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Any Ares mods out there which build upon normal YR gameplay?
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun Apr 07, 2013 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

I think a mod launcher should be available, it would save me like 2 GB of hard disk space because I copy the whole game for new mods. And yes GD is like an electron, with a negative charge.

* * *

I have kept the squid for soviets for now, Yuri has a manta-ray that works like a dolphin but is mechanical, and it can also transform into a land hover unit and an air one... soyeah (?)

THe thing is, as Speeder once said, Yuri has very little units compared to other sides, leaving holes everywhere in the army. And Soviets have a lot of near useless units. Siege chopper is bad because it lacks range and firepower and is expensive, v3 is slow and weak and can only properly attack buildings where it's easily countered, flak troopers suck -for 200 more you get a flak track which is faster, fires more, more resistant etc. and houses soldiers, etc. It is absurd apocalypses get crushed by battle fortresses.
And the Units Yuri does have, however, are mostly unbalanced - Clones beat any unit on 1 vs 1, gatling attacks are insanely powerful vs infantry, aircraft, light armor and buildings, and of course the initiate just rapes anything on the ground that is not walled by the price of a GI and no need to deploy, Magnetron just pwns when correctly used...

In my mod, i have already adressed all of these failures (Gattling sub and trooper and zeppelin for Yuri, warhead changed, no more gattling tank but AA battery,
Initiate is changed and replaced by faction-specific balanced basic infantry, new mind-control sub, new missi now "kraken" replaces no more Mastermind but "omega platform" and "magnet tank", magnetron disables vehicles, not lifts them, )

Soviet: no more siege chopper,  V3s are more efficient complemented by Katyusha and replaced by mobile ICBM late game, new anti-air, Tesla Coils can attack air if provided with enough charge times, etc. most units and infantry of the game are new or changed...

But since I introduced a total of over 100 new units and many buildings (although supressed others and like half are faction-dependant), still a lot of balancing to do...

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Apr 08, 2013 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I have an issue with the zepplin.... its armor is so weak it could be brought down with one shot, seriously think about the vehicle....manta to transform into land hover??? gattling sub??? makes no sense either.....save you space? You need 2 gig? either get a bigger hard drive or flash drive/my book/external drive.....

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Apr 08, 2013 1:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Removing the Mind Control is like removing Yuri's Gimmick all together.

Psychic Units can be countered with Dogs,Terror Drones & Robot Tanks

Apparently you don't know how to make use of Siege Choppers if you deem them "useless".

A Common fix for Rockets is to increase their speed & armor which surprisingly makes them usable again. (If your attacking from an angle which has 10+ Anti-Air your doing it wrong in the first place)

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