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I can reasure you that, it is fantastic what you have done
and yeah I understand this may / has been ur earlier days of mod making.
But why not revist this?
add the empire?
Giving them imperial warriors / shogun battleships?
or unique structure "robotic assembely" which replaces factory
to increase production out put even more.
As in EACH faction in RA3 has their own "team" passive bonus
at the bottom top secret protocol
mas production,
free trade
and robotic asmebley.
Prehaps that could be used aswell.
But hey if you wish to discuss Ra3 ideas
i got plenty ;)
Just hit me up either here in the #1000 characters chat
or steam PM's or even discord
Now although this mod is one of my favorites (and remains my top-rated one), I do admit you have a point with how OP their abilities are. The Soviets are rather guilty of this as they are easy to use and maximize but this was at the time when I was still figuring stuff out. I also admit that some stuff weren't the most creatively-designed or well-thought out such as the Century Bomber (which is just stronger but slightly more expensive). That said, I can't regret my work as I no doubt know that this mod's being enjoyed by many, you included.
(2/2)
Bit of a tangent, but during development, I had considered Bingham as the leader for the Allies, since he was the Supreme Commander. But I ultimately went with Ackerman because he was just so much more entertaining of a character to work with (civ ability, personality, and dialogue).
Speaking of personality, did you know I gave Cherdenko an above-average chance to pursue Science Victory? Totally not a reference to something :)
(1/2)
Glad to hear praise from a fellow CnC fan! And glad to hear that you like the civs!
It's been a while since I made this mod, and I do have fond memories making this. I took inspiration from Chiisai's RA2 Allies and Soviets mod and you might see some of the influence, such as having the inclusion of superweapons and the Soviet's first music being Hell March. And speaking of music, that was something that I absolutely had to go all out on, since the CnC games have way too many good music to pick from (it was hard to pick which tracks I had to cut). I personally recommend the "Music Changer" mod since the tracks have a tendency to repeat and you may wind up listening to the same tracks over and over again.
Let's start with the soviets.
They are a bit over powered, since they have no happnies problems really, and their production output is nice.
The conscripts can be made faster than infantry, however they are weaker than their counter part.
The hammer tank random bonus has the potential to be really usefull but the unit comes in so late that you can just swarm others with infantry instead.
But oh my god, the vacuum imploder is something that is so brilliant made.
Its a nuke that does not cost uranim, and can only be had 1 of at the time.
and i find that as a fantastic design as it gives people with the lack of uranim a chance to even the playing feeld a bit with out getting it out of hand.
The range is a bit out of hand doh, as in my capital could reach their capital XD
Soviet sound track, is just oustanding. it never went back to default civ music, looping and looping.
The peacekeepers cost more than the regular infantry but is slightly stronger, unfornantly it makes it a bit more difficutl for the allies to fight late game, as the regular infantry will be able to hold them back with indirect fire
The bomber did not take to much place in my fights as i just needed to hold out for the mouint rushmore building,
Mountrush more, Can it get more broken than this?!
The strongest unit in the game is at 150 strenght, while the mountrush more missle is 500 strenght.
It brings HP of cities down to 1 hp for instant captures, but has only 1 single target damge, no splash like a nuke.
So late game domination is a joke, as you will have no problem taking over others.
Music, like the soviets outstanding.
---------------------------------------------------------
either way, I think it is great and i will rate this
9/10 as it took a while to kick into effect most of it, and soviets are just way to strong with their passive :D
doh vs ai, that is fun ;)
This has been reveiwed by a dedicated Ra3 fan with over 40k hours in ra3, across my different pc's / copies of the game,
I would recommend to you a suggestion, soviet v4 rocket launcher as the "rocket artillery"
and their passive bonus to be "melee units cost less to produce but are weaker" as their passive.
that way the entire game they benefit from "conscripts"
See you all on the front lines in ra3 online ;)
Finally got back to my PC and the modding tools and was able to push out a small update to this mod. Now the unique units should no longer be showing up as Spearmen. If they still do, please notify me immediately.
You're not the only one experiencing the problem. As I do not have access to my PC to update mods, I am unable to make any fixes until winter.
But do not worry: I believe I may have an idea on how to fix this. But until then, you may have to wait a bit. I appreciate your understanding.
Before reinstalling the mod, you did save the changes made to the .xml file before relaunching the game, right?
For the Peacekeepers and Conscripts, the <Models> tag references "WW2_Infantry.fxsxml". Replace that with "Assets/Units/WW2_Infantry/WW2_Infantry.fxsxml" then save. Hopefully the next time you boot up the game that should fix part of the Spearmen problem.
Quick question: do you have Notepad++ or any other software that can open and edit XML files? I might have an idea on what might be causing problems on your end but need someone to test it with.
I'll look into it.
Hm, I'm not sure what could be causing the problem. There's not much I can do right now I'm afraid since I don't have access to my PC that has the mod tools.
i'm escaping to the one place that hasn't been corrupted by capitalism, SPACE!
Thank you for your praise and I hope you have plenty of fun!
As for the Empire of the Rising Sun, there's already one made (though never personally played it). As for GDI and NOD, their Tiberian Sun versions are already made by someone else (but no one has made their C&C3 counterparts, so who knows?)
Now for my praise of this mod.
T H A N K Y O U !
I'm going to have a lot of fun with this
Mods are rather fickle to work in multiplayer, but there should be ways to get them to work if you look online.
Unfortunately no.
The best faction is there!
It's the soviets of course
There's already a handful of Red Alert 2 civs on the workshop, all made by other people.
Chiisai-icchi's RA2 Soviets: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=844070027&searchtext=red+alert+2
Chiisai-icchi's RA2 Allies: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=881374324&searchtext=red+alert+2
Usernamehere's RA2 Soviets: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1242878105&searchtext=red+alert+2
Usernamehere's RA2 Allies: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1242875145&searchtext=red+alert+2
Usernamehere's RA2 Yuri: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1242882471&searchtext=red+alert+2
SharkyMcSnarkface's Yuri: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=840384139&searchtext=red+alert+2
The Empire of The Rising Sun? Someone already made it a long time ago: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=865942402&searchtext=red+alert+3
It could be some weird bug caused by something else.