Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Side Ops - Revolutions - Cuba
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Update: 28 Jul, 2022 @ 2:44am

Command & Conquer: Side Ops v1.1


Contents:

Allies missions 1 to 14 with Prologue and Epilogue

Soviets missions 1 to 14 with Prologue and Epilogue


Installation:

1. Copy all files into C:\Users\[user name]\Documents\CnCRemastered\Local_Custom_Maps\Red_Alert\SideOps

2. Select the missions from the custom missions menu in Command & Conquer: Red Alert Remastered (on the very right)

Special thanks go to:

James
TaxOwlBear
X3M
Volkov

for their assistance in playtesting, ideation, and coming up with solutions to problems I created :)

See TaxOwlBear's playthough of the Side Ops Campaign on youtube here: {LINK REMOVED}

v1.05 Changes

Small tweaks on all maps after feedback (did not adequately document!)

v.1.10

Allies

00 - For England, James
No change

01 - Under the Radar
Tweaked Attack Dog starting placement so they don't immediately kill a rifleman.

02 - Supply and Demand
Optimised attacking team types to be more reliable and frequent.

03 - Close Target Recce
No change

04 - No Mercy
'Derelict' Heavy Tanks removed from the centre of the map - they distracted some players at the outset of the mission unduly.
Slight change to mission brief to make it clear you don't lose if the Soviet Armour makes it to the base.
Aliied reinforcements are now 3 Medium Tanks, rather than 1 Medium and 3 Light.

05 - Aegean Ingress
Capturing the Radar Dome in the middle of the map now reveals the entire map.

06 - Convoy Curtain Call
Optimised attacking team types to be more reliable.

07 - Revenants
Removed barrels from around the Sub Pen at the island with a War Factory on it - it was not clear destroying those barrels would not destroy the Sub Pen.
Added more submarines in the bay around the Cruisers.
The given Ore Truck now lands on the ore island! Apologies for the terrible design choice of it landing so far away..
Destorying all SAM Sites now causes a Transport Helicopter to land, and a further Tran Heli to drop off 3 Spies and 2 Engineers on the South East island.
The timer that triggers the Cruisers to hunt has been slightly extended, giving you time to work on the outer islands and have more fun.

08 - Red Dusk
The repeating MiG flight will now attack vehicles rather than strucutres.
Slight change to mission briefing to clarify mechanics.

09 - Defection Diversion
Changed the Grenadiers south of the starting Radar Dome, at the Barracks, to Flame Throwers. This stops the bridge from exploding prematurely!
Slight change to mission briefing to clarify mechanics.
Central island (with airfields) is now only revealed when much closer to the Sub Pen in the South East.
Mammoth Tank in the North West cahnged to Heavy Tank. It unduly discouraged Transport Heli movement.
Changed the texture to a damaged one for the bridge at X76Y27 - it sometimes would not correctly detonate when targetted by C4... not sure why!
Added more barrels around the V2, and the nearby powerplants, for extra explosions.

From mission 10 onwards Thieves are available for the player.

10 - Breakthrough
Removed the first line of SAM Sites so they player can use the Longbows more freely.
Changed availability of the Hind gunship so you can't build it if you capture an Airfield.
Slight movement of player's starting units and strucutres to encourage forward-deployment of the MCV.

From mission 11 onwards Cruisers are available for the player.

11 - Air Supremacy
The player must now kill all Soviet forces (submarines don't count), as opposed to destroying all structures.
The briefing has changed to indicate you need to destroy the airfields to stop their off-map air attacks.

12 - Archangel
The Soviets will not begin production until the player reaches the main Soviet bases and has constructed a War Factory.

13 - Perimeter Security
Western base now has the Radar Dome and a protective AT minefield, and a couple of HeliPads to discourage players from selling up at the start of the mission!
Starting MCV in Eastern Base removed.
Starting Minelayers added for player use.
Allied AI will now produce units and structures - so if you provide support it can hold on for a bit.

14 - Vanguard
Optimised attacking team types to be more reliable.
More money crates in the initial Soviet base!
Lowered enemy AI level to make attacks more reliable.
Continued confusion as to why the USSR AI makes Longbows.

15 - Real Tough Guys
No Change

Soviets

00 - Workers' and Peasants' Army
No change

01 - Silencer
Paratrooper teams now consist of 8 Riflemen (they used to be 4 riflemen and 2 grenadiers).

02 - Strela
Northern Ranger attack team is repalced by 3 riflemen.
RRF timer changed from 30m to 20m, to encourage more agression.
Northern Parabomb run now attacks the Allied War Factory.
No more fire sale - instead when all factories are destroyed the map is revealed.

03 - Fire Support
Player now has a Radar Dome!

04 - Lightning Strike
Briefing now mentions the HQ is to the North East.
Added a couple more Ore Mines near the Player's starting location.
Player begins with a Mammoth Tank (instead of a Heavy Tank).
Starting MCV automatically Deploys when at the Home Waypoint.

05 - Exhibition
No change

06 - Operation Vulpes Lagopus
No change

07 - That Sinking Feeling
No change

08 - Tank Killer
No change

09 - Death Sentances
The Flame tower at the ford to the South of the main base has been changed to a Tesla Coil (to encourage, but not force, a clockwise advance).
Map slightly changed to the North West of the Landing Zone, so the player is more likely to destroy the SAM Site
Buildings have been correctly barred from being infiltrated - so the player notices you can inflitrate the command posts.

10 - Frontal Aviation
Removed the AA Guns in the starting area, it wasn't fun.
Destroying the Allied Radar Dome stops the Allied LST attacks. The Dome has also been moved to the East Coast of the mainland.
The Soviet AI player now has more money, so the game doesn't slow too much.
Removed North West Camo Pillbox, so the player can kill the AA Gun with Paras.
Spy Planes are much more frequent.
Player now gets 2 LSTs if they destroy the Allied Navy to the East.
If the player loses their Flame Turret, a helidrops a small infantry team.
Cruiser and picket sgips added to South West sea.

11 - Operation Lupus Arctos
No change

12 - Einstein Extraction
Altered mission brief to indicate Spetsnaz can operate terminals.
Wood Crates (Green) have been placed and confer a Firepower Bonus!
A couple more Silver Crates have been added.

13 - Operation Ursus Arctos
Changes to Gap Generator Placement, an Allied War Factory and Ore Silos have been added and minor map changes around the Allied base.
Added an additional island with Oil Derrick.
Added an island to house Airfields.
Added an island that houses an Allied Heli Base
Additional starting submarines.
Main Soviet island now has a barracks and kennels.
All Allied patrols created at factories are now much larger.
More starting cash for player.

14 - A Continental Soviet Union
No change

15 - The Foreseeable Future
No change

Update: 28 Jul, 2022 @ 2:44am

Update: 28 Jul, 2022 @ 2:44am