. - Spectrum Tower: 1500/20. Requires Max Clearance to be upgraded. - Chronosphere: 1500/30. Requires Defense Bureau to be built. - Proton Collider: 2500/30. Requires Defense Bureau to be built. - Heightened Clearance will take 20 seconds to upgrade. Max Clearance will take 40 seconds to upgrade. - Infantry units that are in Riptide ACVs can now attack from inside. Soviet Cost and Balance Changes: - Conscript: 100/3 - War Bear: 200/4 - Flak Trooper: 400/6 - Tesla Trooper: 800/10 - Engineer: 500/8. Speed is 25% faster. Rather than making a battle bunker as his ability at a cost of 500, his replaced ability is now the same as the Allied Engineer. Soviets now deserve a medic for use. - Natasha: 2000/20. Limit 3. - Sickle: 800/8 - Bullfrog: 900/9 - Hammer Tank: 1000/10. - Terror Drone: 600/6 - V4 Rocket Launcher: 1400/14. Requires Battle Lab to be built. - Tesla Tank: 1500/15. Requires Super Reactor to be built. - Apocalypse Tank is renamed to Heavy Tank. Cost is now 1750/18. - Ore Collector: 1400/14, speed increased by 25%, health is doubled. - MCV and Construction Yard: 4000/40. Repack time reduced to 2 seconds. - Stingray: 1000/10 - Akula Sub: 1500/15 - Dreadnought: 2000/20 - Twinblade: 1200/12 - Kirov Airship: 2000/20 - MIG Fighter: 1000/10. It now has missile packs for ground attacks similar to the Vindicator. However, its movement should be similar to the Vindicator rather than stopping completely. - Sputnik: 1500/15 (aka surveyor) - Reactor: 600/6. Power provided is 100. - Super Reactor: 2000/20. Power provided is now 500 instead of 350. - Battle Bunker: 500/5. Can now be built in the defenses tab. - 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. Now requires Ore Refinery to be built. - Boot camp: 500/5, Naval Yard: 1000/10, Refinery and War Factory: 2000/20 each. - Sentry Gun: 800/10 and Flak Cannon: 800/10 require Barracks 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 - Tankbuster: 300/5 - Shinobi: 1000/10 - Yuriko Omega: 2500/25. The limit is 3. - Rocket Angel: 1000/10 - Engineer: 500/8. Speed is 25% faster. - 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: 4000/40 - 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: 700/7. Power provided is 150. - Nanotech Mainframe: 2500/25. Requires War Factory and Refinery to be built. The name has been edited due to confusion with EALA naming the structure Maincore Mainframe. As for the voice taunts, ignore it. - 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 Barracks to be built. - Wave-Force Tower: 1500/20. Requires Nanotech Mainframe to be built. - Nanoswarm Hive: 1500/30. Requires Nanotech Mainframe to be built. - 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. Upcoming changes for RA3 Reloaded version 1.0: - **All SP and MP maps will be modified to have some balance changes applied to them. Some skirmish maps specifically for Uprising that are not in RA3 will be playable in RA3. - V4 Rocket Launcher will have male taunt voices from RA2 as a replacement. - Click and drag box will have a shading background. - Shroud will be enabled in skirmish mode. FPS limit increased to 60 from 30. - Custom Main Menu and Credits themes added. - Japan Yuriko Omega's FX ability of psionic power added. - Each money crate you collected gains 2000 credits.** - Multiplayer settings have been modified such as having 30 beacons maximum and shroud is enabled.** - Maximum capacity to all ore nodes increased to 50000. All ore miners collecting from ore nodes increase to 300 per turn.(equals to at least 10 seconds). On some certain single player missions and skirmish maps, the count capacity of an ore node may be higher or lower than the maximum capacity; this is an issue to be dealt with.** - Healing amount to repairing structures is only 40 per second.** - Oil Derrick when captured gets 700 credits and then later gain 15 credits per second.** - proposed new structure: Soviet Nuclear Missile Silo. Costs 5000/50 and requires Battle Lab and Vacuum Impoder. Description: Finally the Soviets can now have the nuke they always wanted to wipe out the opposition of the red alert war. Model is yet to be determined, particle of the weapon is twice stronger and twice the diameter of the explosive nuke from the destroyed Super Reactor. The newly modified explosive nuke comes with green radiation from the support power Desolator Strike level 3 and it's twice the diameter of the targeted area. - proposed new units available to build in RA3: **Desolator (cost 800/10) - spreads deadly radioactive goo against infantry and effective against light vehicles **Archer Maiden (cost 1000/10) - primary and secondary attack shall be similar to the ones from Uprising **Steel Ronin (cost 1600/16) - requires level 2 upgrade in Mecha Core, melee weapon only, no secondary ability. **Mortar Cycle (cost 700/7) - requires Barracks, but can only fire with its sentry gun with no second ability for now. **Grinder (cost 1600/16) - armed with a Bullfrog anti-air gun, speed increase ability used from Imperial Engineer, and primary attack is similar to the Heavy Tank's special ability. **Soviet Mumakil (cost 3000/30) - requires Battle Lab and War Factory This is the elephant unit with double 120mm cannons and it is based from LOTR: BFME II. Its sonic roar can stun enemy units for a short period of time. This unit is still Overmind's version of the unit, not Lauren's version. The combination of the two requires extensive coding with the files, which will be released in a later version. **Allied Chrono Legionnaire (cost 1500/15) - Like the ability from RA2, it transports one place to another but with a cooldown timeout. Primary attack should be the eraser gun. **Allied Sniper (cost 1000/10) - requires Heightened Clearance upgrade It is a sniper with similar attack from Natasha but fires and moves faster at a longer range. This unit can be cloaked until detected but he does not have a unit ability and cannot fire at structures and vehicles. Formerly the British sniper from RA2, the Allies needed some backup support for infantry sneak attacks. What would have known that the Allies could not have one of these backup units? **Allied Mammoth Tank (cost 2500/25) - requires Defense Bureau and Max Clearance This unit is based from C&C3 and KW and it has the same function with the Heavy Tank except it has more power (similar to the Mumakil) and can attack air-units with missiles. Its unit ability is the Magnetic Defensive Shield just like the Allied Assault Destroyer. This early FutureTech unit is the pre-cursor to the future GDI Mammoth Tank and the faction of the Global Defense Initiative, which somehow borrowed and used the technologies from the Soviets on what they have done to make such a huge tank. This is what the Allies wanted for this tank for the future. **Japan Annihilator Tripod (cost 3000/30) - requires Nanotech Mainframe and Mecha Bay Breakthrough Who knew that the time machine will force this unit to come here from the future? It somehow landed in Japan which amazed scientists about this mysterious alien unit. The EORTS has found a way to determine what this unit does. Just like from C&C3 and KW, its triple laser cannons can topple any unit from medium to long range and when it gets close enough, it uses the EMP to disable a vehicle or structure. However, there's no unit ability for this Tripod. The reason why I did not include the Soviet Mumakil in this beta version is because the unit is not very much useful in this sort of battle with the current new units already finished. Including the Mumakil will also require having the Allied Mammoth Tank and the Japan Annihilator Tripod into the mod to make it more interestingly competitive. To be certain, DavoPlayer is currently making the unit models of the Soviet Desolator and the Allied Chrono Legionnaire which they have yet to be released. Also to be certain for release, Overmind is probably still working with the unit models of the other Uprising units of the Grinder, Mortar Cycle, Steel Ronin and Archer Maiden. So far, no one has able to rebuild Uprising models of the Pacifier, the Reaper and the Giga Fortress. Credits and older changes are in the readme file. Screenshots are not available until the upcoming 1.0 release. Have fun with the mod! Edited October 26, 2009 by purplescrin Share this post Link to post