Ferret

RA Multiplayer Mod - "Tiberian Alert" - by Ferret

96 posts in this topic

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!!! FOLLOW THE THREAD FOR UPDATES !!!
 
DOWNLOAD: TA_v2.0.zip

Welcome to the thread!

You can find out more about Tiberian Alert as well as the download below!

 

Features

  • Uncrushable infantry
  • Unlimited ammo for aircraft
  • Units from Tiberian Dawn
  • Siege units
  • Powerful mine layers
  • Efficient Service Depot, free and fast repairs
  • High skill ceiling for competitive play

 

BTxlCBb.png Tiberian Allegiance Corps

6YQhfQf.png England: +10% armor

cND8P2Z.png Germany: +10% movement speed

9fwGWON.png France: +10% rate of fire

wUEwedD.png Turkey: -10% build time

uFIpJlD.png Spain: -5% cost, +5% armor

5XZpBcP.png Greece: -5% cost, +5% rate of fire

 

R6wXpza.png Eagle Talon Command

K5h8gbN.png Russia: -10% cost

URlJ6Tg.png Ukraine: +10% firepower

 

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Infantry are the core fighters on the battlefield. They are the backbone of the Corps and Talon army in Tiberian Alert. From Minigunners to Shock Troopers, they will be there. In Tiberian Alert, infantry units cannot be crushed. This offers them more versatility compared to what we've seen previously. Especially in the right hands, a hand-full of infantry can be devastating. Although this change may seem powerful, there are plenty of ways to deal with infantry. You can fight infantry head on with your own infantry, or use anti-infantry vehicles such as Rangers, APCs, Flame Tanks, and siege units. To be safe, it's recommended to have a strong infantry force before transitioning into pure vehicles. Tanks by themselves against infantry alone are not great unless backed by support units. Although if you have enough vehicles, infantry are a cake-walk. Infantry in Tiberian Alert should not be underestimated, but on the flip-side; there are many ways to deal with them effectively. As always, be smart and use positioning to your advantage.

kixKgMm.png Engineer: The Engineer can capture any building with just 1 single Engineer, rather than needing multiple.

 

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Siege units in Tiberian Alert are the main support units for both the Corps and Talon. Ground siege units have a range of 11, while naval siege units have a range of 20. Both respectively have the longest ranged weapons in the game, even longer range than a Tesla Coil. Siege units can be used to attack turtling players who sit behind static defense, and they can as well dispose of large groups of infantry and light vehicles. Although very powerful, both ground and naval siege units are very vulnerable to air attacks and heavily armored vehicles, as well as coordinated infantry attacks. It is recommended to not leave these units unguarded as they're very easy to pick off when by themselves. Very much so a class-cannon.

ydaec4P.png V2 Rocket Launcher: The Corps's V2 has a powerful single shot missile which deals AOE fire damage on impact. Very effectively against groups of infantry, light vehicles, and buildings.

 

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Hawks in the sky. Air units have plenty of utility throughout the whole game. Unlike siege units, air units have much more mobility than any other units in the game, and can destroy key targets such as GPS Tech Centers, War Factories, and other structures and units very quickly. Despite their mobility, they can be zoned out by SAM Sites and other anti-air. Large groups of air units can be a very serious threat as they can wipe out structures or units in the blink of an eye. Chinooks, an air transport vehicle, can also transport infantry behind enemy lines.

qB3ps9W.png Yak Strider: The Talon's Yak is capable of dealing heavy damage to armored vehicles as well as pick off key structures.

 

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Tanks in Tiberian Alert are quite different than what most people are used to. The main battle tanks of both the Corps and Talon are fairly slow, yet pack a punch as well as having heavy armor and quite a bit of HP. Tanks are fantastic for soaking up damage as well as dealing damage. They're very well rounded, but obviously their speed suffers compared to other units such as a Rocket Tank or a Ranger. The pure brute force of main battle tanks are a force to reckon with. Both the Corps Light Tank and the Talon Medium Tank are very powerful and should not be neglected for their slow speed. Tanks should definitely be considered when conducting to make a well balanced army.

xAuBwdV.png Mammoth Tank: The most powerful ground vehicle in Tiberian Alert. The Talon Mammoth Tank. Equipped with anti-infantry grenade launchers and two powerful cannons, and almost double the HP of a Medium Tank. Impressive!

 

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CLICK HERE: TA_v2.0.zip

 

How to play on CnCNet:

1. Extract the Tiberian Alert folder from TA_v1.92.ZIP into the follow directory (by default): C:\Games\CnCNet\RedAlert1_Online\Maps

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2. Host a game on CnCNet and select any [TA v1.92] map from under the Tiberian Alert map category

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3. Make sure Aftermath Game and Aftermath Fast Build is enabled

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4. Play!

 

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posted image

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  • Terrain
  1. Rough terrain now causes vehicles to slow down by 50%.
  • Macro
  1. Universal build time is slightly slower.
  2. Gem Value per bail increased from 25 to 50 ($1400).
  3. Gold Value per bail increased from 20 to 25 ($700).
  4. Ore now regrows and spreads.
  • Special Weapons
  1. Nuke takes longer to regenerate.
  2. Paradrop now unloads 10 Minigunners.

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  • Gap Generator
  1. Both Corps and Talon has access.
  2. Costs $1000, and costs -30 power.
  3. Is able to be built after the Bio Laboratory.
  • Silo
  1. Storage capacity increased from 1000 to 2500.
  • Aircraft Tech Center
  1. Removed as it caused issues. Assault aircraft is available after the Tech Center.
  • GPS Tech Center
  1. HP increased from 400 to 1250.
  • Bio-research Laboratory
  1. Money storage increased from 5000 to 10000.
  • Tech Center
  1. Money storage increased from 5000 to 10000.
  • Helipad
  1. Available after the Refinery. Gives access to the Chinook, but you're unable to create assault aircraft until after the Tech Center is built.
  • Concrete Wall
  1. Slightly more HP.
  • Turret
  1. Can now shoot over walls.
  • AA Gun
  1. Damage decreased from 100 to 30. Shoots slightly faster to compensate. No longer destroys aircraft in 0.0001 seconds.

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  • Commando
  1. Removed Tanya because she was being a bitch. Both factions now have the Commando.

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  • MLRS
  1. Shoots significantly faster.
  • Jeep
  1. It's now a Buggy, because they're badass.
  • Mine Layer
  1. Fast as fuck. May or may not be on cocaine.

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  • Naval Transport
  1. HP buffed.
  2. Speed increased from 7 to 12.
  • Destroyer
  1. HP increased from 150 to 250.

 

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  • Tesla Coil
  1. Damage increased from 450 to 500.

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  • Commando
  1. 10x more lit than Tanya.
  • Tanya
  1. She got banned.

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  • Rocket Tank
  1. The Corps no longer have access to the Rocket Tank.
  • Light Tank
  1. HP increased from 350 to 400.
  • V2 Rocket Launcher
  1. Reload time is significantly faster.
  • Apache
  1. Now requires Tech Center, along with the Helipad- obviously.
  2. No longer goes pew pew, but instead fires air-to-surface fire warhead missiles.
  • Yak Strider
  1. HP increased 75 to 200.
  • Stealth Tank
  1. Fires slightly faster.
  2. Sight range increased by +1.
  3. Cost reduced from 900 to 800.
  4. Is self-healing.

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  • Missile Submarine
  1. Shoots faster.

 

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  • Nuclear Missile Silo
  1. Explodes very intensely after being destroyed.

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NONE

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  • Rocket Tank
  1. Talon now has access to the Rocket Tank.
  2. HP increased from 175 to 225.
  3. Projectile changed from laser-guided to heat-seeking. Rockets are now less accurate than before.
  4. Shoots slightly faster.
  • Orca
  1. Now requires Tech Center, along with the Helipad- obviously.
  2. Projectile changed from heat-seeking to laser-guided. Much more accurate.
  • MiG Bomber
  1. HP increased 100 to 150.
  2. Weapon warhead changed from high explosive to fire.
  • Mammoth Tank
  1. Can no longer shoot aircraft. TUSK Missiles removed, replaced with anti-infantry grenades.
  • Nuclear Demo Truck
  1. Now costs $1000.

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NONE

 

Bug Fixes

FCOM depleting power once captured.

Known Bugs

Some units will automatically target fire Nuclear Power Plants if they're in range

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  • Myg: helped initial testing (Slow Tanks Mod)
  • White: play-testing
  • FunkyFr3sh: helping me with stuff
  • Lovehandles: MLRS, balance, ideas, play-testing
  • Jacko: play-testing, Nuclear Power Plant!

TA_v2.0.zip

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Okay. I basically got most of the thread complete. I will be adding some stuff like basic build orders for both factions and maybe some screenshots of the maps that we're using currently.

 

If you have any questions. Feel free to ask!

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A map based mod. Thats thinking out side of the box.

 

Thanks! I liked the idea of just getting the map and playing. I totally saw Red Alert being a better game (in my opinion) just by changing some stats around and some tech which is what I did.

 

I really feel like Red Alert has a problem with tank fever. You can't build anything else otherwise you lose. That's sort of the main purpose of this and not only to add some elements from Tiberian Dawn such as slow vehicles and so forth.

 

Also if someone in game would like to play it. They can simply have someone host the game and they can download it through there and play immediately.

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New patch today.

 

Patch v0.95 - August 17, 2012

 

Maps

  • Fixed the ore field on the east side of Whistling Cliffs.

 

General

  • Ore value decreased to 18 from 20.

 

Allied

  • Helipad now requires the Ore Refinery.
  • Service Depot now requires the Ore Refinery.
  • Camouflaged Pillbox power output decreased to -15 from -10.
  • Apache Hellfire missile speed decreased to 22 from 25.
  • Apache now requires the Radar Dome.
  • Service Depot cost decreased to 1000 from 1200.

 

Soviet

  • Helipad now requires the Ore Refinery.
  • Service Depot now requires the Ore Refinery.
  • Mig cost increased to 1400 from 1200.
  • Hind hit points increased to 275 from 225.
  • Hind speed increased to 15 from 12.
  • Mig Maverick missile speed decreased to 22 from 30.
  • Service Depot cost decreased to 1000 from 1200.

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Another patch for today.

 

Patch v0.96 - August 17, 2012

 

General

  • Ore value increased to 19 from 18.
  • Explosive unit radius decreased to .2 from .3 (e.g, when Grenadiers or Flamethrowers die).

 

Allied

  • Medic hit points increased to 75 from 60.
  • Medic heal range ability increased to 3 from 2.
  • Grenadier cost decreased to 150 from 160.

 

Soviet

  • Flamethrower weapon projectile speed increased to 18 from 15.
  • V2 Rocket Launcher hit points increased to 175 from 150.
  • V2 Rocket Launcher cost increased to 850 from 700.
  • Attack Dog cost increased to 175 from 150.
  • Spy Plane cooldown increased to 4 minutes from 3 minutes.

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A rather quick update but White was complaining about the War Factory for some reason... :P

 

Patch v0.97 - August 18, 2012

 

Allied

  • War Factory hit points decreased to 1000 from 1500.

 

Soviet

  • War Factory hit points decreased to 1000 from 1500.
  • Airfield now requires the Ore Refinery.

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A map based mod. Thats thinking out side of the box.

Really? Warcraft 3 has done that for ages, with things like DOTA and Tower Defense maps.

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A map based mod. Thats thinking out side of the box.

Really? Warcraft 3 has done that for ages, with things like DOTA and Tower Defense maps.

 

I think he means for RA.

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I know. I'm just saying the idea's been done before, and given RA's map-modding capabilities, it's not such a far stretch. After all, Westwood already did similar things with their crazy civilian map and their lunar gravity map.

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I know. I'm just saying the idea's been done before, and given RA's map-modding capabilities, it's not such a far stretch. After all, Westwood already did similar things with their crazy civilian map and their lunar gravity map.

 

Okay great. Thanks for the info...

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Because of the new map change and economy change. Some of the old costs were obsolete.

 

Patch v0.98 - August 18, 2012

 

Allied

  • Allied Tech Center cost decreased to 1500 from 3500.

 

Soviet

  • Soviet Tech Center cost decreased to 1500 from 3500.
  • Airfield cost decreased to 600 from 750.
  • Hind movement speed increased to 18 from 15.
  • Mig cost decreased to 1200 from 1400.
  • Yak cost increased to 800 from 500.
  • Soviets now have access to the anti-infantry Mine Layer. It requires War Factory and Service Depot to build.

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I know. I'm just saying the idea's been done before, and given RA's map-modding capabilities, it's not such a far stretch. After all, Westwood already did similar things with their crazy civilian map and their lunar gravity map.

 

Ture but its taken a while for any one to really push it. WW did some cool things in Paradox Equation.

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Arigato MNdakota-san for the mod inspiration :)

 

Call me Gavin if you so desire. ;)

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Ranger defense strategy build order for soviets:

PP, Barr, Ref, Helipad (hind), PP, WF.

 

Sweet, thanks! Will put that in once I don't get lazy. :)

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Some quick balancing of some of the infantry. Not really considered a major patch.

 

Patch v0.98 Hotfix 1 - August 20, 2012

 

Allied

  • Grenadier cost increased to 175 from 150.

 

Soviet

  • Flamethrower movement speed increased to 4 from 3.

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Call me Gavin if you so desire. ;)

Nani? You shall always remain the Honourable (and Divine) Cheese-San to me! XD

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Certainly inspired by BS... here's my map idea... I call it. "Fields of Awe" (lol, get it, awe, ore? xD)

 

And another... Seas of Awe (AAAAA HAHAHAHA)

 

But seriously, you should make both of these.

-White

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WFIEL0.rar

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A quick patch experimenting with the economy. Remember that these changes can easily be reverted. This is simply for testing purposes only.

 

If the harvester has a full load of ore, it will dump 700 credits while if it were gems. It would be 1400 credits.

 

Patch v0.98 Hotfix 2 - August 23, 2012

 

General

  • Ore value increase to 25 from 19.
  • Gem value increased to 50 from 30.

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Call me Gavin if you so desire. ;)

Nani? You shall always remain the Honourable (and Divine) Cheese-San to me! XD

:O Nyerguds knows Japanese too!? Have you beeen watching too much Anime these days? Hmm? XD *faints within 2 minutes*
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