Re: Exciting Fresh New Ideas for Red Alert Update / Expansion / So Much Potential
"Is it really easy to edit the rules in both ways you described? Do I need to be a coder and does this have something to do with creating a mod? If so I thought you could not use mods in multiplayer?"
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)
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