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Red Counter Strike - Civilian Tech Assets - 1
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Feb 28, 2024 12:46 am    Post subject:  Red Counter Strike - Civilian Tech Assets - 1
Subject description: The next industrial revolution is here!
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Comrade Generals! The developers from Red Counter Strike have recently shared some bits of the recent progress on their project. Red Counter Strike is a modification for Red Alert 2: Yuri\'s Revenge with Ares that brings the vision of the mod\'s author into the game. That means, among other things, more realistic military hardware from the Cold War era while maintaining the wacky technology from Red Alert 2, such as the prism, the tesla technology, etc. It also enhances the armor system, thanks to Ares, providing more combat roles for units, increasing the complexity of handling an army, and increasing the need to mix different units in battle. Here are the official words about it:

Quote:
It's high time that an article series is made to cover the tech structures and other civilian tech assets that will be newly introduced to the Red-Counter Strike mod.

When making these assets (made by Yuri_Prime), I thought it would be a good idea to give the players and then future mappers a good chunk of material to play with in the map editor and in-game. Not only that, but it also introduces an Economy configuration system that the player gets to choose from in the game lobby menu before starting the game. Now, without further ado, let's begin:

  • Tech Power Plant and Tech Advanced Power Plant:

First, some of the tech power support structures. Wanting to remain faithful to the original Command & Conquer titles, the Tiberian Dawn era power plant has been introduced to the mod. Its functionality is basic; it provides the player with a power output of 350 units.









The upgraded version of the normal powerplant gives the commander a better boost of power output. It gives 500 power units.









A further expansion to the civilian industrial assets was needed, in my opinion. As a Modder, I found the original title, although having a good variation of functionally distinct tech structures, I never shook off the feeling of needing to have and wanting more variety.

  • Tech Ore Silo and Oil Silo:

Old-New structures, unlike the Tech Oil Derrick, both structures will give the same amount of income that Oil Derrick gives but it takes more time per credit transfer. Both give about 10$ every 20 in-game seconds as opposed to oil derrick that give 10$ each 10-ingame seconds. However, where the silos shine (quite literally and no pun intended) is that they give twice the initial capture resource, oil derricks give 1000$ on capture; the silos give 2000$ on capture.









A minor difference between both buildings is that the oil silo explodes violently upon destruction.

So be careful when stationing or deploying units around it or near it.



  • Tech Ore Refinery:

A trans-era ore refinery is your go-to structure to capture if you need another ore processing point, as the name suggest it functions like normal ore refineries but with two added benefits, it will give the commander 2000$ credits on capture since it has stored ore inside. The second benefit is it will give the commander a free tech ore miner (Made by Crazy_Bird) every 15 in-game minutes and on top of that; upon capture a free miner is granted before the next one is sent thus helping the commander of mining more ore resources in the long run.



  • Tech oil Refinery:

Inspired by some of the civilian assets from Command & Conquer Generals, the tech oil refinery is the better oil derrick. Upon capture it grants 3000$ credits for the commander, also it gives 30$ each 10-ingame seconds. Again, keep in mind this refinery will explode violently, even more than the normal oil derrick or oil silo. However, it's sturdier than other oil related structure assets.



  • Tech Power Transformer Station:

A unique structure that has been added to the roster. Although it gives no power, it boosts the power output of all powerplants the commander has by 15% making it a very useful asset for commanders who need extra power to be produced. The power boosting capability is all thanks to PHOBOS logic expansion to make the logic exist and the power boosting happen.











For the Economy Configuration system, the reason for its addition is that I want players to have rudimentary control of the credit values in-game. That said, I did not want to ruin the mod's fun aspects nor tamper with the original game's values to not ruin the experience either.









Alright, here is an explanation of the following:


    • Standard: for those who are seeking a slow-paced game with methodical approach whilst training limited units to get the job done. This is technically what is intended for the mod. It will be a little challenging to get to the ten thousand credit mark, but doable.

    • Enhanced: same as standard but the tech structures and eco-boosters are enhanced to be actually a lot important to capture / construct. For those who want a little more economy boost in the game.

    • Vanilla: Red Alert 2 standard mark, ore/crystals/diamonds values are further enhanced to match the economy style of the vanilla game. For those who want a quicker fast paced game being able to build more units, relying less on the slow methodical approach.

    • Augmented: For casual players who just want to have fun and ditch the whole methodical approach. all values are further enhanced, have fun.

Now here is an example difference between the standard and vanilla configurations:









Note: vanilla game default speed is set at fast (30 FPS).



Alright, that is all for today. Stay tuned for the next update. Until next time !


You can find more information about Red Counter Strike by visiting the ModDB Profile. And that's all regarding Red Counter Strike for now. Stay tuned at PPM for more news about Red Counter Strike!


Key Words: #News #RedAlert2 #YurisRevenge #Ares #RedCounterStrike 

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