The AI is now significantly harder, even at its easiest. The use of CnCNet also allows for a screen resolution above potato, but I don't recommend going too big otherwise you won't see shit. This utilizes CnCNet for multiplayer and a useful interface. A whole bunch of new maps and modes for skirmish. There are also side missions and cooperative missions. The story replaces that of Red Alert 2, and the Soviets are doing very well for themselves. New campaigns for the Allies, Soviets and Epsilon consisting of two acts with a dozen missions each. Support powers ala Generals/Red Alert 3/Tiberian Sun 3 to allow for more tactical gameplay. ![]() ![]() ![]() All factions get their own heroes as well, with the Soviets getting Volkov and Chitzkoi from Red Alert 1 back. These go beyond simple unique units in the base game, where a few of the subfactions (France, Iraq) are flat-out better choices than the rest: the mobile and accurate forces of the United States allow for a different playstyle than the European Alliance with its tough and exotic weaponry. Three different subfactions for each of the factions that radically alter how you play them. Four factions: the Allied Nations, the Soviet Union, the Epsilon Army (a revamped Yuri's faction) and the all-new Foehn Revolt, who are here to kick Yuri in the dick. Now, 16 years later they're about to release version 3.3.6, the final iteration of the game's biggest mod. ![]() In 2005 a couple of madlads got together to make a balance mod for Red Alert 2.
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