Red Alert 3 Synergy Yuri Mod
Condition Red: Rise to Power is a mod for Command & Conquer: Red Alert 3, created by FOXTec Mods.
Description:
Mental Omega APYR is a mod for Command & Conquer: Red Alert 2: Yuri's Revenge which aims to reimagine and revamp the game by adding new units and features in the original game, de facto being an unofficial expansion pack. The mod also comes with a brand new storyline and a campaign for all the three sides - the Allies, the Soviets and Epsilon (Yuri's faction).
Reborn on the RNA engine, the RA2 and YR story will be relived with real time 3d graphics. We of the ConRed team are aiming to recreate the gameplay of Red Alert 2: Yuri's Revenge on the Red Alert 3 engine, with a new Yuri Campaign. Later on, we will be working on a mod that is an expansion to this one; Condition Red: Rise to Power. The setting of the mod will take place after the events of YR, with Yuri in the psyonic prison. This allows us the create a whole new story continuation, with a lot of new content.
To install:
Unzip to your 'C:Users<username>DocumentsRed Alert 3Mods' folder. Blood bowl star player cards pdf writer online.
Report problems with download to [email protected]
see morePopular files for Command & Conquer: Red Alert 3
Name | Type | Size | Date | Total | 7 days |
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Command & Conquer: Red Alert 3 - v.1.12 ENG | patch | 421.2 MB | 7/17/2009 | 20.2K | 140 |
Command & Conquer: Red Alert 3 - Red Alert 3 Mod Loader v.115021 | mod | 765.2 KB | 9/9/2019 | 4.7K | 62 |
Command & Conquer: Red Alert 3 - Red Alert: Armor Rush v.3.053 | mod | 189.8 MB | 9/9/2019 | 1.3K | 31 |
Command & Conquer: Red Alert 3 | demo | 1867.2 MB | 11/25/2008 | 17.8K | 31 |
Command & Conquer: Red Alert 3 - Red Alert 3 Reloaded v.1.2 | mod | 542 MB | 1/15/2018 | 3.9K | 25 |
Command & Conquer: Red Alert 3 - Psysonic Omega v.1.1 demo | mod | 257.1 MB | 4/20/2020 | 617 | 23 |
Command & Conquer: Red Alert 3 - RA3 Science v.1.88 beta | mod | 1987.4 MB | 4/4/2020 | 88 | 23 |
Command & Conquer: Red Alert 3 - RA3:Invasion v.05 (Demo) | mod | 23.5 MB | 2/27/2019 | 1.4K | 22 |
Command & Conquer: Red Alert 3 - Red Alert 3: Advanced v.1.2 | mod | 152.9 MB | 9/11/2019 | 3.7K | 21 |
Command & Conquer: Red Alert 3 - Red Alert v.1.2 | mod | 408.7 MB | 3/2/2015 | 6.4K | 19 |
Command & Conquer: Red Alert 3 - Eastern Loong v.1.01 | mod | 1126.2 MB | 7/15/2018 | 1.6K | 17 |
Command & Conquer: Red Alert 3 - Command & Conquer: Alternate Universe v.2.50b.f | mod | 428.3 MB | 11/20/2017 | 1.5K | 13 |
Command & Conquer: Red Alert 3 - RA3 Advanced AI v.1.2 | mod | 1.2 MB | 10/14/2018 | 837 | 12 |
Command & Conquer: Red Alert 3 - Condition Red: Rise to Power v.0.12 Alpha | mod | 132 MB | 4/25/2017 | 2.1K | 12 |
Command & Conquer: Red Alert 3 - Revolt of the Generals v.0.1.1.beta | mod | 285.9 MB | 11/20/2017 | 4.5K | 8 |
Command & Conquer: Red Alert 3 - Jonny's Superior AI v.1.08a | mod | 1.6 MB | 4/25/2017 | 2.1K | 5 |
Can someone pls explain how to deactivate sw? I know there are some mods like shock therapy or revolution but i want to deactivate it for any mod.There must be a little file or script that can be placed in the game data.Or some modder can explain how it works?
Its absolutely annoying to play with SW no fun every 5 minutes u must care about the sw buildings i want to turtle and fight the war on conventional way build huge armies to roll against the enemy.How the hell they couldnt implement this little option is it so hard to do that? Allmost all other C&C titles have this option why not RA3 for god sake. I know this is an old question, but in the event anyone else is looking for an answer.
I don't believe you can on the steam version. I had RA3 hard copy, and I was able to use a 'noswmod' (no super weapons mod) to disable them - but I couldn't seem to get that mod to work for the steam version. Not sure why that is, but it's pretty stupid because the game is a lot more fun in my opinion, when you disable the constant super weapon use - at least against AI. Obviously, there's no option to do this in-game.what a waste. Originally posted by €xCaL!BuR VipeR78: allmost all other C&C titles have this option why not RA3 for god sake:ss13down:To answer that: They don't want you to play turtle. The use of superweapons are meant to break turtlers, the option to turn it off would only be favoured by turtlers.I mean, look at Red Alert 2 for example, the community is divided where one group loves SW and another wants it off and they avoid playing with each other.
Then the games where SW is off ended up in a boring turtle camp fest as this 'strategy's weakness is removed. And in YR, Soviet is brokenly underpowered against Yuri without Iron Curtain.I've seen people said this on how it would break the games and the already-small C&C community, some people think SW off is a turtler-biased option. Anyway, if people are turtling, then they would be at disadvantage already not to the superweapons, but for camping long enough to let the enemy tech up - where not only SW are built, they would probably have a large army that is more of a threat than the SW. The SW is just support to the main army (as in any C&C game).Off course, there's nothing wrong to mod the game to your own liking if you want to play offline skirmish. They just don't want no-SW games to be part of the official game.
Originally posted by €xCaL!BuR VipeR78: allmost all other C&C titles have this option why not RA3 for god sakeTo answer that: They don't want you to play turtle. The use of superweapons are meant to break turtlers, the option to turn it off would only be favoured by turtlers.I mean, look at Red Alert 2 for example, the community is divided where one group loves SW and another wants it off and they avoid playing with each other. Then the games where SW is off ended up in a boring turtle camp fest as this 'strategy's weakness is removed.
And in YR, Soviet is brokenly underpowered against Yuri without Iron Curtain.I've seen people said this on how it would break the games and the already-small C&C community, some people think SW off is a turtler-biased option. Anyway, if people are turtling, then they would be at disadvantage already not to the superweapons, but for camping long enough to let the enemy tech up - where not only SW are built, they would probably have a large army that is more of a threat than the SW.
The SW is just support to the main army (as in any C&C game).Off course, there's nothing wrong to mod the game to your own liking if you want to play offline skirmish. They just don't want no-SW games to be part of the official game.Ok thats a good point but if they would implement just a little button for SW on and off what would be the problem? If people like it they turn it on if not people turn it off problem solved.Or at least an anti nuke rocket building like in supreme commander.
Its ♥♥♥♥ed up cant do anything against a nuke hitting ur base but this is just my opinion. From a game design point of view, Super Weapons play a crucial rule in the game's counter system to ensure a diversed pool of viable strategies. Super Weapons are extremely under-powered in competitive gameplay, even after they halved the production costs of SW in a patch years ago. Most of the time, Super Weapons are just a large investment you could have used to boost your economy or expand ur army. Most skilled players would not give you a chance to charge up your SW, especially in late game where SW are unlocked. Even if a SW is unleashed, its effect is far from devastating, unless you successfully catch the majority of your opponent's army. So SW needs to be buffed hard, if there would ever be another balance change, as there hasn't been one in a decade.
And don't be intimidated by SW's at all. Originally posted by:From a game design point of view, Super Weapons play a crucial rule in the game's counter system to ensure a diversed pool of viable strategies. Super Weapons are extremely under-powered in competitive gameplay, even after they halved the production costs of SW in a patch years ago.
Most of the time, Super Weapons are just a large investment you could have used to boost your economy or expand ur army. Most skilled players would not give you a chance to charge up your SW, especially in late game where SW are unlocked. Even if a SW is unleashed, its effect is far from devastating, unless you successfully catch the majority of your opponent's army. So SW needs to be buffed hard, if there would ever be another balance change, as there hasn't been one in a decade. And don't be intimidated by SW's at all.This.In some cases like in C&C3 / Kane's Wrath some of the supers are outright useless too, take the Ion Cannon for example, telegraphing its entire attack and having a smaller splash radius than the others.