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Red Alert 2 Specific Logics/Behaviors?
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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Tue Oct 17, 2023 1:50 am    Post subject:  Red Alert 2 Specific Logics/Behaviors? Reply with quote  Mark this post and the followings unread

I couldn't find a topic on this subject, but as I've continued modding and trying out different logics with Ares and such, I've become curious about it.

Are there any logics that are present only in Red Alert 2 and not in Yuri's Revenge?

The only one that comes to mind is that AI GIs were far more devastating, because they would ALWAYS deploy when they reached their target, at least against buildings, and would annihilate them in seconds if you lacked defense. But to my memory, YR GIs/GGIs usually don't deploy unless required to by an AI script like when they would deploy them by a barracks or refinery for defense. They do at least deploy when simply on guard in their base, but when they're actually sent out to attack, they stay undeployed.

And maybe I'm completely wrong that they don't still do this in YR, but they certainly don't in my mod, and I'd like to see if that's possible.

But again, I'm really just interested to know if there are any RA2 logics that don't apply in YR.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Oct 17, 2023 3:16 am    Post subject: Reply with quote  Mark this post and the followings unread

In RA2 the area guard mission logic 11,11 combines auto-deploy and auto-garrison possibilities into it. In YR I believed they moved/removed part of that to use explicit garrison actions for the AI, which was then expanded upon for things like Yuri's power and grinder.

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Tue Oct 17, 2023 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

the psychic sensor detects underwater units in ra2 but not yr.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Oct 18, 2023 3:50 am    Post subject: Reply with quote  Mark this post and the followings unread

CnCNet uses YR engine and gives RA2 mode. You might get more info finding out the implemented changes.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Fri Oct 20, 2023 1:49 am    Post subject: Reply with quote  Mark this post and the followings unread

All great points, thank you!

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Fri Oct 20, 2023 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well there is that thing in RA2 where you can send infantry units into the Cloning Vats to recycle them like a proto-Grinder. Not only that but it would also reverse engineer infantry and make them buildable if you like sent a GI in there (as Soviets). Ares re-enables and expands it but in vanilla, it's a feature that just doesn't come back in Yuri's Revenge and the recycling function was moved wholly to the Grinder with the Cloning Vats no longer having any functionality beyond spitting out a duplicate of whatever infantry unit you create.

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Sat Oct 21, 2023 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think it was planned at one point to make infantry types clonable, but that logic was never added as far
as im aware

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