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ROB

RELEASED: Red Alert 1.5, Mod using ARDA

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***EDIT****

 

I have a question that requires feedback, if anyone could answer. First some background info leading to the question. The future of this project depends on the future of ARDA. This is not a final version of the mod. What I plan is a stand-alone total conversion, like Red Dawn, that implements arda. This release would include solo missions for each side which I am already building. I have also changed many features since the current release. I plan to utilyze almost all if not all new features Arda injects, including future additions, to make a truley unique mod. I know there is hardly any demand for this stuff anymore, but I thought Arda might revive some nostalgia in people. I wanted to release it officially on all the big time C&C sites, make an official web site and everything. Even make it fully Win 7 compatible. So my question is: if my Final, Stand Alone, Total Conversion for Red Alert ARDA is ever complete, would there be any demand? Would anyone bother?

 

 

I have just finished my new Red Alert 1 mod, called Red Alert 1.5. This mod implements ARDA, so you need that installed to play. You can learn about ARDA and download it from http://www.stuffhost...alert/arda.html if you have not already. I also recommend using DDRAW.DLL

 

Be Sure to read the provided material.

 

Get the mod: http://www.smallfile..._0.9_B.rar.html

 

RELEASE NOTES:

 

Red Alert 1.5 implements the ARDA patch, meaning modding possibilities have greatly been extended. ARDA allows modders to customize turrets and facings on any vehicle or unit, add custom sounds, weapons, projectiles, and warheads, Change the shape of buildings, plus much more I have not yet implemented.

 

Allies vs. Soviet, no real storyline, just an updated version of redalert with additional unitis, structures, tech trees, new specialized weapons, new specialized warheads.

 

Soviets have been granted an armor and fire power bonus, their units are also built more tough and powerful. They have also extended their nuclear arsenal, for a heavy cost. An improved airforce is also used. All the firepower and armor comes with a cost of slower build time and speed. See details on new units below.

 

Allies focus on a larger-than-before variety of units to strategize against their enemy. Where they lack in armor and fire powerpower, they make up for in speed and build time. They also posses the superior navy. Allies have taken favor to artillery as well, with 3 different varietys. See detailed unit descriptions below.

 

 

DETAILED CHANGES:

 

WALLS AND FENCES - Can now built like walls from later C&C Games, meaning up to 5 cells at a time. Can build 5 cells away from base.

 

Base Defences can be built farther from base.

 

Iron Curtain and Chronosphere have 5 min Charge Time

 

Air Crafts of all type reveal shround, very useful for soviets, who dont have GPS satellite.

 

SpyPlane revelas shroud as it travels and has faster prep time

 

Nukes: More realistic, destroys anything, new explosion sounds.

 

Maverick and Hellfire Missiles are now laserguided and more powerful.

 

HeatSeeker type projectiles are no longer AA. LaserGuided still AA but only useful on Stinger Missiles.

 

Flak is used for Anti-Air now, see units details

 

Ore and Gems Worth more

 

Starting credits max 12500

 

AI has a turtle personality, most of the time. They Focus more on tanks and air-power, when provoked. They Build larger bases. I have sceen them make Tech centers, gap generators, and advanced units. Pick a map with A LOT of room for bases, works best.

 

War Factory, Construction Yard, Refinery, and Missile Silo now have Concrete armor and very high HP.

 

Ore Silos are osolete, no more, gone. Refinerys store all credits, thus the improved armor.

 

United States a new Faction

 

Helicopters do not come with HeliPad, Helipad Cost greatly reduced.

 

Ore grows faster

 

Crates chances greatly increased! Mostly money ($2500)

Chance of many other great bonuses, plus a couple baddies!

 

ParaBomb Airstrike avalaible from crates, no prep time. 3 Planes, more accurate parabomb.

 

Airforce in General has greatly been improved: HP, Speed, weapons, and shroud revealing.

 

Navy in general has greatly been improved: weapons and speed

 

Helicopters, all 3, avaliable for all sides, Hind has a new weapon, details later.

 

New Advanced Armor Piercing Warhead, only outfited on Stinger Missiles, Hellfires, Mavericks, and Adv. Medium Tank Cannon.

-Is more effective, (than standard AP) against light armor, concrete, and wood.

 

New Advanced Highley Explosive Warhead

ONLY outfited on the allied siege artillery shell, much more effective against light armor, wood, concrete, and no armor, less effective on heavy armor than standard HE.

 

Several new weapon types on various units, old and new. (See rules file for full details.)

 

Naval units can travel in streams.

 

Rifileman, Grenadier, Rocket Soldier avaliable for all sides.

 

Infintry in general have been improved: Higher HP. Rocket Soldiers Weapon is twice as powerful, for a price.

 

1 engineer can capture a building

 

Tech Levels have been re-organized. New Prerequisite structure is utilized, Research Power Plant, acts as a research center and advanced powerplant, with high power output. 10 Tech Levels Total to explore

 

Ore Truck is faster

 

 

 

NEW UNITS DETAILS:

 

Allies:

 

Light Tank, new graphic, fastest of the tanks. Cannon has longest range, fastest ROF, but weakest shot of all the tanks. Secondary weapon is AA Flak, only allied AA vehicle in the game, save Missile Frigates and Rocket Soldiers.

 

Medium Tank, new graphic. Stronger cannon than light tank. No secondary weapon.

 

Advanced Medium Tank, new unit, new skin. Stronger cannon than medium tank, with advanced warhead. (details described earlier). Secondary weapon, M60 machine gun

 

Jeep, Faster, armed with 2 M60 MG's.

 

APC, new graphic, now has a turret. Better armor. Primary weapon is Armor-Piercing Machine gun. Secondary is M60 Mg

 

Artillery, same as before, longer range, more powerful.

 

Rocket Launcher, improved Graphic, Long range High-Explosive rockets, quite powerful and expensive. Light Armor

 

Siege Artillery, New Unit, with a turret. Very Long Range and powerful with advanced warhead (described earlier)

 

Gun Boat, new graphic, weapon has longer range, faster speed

 

Missile Frigate, More Powerful Stinger Missiles, New Graphic. faster speed

 

Cruiser, weapon has longer range. Faster speed.

 

sea Transport, new graphic

 

Commando. Sniper Rifile and AP Rifile, C4, high-health

 

Spy, pre-requisite lowered. Armed with a pistol.

 

Thief, Prerequisite lowered.

 

Chrono Battle Tank - Heavily Improved Unit. Heavy Armor with high HP. Powerful AP Rockets and strong HE rockets for secondary. Useful for anti-armor and anti-infintry.

 

Radar Jammer- Mobile Gap Generator and Radar Jammer are combined into a single unit.

 

Chronosphere is now a wormhole generator that creats warps!

 

 

Soviets:

 

Buggy, Fast scout vehicle, armed with powerful vulcan cannon

 

Recon Bike, Fast scout vehivle, armed with a light dual-shot AP rocket.

 

Heavy Tank, armed with a very powerful single cannon, heavy armor. New Graphic, no secondary weapon

 

Apocolypse Tank, New Awsome Graphic. More Powerful than Mammoth Tank. Strong Armor and most powerful tank cannons. Secondary weapon: Upgraded mammoth Tusk. (But Not AA!) *build flak tracks*

 

SSM Launcher. Powerful Dual SCUD launcher, with upgraded missiles.

 

Flame Tank, Fast shooting flame cannon

 

Flak Track, ONLY SOVIET ANTI-AIRCRAFT VEHICLE, heavy armor. Rapid Fire AA canon, not to powerful, build a few! NO ANTI-GROUND WEAPON, escort required.

 

Tesla Tank - Improved armor, and weapon, to last longer in battle

 

Frog Foot Bomber - New Graphic, Powerful missiles with advanced AP warhead (described earlier) Ideal for Concrete armored structures and light/heavy armored units, structures.

 

Support Aircraft - A10 Bomber - Armed With Very Powerful Napalm. Might have to force-fire for accuracy.

 

Missile Sub - Improved weapon and speed. Secondary weapon is Torpedo.

 

Nuclear ICBM Submarine. Deadliest unit in the game. New graphic. Armed with a nuclear warhead ICBM, long range. very slow reload time. Sub remains vulnerable for a long time when firing. Secondary weapon is torpedo.

 

ShockTrooper - Improved overall

 

Flamethrower - Improved overall

 

MAD Tank - Does 100% Damaged in 10 cell radius. Capture a tech-Center and build a chronosphere!

 

 

 

SHARED UNITS/STRUCTURES

 

Rifileman, improved overall, longer range weapon

 

Grenadier, higher damage, improved overall

 

Rocket Soldier, Much Better in the Anti-Armor Role.

 

Engineer, lowered tech requirment. Enemy uses them, watch out!

 

Longbow. Improved HP and Hellfire Rockets. Ammo Capacity 20

 

Hind - Improved HP. Weapon is a rapid Fire grenage launcher, like a MK-19. HE Round. Ammo=36

 

Chinook - Transports 10 men, Armed with 2 M60 Machine Guns

 

LST - New Graphic

 

Radar Center - Same as Dome, More expensive. Replced tech center as a lot of prerequisites so AI would build.

 

Research Power Plant - Early Tech Center and advanced power plant.

 

Missile Silo - Fixed Cameo Typo. Concrete Armor. 20 min Nuke prep-Time

 

Fake Radar Center - Allies

 

Nuclear Power Plant - Highest Power output, expensive. Missile Silo a prerequisite.

 

Armored War Factory - Concrete Armor, High HP, new graphic.

Edited by ROB

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