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- C-GEN
- Airstriker at War
- MooMan's Corner
- Federal Knight
- PixelOps
- RedUtils
- Terra Scope
- Tiberian Generals
- The Project
- Purple Alert
- YR 1.002 UMP
- YR Terrain Expansion
- Assault Mappacks
- Forums
- CannisRules Home
- About
- Download the Mod!
- FAQ
- Screenshots
- Contact
- Allied Buildings
- Allied Armory
- Allied Infantry
- Allied Vehicles
- Soviet Buildings
- Soviet Armory
- Soviet Infantry
- Soviet Vehicles
- Yuri Buildings
- Yuri Armory
- Yuri Infantry
- Yuri Vehicles
- Beyond Revenge
- Stolen Technology
- IFV Combos
- Tech Buildings
- Game Options
- Skirmish AI
- Music Sountrack
- Other Changes
- Plugin Support
- Under Development
- Version History
- Asset Availability
- Credits
- Issues
- Legal & Copyright Info
- News Archives -
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- Version History -
Here's where you can see what's been changed from version to version, ending with the current publicly available version of
CannisRules:
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Version 1.8 - Released July 2005
In this version, the Beyond Revenge components and supporting coding are complete, making CannisRules two mods in one (Balance of Power &
Beyond Revenge). Lots of feature additions, and extensive polishing of existing features too. Details of the changes:
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Beyond Revenge:
- Added Beyond Revenge country specials: Libya's Scorpion Raider, Korea's Fireclaw, and France's Grand Rapier Missile.
- Crocodile Missile Tank gets a new missile voxel which actually looks like a missile, and short rocket exhaust trails have been added. The appearance of its missile tracking is better too. Also added visual distinction between the normal and elite missiles.
- Stalin's Fist voxel recolored and renormalized for better and more 'Soviet-ish' appearance; new cameo; unit and weapon buffed significantly.
- King Tiger Tank can no longer be put in a Tank Bunker, to avoid having its railgun damaging the bunker it occupies.
- Rookie Abrams Tank uses an new muzzle firing animation, that is present in the game but never enabled.
-
Secret Lab:
- Added Cyborg Ivan infantry unit.
- Chrono Yuri is renamed to Psychic Legionnaire.
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Stolen Tech:
- Chaos Tank voxel resized/recolored/renormalized for much better appearance; chaos shell impact finally makes noise.
- Orca Bomber gets a new voxel and cameo.
- T-Rex uses a reworked animation that gives the unit a remapable collar and transparent shadows. Also gets significantly buffed in the areas of sight, hit points, and speed. For grins, the roar animation can be played whenever desired using the "Cheer" command.
-
Infantry:
- Reduced Terrorist unit strength and weapon effectiveness so it's not so damned overpowered.
- Boris changes: Won't shoot at buildings when in an open-topped vehicle (Battle Fortress); won't attack Assault Flags; fixed animation for prone frames; can't shoot at underwater units; airstrike recharge times slightly longer; calls Stealth MiG when elite; rookie MiG now appears on radar.
- Yuri (Prime)'s elite mindcontrol weapon range and ROF improved a little bit.
- Navy SEAL's gun is slightly better against Dolphins & Squid.
- Virus prerequisites require Yuri Radar instead of generic radar.
- Crazy Ivan (and friends) changes: Ivan bomb explosions can damage nearby walls and bridges, and may destroy trees; when in an open-topped vehicle (Battle Fortress), bombs can be thrown over walls but not up onto cliffs; when in an IFV, bombs can be thrown over walls and up onto cliffs too.
- Tanya won't shoot her pistols at anything but infantry when in an open-topped vehicle (Battle Fortress). She just made a lot of noise shooting at other things and didn't really accomplish anything anyway. A side-effect is that she won't be able to destroy exploding barrels anymore.
- 'Type Select' command will select all side's Engineers as if they were a single infantry type; similarly it will select both Allied and Soviet Attack Dogs as one type.
-
Ground Vehicle Units:
- Tank Destroyer's barrel recoils when it fires.
- Demo Truck voxel and cameo modified.
- IFV shuffle: Initiate uses Machinegun mode just like other basic infantry; Stolen Tech infantry use new Light Tank mode; Terrorist nuke mode uses nuke-style turret.
- Mirage Tank uses more appropriate voice sounds when told to disguise as a specific terrain object, and its disguise weapon report is now only heard by the player who owns the unit.
- Chaos Drone has been rescaled smaller; can no longer be attacked by Terror Drones; will no longer fire from inside a Battle Fortress.
- Reduced effectiveness of Magnetron juggling by making units fall faster when released from the beam; 4 Mags can now fit in a hover transport rather than just 2 (this is in line with other similar units, like V3 and Prism Tanks).
- Gattling Tank uses its own unique move sound, which has always been in the game but never enabled.
- War Miners and Slave Miners are no longer promotable, since they are just miners, after all. This should end the War Miner elite weapon controversy by making it a moot point.
- Removed Capture Pack Flak Tracks.
- Capture Pack tanks are stronger, their weapons do more damage, and they take less time to build, compared to the standard versions they are modelled after.
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Naval Vehicle Units:
- Gattling Boat's AA weapons have much longer range, and are significantly more effective.
- Destroyer's Osprey now uses rotor animations (when stowed on deck, the rotors are folded). This affects the civilian Coast Guard boat also.
- The range of the Drednought's missiles have been increased slightly.
- The range of the Aircraft Carrier's Hornets have been increased slightly; prerequisites require an Allied Battle Lab instead of any Battle Lab.
- The range of the Boomer Submarine's missiles have been increased (now equal to that of the Dred and ACC); the sub takes longer to surface and submerge, to limit 'launch & hide' abuse.
- Coast Guard Boat, Cruise Ship, and Tugboat give experience points towards unit promotion to the units which kill them.
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Air Vehicle Units:
- Changed armor type of the Floating Disk so that it is seen by weapons as a slow-moving aircraft rather than a fast-mover. This makes current and any future weapon/warhead balancing more logical and consistent. Also, the Disc's move sounds are less annoyingly loud, and fewer instances of the sound can be played at one time.
- YAK-24K voxel optimized, and its rotor animation improved.
- Siege Chopper prerequisites require a Soviet Battle Lab rather than any Battle Lab.
- Modified Paradrop Plane to make it larger.
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Player Buildings:
- Added Allied Construction Plant as a replacement for the Allied Ore Processor in Megawealth game modes. This new building gives discounts to structure prices.
- Psychic Towers also function as short-range Psychic Sensors (ability removed from Psy Radar); use working/not-working sounds when powering on and off (like other powered defenses do); changed prerequisites to also require a power-producing structure.
- Psychic Radar no longer acts as a Psychic Sensor (ability shifted to Psy Towers). Yuri Radar just had too many abilities for one building.
- Animated the Gap Generator as it was originally intended to be.
- Repaired animation code for the Robot Control Center, and created new damaged animations to replace the stock ones (which were never seen anyway because of the incorrect animation code).
- Sentry Gun aims parallel to the ground instead of tilting back.
- Grand Cannon turret and barrel repositioned for better appearance. When damaged, the fire animation plays from a logical location at the base of the building rather than on the turret itself, where it couldn't move as the turret turned.
- Improved appearance of Yuri's Cloning Vat.
- A metallic damage sound is played when a defense building takes damage.
- Assault Flag destruction produces a screen shake effect.
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Civilian Buildings:
- Tech Buildings grant experience points towards promotion to the units which destroy them.
- The Gas Station, when destroyed, has a damaging explosion like an Oil Derrick, and may play exploding oil barrel animations among its explosions.
- McBurger Kong no longer inexplicably plays the mini-nuke animation when it is destroyed.
- Fixed art code and added tooltips for the Russian wall towers and the Russian Gum buildings.
- Changed tooltip names for some civilian buildings to immortalize my new beta-test staff members.
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Game Options:
- Complete revamp of the game mode listing (total of 26 game modes now); game modes are divided into 3 game type categories (Balance of Power, Beyond Revenge, Super Détente); some modes combined to avoid redundancy; more modes enabled in skirmish.
- Adjustment of starting credits on the game setup screen uses increments of 250 credits, instead of some odd number.
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AI changes:
- AI should attack earlier and more frequently than in version 1.7 of the mod.
- Korea's Black Eagle AI problem has been solved, and builds Aircraft Pads to support large squadrons in the same way as the other Allied AI uses the Harrier.
- Buggy AI aircraft behavior associated with multiple AFC/airpad buildings (hovering and hopping planes) has been eliminated. All Allied AI now builds 2 Aircraft Pads to handle the cases when it owns extra planes.
- Many, many more aircraft attacks added, and additional code tweaks ensure that attacks will continue throughout a long game.
- In Beyond Revenge game modes, the AI makes use of all BR units, completing AI support for the BR tech expansion. As for AI support that existed in 1.7, that has been changed so that BR units should be built and used earlier, and in greater numbers.
- The AI will strive to replace a lost conyard in all skill levels, with the harder the skill level, the more vital the AI believes this to be. The AI's MCV-deploy script should be somewhat more reliable.
- AI should build a few more static AA base defense buildings.
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EVA changes:
- Announcement for paradrops is changed from 'Reinforcements Ready' to 'Paratrooper's Ready'.
- New building-specific announcement used when a player captures a Tech Power plant, which replaces the generic tech capture announcement.
- New 'Psychic Dominator Activated' announcement used when a PD is fired. The 'Be one with Yuri' sound is heard only in the general vicinity of the domination effect, instead of being heard across the entire map.
- New announcements used at the beginning of Assault & CTF games, and also when a Flag is destroyed.
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Community Plugin Support:
- Added all necessary art coding to properly support the new Terrain Expansion waterfall and tunnel assets.
- Soundtrack support expanded greatly, in the same manner as the YR Playlist Modifier. Instructions for creating music packs is added to the bundled mod manual.
- All applicable YR 1.002 UMP game code corrections added.
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Game bug fixes:
- Corrected missing die anim sequences for many civilian infantry units.
- Turning off superweapons in skirmish no longer disables them in the campaigns.
- Apocalypse Tank's missing muzzle firing animation enabled.
- V3 Launcher no longer appears to morph and hop when launching a missile; tweaked firing origin and initial missile tilt so the launch animation plays seamlessly.
- Repaired broken crater and scorch code so that craters and scorch images are properly used.
- Selling an Industrial Plant yields 1/2 its cost ($1250) as expected, rather than just $1000.
- Fixed Chaos Drones not being able to target enemies over walls, which was silly because the gas warhead is not blocked by walls anyway.
- Fixed Flak Track & Sea Scorpion having shorter AA weapon ranges when elite.
- Removed range bonus of Slave's shovel weapon when 'firing' from up on a cliff.
- Chrono Miner no longer does a little hop in the air when it unloads at a refinery.
- Destroyer no longer 'morphs' when an Osprey takes off and lands, and made it so the Osprey takes off from the back of the vessel as it should (it still lands in the center just like before though).
- Fixed SpySat building showing as a 'hidden object' sometimes.
- Damaged animations for the Weather Control Device now play properly, and added improved snow damaged animations created by Blade.
- Psychic Towers get improved snow damaged animations also created by Blade.
- Disabled the partially-implemented superweapon psi warning anim, because it only worked for the nuke.
- Repaired Animal T-Rex attack animations.
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Mod bug fixes:
- Can no longer get a Capture Pack Allied Rhino Tank as a crategoodie in CTF mode.
- Fixed Tech Machine Shops displaying 2 yellow tech building flags in CTF game modes.
- Fixed Prism Tower networks of any size doing absolute damage (however problems in individual maps may still exist).
- Boris's MIGs get a small weapon range increase to help the rare case where the plane overshoots the target before firing.
- Made Snipers able to kill even the strongest elite infantry with one shot, as intended (before it sometimes took two shots).
- Corrected stolen tech T-Rex not auto-targeting enemy vehicles.
- Can no longer put stolen tech T-Rex into a Bio Reactor.
- Fixed Transport Disc where sometimes its shadow was drawn on top of the unit when it landed.
- Magnetron no longer uses inappropriate attack voices vs buildings when elite.
- Fixed AI-built Grand Cannon and Gap Generator buildings showing as 'hidden objects' sometimes.
- Chaos Drone gas stays where it is fired rather than following the drone around, which was goofy. This reverses an attempted fix to make
the firing origin look better.
- Fixed my 'already-fixed' firing origin of Patriot Missiles.
- Removed some redundant art assets from the mod that I didn't really need to include.
- Corrected some typos.
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Version 1.7 - Released December 2003
Expands upon and continues the balance and gameplay improvements of the previous versions, adding new Beyond Revenge units and
including a serious beginning of Beyond Revenge AI coding. Details of the changes:
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Added Beyond Revenge units: Cuba's Ravager Troop Carrier and Germany's King Tiger Tank. These units are buildable in the Beyond
Revenge game mode, are possible Secret Lab build options, and are possible goodie crate boons.
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Implemented AI support for the following Beyond Revenge units: M1A1 Abrams Tank, Crocodile Missile Tank, King Tiger Tank, and
Rad Artillery. Also added a few AI tweaks here and there in the already-existing CR AI.
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Small performance tweaks made to the Crocodile Missile Tank, Mole Machine APC, and Rad Artillery. Mole Machine APC will now leave
craters on some tilesets when it tunnels and emerges. Mole Machines won't get mad at naval units that attack it, and vainly run off
trying to retaliate. All Beyond Revenge units are now the same "size" so that in every case only 2 will fit in a hover
transport. Also a slight strength increase goes to the Chaos Tank.
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Added the Telekinetic Adept infantry unit (only available as a possible Secret Lab build option).
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The order that build icons appear on the sidebar tabs has been reorganized according to technology level. All skirmish country load
screens' text has been altered so that they are entitled by country name, rather than by country special unit, and include unit
description text for both the regular Radar-level special units and for the new Battle Lab-level Beyond Revenge units. The Yuri side
is now referred to as "Yuri's Army" in the country selection drop-down list and on the skirmish loading screen.
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Hover Transports are now built from War Factories rather than from Shipyards, and they are side-specific (Allies will only build the Allied
transport, etc). This is a multiplayer-only change; in the single-player missions, you still need to build them from shipyards.
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Tanya is faster, and when promoted to veteran status she moves a little faster yet. When promoted to elite, she no longer crawls
when under attack. Also, the range of her ability to detect submerged naval units has been extended to match that of Yuri's.
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Boris no longer uses the "Mig Attack Cursor" when targeting buildings, and instead uses the standard attack cursor, so that it's
now possible to see if Boris is in weapon range or not before committing to using his airstrike. Further, targeted buildings will no longer
glow red. They'll still pulsate a bit though (more noticeable on dark maps than on brightly-lit maps).
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Boris's Migs don't do the stupid aerial ballet before firing anymore. They now come in straight and very fast, and fire their missiles
before banking away in a broad, graceful arc. Attack efficiency is greatly increased, so the "recharge time" (time between on
squadron of Migs leaving the map and the next squadron spawning) has been extended. All in all, the effective rate-of-fire of the
airstrike is now less dependent on map size than ever before. And looks a lot better too.
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Removed original Secret Lab boons from all game modes except Beyond Revenge.
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Each additional Prism Tower in a network will add a smaller incremental weapon damage increase, and Telsa Coils have more hit points.
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Missile damage increase awarded to Patriots in v1.6 made them too good against Kirovs. This improvement has been reversed to what it was
in v1.5, but only where Kirovs are concerned. Patriot missile damage remains at v1.6 level against all other targets.
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Naval Shipyards can now be destroyed by superweapons, while retaining the same apparent strength as before.
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Cloning Vats get new building graphics and cameo icon to match. When destroyed the building now releases blue gas (and 50% more gas than
before).
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Ore Processor and Industrial Plant no longer generate ore debris, and instead release toxic gas (similar to the Cloning Vats).
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New colored damage smoke animations (credit: Blade) are used
for the Cloning Vats, Ore Processor, Nuclear Reactor, Miners, Chaos Drone, Chaos Tank, Demo Truck, and Rad Artillery. Refineries and
deployed Slave Miners will release yellow smoke from their smokestacks when a miner or slave delivers ore.
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The Demo Truck's explosion is about halfway between the RA2 pre-patch level and post-patch level, except that it's a lot better against
fixed defense structures. Its radiation lasts noticeably longer, the explosion will rock nearby units that survive the blast, and will
damage walls and destroy trees. Most useful is that it can now be immediately detonated at any time, even while in motion, with the
"deploy" command, and no longer needs to face its target before blowing up.
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Tank Destroyer gets a slight speed boost, and also gets a significantly improved rate-of-turn, which makes it rotating turret even more
useful.
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Red-trailed projectiles are used for elite missile weapons for Black Eagles, Harriers, Destroyer Ospreys, Aircraft Carrier Hornets, Aegis
Cruisers, Apocalypse Tanks, Guardian GIs, IFVs, and GGI-IFVs. For optimization reasons, elite IFVs will only shoot 2 missiles instead of 4,
and elite Apocs will fire 2 missiles instead of 3 - but the fewer missiles do the same total damage as before. Also, Apoc rocket firing
origins are fixed so that the rockets properly appear to be launched from the outboard rocket pods.
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StolenTech MCV prices increased to $5000. Build time is the same as v1.6.
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Navy SEAL's gun can now damage tanks on about the same level as basic infantry like GIs and Conscripts. This also means that he'll start
shooting at enemy tanks on his own, rather than wait until being fired upon. Also gets very short-range ability to detect submerged vessels
(basically he can see them only when right next to them).
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Virus won't target anything but infantry anymore (like Sniper), so she won't waste time shooting back at tanks that she can't damage
anyway.
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Chrono and War Miners can no longer be crushed, just as undeployed Slave Miners can't be.
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Guardian GI's missile now damages tanks in bunkers rather than hitting the bunker itself with no effect. This change applies to GGIs in a
Battle Fortress, Stalin's Fist, and IFV also.
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Area radiation (from Desolators and Rad Artillery) no longer sinks Dreadnoughts and Boomers by making their own missiles blow up on
their decks.
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Chaos Drone price has been reduced to $850, and its weapon firing animation appears to properly come from the gas jets at its head
rather than being played at the ground.
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Chaos Drone and Chaos Tank's gas explosion when destroyed will keep enemies berserk for a longer time.
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To help improve the appearance of V3 rockets in flight, the rocket uses a line trail animation as well as its smoke trailer animation; and
the V3 launcher is limited by a slightly larger minimum weapon range, to avoid the instances when the distance to the target is too short
for the rocket's ballistic path to look good.
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Stalin's Fist tank shell and elite Kirov bomb explosions now create bluish (sort of "electricky") light flashes rather than plain
white flashes.
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Added several modified Yuri cameo icons (by Blade) which
have more consistent backgrounds.
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Create sound for the 3 hero units is randomized among several possibilities, mostly making use of unused sounds. Tanya uses both her YR
and RA2 voices for all actions to give more variety. Spy makes use of unused voices when infiltrating. Guardian GI makes use of unused
voices when a single unit is ordered to deploy; and a single GI uses some selected already-used voices when ordered to deploy. Yuri
Engineer makes use of unique death sounds that were included in the game but not enabled.
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Decreased volume of some GUI sounds to make them less obtrusive; increased volume of some ambient sounds to make them more
noticeable on maps that use them.
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A general revamp of the menagerie: Most animals will now wander of their own accord, and will "panic" when fired upon. Those of
them with weapons will ignore vehicles and buildings and attack infantry exclusively. Those weapons tend to be a bit stronger, with the
Alligator and Polar Bear being the most deadly. Also, the Camel gets a "bite" weapon.
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Vladimir, Pentagon General, and Secret Service civilians can no longer be promoted.
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Navy SEAL death animations while in water now play correctly. Fixed Spy being able to get an attack cursor (for the disguise
"weapon") on Terror Drones and just-beginning-to-launch rockets. Corrected refund for grinding a Guardian GI (was less than
it should have been). Fixed units with short-range attacks getting weapon range bonuses for elevation (applies to Brute, Mutation,
Mole Machine, Mummy, and animals). Prerequisites for some infantry changed to make them require the proper side's technology before they
can be trained.
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Version 1.6 - Released June 2003
Expands upon and continues the balance and gameplay improvements of the previous versions, notably adding support for the
2nd Assault Mappack and beginning support for the "Beyond Revenge" tech expansion. Details of the changes:
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Enabled an evaluation version of the new Beyond Revenge game mode, and added support for the second Assault Mappack.
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Added Beyond Revenge units: the American M1A1 Abrams Tank, the British Crocodile Missile Tank, the Russian Stalin's Fist,
the Iraqi Rad Artillery, and Yuri's Mole Machine APC. These units are buildable in the new Beyond Revenge game mode, are
possible Secret Lab build options, and are possible goodie crate boons.
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The mod is now fully playable in the stock single-player campaigns. The alterations made to support this have required
massive changes, but for the most part, they are of the "behind the scenes" type of changes - IOW, transparent to
the user. However, of necessity, Aircraft Pads and Base Expansion Vehicles/Nodes have been changed to be available only in
multiplayer/skirmish games.
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IFV now uses unique turret configurations for nearly all modes, mainly through the use of
Blade's IFV turret pack. Also added firing
animations for many IFV weapons which lacked them.
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Changed Crazy Ivan's and Chrono Ivan's weapon when in an IFV. Now the IFV is no longer a suicide vehicle when crewed by
these infantry units. Instead, the IFV fires dynamite in a mortar-like trajectory.
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Crazy Ivan now has a ranged weapon which he only uses in an open-topped unit (Battle Fortress and Stalin's Fist). The
animated projectile is courtesy of Blade.
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Increased the range that Tanya, Yuri, and the Psi Corps Trooper can detect submerged naval units, to make this ability more
practical to use.
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USA's Airborne paradrop now gives 10 Special Forces commandos rather than 8, and the paradrop now recharges in 6 minutes
rather than 4. This results in fewer guys over the course of a game while offering a more effective force each time the
paradrop becomes available.
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Tank Destroyer range increased slightly.
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Build time for StolenTech MCVs has been increased markedly. Their price remains the same, but building them will tie up your
War Factory for quite a while longer.
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The Genetic Mutator will now kill Mutations rather than mutate them again. This should eliminate the Yuri vs Yuri GM
stalemate, where neither player wants to be the first to fire the GM. The GM can still be used as a countermeasure to kill
newly-created enemy Mutations, but can no longer "steal" them.
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Increased hit points of the Allied Nighthawk, Soviet YAK-24K, Yuri Transport Disc, and the Paradrop Plane.
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Flak Trooper gets its anti-ground weapon improved a bit. Projectile and warhead art for this weapon is now unique (no longer
just uses Flak Track art).
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Yuri Cloning Vat moves from the armory build tab to the regular building tab, which is where it was in RA2 when it belonged
to the Soviets.
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When playing Capture the Flag modes, all instances of Tech Airports on maps will be replaced with Tech Machine Shops. This
change was made because the Flag already gives players paradrops, making Tech Airports redundant.
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Added the Chrono Yuri infantry unit (only available as a possible Secret Lab build option).
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Removed Psi Corps Trooper (Yuri Clone) from the list of possible Secret Lab build options.
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Replaced the three Base Expansion Vehicle voxels (which were simply rescaled MCV voxels) with a new ones created by
spider-man_2099.
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Replaced StolenTech MCV voxels (which were straight copies of the standard MCV voxels) with side-specific recolored ones
provided by MooMan65. Standard MCVs are
unchanged.
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Added support for Mooman's Capture Pack Flak
Tracks.
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Tech Outpost now leaves rubble when destroyed, in all map theaters, as a tech building should (before, it only did so on
snow maps).
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Flak Trooper and Guardian GI now exhibit yellow pips when in a transport. This is so the player can easily see which
transport units contain infantry with AA capability.
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Modified and improved the Allied Patriot Missile. It now shoots 2 missiles rather than 1; each missile does 60% of the
damage the original single missile did, so total damage done is increased.
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Added new Bridge Repair Hut artwork, so that they no longer look like door-less shipping crates that no one could fit in.
Also added an arctic version for snow maps.
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Updated the billboard images to reflect CR's current home, C-GEN, and now includes damaged animations, thanks to excellent
artwork created by Sypher_5.
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Added "It Came From Red Alert" drive-in movie screen animation to replace the silly fruit animation for the same
building. This animation was created by
Sypher_5,
SeaMan and
Blade, as available from
PixelOps.
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Fixed firing origins of the Rhino, Grizzly, and Lasher tanks, and fixed the Sentry Gun so that it appears to fire from both
barrels.
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Grand Cannon uses a new projectile trailer animation.
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spider-man_2099 recolored his Gattling Boat
and Transport Disc voxels for better appearance and for better integration into Yuri's army, and updated his Gattling Boat
voxel so that the turret now animates when firing.
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For consistency with the other naval yards, the Yuri Sub Pen has been renamed to the Yuri Shipyard, and its cameo icon
altered to match the other sides' labeling. After all, Yuri doesn't just build subs any more.
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The three sides' Engineers each use unique cameo icons, rather than all sharing the same one.
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Lots of new cameo icons added to the mod, many thanks to
Blade. Virtually every cameo icon added since
the mod's first release has been improved in appearance to some degree.
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Lots of mod bug fixes: USA can no longer build Harriers in Meatgrinder and Naval War; Soviet AI no longer builds an
Industrial Plant in Meatgrinder; Fixed a few building prerequisite inconsistencies in MegaWealth; Fixed several building
prerequisite inconsistencies in Unholy Alliance mode, and at the same time, changed many to allow a broader ability to jump
from tech to tech for build orders; Fixed Korean players not being able to build any sort of Rhino or Lasher Tanks, not even
Capture Pack versions; Assault Flags now immune to time-warp weapons to prevent Chrono Legionnaire crashing the game in
Assault game modes; fixed elite Crazy Ivans having a slower rate of fire when placing bombs; Fixed weapon firing origins for
the Typhoon Attack Sub and Sea Sled when firing at organic targets.
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Version 1.5 - Released October 2002
Expands upon and continues the balance and gameplay improvements first seen in v1.0. Details of the changes added in this
release follow:
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Added new game modes: Assault, Assault (FFA), Team Assault, Capture the Flag, and Team CTF. Assault modes are
available in skirmish, CTF modes are not. These new modes require an additional mappack available separately. SuperBattle,
Super Free-For-All, and Super Team Alliance modes now ignore superweapons menu toggle.
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Players can queue up to 50 units on the infantry and unit build tabs rather than just 30.
-
Base Expansion Vehicle & Node: New unit added for all 3 sides. BEVs are like baby MCVs which deploy into Node
buildings that allow other buildings to be built adjacent to them.
-
Capture Pack vehicle support added for the 3 sides' basic tanks. When you build a basic tank belonging to another side, that
tank will use your side's color scheme.
-
New voxels and cameo icons for Soviet YAK24-K Transport, Yuri Gattling Boat, and Yuri Transport Disc.
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More AI improvements. You'll like them :)
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Lots of new artwork throughout the game. This includes brand-new building artwork for the Expansion Nodes and Assault
Flag, also modified Mayan Ruins buildings so that they're garrisonable, and a really cool animated billboard. Some infantry
now have arctic images. Some cameo icons have been "updated" too. Several new warhead explosion animations as
well.
-
Hero units get some boosts. All 3 are now harder for tanks to kill. Tanya is stronger and can detect submerged units
when close enough. Boris's MIGs are now unstoppable and will destroy any building in one strike. Yuri (Prime) can detect and
mind-control submerged naval units.
-
American Special Forces Commandos now use miniguns when in a Battle Fortress. Previously they were no better than GIs in
BFs.
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Terrorist weapon adjusted so they are not so overpowering, and the AI should consider enemy Terrorists to be greater
threats.
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Elite Brutes are better than before, and Mutations get all-round improvements to make them even nastier.
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Yuri Clone renamed to Psi Corps Trooper, and Yuri Prime renamed to Yuri.
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Psi Corps Trooper (Yuri Clone) can detect submerged naval units (but cannot mind-control them unless forced to
surface).
-
Psi Commando is stronger, faster, and can now mind-control up to 3 units at once. However he now uses no weapon at all
when in a Battle Fortress, and his C4 no longer works on bridges.
-
Chrono Ivan's bomb now detonates instantly if it is placed on a building, and will always destroy such a building
rather than just damage it. He also now blows up when killed just like Crazy Ivan does.
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Grizzly Tank shot is now slightly better against buildings. It's still not very good when used this way, but at least
it's no longer totally pitiful.
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Decreased build time of Rhino Tanks so that they are built in the same amount of time as Grizzlies and Lashers. Believe
it or not, with all details taken into consideration, this is fair.
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Chaos Drone is not fooled by Mirage Tank disguises. Self-heal added. Hit points increased to a level which is
approximately halfway between where it was when the game was released, and what it was nerfed to with the 1.001 patch.
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Terror Drone is also not fooled by Mirage Tank disguises. This means Terror Drones are now effective Spy defense,
too.
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Apocalypse Tank gets a small incremental range increase on its tank shot. Rocket improvements as well: Slightly better
against the weaker infantry armors, and better range when targeting air units. Apoc also can "see" (unshroud)
further.
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Lots of small improvements to the Siege Chopper, which when all taken together, improves this unit's overall performance
markedly.
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Harrier and Black Eagle now have anti-personnel attacks: Harriers use bullet rounds and BEs use napalm. These are
area-effect attacks, and can cause light collateral damage. Elite Harrier and Elite BE missiles damage toned down a bit.
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Aircraft Carrier launches 4 planes rather than 3, however these planes taken together do exactly the same amount of
damage as before (each plane does 75% of previous damage. Includes their crashing damage too). ACCs now self-heal since they
can't be promoted.
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Dreadnought hit points increased by 25%, to make up for the fact that it cannot effectively defend itself.
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Mirage Tank no longer gives itself away with a target cursor when it is disguised (returns to the RA2 way of doing
this).
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Prism Tank weapon effectiveness reduced against heavy tanks.
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Passenger capacity of Yuri Transport Disc increased to 4.
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Chrono Miners and War Miners now play engine sounds when moving, as most other vehicles do.
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Grand Cannon reworked, both in rules and in art. Bottom line, things should not only look better, but cannon-crawling
should now be much less of a good idea. It's still extremely formidable defense, which is what it was intended to be.
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Stronger infantry types (like Tanya) now tend to survive refinery and miner explosions.
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Allied Power Plant produces more power, is stronger, and takes the same amount of time to build as the less-expensive
Tesla and Bio Reactors.
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Allied Aircraft Pad (and the Secret Lab Black Eagle Pad) cost is increased to $750.
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USA's Air Force Command, still costing $1500 vs the regular AFC price of $1000, can now be built just as quickly as any
other radar building despite its higher cost.
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Ore Purifier gets a small increase in hit points, putting it equal to the Industrial Plant and Cloning Vat.
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Allied AI builds SpySat Uplink. Yes this is pointless, but it's the principle of the thing.
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Fire animations (the flames you see on burning buildings) now play their fire-burning sounds at a higher volume.
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Added support for playing the RA2 music tracks in addition to the YR music tracks. Requires a simple user modification to
enable this (optional).
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Art code bugfixes: Fixed weapon firing origin of Mirage Tank (bug introduced in v1.0). Fixed weapon firing origin of
Flak Cannon. Tech Power Plant flag now animates without having to be captured first. Tech Airport no longer shows a riot of
"hidden object" indicators when units move behind it. Reduced instances of draw order problems with Yuri's
Grinder. Fixed several minor graphical problems with Allied Aircraft Pad and Black Eagle Pad. Mutate animation now depicts
the mutating of a unit into a Mutation rather than into a Brute.
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Rules code bugfixes: Fixed unlimited range of Destroyer's Osprey. Osprey and Aircraft Carrier's Hornets no longer score
as kills. Yuri Genetic Mutator building hit points reduced to match IC and CS buildings. Can no longer build all 3 wall
types in some single-player missions by simply owning any barracks (bug introduced in v1.0). Spy no longer steals over $100K
from the AI (bug introduced in v1.0).
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Version 1.0 - Released May 2002
Literally hundreds of modifications, many of them subtle, work together to create a level of balance never before seen in
Yuri's Revenge (and for that matter, Red Alert2 either). No more useless and pointless units, and no more easy early game
rushes! New units include air transports for the sides that lacked them, and the expansion of Yuri naval forces into a
proper navy. Many AI enhancements as well.
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