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New Horizons is a mod made in tribute to the classic real time strategy game Command & Conquer: Red Alert 2: Yuri's Revenge, originally made by Westwood Studios. New Horizons vastly expands the original game with an emphasis on realism, while at the same time preserving the elements that made Red Alert 2 unique.

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What's New:

4th New Campaign Mission

The 4th completely new campaign mission is now available. Whereas the previous releases (Versions 13, and 13-A) brought about massive new items, including the Horror Mode(s), as well as a vast amount of new units/buildings/animations, special effects etc., this release is centred around the new campaign mission. Some time ago (years), I did say that actual-numbered-index full releases would (as opposed to sub-versions with various suffixes) be based on something major such as a new playable country, or a new campaign mission, so here it is.

For those of you already familiar with the first two New Horizons campaign missions, you will know that these missions take place in Our timeline (rather than the standard alternate-reality Red Alert universe), with the traditional factions of ‘Allied vs Soviet' being superseded by the NATO vs CSTO factions. The missions released so far set the player in command of different scenarios on the side of the CSTO faction, based in the 1st quarter of the 21st century. NATO has launched a full-scale invasion of CSTO-member countries, and it is up to You to tip the odds against the aggressor. Mission 1 (Operation: Dark Dawn) takes place in western Belarus, during quadrennial ‘Zapad' defensive military exercises. You have control of a small Russian military delegation carrying out an inspection of a Belarusian border post, when NATO forces crash through the border. Your mission there was to escape eastwards, to prevent being surrounded. Mission 2 (Operation: Pacific Storm) took place pretty much on the other side of the planet; on one of the Kuril Islands, at the eastern extremity of the Russian Federation. Here, you had to repel the American Pacific Fleet, preventing them from breaking through to the mainland (which could be done with 2 alternative endings; one of them resulting in rendering the island uninhabitable). In Mission 3 (Operation: Evacuation), players were tasked with the defence of the south-western quadrant of Kaliningrad from combined NATO forces attacking the city, whilst ensuring an evacuation of civilians.

Now onto Mission 4, Operation: Convoy. This mission takes place in the northeastern region of Syria, somewhere near the M4 highway. Since 2011, Syria has been in a state of conflict due to literal armies of NATO-backed terrorist groups (backed, defined in terms of weapons support, logistics, financial, political, and even media/'documentary' whitewashing), to the extent that Syria officially requested help from the Russian Federation in 2015, which managed to prevent the collapse of Syria (into a pseudo-islamic 'caliphate'), and turned the conflict around completely. In this mission, you will initially be in charge of a small unit tasked with securing a convoy, as part of the Russian Reconciliation Centre for Opposing Sides in Syria (R.R.C.O.S.S.), which conducts various peacekeeping efforts, and assists with humanitarian aid. With the outbreak of major hostilities around the world, this particular convoy is tasked with returning to Khmeimim air base, essentially withdrawing to a safer place. In order to get there, you must guard the convoy to a local airfield, where an An-124 transport plane is located.

Making this segment of the mission was quite challenging; after all, there aren't exactly many convoy missions in the C&C games! But, this mission isn't merely just an escorting mission. Once you have guarded the convoy to the local airfield, this is where the mission becomes somewhat open-world; although you have made it to the battered airfield and found the transport plane to be intact, you cannot simply fly to home base just yet. It turns out, the airfield was raided by terrorist groups, and along with stealing the aircraft fuel tankers, they have taken the pilots hostage! From here, it is up to you as the player to decide what to do. There are many possibilities, ranging from friendly encounters with S.A.A. (Syrian Arab Army) units, to hostile encounters with foreign illegal occupation forces, along with their terrorist proxies. But the primary objective, in order to complete the withdrawal by air to Khmeimim, will be to recover the aircraft fuel, as well as the location of the pilots, which will need to be taken back to the plane.

Screenshot from the mission;

NH Mission 4 Screenshot


Given that players will have very limited resorces and means at their disposal, players will have to manage what they have accordingly, and choose their battles wisely.


There are many hidden things in this map ('easter eggs'), which may not all be properly discovered in several playthroughs. I have not yet made a skirmish version for this map, as I did with the collossal 3rd mission map, though I may consider doing so in the future.

New Stuff?

As mentioned, with Version 14 do not expect much new, as this release focuses on an entire new campaign mission. That said however, there are some new Mission 4-related items, which it is possible to use as props (for all you custom map editors out there).
Firstly, very much in line with the context above, you will notice the Typhoon-K armoured transport, used by Russian military police (M.P.) in Syria, in such convoys in real life.


Here is an example of a real one, in Syria;

Typhoon-K
And here they are represented in-game, in at the beginning of the 4th mission;

Typhoon-K Ingame

Secondly, fuel trucks. Fuel trucks have been added in 2 variants; one based on the Kamaz trucks already available, and another on the M35 trucks, also already available. I haven't bothered taking screenshots of these, as they look exactly as you would expect, and are derived from a selection of already available units in the mod.

Last but not least, I have updated the model for the K-9 'Thunder' self-propelled artillery. Previously, I had used an open-sourced model, but I decided to make my own model so that it looks like an actual representation of the real thing.


Here is a picture of one in real life;

K-9 Thunder

Here is my updated model of them in-game;

Updated K-9 Thunder model

To Summarise

Normally I would now go into other improvements, such as User Interface Enhancements, other Model & Visual Overhauls, AI Enhancements, and other miscellaneous stuff, but for now that is all. Or at least all I can remember what I did for this release. Bear in mind that Version 13 and 13A were fairly wide-ranging, and as recently as the last release, various rebalancing had been done, taking into account the new features (again, please refer to previous releases to see all the newest).

I sincerely hope wherever you are playing from, that you enjoy the new campaign mission, as well as all the stuff from previous versions. As always, have fun!

Command & Conquer Westwood Fans
Red Alert 2 YR: New Horizons
C&C: Yuri's Revenge
C&C: Red Alert 2

New Horizons Version 13-A Full Release

New Horizons Version 13-A Full Release

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Greetings fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version...

New Horizons Version 13 Full Release

New Horizons Version 13 Full Release

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Greetings fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version...

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New Horizons Version 12B-3 Full Release

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Greetings fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version...

New Horizons Version 12B-2 Full Release

New Horizons Version 12B-2 Full Release

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After multiple delays, I am pleased to announce the release of Version 12B-2 of the New Horizons mod for Command & Conquer: Red Alert 2: Yuri's Revenge.

RSS Files
New Horizons Version 14 Full Release

New Horizons Version 14 Full Release

Full Version

Greetings fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version...

3rd Draft guide for online mod compatibility

3rd Draft guide for online mod compatibility

GUI

Disclaimer; this comprehensive guide is intended to be supplementary to the basic Readme and Quickstartguide provided in the CNCNet download, purely intended...

New Horizons Version 13-A Full Release

New Horizons Version 13-A Full Release

Full Version 7 comments

Greetings fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version...

New Horizons Version 13 Full Release

New Horizons Version 13 Full Release

Full Version 3 comments

Greetings fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version...

New Horizons Version 12B-3 Full Release

New Horizons Version 12B-3 Full Release

Full Version 3 comments

Greetings fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version...

New Horizons Version 12B-2 Full Release

New Horizons Version 12B-2 Full Release

Full Version 2 comments

After multiple delays, I am pleased to announce the release of Version 12B-2 of the New Horizons mod for Command & Conquer: Red Alert 2: Yuri's Revenge.

Post comment Comments  (0 - 10 of 347)
Lee3y Creator
Lee3y - - 327 comments

After a hiatus I guess (I been busy), I have got round to releasing Version 14, featuring the 4th NH campaign mission.. Honestly, I completed making 90% of the mission a while back, but never got round to finishing it off until recently.

Hope you all enjoy, no doubt the trolls will Really hate this mission (it includes some facts they will hate).

Reply Good karma+1 vote
Guest
Guest - - 690,831 comments

I watched the installation instructions and followed it, the game still has an error

Could not run executable
The requested operation requires elevation.

This is the text of the error message when I start the game using RunAres

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Lee3y Creator
Lee3y - - 327 comments

Hi there, sorry I've only just seen your message.

"The requested operation requires elevation."

Now this is something I have never seen before in my life.. I mean, what operating system are you running?? Does it say elevation to whom? The CIA? :D

But seriously, have you worked it out yet? What antivirus do you run, have you set appropriate exceptions?

Reply Good karma+1 vote
Guest
Guest - - 690,831 comments

This comment is currently awaiting admin approval, join now to view.

tufeiyuanxian3
tufeiyuanxian3 - - 4 comments

+1,same error

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tiberazure
tiberazure - - 24 comments

Idk seems like its unplayable for me. Client stops working around 5-10 in skrimish match vs brutal Ai. No matter what map, what enemy type etc.
Its the same, honestly no idea what causes it.

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Lee3y Creator
Lee3y - - 327 comments

Hi there @tiberazure, thanks for the feedback. I only just saw your messages (above and below this), and shall attempt to answer both.

Per the one below, 1) the repair speed I've had to be extra cautious with for technical reasons, which is a long boring story, but the short version is it is to do with game stability / preventing likelihood of crashing.. Something that is hinted/warned about in one of the modding wiki's (ModENG?). I actually did test faster repairs, which led to instability. So I would consider the click repair on buildings as a 'basic' repair, which if necessary, should be augmented with the use of the variety of repair units in game, or alternatively, by using an engineer (after all, this is one of their primary uses).

2) Could you provide details of what unit(s) cause issues? I have not encountered any at my end through testing yet, could you let me know the unit, the map, the mode, etc.?

3) Yes, that is deliberate, and is for balancing purposes. It prevents spamming high-end units, and forces players to be more considerate on what to put available funds to.. Such as 2 expensive tanks, or 6 cheaper tanks. Choose wisely per the situation! That said, build times can be shortened by either constructing more appropriate factories, or special structures.

Per the message above; This seems to be far more serious, and a different case than below. I'm guessing either an installation issue (perhaps a file got corrupted?), or your system's antivirus has interfered, which has happened to me during initial setup.

I would recommend to reinstall, following all the provided instructions. Please also check the included guides, as well as for the Online and Offline launch. Hope this helps, and let me know?

Reply Good karma+1 vote
tiberazure
tiberazure - - 24 comments

Hello i tried the mod, but there seems to be some bugs in offline mode.
1) Repair speeds are at snail speed.
It takes 5 minutes or more to repair a barracks.. i mean wut? And i am not going to even talk about bigger structures.
2) Building some units in skirmish mode causes it to crash and the client to not respond , needing to end task via task manager.
3) Lot of high tier units cost a lot. Far more compared to regular Ra setting, which with few factories / airfields makes them build really long and take ton of credits. Not sure about that balance.

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Lee3y Creator
Lee3y - - 327 comments

After a delay, mostly due to health, I'm pleased to announce the release of Version 13, featuring the new Horror Mode!

As always, feel free to check my extensive credits folder; where I have done everything to credit every resource source possible.

And a special thanks to supporters of the mod, and even the persistent trolls; actually my new favourite 1/10 rating comes from the guy who simply put "Stop ruin ravange"! Honestly, you'd think I keep people as prisoners locked in a basement all day, mercilessly forcing them to play my mod (and yet, the moment they get their luxurious 10-minutes of internet access a day (wtf XD), they use it to down-rate my mod).

Reply Good karma+1 vote
Dankeroust
Dankeroust - - 27 comments

umm i have a question. how to make units accuracy back to the original?? like every those units fire it always direct hit

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Lee3y Creator
Lee3y - - 327 comments

Hi there IkhsanZaki, I have deliberately made it to be this way, to aim to be more realistic. After all; in real life, most shots fired in general, are misses. I would say that if you are used to the base game, or say another mod and you have just tried this one, it may just take a little getting used to.

The units in this mod will engage in more prolonged firefights, rather than the standard guaranteed hit & kill. This also results in varied results; no longer is a fight between one unit versus another, a guaranteed outcome. Hope that helps?

Reply Good karma+1 vote
Dankeroust
Dankeroust - - 27 comments

That's OK. also I forgot I ever asked you same question last year and you answer it so well. Just thank you for making an amazing mod

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