Command & Conquer Red Alert History is a small mod that adds a few new units. The idea came about because I wondered what a few Red Alert units would look like and perform inside the Tiberium wars engine.
I consider this mod a 'museum', wherein I add a few historical pieces that I like into the C&C3; engine!
The Mod will be updated by adding a few units at a time (typically around 10 items).
The mod is a mixture of mostly EA & public models, as well as a few original models done by me.
Check the forums & articles for detailed information and for in-depth discussion.
Release 8 finally sees both the Allies and Soviets free of Tiberium War influence! At last you will have no choice but to utilise the history of the Red Alert series to your advantage!
The new additions? It is fair to say the bias is heavily towards the Allies (although the Allies did have the most GDI structures which makes this understandable), however the economic structure that the Soviets have gained, will make late game domination simple!
The Allies? Finally they have an air transport, that has a secret upgrade program! and the conversion of the Armoured Car into the legendary IFV, greatly diversifies the Allies tactical options!
"We have heard your cries about the climate and we are delighted to tell you that Allied high command are committed to climate change.
We are committed to changing the climate to suit our needs. And furthermore we reserve the right to use our control of the climate to disrupt the enemies of planet earth, to use nature's fury to crush any nation into submission. All for the Earth, we have no financial or political motivation with this new technology we have built"
"Tintin warned you! but you didn't listen!"
There are more additions that I will leave you to discover for yourselves.
Black_Drakon
Gunship_Mark_II
Black_Drakon
Thanewulfgharn
D.Va-N
SharinganFox
Balance adjustments for Release 8 that effect Allies and Soviets.
General changes in Red Alert History Release 8. Balance changes to individual units and structures will be done in another post.
Balance adjustments for Release 7 that effect Allies and Soviets.
C&C Red history: Release 8. Climate change is the defining issue of our time!
C&C Red history: Release 7. The gold rush is now on!
C&C Red history: Release 6 Beta, more craziness for you to enjoy!
A few more units for the Allies and Soviets. Have fun!
The first release adds 10 new items, has well has trimming (read butchering) some C&C 3 elements to adjust the gameplay.
i-decided-to-share-some-interested-pictures-from-the-mod
Moddb.com
here is the fix for AI spamming nighthawk millions of nighthawk attacking
to fix this you need gameobject lines nighthawk.xml
and edit and complier mod.xml or map.xml
add this line to KindOf= UNIQUE_UNIT and scroll down and add
additional line MaxSimultaneousOfType="1"> change "1" to any limit number of nighthawk
feel sad to tell i dont have gameobject for this unit i only can extract it as "asset" file but i dont know how to use asset files for my map.xml to fix this unit , i only know this method to prevent AI prevent using stormshadow upgrade by open misc file using finalbig program
open RedHistory_8.04_Misc.big by finalbig software and search on data\scripts\scripts.lua
function UpgradeAlliedNightHawkAI(self)
ObjectGrantUpgrade( self, "Upgrade_NightHawkLongarmMissile" )
end
delete whole line and save
or anyone can create skirmishAI mod with start the game with MPrules max 40,000$ money only it will be compitble fine with redhistory i try made mod additional new colors to redhistory and its work as there is no duplicated mod.xml files
im back playing this mod offline with some editing by using overrides.xml from custommap files
i add more units to this mod with this method
i add zoneshaterar to allied and zone trooper
rhinotank mkii that are in crate boxes now i add them as buyable unit also grizzly tank and twinblade
i add phantom tank to be invisible unit with mindcontrol ability
i add to scrin faction confessor squad and asendad squad and muntantunits and redeemer and more
its so hard to edit and add stuff by using overrides.xml on every custommap i wish i have sourcecode for this md to add and edit alot stuff on it i also add mindcontrol unit from firestorm mod source code to this redhistory also wormwhome ability as chronosphere added
Playing GDI campaign with this is quite entertaining, since Nod's Secret Shrine gets replaced with Soviet Nuclear Reactor, which often makes it jammed right in the middle of enemy base, so you can just destroy it and watch the fire show.
This mods awesome Nero! I'm going to show it off on Survival War!
i still looking for update this mod by edit maps using overrides.ml cause this the only method that can allow you edit the mod without having source code
im looking to add more units i do some test to add units into scrin faction first
Was going to say this is an alright mod, it feels like it has potential except for a few glaring campaign issues.
The hinds on Hampton roads having limited ammo means they're useless and, when they're depleted, they try to fly back out the way they came in getting destroyed by the AA that can destroy them as they spawn.
Slovenia in the Nod campaign feels like it might be impossible as the former GDI sniper in the middle of the AA part one-shots the commando as soon as you go high or low.
The biggest problem however, is that if you try to load a RedHistory save from the campaign, while using the mod, it immediately crashes to desktop.
More devs need to do what TE and Firestorm's devs did, and keep in mind the campaign. Mods have the potential to add so much to make the campaign worth replaying, time and time again, but not when you break the campaign. I don't expect anything to come of this, but if it warns one person who would play the campaign with this mod.
i add some random files to the mod and its not crash anymore it also crash on online playing soviet vs soviet and also i fix it