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Re: Exciting Fresh New Ideas for Red Alert Update / Expansion / So Much Potential

I have a min to address this part of your post. You do not need to be a coder or create any mods. Mods change .dll and other game files on your computer as I understand it. I am simply talking about changing the rules for one specific map, whether it be a single player mission (*.ini) or a multiplayer skirmish (*.mpr).

There really isn't an easy way to explain how to do this, but I'm sure you can figure it out if you put some time into it. First, go here and download the original rules.ini with instructions: (Top one)

INI Files - Red Alert Archive (afraid.org)

Save it to desktop or anywhere you want. Just don't put it in the Red Alert Folder. Open with Notepad. Spend some time learning each section. (You don't need to memorize it. Just get familiar with it because you will refer to it often when making your own maps. Same with next step.)

Also, go here and read this great instruction guide to making missions: (It is mainly for single player missions, but multiplayer maps are very similar)

Command & Conquer: Red Alert - Single Player Mission Creation Guide - PC - By AGriffin - GameFAQs (g...

Learning software and programming can be taxing and boring. Like learning a foreign language. I have recently finished making the most modified multiplayer map I've ever seen. You can download it and open the *.mpr file to see all the changes I made. Seeing an example I think would make the learning curve faster. It is Battle Island 2.2 on my Steam Workshop page. Subscribe and it will download to you, though it might take hours or days to actually show up. (Steam Issue)

Play the Battle Island map (Skirmish with AI or something) and you can see all the changes. Try building everything and see the units unlocked and weapons and how they work. When done playing you can open the rules.ini (above) and my .mpr file side by side and see how I made all that happen vs the original. The .mpr file will be in your "Local Custom Maps" Folder. It will start with UGC. It should the last, most recent, .mpr file in that folder. I grouped everything together, Structures, Vehicles, Ships, Infantry, Aircraft, Weapons, Projectiles, Warheads, and Terrain. The Triggers and Team Types will make more sense when you open the .mpr file in the Map Editor. Settings - Triggers. Settings - Team Types. (Triggers and Team Types are how you make the enemy send reinforcements, play speeches, sound effects, etc.)

Examples of what you will see:

-Land units can now cross rivers, and ships can sail thru them also

-The Yak is now a bomber

-Iron Curtain fires long range heat seeking cannon

-Hospital is buildable and heals infantry that are near it

-All structures and units can be built, regardless of country

-Bio Research Lab creates a toxic area for enemy units and structures

-Heavy Tank now fires TeslaZap

-Medium Tank has machine gun secondary weapon

-Mobile Gap Generator now repairs your other vehicles (force fire to repair)

-Edyie, a civilian you can build, is cloaked and has Covid. Put him near enemy and select to infect them, or guard mode. (Works like Medic in reverse)

-Changed values for Power Plants and Silos. (Big power now is +800, Silos store $50k)

-Submarine now fires missiles with nuke warhead

-Construction Site, Ore Refineries, and Weapons Factories have built in AA Guns for air defense

-Camo Pillbox now has snipers and they are deadly for infantry and tanks

These are just a few things off the top on my mind. I adjusted, altered, or outright changed almost everything in the game. You may not like the map, but it is a thorough example of what can be done. If you've never done this before it might seem overwhelming at first but stick with it and it will make sense. Once you get a grip on these things you can make the game almost whatever you want it to be. Hope this helps. John

2 Replies

  • Kabssss's avatar
    Kabssss
    4 years ago

    HI mate, thanks for the awesome reply, sorry its taken so long to reply.

    I will have a look at what you have said. 

    I've also come up with some new ideas on vehicle and structure upgrades adding an extra element of strategy to the game. 

    • Vehicle and building upgrades.

    The ability to upgrade both vehicles and buildings would be made available through building a Soviet Tech Centre of an Allied Tech Centre. When building either a new upgrades tab would appear on the building tab. Having more Tech Centres speeds up the research process the same way in which having more Construction Yard, War Factories, Barracks etc…

    • Vehicle Upgrades:
    • Tank weapon damage upgrades: Light Tanks, Medium Tanks, Heavy Tanks, Mammoth Tanks + Turrets.

    Armour Piercing Shells + 10 % damage to tank armaments: Cost $10000. Research time: 3 minutes.

    High Impact Shells + 10 % damage to tank armaments: Cost $15000. Research time: 5 minutes.

    Depleted Uranium Shells + 10 % damage to tank armaments: Cost $20000. Research time: 8 minutes.

    Advanced Range Finder + 10% range to tank armaments: Cost $15000. Research time: 5 minutes.

    Visual effect on the tank: With each level there will be a slight visual tweak to the tank’s cannon, it will grow in size and length.

    • Vehicle Armour upgrades: All land vehicles

    Composite Armour + 10 % Armour to all vehicles: Cost $10000. Research Time: 3 minutes

    Reactive Composite Armour MK1 + 10 % Armour to all vehicles: Cost $15000. Research Time: 5 minutes.

    Reactive Composite Armour MK2 + 10 % Armour to all vehicles: Cost $20000. Research Time: 8 minutes.

    Visual effect on vehicles: Additional armour and plates are added.

    • Vehicle Speed / Engine Upgrade: All Land Vehicles

    Compact Turbine Engine + 15% speed to all land vehicles: Cost $20000. Research Time: 10 minutes.

    • Machine Gun upgrades (Allied Only): Rifle Infantry, Pillboxes, Rangers, APC, AA guns

    Hardened Machine Gun Bullets + 15 % damage to Machine Guns: Cost $10000. Research Time: 5 minutes.

    Rapid Fire Machine Gun + 15 % damage, + 15 % range to Machine Guns: Cost $20000. Research Time: 10 minutes.

    • Tesla Coil upgrades (Soviets Only): Tesla Coil, Tesla Tank, Shock Troopers,

    Resonant Transformer + 10% damage to Tesla Coils: Cost $10000. Research Time: 5 minutes.

    Inductance High Capacitance Circuits + 15 damage, + 15% range to Tesla Coils: Cost $20000. Research time: 10 minutes.

    Visual effect on Tesla Coil. More intense lightning bolts.

    • Missile Upgrades: Rocket Trooper, Sam Sites, Chrono Tank, Missile Sub, Destroyer, MiGS, Mammoth Tanks, Attack Helicopter.

    Advanced Missile Propulsion +10 % damage to all missiles: Cost $10000. Research time: 3 minutes.

    Advanced Targeting System +10 % damage to all missiles: Cost $15000. Research time: 5 minutes.

    Advanced Missile Tracking System + 10 % damage, + 15% range to all missiles: Cost $25000. Research time: 10 minutes.

    • Infantry upgrades: All infantry, including dogs but not including Commandos, Tanya, Volkov & Chitzkoi

    Combat Training + 10 % damage for all infantry: Cost $7500. Research time: 3 minutes.

    Advance Infantry Training + 10 % damage for all infantry: Cost $10000. Research time: 5 minutes.

    Elite Unit Training + 10% damage, + 10% range for all infantry plus infantry will automatically move out the way of vehicles trying to run them over: Cost $15000. Research time: 8 minutes.

    Endurance training + 10% infantry movement speed: Cost $7500. Research time: 5 minutes.

    Ballistic Plate Body Armour + 20 % infantry armour: Cost $15000. Research time: 8 minutes.

    • Soviet Air Force

    MiG upgrades

    Evasive manoeuvres + 20 % armour: Cost $20000. Research time: 8 minutes.

    Hyper Afterburner + 20% speed upgrade: Cost $20000. Research time: 8 minutes.

    Advanced Target Acquisition Missiles + 20% damage: Cost $20000. Research time: 8 minutes.

    Hind upgrades (Armour and Speed upgrades also effect Chinook Helicopter.

    Reinforced Armour + 20 % armour: Cost $12500. Research time: 8 minutes.

    Fuel Injection Engine + 20 % speed upgrade: Cost $12500. Research time: 8 minutes.

    Hyper Speed Chain Gun + 30 % damage: Cost $15000. Research time: 8 minutes.

    • Allied Air Force

    Attack Helicopter

    Reinforced Armour + 20 % armour: Cost $15000. Research time: 8 minutes.

    Fuel Injection Engine + 20 % speed upgrade: Cost $15000. Research time: 8 minutes.

    Advanced Target Acquisition Missiles + 20% damage: Cost $20000. Research time: 8 minutes.

    • Soviet Navy – Submarines, Missile Submarine.

    Nuclear Reactor + 20% speed: Cost $20000. Research time: 8 minutes.

    Advance Submarine Weapons Systems + 15% damage, +15% range: Cost $20000. Research time: 10 minutes.

    • Allied Navy – Gunboats, Destroyers, Cruisers.

    Protective Plating + 10 % armour: Cost $10000. Research time: 5 minutes.

    Advance Weapons Systems + 10 % damage, + 10 % range: Cost $20000. Research time: 10 minutes.

    Building upgrades:

    Reinforced Building Fortifications + 10% armour: Cost $10000. Research time: 3 minutes.

    Advance Building Fortifications + 10% armour: Cost $15000. Research time: 5 minutes.

    Composite Cladding + 10 % armour: Cost: $20000. Research time: 8 minutes.

    Thanks again, will get back to you.

  • I'm guessing it would be impossible to add these changes to the current game without editing the original game code?

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