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CR: Balance of Power
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- News Archives -

Archived News from May 2005

May 24, 2005 -CannisRabidus

1.75.2 Beta.

Why another beta? Mainly because I could, and I still have more work to do on the site anyway, before I can go 'live' with 1.8. The Dev page is updated with the changes of 1.75.1 and 1.75.2 for those who are interested.

Here's another pic in the meantime. It shows the current appearance of the stolen tech Chaos Tank:

Stolen Tech Chaos Tank

I took the Chaos Tank that I made quite some time ago, and recolored it to make it unmistakably a Yuri unit. It has also been scaled down so it's no longer so inexplicably massive. It uses a combination of old-style Will's autonormals, current 'modern' autonormals, smoothed normals, and manual normals painting, depending on the detail desired on different areas of the voxel.

May 15, 2005 -CannisRabidus

1.75.1 Beta.

Whoops, sure enough a couple of bugs were found in the last beta. One of them a real show-stopper. So my testing staff has been given 1.75.1 to work with. Better to find the bugs now, right?

I do dislike making news posts without posting pics, and I dislike making 2 news posts in a row without pics even more. So by request, here's what the current stolen tech Orca Bomber looks like:

Stolen Tech Orca Bomber

It started life as the TS Orca Bomber. It was doubled in size for extra detail and then scaled back down; unneeded pixels cleaned up; recolored and its markings detail painted; and is given a combination of autonormals, smoothed normals, and manual normals painting.

May 9, 2005 -CannisRabidus

1.75 Beta.

Finally finally finally and at long last, I have wrapped up the latest private beta, and passed it on to my testing staff to wring out whatever bugs or problems remain. This is intended to be the last beta before the 1.8 public release, so unless these guys send me back to the drawing board because the mod needs some serious revisions, it shouldn't be long before the new CannisRules becomes available.

Lots of new stuff in this beta, and lots of polishing of existing mod features too. The whole long list of changes/additions can be read on the Dev page.

May 6, 2005 -CannisRabidus

The Game Modes.

Game Modes Here is a doctored image of the in-game display of all the game modes planned for the next release. In the actual game, the length of this list requires scrolling to see them all. Also, please realize that all of these modes will not be available for skirmish games, either because the AI just can't handle them, or because the well-known special cases of Unholy Alliance and Coop simply don't work correctly in skirmish. This image here is just a way to show everything at one time.

As you can see, the game mode list uses category headers to help you select the type of game you might wish to play.

The "Balance of Power" category defines game modes which use rules you would expect from the unmodded game, played using the Balance of Power modifications.

The "Beyond Revenge" category is just like the BoP modes, except that the Beyond Revenge tech expansion is enabled as well.

You might be wondering what the "Super Détente" category is about. If you recall, the current and all previous releases of CR included the game modes 'Super Battle', 'Super Team Alliance', etc. Those are modes where no matter what you set the Superweapons Allowed switch to, you can always build the tactical supers, and can never build the strategic supers. Those modes have been moved to the 'Super Détente' category, and in this way those rules can be applied to more game mode types.

However, "Super Détente" adds another twist. Now, the 'Superweapons Allowed' button actually does something: it determines whether or not you can build the strategic supers (Weather Controller, Nuke, Psy Dominator). If you don't allow the building of supers, then you can only build the tactical supers (Chronosphere, Iron Curtain, Genetic Mutator), just like you could in the old 'Super*' modes. But, if you decide to allow the building of the strategic supers under Détente rules, you'll find the strategic superweapon buildings to cost twice as much, and that they will drain a significant amount of credits from your treasury for as long as the buildings exist.

Other changes to specific modes have been made as well. As a few examples, 'Battle' and 'FFA' modes have been combined, the superweapon option is allowed in 'Naval War' modes, and random maps are enabled for 'Unholy Alliance' modes. Changes have also been made in how the alliance system works. For full details of all changes, and discussion too, please refer to this forum topic.