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Version 2.3 | 21.05.

2019

Red Alert 2: Intelligence Tech


is an unofficial modification (mod) for Red Alert 2:
Yuri’s Revenge.
Created by: Wiwi-maX, 2015-2019.

You may not making any modifications on this mod, and publish as yours.
For every part which you need to use, you must credit Wiwi-maX.
This mod includes: Ares - A Yuri's Revenge Expansion DLL v2.0p1 | https://launchpad.net/ares

To play this mod you only need clean install of:


- Red Alert 2 v1.006,
- Yuri’s Revenge v1.001.

Be sure that you have no any additional file to your RA2 (game installation) folder before installation!

Red Alert 2, and its expansion pack Yuri’s Revenge are registered products and trademarks of their
respective owners. (Electronic Arts).

DOCUMENTATION
(FULLY UPDATED)

Initial plot of the mod version 1.0 - 1.5


The name for the mod comes from one particular reason - functionalities of the Spy unit in the
game are so much restricted. In the real world when Spy is infiltrated somewhere he will steal plans,
maps, projects, ideas and other interesting materials from that place. In the game infiltrated spy will
give the player just Chrono Ivan, Chrono Commando or PSI Commando. This is so unrealistic.

Current plot of the mod version 2.0 – 2.3


The following takes please after
events of RA2YR IT v1.5 and before RA3:

Japanese almost completely destroyed by the Soviets in events of RA2 and YR, somehow
manage to preserve their space program untouched. They sent a probe with a rover from their secret
space mission in exploration mission at two locations, primary at location of landing side of Yuri's
Rocket, and secondary at ruins of Yuri's Command Center in his Luna base. There have been found
documents that ware pointing to a secret location of some sort of lab complex on Earth for some
Psychic-related project codenamed "Omega" that involves subject with aggressive psychic capabilities
different than Yuri's. The subject was Japanese girl which Yuri gave her a name by himself: Yuriko
(officially as: Yuriko Matsui). Most of the people that know about this founding and depending of fact
that "-ko" in Japanese often means "daughter", believe in that, that Yuri is at least genetic ancestor of
the girl or in simple words they believing that he is the actual father of Yuriko. Yuri has died in events of
RA2IT v1.5, and his DNA material was destroyed from safety reasons by Japan.
GLOBAL NEWS:
Countries:
1. Cuba is replaced by China.
2. Libya is replaced by Iran.
3. Iraq is replaced by Turkey.

4. North Korea is added as fully new country.

5. Yuri side is replaced with Japan.


Yuri is officially dead, but his mind control and genetic technology are preserved.
Master mind tank can be build, and when Yuriko is in IFV can capture units and buildings.

Depending on mod v2.0 story, Yuri died in events of RA2:IT v1.0-1.5, and his DNA material was
destroyed from safety reasons by Japan, so he or any of his derivatives cannot be made anymore, that
means that:
- Yuri,
- Yuri Clone,
- Yuri Prime,
- Yuri Psi-Troop / Commando,
are not available anymore for any side. However Mastermind tank and all other Psychic structures as
Psychic Tower, Psychic Beacon, Psychic Sensor feature are still here, and act as before, also when Yuriko
is in IFV can capture units and even buildings as Yuri (Prime) does.

6. [v2.1] - All tracks (songs) from RA2 and YR are playable.

7. RA2:IT doesn't include campaign mode. In according with that the button 'New Campaign' from 'Main
Menu' -> 'Single Player' is disabled.
More of the campaigns are broken, they are simply not compatible with the mod.

8. [v2.3] NEW Interface features:


1. TogglePower OFF / ON with the "O" key from the keyboard. (AI / Computer player use this);
2. Save screenshoot with "Shift+S".

PLAYER COUNTRIES:
Allied:
USA
Germany
UK
France
South Korea
Soviet:
Russia
Turkey
Iran
China
North Korea

Japan (Ex. Yuri).


NEW SPECIALS:
1. Special to Japan
- Yuriko Matsui a.k.a. "Omega" (Yuri's daughter)
- Yuri Hover MCV as Japan Hover MCV
- Japanese Aircraft Carrier (with Boomer Torpedoes)

2. Special to North Korea


- I.C.B.M. Launcher | V3 is disabled - ICBM Launcher brakes V3 functionality, but ICBM settings
ware set on it, to work on campaigns. (Do not report bugs about V3.) (Campaigns from v2.1 are
disabled.)

3. Special to USA
- Drone (U.A.V.)

4. Special to UK
- British Sabotager (Spy with C4) - Enemy needs to build wall around Construction yard, and a lot
of dogs.

5. Special to Turkey
- Allied reverse-engineered mixed-tech Stealth MIG.

6. Special to Iran
- Iranian Demolition Truck deploys into Iranian Mini Nuclear Reactor, and Iranian Mini Nuclear
Reactor* undeploys into Iranian Demolition Truck.

7. Special to China
- Chinese Vehicle Duplicator (Vehicle Cloner)

8. Specials to South Korea, France, Germany and Russia are the same.

Old specials that are not specials anymore:


- Desolator has all Soviets
- Swim-Terrorist has all Soviets
- Sniper have all Allied
- Paradrops have all sides.

So, what other is included in this mod?


- All sides by default have the following structures (included in combat section):
- Gates;
- [v2.1] - Barricades; road signs; prison fence; sandbags need “Resistance Warehouse”
Resistance Warehouse - produces Flint Westwood, Arnie Frankenfurter, Sammy Stallion.
- [v2.3] - Electrical Pole A/B
- [v2.3] - Electrical Pillar
- [v2.1] - If you capture some Tech structure*, that structure is immediately available for you to
build it from the side bar.
* PowerPlant, Airport, Machine Shop, Secret Lab, Outpost, Hospital, while Oil Derrick was
excluded because is not realistic to be able to be built everywhere on the map; ground doesn't
contain oil everywhere.

- All sides by default have following units:


- Spy; Hijacker; Medic; Stealth Mobile Generator; Paradrop Plane; Repair Ship;
- Spy Submarine with powerful sensors to reveal all submarines, giant squids or dolphins on the
battlefield.
- Airfield Excavator – which deploys into Airfield anywhere on the map.
- [v2.3] - Electrical Pillar Carrier

- All sides with capturing of Tech Hospital will get:


- Medic Rocketeer

- [v2.3] All sides with capturing of Tech Outpost will get:


- Mechanic Rocketeer for repairing air units - very useful for all air units when they are above
water.

- All sides with capturing of Tech Airport will get:


- Carryall: can transport vehicles around the map
- Light Transport: passengers can also shoot out
- Heavy Transport

- [v2.1] - Tech Airport changes:


"Tech paradrops" now need both Tech Airport and Tech Outpost.
"Invasion paradrops" is a Tech Superweapon that is available only if Superweapon box (WMD &
Defenses) in "Skirmish" is enabled.
Invasion with 48 paradrops from different squads from all 3 sides carried by 6 planes gives a feel
like Russian invasion with paradrops on Pentagon in first Soviet campaign in original Red Alert 2.
NEW "Invasion paradrops" SUPERWEAPON is fully operational with 3-split voice for all sides,
with complete message system for all players and the player who fires it, and AI setting for
computer player to defend himself from it. Also the AI (computer player) uses the superweapon
normally as any other original superweapon.

Known Issue/Bug: Beep signal on loading screen when is loaded map with Tech Airport on it, probably
because it is considered as Superweapon building.

Pre-requires infiltrated SPY in enemy’s laboratory (Stolen Tech) legend:


requires Allied's Stolen Tech
requires Soviet's Stolen Tech
requires Japan's (Yuri's) Stolen Tech
[v2.0] requires Custom Stolen Tech
Allied:
Buildings:
What’s new:
- Allied Cloning Vats
- Fallout Shelter (is an Allied bunker enough stronger to withstand nuclear attack, and also is
very useful to hide infantries from genetic mutation attack)
- Barricades
- Prison Fence
- Road Signs: A, B
- Sandbags
- Gates: A, B
- Allied Ultra Power Plant (removes need of Allied Nuclear Power Plant which become obsolete
in RA2:IT v2.0.)
- [v2.3] - Electrical Poles: A/B
- [v2.3] - Electrical Pillar

What is changed:
- Robot Control Center: gives: Titan, Wolverine; Superweapon=Robot Paradrop
- [v2.1] - Gap Generator was disabled for computer player. Gap Generator makes sense only in
human-vs-human scenarios. Using this building by AI (computer player) no makes any sense
because computer anyway knows where the human player is located on the map and that is not
a fair play.
- [v2.3] American Carrier Nimitz's hornets when get promoted will become cloaked (stealth).

Super Defense:
- Armory: produce veterans from your infantries - requires Weather Control already built and
Soviet's Stolen Tech.
- Prism Tower - now beside anti-ground is also anti-air*, and can become veteran building,
which combined with multiple prism towers network de facto becomes base Super Defense.
[v2.0] Prism chain of supporting towers now is limitless.
*This is the reason why Patriot Missile is gone.

Units:
What’s new:
- Allied Medic
- Titan
- Wolverine
- Mobile Stealth Generator
[v2.0] - Mobile Stealth Generator now is Immune To Psionics.
- Paradrop Plane (You need to hold CTRL and then with mouse click to drop units on the map.)
[v2.0] - Now the Paradrop Plane is not bound to the airpad, so you can use the last pad
and build one more aircraft per airport/airfield, however still one free pad on airport is
needed how you can build another Paradrop Plane, because the airport produce it.
- B2 (uses similar electric bombs as Kirov's blimpbomb)
[v2.0] - B2 Bomber now use real stealth technology (it is cloaked when is landed and
while flying, and shown/de-cloaked when attacks).
- Spy Submarine (with powerful sensors to reveal all cloaked enemies (underwater) - all
submarines, giant squids or dolphins)
- Allied Repair Ship
- Aircraft Carrier Nimitz (6 hornets)
- Nuclear Submarine
- Airfield Excavator – which deploys into Airfield anywhere on the map
- [v2.0] Advanced Chrono Miner - Allied have it by default after building Einstein's Lab.
- [v2.0] Chrono Stealth Destroyer, requires playing with any allied country and built Einstein's
Lab.
- [v2.0] Genetic Mutator Tank - player need to infiltrate a spy in the Genetic Mutator
(superweapon), one tank is not enough to convert veteran unit in brute.
- Hijacker (steel vehicles)
- [v2.0] [SPECIAL: USA] - Drone (U.A.V.)
- [v2.0] [SPECIAL: BRITISH] - British Sabotager (Spy with C4) - Enemy needs to build wall around
Construction yard, and a lot of dogs to protect from this unit. This forces human players in
LAN/Internet scenario to build walls and gates around its base, so how they can protected it
from Sabotagers.
- [v2.3] - Electrical Pillar Carrier

What is changed:
- Tanya (arctic version added)
- Allied Engineer: can swim (has its own boat)
- Spy (paradrop mode added)
- Landing Craft: passengers can also shoot out.
- Prism Tank: now beside Anti-Ground, it is Anti-Air also.
- Night Hawk: passengers can also shoot out
- Chrono Ivan: can swim; [v2.0] - When Chrono Ivan is promoted in Veteran status then he
"learn" how to become Immune To Psionics.
- Chrono Commando (arctic version added); [v2.0] - When Chrono Commando is promoted in
Veteran status then he "learn" how to become Immune To Psionics.
- British Sniper: can swim, and is not only British - now Sniper have all Allied
- [v2.3] - When Tanya is promoted in Elite status then she "learn" how to become Immune To
Psionics.

Soviet:
Buildings:
What’s new:
- Airbase (with x3 MIGs (Boris version)) - replaces Soviet Radar
- Space Center: function: SpySat; gives: Cosmonaut
- Naval Grinder
- Old Soviet Cloning Vats
- Old Soviet Psychic Sensor with smaller radius: 12 (Yuri's has: 15)
- Barricades
- Prison Fence
- Road Signs: A, B
- Sandbags
- Gates: A, B
- [v2.0] [SPECIAL: IRAN] - Iranian Mini Nuclear Reactor
- [v2.0] [SPECIAL: CHINA] - Chinese Vehicle Duplicator (Vehicle Cloner)
- [v2.3] - Electrical Poles: A/B
- [v2.3] - Electrical Pillar

Super Defense:
- Old Soviet Psychic Beacon: can capture to 15 ground/air/water units - requires Nuclear Missile
already built and Japan's Stolen Tech.
- Tesla Coil like Prism Tower now beside anti-ground is anti-air* too, but it doesn’t become a
veteran building, (balance mater - because it is powerful then Prism Tower).
*This is the reason why Flack Cannon is gone.

Units:
What’s new:
- Soviet Medic
- Spy (paradrop mode added)
- Tank Hunter
- Cosmonaut
- Natasha Volkova (sniper unit with Dragunov SD-63)
- Tanya Clone (new soviet voice, to get it you need to put Spy in Allied’s and Japan’s Battle Labs)
- Mobile Stealth Generator
- Paradrop Plane (You need to hold CTRL and then with mouse click to drop units on the map.)
- MIG (from Boris MIGs)
- Spy Submarine (with powerful sensors to reveal all cloaked enemies (underwater) - all
submarines, giant squids or dolphins)
- Soviet Repair Ship
- Vladimir Dreadnought (4 missiles)
- Tesla Boat
- Airfield Excavator – which deploys into Airfield
anywhere on the map.
- Nuclear Demolition Boat – which has DemoNuke as primary weapon, and can be deployed in
Soviet Naval Reactor in the water.
- [v2.0] Flametrower - Soviets can have it if the player infiltrate spy in Japan’ Battle Lab.
- [v2.0] Advanced Chrono Miner - Soviet and Japan (Yuri) can have it if the player infiltrate a spy
in Einstein's Lab.
- [v2.0] Genetic Mutator Tank - player need to infiltrate a spy in the Genetic Mutator
(superweapon), one tank is not enough to convert veteran unit in brute.
- Hijacker (steel vehicles)
- [v2.0] [SPECIAL: NORTHKOREA] - InterContinental Ballistic Missile - I.C.B.M. Launcher
- [v2.0] [SPECIAL: TURKEY] - Allied reverse-engineered mixed-tech Stealth MIG.
- [v2.0] [SPECIAL: IRAN] - Demolition Truck deploys into Iranian Mini Nuclear Reactor, and Mini
Nuclear Reactor* undeploys into Demolition Truck. *only Iranain now.
- [v2.3] - Electrical Pillar Carrier
What is changed:
- Soviet Engineer: can swim (has its own boat)
- Chrono Ivan: can swim; [v2.0] - When Chrono Ivan is promoted in Veteran status then he
"learn" how to become Immune To Psionics.
- Crazy Ivan: can swim
- Tesla Trooper: beside anti-ground is anti-air also.
- Armored Transport: passengers can also shoot out
- Tesla Tank: now beside Anti-Ground, it is Anti-Air also.
- Kirov (Zeppelin): now can land to the ground
- [v2.0] Boris: arctic version added; can swim (has its own boat); (water animation – fixed).
- [v2.0] Chaos Drone (Japanese decides to abandon Chaos Drone and Apocalypse replica as
projects, but while Chaos Drone was abandon by Japan, was acquired by the Soviets.)
- Desolator (paradrop mode added); have all Soviets
- Terrorist: can swim; have all Soviets
- [v2.3] Soviet Tesla Tank can support Tesla Coil same as Tesla Trooper.
- [v2.3] When Natasha is promoted in Elite status then she "learn" how to become Immune To
Psionics.
- [v2.3] When Boris is promoted in Elite status then he "learn" how to become Immune To
Psionics.

Japan (Ex. Yuri):


Buildings:
What’s new:
- Ore Refinery with subterannean miner (Slave Miner as alternative is here also)
- Revealer with SpySat Uplink
- Cyborg Tech Center: is opposite from Robot Control for Allied. Gives to Yuri: Cyborg, Cyborg
Gunner, Cyborg Commando and Chitzkoi (dog); Superweapon=Cyborg Paradrop.
- Barricades
- Prison Fence
- Road Signs: A, B
- Sandbags
- Gates: A, B
- Yuri Mini Nuclear Reactor
- [v2.0] Japan (Ex. Yuri) Bio Reactor Expanded
- [v2.0] Japan Air Pad (with x4 Su-37) includes the Psychic sensor, Radar and Shield features,
while Psychic Sensor (building) doesn't exist anymore.
- [v2.3] - Electrical Poles: A/B
- [v2.3] - Electrical Pillar
- [v2.3] - Japan Hack Center - new building at same level with Soviet Industrial Tech and Allied
Ore Purifier
- Can be occupied with 5 infantries
- Gives twice more money than Oil Derrick at a time.
* Cannot to be sold :(

Super Defense:
- Psychic Beacon: can capture to 15 ground/air/water units - requires Psychic Dominator already
built.
- [v2.0] Trainable Medusa missile launcher as NEW SUPER DEFENSE.

Units:
What’s new:
- Yuri’s Medic
- Yuri’s Engineer: can swim (has its own boat)
- Cyborg
- Cyborg Gunner
- Cyborg Commando
- Chitzkoi
- Spy (paradrop mode added)
- Attack dog
- Hijacker (steel vehicles)
- Drilling Miner (subterannean miner)
- Repair Vehicle
- Mobile Stealth Generator
- Paradrop Plane (You need to hold CTRL and then with mouse click to drop units on the map.)
- Sukhoi Su-37
- Spy Submarine (with powerful sensors to reveal all cloaked enemies (underwater) - all
submarines, giant squids or dolphins)
- Yuri Command Sub (can mind control air units)
- Yuri Repair Ship
- Gattling Boat
- Airfield Excavator – which deploys into Airfield
anywhere on the map.
- Nuclear Demolition Boat – which has DemoNuke as primary weapon, and can be deployed in
Yuri Naval Reactor in the water.
- [v2.0] Genetic Mutator Tank (Japanese have it by default after building Genetic Mutator
(superweapon); one tank is not enough to convert veteran unit in brute)
- [v2.0] Advanced Chrono Miner - Soviet and Japan (Yuri) can have it if the player infiltrate a spy
in Einstein's Lab.
- [v2.0] [SPECIAL: JAPAN] - Yuriko Matsui a.k.a. "Omega" (Yuri's daughter)
- [v2.0] Japan Hover MCV
- [v2.0] Japanese Aircraft Carrier (with Boomer Torpedos)
- [v2.3] Electrical Pillar Carrier

What is changed:
- Yuri Engineer: can swim (has its own boat)
- Chrono Ivan: can swim ; [v2.0] - When Chrono Ivan is promoted in Veteran status then he
"learn" how to become Immune To Psionics.
- Yuri Prime (can mind control air units)
- Virus can shoots anti-air (Cosmonauts, Rocketeers)
- Hover Transport: passengers can also shoot out.
- Floating Disk: now can land to the ground, can transfer passengers, and of course they can also
shoot out.
GLOBAL:
1.) New features in details:
- Tesla, Prism, Mind Control technologies beside Anti-Ground now are Anti-Air too, which
means: Tesla Coil, Tesla Tank, Tesla Trooper, and Prism Tower and Prism Tank are able to
destroy: Aircrafts, Floating Disks, Cosmonauts, Rocketeers, Kirov Zeppelins, Paradrop Planes.

- Snipers (Allied (Ex. British) Sniper, Natasha Volkova, and Virus) are also able to shoot anti-air.

- Flak Cannon and Patriot Missile are disabled because Tesla and Prism technology are anti-air
now.
- Soviet Radar is also disabled because is replaced by Soviet Airbase.

- Tech Airport: now is Radar also, and has 2 docks, so extends your productivity of airplanes for 2
more i.e. any 2 airplanes can be built, or can land on it.
[v2.0] Paradrop superweapon is renamed to "Tech paradrops" and is changed to gives all civilian
automobiles, instead of soldiers because paradrops have all sides from their airports.
[v2.1] - Tech Airport changes:
"Tech paradrops" now need both Tech Airport and Tech Outpost.
"Invasion paradrops" is Tech Superweapon that is available only if Superweapon box (WMD &
Defenses) in "Skirmish" is enabled.
Invasion with 48 paradrops from different squads from all 3 sides carried by 6 planes gives a feel
like Russian invasion with paradrops on Pentagon in first Soviet campaign in original Red Alert 2.
NEW "Invasion paradrops" SUPERWEAPON is fully operational with 3-split voice for all sides,
with complete message system for all players and the player who fires it, and AI setting for
computer player to defend himself from it. Also the AI (computer player) uses the superweapon
normally as any other original superweapon.
- [v2.0] Cyborgs are built at: Cyborg Center instead of barracks.
- Cyborg's units cannot be mind-controled.

- [v2.0] Now is there no limit how many times Cloning Vats as well and Chinese Vehicle
Duplicator (Vehicle Cloner) can be built.

- [v2.0] If subterannean or stealth type is detected EVA warnings and radar events should be
generated.

- [v2.3] Electrical Poles ware converted from terrarian objects to buildings, damage and
buildup animation frames ware created and included.
Electrical Poles are very useful on the battlefield in many cases they will remove the
need of second construction yard if it is needed for expansion of the base on one
mainland or island. With Electrical poles player can very easily bring power on lower or
higher elevation ground, like in the real world.

- [v2.3] Beside these there are the Electrical Pillar (concrete building in water) and the
Electrical Pillar Carrier (ship that is able to deploy into Electrical Pillar anywhere in the
water) with their use player, can even further expand its base across the water and
bring power to another lands.
* You can be calm for now :) AI (computer player) doesn't know to use the power
expansions,.. yet.

2.) Super Defense:


- Armory requires already built Weather Control.
- Psychic Beacon (Yuri’s and Soviet’s versions). To be able to build Psychic Beacon for Yuri side
you must have turned on ‘Superweapons’, and already have built Psychic Dominator, in other
hand for the Soviet side you must have Japan's Stolen Technology (infiltrated spy in Yuri's Battle
Lab) and have already built Nuclear Missile Silo.
- ‘Superweapons’ from ‘Skirmish’ screen ware renamed to ‘WMD & Defenses’.

3.) What can be captured?


- Superweapons, Shipyards (Engineers now drive a boat), Ore Purifier, Robot Control Center,
Cloning Vats, SpySat, Gap Generator, Industrial Plant, Grinder.
*Captured Tech buildings now can be sold (with exception of Outpost, and Secret Lab).

4.) Global changes:


Beside from Battle Fortress, now passengers can also shoot out of:
- Landing Craft, Armored Transport, Hover Transport,
Floating Disk, Night Hawk, Light Transport.
- Landing Craft, Armored Transport and Hover Transport now are built from weapon factories
instead of Shipyards.

Almost every vehicle now can transport 2 infantries.

When
- Chrono Commando,
- Chrono Ivan,
are promoted in Veteran status then they are trained to protected themselfs from Psionic
weapons.

When
drivers of:
- Battle Fortress,
- Flak Track,

and pilots of:


- Nighthawk Transport,
- Floating Disc,
- Soviet Siege Chopper,
are promoted in Veteran status then they are trained to protected themselfs from snipers.

Almost none of the buildings leaves rubbles after its destruction.


[v2.0] Now everyone know to drive, so civilian vehicles can be driven by anyone.
*If you put disguised spy as enemy into a civilian vehicle the other side wouldn't shoot at the
vehicle even if you bring another passengers as Tanya, Seal, Boris, Virus, Desolator or anyone
else in their base, or close to any of their units. In LAN/Internet scenario, this force human
players to build walls and gates around its base.

[v2.0] Hijacker:
- Can hijack mind-controlled unit, and in the process will brake the mind-control link.
- Can't anymore act as spy and infiltrate into the buildings.
- Available to all sides, and his price is reduced from 1500 to 500.

[v2.0] Pilot (Hijacker) and crew in 80% at least of all cases would parachute from crushed
aircraft.

[v2.0] SEAL in 90% at least of all cases would parachute from crushed Osprey (Destroyer's
helicopter).

[v2.0] Nuclear Missile affects on air units.

[v2.0] Soviet Bunker:


- If Bunker is empty, then can be occupied by enemy's forces. However in that case not-original
owner can't sold/repair it.- Snipers now can kill occupants without damage the building itself.

[v2.0] Cloning Vats and Grinders (Naval/Ground) now support 'Reverse Engineering', i.e. Every
unit put in them instantly will be buildable from the sidebar.

[v2.0] Chronosphere now affects on:


- Deployed Mobile Stealth Generator
- Deployed Soviet Siege Chopper
- French Grand Cannon
- [v2.3] Deployed Japan (Yuri’s) Slave Miner
*Yes, now you can move these three across the map :).

[v2.0] Tech structures now will return to 'Neutral' when owner is destroyed or surrendered,
instead to be destroyed.

[v2.0] Civilian - Paris Eiffel Tower can be captured, and now can shoot anti-air to, as other tesla
weapons.

[v2.3] If your cloak sensor vehicle detects underwater unit, airplanes* can bombing it.
Airplanes that can bombing underwater units are:
B2, Kirov, Soviet MiG, Allied Stealth MIG for Soviet Turkey, Sukhoi Su-37.

[v2.3] Neutral player is now considered as enemy to any other player on the map.
If neutral unit or a civilian attack the player than its allies will retaliate.

[v2.3] Alligator and all DOGs (except CHIZKOI) can swim now.
*Alligator attacks in the water while Dogs don't, for keeping realism.
[v2.3] Aircraft Carriers and Destroyers split experience for the kills/destroyings with their
Spawns (aircrafts) as following:
Ship takes 10%
Aircraft takes 90%.

*Default Paradrops ware become obsolete, and they are not used anymore.
There are 7 new Paradrop types, so, per building:

Allied Airport:
1 x Allied Medic
1 x Spy
3 x GI
1 x Sniper (Old British Sniper)
1 x Engineer
2 x Prism Tanks

Allied Robot Control:


4 x Titan
4 x Wolverine

Soviet Airbase:
1 x Soviet Medic
1 x Spy
1 x Natasha Volkova
4 x Conscript
1 x Engineer
1 x Apocalypse

Japanese Airpad:
1 x Yuri’s Medic
1 x Spy (paradrop mode added)
1 x Virus
3 x Initiates
1 x Engineer
1 x Magnetron
1 x MasterMind

Japanese Cyborg Tech Center:


3 x Cyborg
2 x Cyborg Commando
2 x Cyborg Gunner

Tech Airport – Tech Paradrop (All Civilian automobiles)


1x Automobile
1x Sports Car
1x Taxi
1x Jeep
1x SUV Black
1x SUV White
1x City Pickup Truck
1x Village Pickup Truck

Tech Airport – Invasion Paradrops (NEW Superweapon)


Paradrop Plane 1:
2x Initiate
3x Magnetron
3x MasterMind

Paradrop Plane 2:
2x Conscript
1x Engineer
1x Medic
4x Apocalypse

Paradrop Plane 3:
2x GI
1x Spy
1x Sniper
4x Prism Tank

Paradrop Plane 4:
3x Cyborg
3x Cyborg Gunner
2x Cyborg Commando

Paradrop Plane 5:
4x Titans
4x Wolverine

Paradrop Plane 6:
Extra paradrop plane - duplicate of some of the above planes from 1-5.

[v2.0] Pilot (Hijacker) and crew in 80% at least of all cases would parachute from crushed
aircraft.

[v2.0] SEAL in 90% at least of all cases would parachute from crushed Osprey (Destroyer's
helicopter).

5.) About bridges:


- Bridge repair huts now can be destroyed, so the opposite side player will not be able to repair
the destroyed bridge, after that.
- SEALs and Tanya can still normally destroy the bridges, and also engineers can still normally
repair the bridges.
- Crazy Ivan's bomb will destroy the bridge, but will also damage the 'Bridge repair hut'.
However damaged 'Bridge repair hut’ itself can’t be repaired, which is not problem till the
gameplay.

6.) New reworked maps:


[v2.0] There are two new (reworked) maps that support all modes:
1. RA2IT: Isle of war in spring (4 x players)
2. RA2IT: Isle of war in winter (4 x players)

7.) AI (Computer player) gameplay was updated. Now computer will use any new unit, structure or
technology that mod adds to the game (if not stated otherwise), to fight against you or another
computer player.

SPY STUFFS in details:


[v2.0] Global:

If you put SPY in Radars/Spy Satellites/Airfields:


- Radar explored map is reset, and from that point further you see every new enemy's exploration on
the map. Even you will keep the radar if the spied structure itself was destroyed/sold/captured.

If you put SPY in any SUPER WEAPON:


- SuperWeapon is reset, and you get the current SuperWeapon as pre-charged to fire it once.

If you put SPY in War Factories/Barracks:


- You get Veterancy on the units,- With the click on the structure you will be able to see what it produces
at the moment.

If you put SPY in Construction Yard:


- With the click on the structure you will be able to see what building is in progress at the moment.

If you put SPY in Cloning Vats or Grinder:


Spy infiltrated in Cloning Vats or Grinder will destroy plans which player get it with reverse engineering
with putted captured unit inside these buildings i.e. will undo (restart) availability of the enemy's
reverse engineering available units.

Expanded Veterancy (Secret*):


- Defense buildings get pre-elite status with Spy infiltration in Battle Lab(s).
- Naval units get pre-elite status with Spy infiltration in Battle Lab(s).
- Aircrafts get pre-elite status with Spy infiltration in Airport(s).
*ARES bug blocking usage of elite/veteran cameos. [Fixed in version: 2.2 which comes with ARES v2.0p1]
Allied:

When you infiltrate Spy in Soviet battle lab you get:


- Nuclear Sub (new unit)
- Armory (considered as Super Defense buildings)

When you infiltrate Spy in Yuri battle lab you get:


- Allied Cloning Vats (stolen Yuri's plans from its Cloning project) (Allied version/new building)

When you infiltrate a SPY in Genetic Mutator, beside once pre-charged superweapon you get plans for
Genetic Mutator Tank.

Soviet:

When you infiltrate Spy in Yuri battle lab you get:


- Old Soviet Cloning Vats (stolen / retrieved Yuri's plans from its Cloning project - (building from
RA2))
- Old Soviet Psychic Sensor (stolen / retrieved Yuri's plans from its Psychic Sensor project, but
this one has smaller radius: 12 (Yuri's has: 15) - (building from RA2))
- Old Soviet Psychic Beacon (stolen / retrieved Yuri's plans from its Super Defense project)
- Vladimir's Dreadnought; [v2.0] actually you already have stolen/retrieved the plans and you
are now able to build it.
- Naval Grinder (stolen Yuri's Grinder tech combined with Soviet Shipyard - (new building))
- Flamethrower

When you infiltrate Spy in both: Yuri and Allied battle lab you get:
- Tanya Clone (Soviet version, weaker then original, with new voice)
- Naval Grinder (stolen Yuri's Grinder tech combined with Soviet Shipyard - (new building))

When you infiltrate a SPY in Genetic Mutator, beside once pre-charged superweapon you get plans for
Genetic Mutator Tank.

When you infiltrate a SPY in Einstein's Lab, you get plans for Advanced Chrono Miner.

Japan (Ex. Yuri):

When you infiltrate Spy in Soviet battle lab you get:


- Mini Nuclear Reactor (new building)
- Nuclear Demolition Boat (new unit)

When you infiltrate a SPY in Einstein's Lab, you get plans for Advanced Chrono Miner.
Goal of this mod is achieved again: Gameplay is far more realistic now!
P.S. Many new mods implement too many new units and structures which knows usually to be
complicated for playing because the duration of the match itself is not too long to build and use
every each of them into it.

P.P.S. You will be surprised from the fact how good the AI (computer player) actually uses new
available features provided by the mod, and how long one skirmish match can lasts.
Historical changelog:
Version 2.3 | 18.05.2019 [current release]:

News:
GLOBAL:
- Electrical Poles ware converted from terrarian objects to buildings, damage and
buildup animation frames ware created and included.
Electrical Poles are very useful on the battlefield in many cases they will remove
the need of second construction yard if it is needed for expansion of the base on
one mainland or island. With Electrical poles player can very easily bring power
on lower or higher elevation ground, like in the real world.

- Beside these there are the Electrical Pillar (concrete building in water) and the
Electrical Pillar Carrier (ship that is able to deploy into Electrical Pillar anywhere in
the water) with their use player, can even further expand its base across the water
and bring power to another lands.
* You can be calm for now :) AI (computer player) doesn't know to use the power
expansions,.. yet.

- Mechanic Rocketeer for repairing air units - very useful for all air units when they are
above water.
* Requests Tech Outpost.

NEW Interface features:


- TogglePower OFF / ON with the "O" key from the keyboard. (AI / Computer player
use this);
- Save screenshoot with "Shift+S".

Japan:
- Japan Hack Center - new building at same level with Soviet Industrial Tech and Allied
Ore Purifier
- Can be occupied with 5 infantries
- Gives twice more money than Oil Derrick at a time.
* Cannot to be sold :(

Changes:
1. If your cloak sensor vehicle detects underwater unit, airplanes* can bombing it.

*Airplanes that can bombing underwater units are:


B2, Kirov, Soviet MiG, Allied Stealth MiG for Soviet Turkey, Sukhoi Su-37.
2. Neutral player is now considered as enemy to any other player on the map.
If neutral unit or a civilian attack the player than its allies will retaliate.

3. Alligator and all DOGs (except CHIZKOI) can swim now.


*Alligator attacks in the water while Dogs don't, for keeping realism.

4. Aircraft Carriers and Destroyers splits experience for the kills/destroyings with their
Spawns (aircrafts), as follows:
- Ship takes 10%
- Aircraft takes 90%.

5. American Carrier Nimitz's hornets when get promoted will become cloaked (stealth).

6. Soviet Tesla Tank can support Tesla Coil same as Tesla Trooper.

7. Tanya, Natasha, and Boris learn how to become Immune To Psionics when get
promoted in Elite status.

8. Chronosphere now affects on Deployed Japan (ex. Yuri’s) Slave Miner.

Bug fixes:
- Yuri Command Sub cannot be killed by the Squid. Squid now will grab it instead of
punching it.
- Veterancy mechanism for vehicles and infantries updated to support last ARES version.
- American Drone UAV sometimes instead of crashing just goes down to infinitive spin
loop.
- Resistance Warehouse now can be sold.

Version 2.2 | 29.04.2019:

- All known bugs are fixed now:

Game now use alternative cameos for expanded Veterancy support for:

1. Defense buildings get pre-elite status with Spy infiltration in Battle Lab(s).
- Trainable buildings: Prism, and Medusa missile launcher.

2. Naval units get pre-elite status with Spy infiltration in Battle Lab(s).
- All armed naval units.

3. Aircrafts get pre-elite status with Spy infiltration in Airport(s).


- All armed aircrafts.
- Non-controllable spy effect on Tech Airport for limitless “Invasion Paradrop” superweapon found in
v2.1 is fixed.
- ARES updated to v2.0p1.
Version 2.1 | 22.04.2019:

- All tracks (songs) from RA2 and YR are playable.

RA2:IT doesn't include campaign mode. In according with that the button 'New Campaign' from 'Main
Menu' -> 'Single Player' is disabled.
More of the campaigns are broken - they are simply not compatible with the mod.

- If you capture some Tech structure*, that structure is immediately available for you to build it from the
side bar.
* PowerPlant, Airport, Machine Shop, Secret Lab, Outpost, Hospital, while Oil Derrick was excluded
because is not realistic to be able to be built everywhere on the map; ground doesn't contain oil
everywhere.

- Tech Airport changes:


"Tech paradrops" now need both Tech Airport and Tech Outpost.
"Invasion paradrops" is a Tech Superweapon that is available only if Superweapon box (WMD &
Defenses) in "Skirmish" is enabled.
Invasion with 48 paradrops from different squads from all 3 sides carried by 6 planes gives a feel like
Russian invasion with paradrops on Pentagon in first Soviet campaign in original Red Alert 2.
NEW "Invasion paradrops" SUPERWEAPON is fully operational with 3-split voice for all sides, with
complete message system for all players and the player who fires it, and AI setting for computer player
to defend himself from it. Also the AI (computer player) uses the superweapon normally as any other
original superweapon.

- Gap Generator was disabled for computer player. Gap Generator makes sense only in human-vs-
human scenarios. Using this building by AI (computer player) no makes any sense because computer
anyway knows where the human player is located on the map and that is not a fair play.

- New building to all sides: Resistance Warehouse –


Produces: Flint Westwood, Arnie Frankenfurter, Sammy Stallion;
and enables:
- Barricades
- Sandbags wall
- Fences
to be built while the gates left to be able to be built without need from this building.

Version 2.0 | 18.10.2018:

Changes:
ARES FEATURES ENABLED:
SPY:
If you put SPY in Radars/Spy Satellites/Airfields:
- Radar explored map is reset, and from that point further you see every new enemy's
exploration on the map. Even you will keep the radar if the spied structure itself was
destroyed/sold/captured.
If you put SPY in any SUPER WEAPON:
- SuperWeapon is reset, and you get the current SuperWeapon as pre-charged to fire it once.

If you put SPY in War Factories/Barracks/Airports:


- You get Veterancy on the units,
- With the click on the structure you will be able to see what it produces at the moment.

If you put SPY in Battle Labs:


- You get Veterancy on trainable buildings and naval units.

If you put SPY in Cloning Vats or Grinder:


- Spy infiltrated in Cloning Vats or Grinder will destroy plans which player get it with reverse
engineering with putted captured unit inside these buildings i.e. will undo (restart) availability of
the enemy's reverse engineering available units.

If you put SPY in Construction Yard:


- With the click on the structure you will be able to see what building is in progress at the
moment.

Allied and Soviet with infiltration of a SPY in Genetic Mutator, beside once pre-charged
superweapon retrieve plans for Genetic Mutator Tank.
Soviet and Japan (Ex. Yuri) with infiltration of a SPY in Einstein's Lab, retrieve plans for Advanced
Chrono Miner.

Hijacker:
- Can hijack mind-controlled unit, and in the process will brake the mind-control link.
- Can't anymore act as spy and infiltrate into the buildings.

Pilot (Hijacker) and crew in 80% at least of all cases would parachute from crushed aircraft.

SEAL in 90% at least of all cases would parachute from crushed Osprey (Destroyer's
helicopter).

Nuclear Missile affects on air units.

Soviet Bunker:
- If Bunker is empty, then can be occupied by enemy's forces. However in that case not-original
owner can't sold/repair it.
- Snipers now can kill occupants without damage the building itself.

Cloning Vats and Grinders (Naval/Ground) now support 'Reverse Engineering', i.e. Every unit
put in them instantly will be buildable from the sidebar.

Chronosphere now affects on:


- Deployed Mobile Stealth Generator
- Deployed Soviet Siege Chopper
- French Grand Cannon
*Yes, now you can move these three across the map :).

Tech structures now will return to 'Neutral' when owner is destroyed or surrendered, instead to
be destroyed.

Bug fixes:
- Boris - water animation.
- Shipyards are not spyable - there is no why, it is fact that spy cannot swim anyway.
- Yuri Command Sub - fixed to be immune on psionics.
- Allied Fallout Shelter not showing on non-winter/non-snow maps.
- Computer don't build Yuri Airport (now Japanese Airport).
- All planes can manually land on any airpad or on deployed Airfield.
- Cloning Facilities not grind vehicles anymore.

Known bug:
Game not use alternative cameos for:
- All Aircrafts - with veteran symbol
- All Naval units - with veteran symbol
- Trainable buildings: Prism, and medusa missile launcher - with veteran symbol

* Officially confirmed bug in ARES v2.0 by ARES developer. [Fixed in version: 2.2 which comes with ARES
v2.0p1]

Version 1.5 | 24.12.2016:


News:
- All sides have Airfield Excavator – which deploys into Airfield anywhere on the map.
- All sides with capturing of Tech Hospital will get Medic Rocketeer.
- Allied can build Einstein's Lab. Which is required to get Mirage Tank. [changed in v2.0]
Einstein’s Lab is not needed anymore for Mirage Tank.
- Soviets have new Tesla Boat.
- Soviets have new Nuclear Demolition Boat – which has DemoNuke as Primary weapon, and
can be deployed in Mini Reactor in the water. Yuri’s side can get it when put Spy in enemy
Soviet Battle Lab.
- Yuri’s side get Apocalypse Replica (Copy) when put Spy in enemy Soviet Battle Lab. [changed
in v2.0] Japanese abandon this project.
- Different paradrops for each side.
Changes:
Cyborg Tech Center:
- Was moved to Yuri’s side - simply makes more sense Cyborgs to go to Yuri's side.
- Yuri cannot mind control Cyborg's units anymore.
Genetic Mutator Tank:
- Model was replaced.
- New cameo.
- Strength was increased for double.
Paradrop plane:
- Can transport only hover vehicles (landcrafts, Robot Tank, BlackHawk) and drop them with a
parashoot.
- Hydro mode: Can land on the water, and Boris can enter in it.
- You need to press CTRL+mouse click to drop units on the map.
Bug fixes:
- Lasher Light Tank - passengers-related bug.
- IFV mode was added for Natasha Volkova.
- Gattling Tank
- Sound bugs in Gattling Boat
- Cyborg Commando rifle.
- Locations of airplanes on Soviet Airbase.
- Allied Mission 7.

Changes from Version 1.1 | 15.01.2016:


News:
- Soviets with Japan's Stolen Tech get Old Soviet Psychic Sensor,
with smaller radius: 12 (Yuri's has: 15)

- Allied and Japan with Japan's Stolen Tech get Genetic Mutator Tank which
build’s limit is set to: 2.

Changes:
B2:
- It is weaker now! (4 x B2s do not destroying Construction Yard)

Mobile Stealth Generator (MSG):


- Now un-deployed MSG can detect other near deployed MSG(s) - acts as Anti-MSG.
- Its coverage range was reduced for a half-radius.
- Its build limit is set to: 2.
- Computer enemy players built this, so to find it where it is located, you need to send your MSG
in Computer enemy players base.

Yuri Psychic Radar:


- Was renamed to Yuri Psychic Sensor (original name from RA2), but radar function was kept.
- Its cameo was recolored from red to purple.
Bug fix:
- Eva Voice: "New Construction Options" has been fully turned off.

Version 1.0 | 05.06.2015:


- Refreshed initial release.

Bug fix:
- Sound bug related with Yuri’s Sukhoi Su-37.
Version 1.0 | 02.06.2015:
- Initial release.

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