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Excellent naval map for 2v2v2v2 or 1v1v1v1 games.
The disputed islands do not allow players to sit at the base, but immediately provoke a military clash.
Storm (v5.6) is included in CNCNET client.
You can find Storm (Author's Mod) (v5.6) in "Mod Maps" section in CNCNET client.
[8] Storm (Author's Mod) v5.6.map- Modified version. I recommend using this with RA2 mode. Below is a detailed table of changes. ( included in CNCNET client )
[8] Storm v5.6.map - Clear version without mods. ( included in CNCNET client )
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About Storm (Author's Mod) :
No new features or weapons. Just changed unit parameters such as range (e.g. V3 rocket), armor and speed (Kirov), in order to accommodate units for long distances on a large map.
Some changes (costs etc) have been made to improve the balance between the Soviets and the Alliance. For example, the alliance will be able to build dolphins immediately, and the destroyers after the construction of the laboratory, because the Soviets cannot resist the destroyers in the early stages of the game, they also cannot protect the oil derricks from the attack of the destroyers in the early stages.
Despite a large number of changes, the game has not changed much. Changes will usually be invisible to players.
I also fixed some bugs. They mainly concern the RA2 mode.
List of significant changes in Storm (Author's Mod) v5.6 (compared to original values) :
green - improvement of the parameter, red - deterioration of the parameter, blue - original parameter.
Parentheses indicate the original value. [ Map value (original value) ]
Infantry:
Sniper ------------ Range 25 (14) ; Cost 1800 (600)
Desolator --------- Range 8 (6) ; Damage 200 (125) ; Elite Range 9 (8) ; Elite Damage 300 (200) (The damage is related to the shot, not the radiation effect)
Spy -------------- Cost 2000 (1000)
Yuri Prime (RA2) - Range 25 (30) ; Cost 4000 (2000) ; Required Soviet Lab+PsySensor+barracks (only barracks required)
Cuban Terrorist -- !!! Can disguise like a spy !!! ; Damage 300 (225) + Radiation ; Cost 600 (200)
Vehicles:
Russian Tesla Tank ----- Range 7 (4) ; Elite Range 8 (6) ; Cost 1400 (1200)
German Tank -----------Range 10 (5) ; Elite Range 11 (6.75) ; Cost 1800 (900)
V3 Launcher ----------- Range 40 (18); Cost 1600 (800)
Desolator IFV ---------- Range 8 (7) ; Damage 300 (175)
All other variants of IFV-Range 8
Libyan DemolishTruck - Damage 800 (300); Cost 2000 (1500)
Aircrafts:
Black Eagle ---- Missile Launch Range 9 (6) ; Elite Missile Launch Range 12 (9) ; Armor 300 (200)
Intruder ------- Missile Launch Range 8 (6) ; Elite Missile Launch Range 10 (9) ; Armor 250 (150)
Kirov----------- Armor 2500 (2000) ; Speed 8 (5) ; can auto-attack units below (can't)
Fleet:
Carrier ------- Cost 3000 (2000)
Dreadnaught - Cost 2500 (2000)
Scorpion ----- Cost 1000 (600)
Dolphin ------ no lab needed (need lab)
Destroer ----- laboratory required (no lab needed)
Squid --------Damage(fighting) 95 (50) ; Enemy Submarine Unit Detection Radius 12 (4)
Buildings:
Grand Cannon ---- Range 17 (15) ; Cost 3000 (2000)
Prism Tower -------Range 9 (8)
Tesla Coil --------- Range 8 (7) | TC + Tesla Trooper - Range 10 (8)
Psychic Sensor -- Radius 20 (15) | + Mobile Submarine Detector(new unit) - Detection Radius 18 (15 for Psychic Sensor in original, not CNCNET RA2)
Gap Generator --- Cost 1500 (1000)
Patriot ------------ Cost 1200 (1000) ; CellSpread 1.4 (0.3) (Increasing this parameter causes damage not only to the unit that the missle hits, but also to units near it. This solves the problem of huge concentrations of rocketers very well. However, it does not deal more damage to a single unit, such as a Kirov. This is a very good solution.)
SuperWeapons:
ChronoSphere ----- Cost 12000 (2500) ; Recharge time 20 (7)
Weather Controller - Cost 15000 (5000) ; Recharge time 30 (10)
Iron Curtain -------- Cost 8000 (2500) ; Recharge time 15 (5)
Nuclear Missle ----- Cost 15000 (5000) ; Recharge time 30 (10)
Fixing bugs and unwanted effects:
- Fixed sale price of alliance infantry in cloning vats in ra2 mode. Thus, it is now impossible to make a profit.
- Fixed a bug with the Flak Trooper that caused the Elite Flak Trooper to become less powerful than the regular Flak Trooper.
- Fixed a bug where Yuri Prime in RA2 mode could capture 10 units at the same time. Now it can capture 1, just like it did in the original RA2.
- Fixed a feature where ground and air units, as well as the dreadnoughts and aircraft carriers, could not attack underwater units visible to the player. Now underwater units can be attacked on command, or automatically when they are visible.
- MCV cannot be spawned from a crate. (This gave too much advantage to the player who found second base.)
- Soviets can't build Allied MCV; Allies can't build Soviet MCV. Possible only capture MCV from enemy, but impossible to make another.
- I have restored the Psi Sensor feature that worked in the original Red Alert 2 but was lost in RA2 mode on CNCNET, namely submarine unit detection. I did this with a new unit (Submarine Detector) that spawns with the Psi Sensor. Unfortunately, I was not able to restore the function of the Psi Sensor to unmask spies and mirages.
- As an Easter egg, a howitzer can spawn from the crate. It is equivalent to the Grand Cannon in terms of power and range.