A fan for Real life Military equipment ? then this is your mod ! it is a Red Alert 2: Yuri's Revenge mod that basically imports a lot of RL military hardware from the cold war era in the 60's to the late 2000's while maintaining a lot RA2 aspects like prism, tesla tech and etc. Also, It expands on the original RA2 armor system thanks to ARES in which it creates more roles to create numerous units effectively expanding the complexity of handling an army making it necessary to use mixed arms to counter the various unit types. Also, do note that each country will have some twists in their military equipment that will be more or less similar to their respective RL counterparts.
In short: it is a relative to reality fun mod but "a fun mod" is conservative statement.
You can follow my mod in other medias like or
The list of countries to be added to the mod:
Map inspired from command and conquer retaliation, left click and hit (open image in new tab) for a better resolution:
It's high time that an article series is made to cover the tech structures and other civilian tech assets that will be newly introduced to the Red-Counter Strike mod.
When making these assets (made by Yuri_Prime) I thought it would be a good idea to give the players and then future mappers a good chunk of material to play with in the map editor and in-game. Not only that, but also introduce an Economy configuration system that the player gets to choose in the game lobby menu before starting the game. Now, without further ado let's begin:
First some of the tech power support structures. Wanting to remain faithful to the original Command & Conquer titles, the Tiberian Dawn era power plant has been introduced to the mod. It’s functionality basic; it provides the player with a power output of 350 units.
The upgraded version of the normal powerplant gives the commander a better boost of power output. It gives 500 power units.
A further expansion to the civilian industrial assets was needed in my opinion, as a Modder I found the original title although having a good variation of functionally distinct tech structures I never shook off the feeling of needing to have and wanting more variety.
Old-New structures, unlike the Tech Oil Derrick both structures will give the same amount of income that oil derrick gives but it takes more time per credit transfer. Both give about 10$ every 20 in-game seconds as opposed to oil derrick that give 10$ each 10-ingame seconds. However, where the silos shine (quite literally and no pun intended) is that they give twice the initial capture resource, oil derricks give 1000$ on capture; the silos give 2000$ on capture.
A minor difference between both buildings is that the oil silo explodes violently upon destruction.
So be careful when stationing or deploying units around it or near it.
A trans-era ore refinery is your go-to structure to capture if you need another ore processing point, as the name suggest it functions like normal ore refineries but with two added benefits, it will give the commander 2000$ credits on capture since it has stored ore inside. The second benefit is it will give the commander a free tech ore miner (Made by Crazy_Bird) every 15 in-game minutes and on top of that; upon capture a free miner is granted before the next one is sent thus helping the commander of mining more ore resources in the long run.
Inspired by some of the civilian assets from Command & Conquer Generals, the tech oil refinery is the better oil derrick. Upon capture it grants 3000$ credits for the commander, also it gives 30$ each 10-ingame seconds. Again, keep in mind this refinery will explode violently, even more than the normal oil derrick or oil silo. However, it's sturdier than other oil related structure assets.
A unique structure that has been added to the roster. Although it gives no power, it boosts the power output of all powerplants the commander has by 15% making it a very useful asset for commanders who need extra power to be produced. The power boosting capability is all thanks to PHOBOS logic expansion to make the logic exist and the power boosting happen.
For the Economy Configuration system, the reason for its addition is that I want players to have rudimentary control of the credit values in-game. That said, I did not want to ruin the mod's fun aspects nor tamper with the original game's values to not ruin the experience either.
Alright, here is an explanation of the following:
Now here is an example difference between the standard and vanilla configurations:
Note: vanilla game default speed is set at fast (30 FPS).
Alright, that is all for today. Stay tuned for the next update. Until next time !
A general information of Sigma's Armed Forces sub factions.
I will generally explain how Red Alert 2 Red Counter-Strike missions will be like.
News about infantry and other changes related to them that will take place in Red Counter Strike.
A unit example that is related to both bloc's veterancy system and it's emphasis
Dude its cool
Please add Flags of the countries you play as a building unit
BRO, ThIS IS AWESOME!!!!! WHEN U RELEASE UR MOD?
And please - Add for Usa helicopter Blackhawk and jet F-22, F-35
For soviet union - Helicopter ka-50 shark and jet Su-27
Thanks!
Please tell me this mod murders the vanilla "Military Muscle Men" look of infantry units!!
I will deffo download if that's the case!
what do you mean "Military Muscle Men" ?
If your taking about how big the infantry are, they will stay that way, instead I already made vehicle bigger. Although there will be an option in the future to reduce sizes and make them coherent, somewhat.
Minor update: VOYEVODA Operatives are now called LYUDMILA Operatives; named after the famous WW2 sniper Lyudmila Pavlichenko.
hi man any thing coming soon
I have been working with other to sort out some of the infantry unit the background. So expect more of those sooner or later :D
What a ambiguous project.Take your time to make this potential masterpiece! we will wait
This is so much promising. Making Red Alert 2 more realistic and gameplay more COH, owing to that new armor system.
Also please include M50 Ontos.
I wonder if you include ANZAC, ASEAN (South Vietnam, Singapore, Malaysia, Thailand and the Philippines) and Indonesia (My take that the Communist party of Indonesia lives on in the Red Alert timeline, so it's part of the Soviets) sub-factions, so we can have a Vietnam War-esque campaign in your mod
Saying make the game like or even near COH is a stretch even with the new armor system.
M50 Ontos ? Well maybe I will include it with Merc's
I will focus currently on the countries that I have, maybe in the future I will add those.