I was thinks for myself how nice would it be if there were flamethrowers
(like in RA1), and cocktail molotov throwers (this would be great).
About vehicles, some long-range vehicles would be nice, like in TS where
there were artillery and juggernaut.
Helicopters would be ok too!
I'd like to hear some opinions from you guys...
: )
"Emanuel Pontes" <eman...@netcabo.pt> wrote in message
news:96ukec$ndg$1...@venus.telepac.pt...
: I bet westwood is preparing a new expansion pack for RA2!
:
:
> I bet westwood is preparing a new expansion pack for RA2!
> How will it be? What kind of new units will it have?
>
> I was thinks for myself how nice would it be if there were flamethrowers
> (like in RA1), and cocktail molotov throwers (this would be great).
> About vehicles, some long-range vehicles would be nice, like in TS where
> there were artillery and juggernaut.
> Helicopters would be ok too!
I also miss attack helos, espessially if playing sovjet. Unless its a naval battle,
the allies can ignore airdefence until they hear "Kirov reporting".
Mine layers would also be nice to get back, and the russians should
also have spies.
Missile submarines would be nice, and all soviet naval units should
be able to fire on the stupid squids. (best of all would be if the
squids and dolphins where removed and the allies where given
subs also)
Some kind of refuelling requirement for the rocketeers would be
natural to apply, I think, as well as repair possibilities of aircrafts.
And since the allied have the spysat, it would be more natural that
the soviet had the gap generators. As an alternative sovjet could
get the radar jamming device they had in RA1.
Gunnar
download DeeZire for RA" at http://www.i.am/deezire and all ur dreams will
come true....just read though this: (long) Or download it here:
http://www.stafford71.freeserve.co.uk/redme.doc
Red Alert 2 DeeZire
Version 5.1
Advanced Command Bar
The skirmish mode Advanced Command Bar has been enhanced to provide
commanders with additional functionality in combat. New icons now appear in
the Advanced Command Bar, and this now includes the following;-
Team 1 - selects pre-defined team #1
Team 2 - selects pre-defined team #2
Team 3 - selects pre-defined team #3 - NEW
Cheer - gets selected unit(s) to 'cheer' - NEW
Type Select - selects all units of the same type
Stop - stops selected unit(s) - NEW
Deploy - deploys selected unit(s)
Guard - put selected unit(s) in guard mode
Waypoint - selects waypoint mode for the unit(s)
AttackMove - makes the selected unit(s) attack whilst on the move - NEW
AutoDeploy - makes the selected unit(s) automatically deploy when finished
moving - NEW*
*the Auto Deploy feature is currently unsupported by Red Alert 2 - although
this has been enabled, the icon does not appear and the feature is unusable.
A future update to Red Alert 2 may add this feature, meaning Red Alert 2
DeeZire will allow you to take full advantage of it. NOTE: you will only be
able to see all of these options when you play in a screen resolution of
800x600 or higher.
Musical Scores
Several musical themes are not normally available in the game. With Red
Alert 2 DeeZire you will hear some of them in the normal random fashion when
playing in skirmish mode, or you can play them back as you can the other
scores in the Sound Options menu. The unavailable themes are 'Score Screen'
and 'Credits Theme'. Three missing themes, 'C&C In The House', 'Ready The
Army' and 'Probing' are absent from the game files and thus cannot be heard
(they were only included in the Collectors Edition), although an optional
add-on pack for Red Alert 2 DeeZire is available from the Red Alert 2
DeeZire website which provides you with these.
Undocumented Features
There are undocumented features in Red Alert 2 which are now fully workable
in Red Alert 2 DeeZire. For your information commander, the following all
exist in the game and now work;-
Screen Capture
Pressing CTRL+C on the keyboard at any point in the game produces a 'screen
shot' image in PCX format in the Red Alert 2 directory. This can be viewed &
edited with any image editing program capable of handling ZSoft Paintbrush
format images.
Right Mouse Button Movement
Holding down the right mouse button, with or without an object selected,
enables you to scroll around the battlefield much quicker, thus explore the
map or move units much more effectively. The rate of this movement is
dependant upon the rate at which you move the mouse with the right button
held down.
Cow IFV
If you play as a Soviet army and use Yuri to capture an Allied IFV, then
mind control a Cow and put it into the IFV, the IFV gets a seriously
powerful weapon!
Monkey Weapon
If you fire at a monkey, he retaliates by throwing bananas at you!
Build Speed Bonus
If you have more than one of the same factory type in your base, the units
produced by that factory type are produced faster depending on the number of
factories you have. This applies to War Factories, Barracks, Naval Yards and
Aircraft Control Centres. In other words, the more War Factories you have in
your base, the faster you will be able to build tanks etc.
Tech Armory/Tech Hospital
If you play as the Soviets and capture a Tech Armory or Tech Hospital, any
units you upgrade/heal will also be produced at the Cloning Vats if you have
one. However, there is a fixed limit on the number of units that can be
upgraded/healed and cloned in this manner.
Crate Powerups
Random crate powerups have been enhanced, with some new ones added, and the
randomizer in the game now ensures a more even probability of each one and
that they appear slightly more frequently. The random crates now comprise
of;-
Armor - unit gets armor upgraded
Speed - unit gets speed upgraded
Firepower - unit gets firepower upgraded
Explosion - a Crazy Ivan booby trapped crate! - NEW
Napalm - unit burns to death (takes infantry out) - NEW
Nuke - one time nuke shot, woohoo! - NEW
Unit - random unit from any point in time*
Reveal - whole battle map revealed to the player
Shroud - whole battle map shrouded to the player - NEW
Veteran - unit upgraded one 'step' from little experience > veteran > elite
Money - chunk of cash ($2000)
Ore - random amount of ore - NEW
Radiation - unit gets covered in radioactive slime - NEW
Decoy - dummy crate, nothing happens! - NEW
*due to the effects of the Chronosphere on the space-time continuum, the
random unit that appears from a crate could be any of the old units from
Tiberium Dawn, Red Alert or Tiberian Sun. Note that MCVs are still available
from crates as normal in the event that a player has lost their Construction
Yard/MCV and still has sufficient funds with which to establish a base and
continue battle.
Allied Forces
a.. The Chronosphere's power has been upgraded. There is now a shorter
range-dependant delay when Chrono-based units teleport. The animation which
fires to beam the object from one time-phase to another when the
Chronosphere is activated has also been restored.
a.. The storms generated by the Weather Control Device now last much
longer, however in keeping with realism the lightning bolts are less likely
to inflict a direct hit on their intended target. Overall therefore, the
storm still inflicts great damage but is less likely to win you the game.
Note that lightning is now more likely to strike Tesla Coils when above
them, as it is attracted to them by the increase in their electro-magnetic
emissions. In order to provide the Allies with a greater element of
surprise, opponents no longer get the text-message warning that a Weather
Storm has been created.
a.. If a Tech Airport is captured by an Allied Engineer, the Allied army
which captures it gets to build Orca Attack Choppers.
a.. Prism Towers now inflict more damage when they combine, and they take
a shorter time to recharge between firing. This is to support the countering
of 'rush' tactics from opposing forces.
a.. Allied forces can now call upon the services of Field Medics to heal
infantry units in battle.
a.. Almost all units and vehicles can now be built at veteran level when a
spy infiltrates the appropriate enemy factory type.
a.. To provide more 'punch' against increasingly mobile Soviet forces, all
Allied armies now have access to the tougher Abrams Tank.
a.. To prevent unit loss by 'friendly fire', Chrono Legionnaires will no
longer accidently target friendly units when firing and will not
automatically retaliate when fired upon.
a.. Allied armies now get to build sandbag walls - quicker and cheaper
base defense to prevent early 'engineer rushes' but easily destroyed.
a.. There is now a build limit of 1 on Tanya - after all, there is only
one Tanya ;)
Britain - The British are the experts at espionage. British armies can
produce veteran Snipers, Rocketeers, Engineers and IFV's, and have exclusive
access to the 'Phase Tank', an advanced prototype of the Allied Mirage Tank.
Through an elaborate system of mirrors and reflective armor, the Phase Tank
can actually choose to disguise itself as almost any terrain object, however
it will not do so automatically - it must be programmed with a target first.
Select the tank, then move the cursor over the terrain object (eg rock,
tree, lamp post) you wish to emulate (you will get a 'fire' cursor), click
to 'fire' and the tank will turn to position it's mirroring system and
replicate the target. Note that although Ore Mines can be targetted, their
disguise is not as effective - the Phase Tank has difficulty in emulating an
animate object, as this causes it's mirror system to fail and gives it away.
Note that Phase Tanks will only be disguised when they have been given a
target to disguise as - movement and firing will remove the disguise until
it is given a new target. British armies have access to the new Light Tank,
which after significant testing has been developed to perform at high speed
on all terrains. Equipped with a targetting laser, this is an ideal unit for
patrols, scouting and 'hit & run' tactics. British armies now have access to
their own unique Spy. This covert operative's specialist knowledge means
that as well as acting as the standard Allied spy, he is also able to steal
enemy vehicles. To steal a vehicle, select the spy, move the cursor over the
vehicle you want him to steal and an 'enter' cursor will appear above it.
Click the unit and the spy will attempt to steal that vehicle. The British
also have, of course, the Sniper.
France - The French are the Allied defensive experts and specialists in
Chrono Technology. French armies can produce veteran Chrono Commando's,
Chrono Legionnaires, Spies, Chrono Miners and Grizzly Tanks. As originally
conceived, the French can now build their own specific walls which are
considerably stronger than any other wall in the game. French armies also
get exclusive access to the highly experimental Phalanx Tank - the Phalanx
is a 'quick hit' unit capable of chronoshifting itself around the
battlefield, and is armed with very effective twin missiles. The French also
have, of course, the Grand Cannon. Due to heavy Rocketeer unit loss through
enemy anti-aircraft defenses, the jet-pack has been engineered to give it's
user more control. As a result, French Rocketeers can now take off and land
meaning they can also be used as standard ground troops and put into an IFV.
Germany - The Germans are the anti-assault specialists. They can produce
Dogs, Harriers and Tank Destroyers at veteran level. To supplement their
'anti-tank' capabilities, German armies now have access to the Mine Layer.
This vehicle is a special adaptation of the IFV, and can deploy up to 5
mines on the battlefield. These powerful mines are invisible to enemy forces
and capable of taking out infantry units instantly plus causing massive
damage to vehicles which cross over them. Unfortunately, due to the nature
of their payload, Mine Layers cannot be reloaded - once they have deployed
their 5 mines they can no longer be utilized. The Germans also have, of
course, the Tank Destroyer.
America - America is a good all round Allied army with unique specialities.
The Americans can produce veteran SEALs, Dolphins and Nighthawk Transports.
The Americans also have the Aircraft Carrier 'Nimitz' instead of the
standard allied Aircraft Carrier. Nimitz carries 4 Hornet fighters instead
of the usual 3, and it's advanced facilities mean that the aircraft reload
and are ready for battle much quicker than with standard Aircraft Carriers.
The Americans can also train Navy SEALs and get access to the elite Stealth
Bomber, an extremely fast and deadly aircraft which is invisible to radar.
American paradrops now comprise of Navy SEALs rather than standard infantry
units, however these are limited in number and are not available as
frequently.
Korea - Korea is the Allied air force specialist supplemented by good ground
capabilities. Korean armies can produce veteran GIs, Tanya, MCV's and Black
Eagles. The Koreans also have, of course, the elite Black Eagle fighter
sqaudron. The Koreans can also build a 'super' Gap Generator, which offers a
considerable advantage over it's Allied counterparts - this works by
utilizing surplus power to create a bigger area to cover. When you have a
sufficiently large power surplus in your base, select the Gap Generator,
then click again to activate it - your surplus power is used by the Gap
Generator to generate a bigger gap. To deactivate this feature (for example
if you are in a low power situation), simply select the Gap Generator and
click it again to deactivate it - the Super Gap Generator will revert to
functioning as a normal one and the surplus power it used is restored for
use by other structures. To extend their operational capabilities further
into the battlefield, the Koreans have developed the Mobile Gap Generator,
which functions in much the same way the stationary one does. Although it
projects a much smaller gap field, Korean commanders can hide several units
under it's cover, preventing the enemy from seeing what's being sent against
them. Click the Mobile Gap Generator to select it, then click it again to
deploy it and activate it's Gap Generator. Select it again and move the
cursor to redeploy it.
Soviet Forces
a.. The Russians now have exclusive access to the enhanced Psychic Sensor,
although all other Soviet armies get the Psychic Beacon - a smaller version
of the Psychic Sensor with less functionality, although it can be placed
further from your structures than normal, and is particularly useful for
detecting Submarines, Mirage Tanks, subterranean units and disguised enemy
units that fall within it's radius of effect.
a.. Objects which have been planted with explosives by a Crazy Ivan will
now explode after a much longer time interval, and Crazy Ivans are now able
to control exactly when the object explodes within that time limit. Once you
have planted explosives on the object, double click it to detonate. Also,
you no longer have to 'force fire' to attach explosives to your own units.
In addition, Crazy Ivan's can now improve with experience like all other
units and be trained at veteran level.
a.. All Soviet armies now get to construct Guard Towers, a weak
machine-gun tower which due to it's sight range and height can see disguised
enemy units approaching.
a.. Soviet scientists have considerably upgraded the Iron Curtain, and
this now works with a 'charge drain' effect. You will be able to see from
the Iron Curtain's icon in the sidebar how long it has left before the
invulnerability effect wears off, however once it is fully charged and ready
you can continually call upon it's use until the charge wears down. This has
been implemented to provide Soviet forces with additional protection against
weather storms, nuclear attacks and 'rush tactics'.
a.. Soviet armies now get to build barbed wire fences - quicker and
cheaper base defense to prevent early 'engineer rushes' but easily
destroyed.
a.. There is now a new branch on the Soviet 'tech-tree'. Construction of
the new Soviet Tech Center provides Soviet Commanders with the 'mobile'
options, which can be used to augment their attacks from afar. These are
detailed below;-
a.. Upon Construction of a Service Depot, all Soviet armies now get a
Mechanic infantry unit with the structure, who is able to repair vehicles.
To support the new Soviet 'mobility' technology, the Mechanic can be ferried
with the Antonov and can even recharge his batteries if he walks onto a
Service Depot. Note that Mechanics cannot be trained independantly of
constructing a Service Depot. Placing a Mechanic into an Allied IFV creates
a Mobile Repair Vehicle (like the Engineer). Note that Soviet Engineers
cannot be used to create the Repair vehicle.
a.. For their first 'mobile' innovation, the Soviets have also developed a
dangerous new technology in their quest to conquer the Western world - the
Iron Fist. Based around the MCV design, this is in effect a Mobile War
Factory which moves underground and can be deployed and redeployed around
the battlefield at will, allowing for more effective deployment of units.
When undeployed, the Iron Fist vehicle can defend itself with multi-purpose
missiles. Note that the Iron Fist is not in itself a factory - it is merely
a means by which Soviet forces can produce units from any specific point on
the battlefield - as the Soviet Weapons Factory itself actually produces the
unit while the Iron Fist provides a point on the battlefield where it is
produced. Thus the absence of a Soviet Weapons Factory will still render you
unable to build units, even with a deployed Iron Fist, although having both
deployed still gives you the bonus to the production speed of units. Note
that because the Iron Fist is actually a deployed vehicle, it cannot be
repaired or sold when deployed, although it can be repaired as normal when
undeployed. Any army which is allied with the owner of the Iron Fist can
also build their own structures off of it - in conjunction with the Iron
Curtain, the Iron Fist represents a formidable tool for Soviet armies.
a.. To augment their 'mobility' technology, Soviet armies now have access
to the previously classified Antonov Cargo Plane upon construction of a
Service Depot. This air transport can pick up vehicles and ferry them around
the battlefield. Select the Antonov, then move the cursor over the vehicle
you wish to pick up and left click. The Antonov will pick up the vehicle,
and can be used to move it to any point on land across the battlefield where
it will automatically drop it off. To detach the Antonov from a vehicle,
select it and left click when the deploy cursor appears. Although the
Antonov can pick up naval units, you should note that they cannot be
re-deployed in the same manner as ground based forces.
a.. As part of their 'mobile' forces, all Soviet armies now get to produce
the 'Helicarrier', a small, naval-based mobile helipad which carries a
single attack chopper. This unit operates in a similar manner to the Allied
Aircraft Carrier, although it can be used to launch arial attacks from sea
and at some distance, and is a useful weapon against naval and ground based
units.
a.. Further research based on the work of Nikola Tesla has led to an
advancement in the Tesla Coil - it now has a further range, charges quicker
and does more damage, however due to the additional electromagnetic
discharge it generates it is now much more likely to be struck by lightning
during a Weather Storm.
a.. In extending the mind control experiments of Yuri the Soviets have,
quite literally, gone to new depths in their quest for suitable subjects.
After the success of the Giant Squid, the Soviets have now begun to use
Giant Jellyfish as a means of attack. However, due to their relative lack of
brain power, Jellyfish did not respond too well to the mind control
technique, but a few volts from a Tesla Coil soon eliminated their
resistance. This led to an unexpected but beneficial side effect - the
Jellyfish are able to project the electrical discharge they acquired,
however it is inaccurate. Although slow, Jellyfish move amphibiously across
the battlefield, making them a dangerous recruit to the Soviet forces.
a.. There is now a build limit of 1 on Yuri - after all, there is only one
Yuri ;)
Russia - The very center of the Soviet might, the Russians pose a very
diverse overall threat to any opposing force. Russian armies can produce
veteran Yuri, Tesla Troopers, Tesla Tanks and Kirovs. Realizing their Navy
lacked first-strike capability, Russian armies now have access to a new
class of the standard Soviet Submarine - the Oktober Class - which is armed
with deadly Cluster Missiles, making it capable of launching attacks on
inland targets. The Cluster Missile explodes in mid-air above it's target
and 'rains' a series of smaller missiles downwards. However, the sub has to
surface as it fires making it both visible and vulnerable to enemy attacks.
Because of the nature of it's payload, it is limited to firing one missile
at a time and takes a while to reload between shots, and only one Missile
Sub can be deployed by this army at any one time. Also new to the Russians
is the highly experimental M.A.D. (Mutually Assured Destruction) Tank - more
familiarly known as the 'quake tank'. This is a final solution weapon that,
once activated, builds up a powerful harmonic shock wave. When deployed, it
detonates, destroying itself and damaging everything within a large radius
around it and leaving radioactive waste. To activate the M.A.D. Tank for
detonation, select it then click on it again. The countdown and warning
siren will start and the tank will will detonate. The Russians also have, of
course, the Tesla Tank and exclusive access to the Psychic Sensor, which now
gives you an audible warning when an enemy presence is detected within it's
range of effect (click on the structure to see it's range of effect). The
Psychic sensor now displays enemy object movement, and can detect
submarine/subterranean/disguised and 'cloaked' units - in the case of those
last two, it will also provide a visual warning on your radar.
Cuba - The Cubans form the terrorist arm of the Soviet might. Cubans can
produce veteran Crazy Ivans and Flack Tracks and now have access to the
'Hind Transport', a fast helicopter transport armed with air-to-ground
weaponry which can carry up to 5 passengers. Although the Cubans can train
Terrorists, this infantry unit now has a more fearsome arsenal - he can
plant C4 on buildings which can instantly destroy them. In addition, Cuban
Terrorists are now also able to disguise themselves in a similar manner to
the Allied Spy, making their infiltration ability a deadly threat to any
opposing Commander.
Libya - Libya are the Soviet demolition experts. Libyan armies can produce
veteran Flack Troopers and Rhino Tanks. Libyan armies now have access to the
powerful 'Howitzer', a devastating ground vehicle which is extremely
effective against infantry and vehicles. It is lethal when used as base
defense and equally as powerful when used in assault, with it's long range
giving it great advantage over it's adversaries. The Libyans also have, of
course, the Demolition Truck. The Libyans also have access to the +3
Dreadnaught instead of the standard Dreadnaught, which is able to reload
it's missiles faster than standard Dreadnaughts.
Iraq - Iraq are the 'storm troopers' of the Soviet faction, making use of
diverse weaponry designed to instill fear into their enemies. Iraqi armies
can produce veteran Conscripts, Dogs, War Miners and V3 Rocket Launchers. In
response to growing attacks from paratroopers and Navy SEALs, Iraqi forces
can now train Flamer infantry units. Armed with a cannister of highly
flammable gas, they are able to expel a jet of intense flames making them
lethal against infantry. If the Iraqis manage to obtain an Allied IFV, the
Flamer can be used to turn it into a Flame Tank. Because of the dangerous
nature of the weapon, they are liable to explode violently when killed, and
Flame infantry are carefully selected from soliders with 'unique'
psychological profiles - the result being that their 'cheer' celebration
represents an almost suicidal pyrotechnic display! For this reason, and to
minimize unit loss through 'friendly fire' issues, Iraqi comanders are
advised to excersize extreme caution when employing this unit. Flamer units
are also able to burn down trees, making them an ideal unit for spotting
disguised Mirage and Phase Tanks. The Iraqis also have, of course, the
dreaded Desolator.
General Additions
There is now a special, additional map to play when you complete the Boot
Camp training campaign. This map allows you to control both the Soviet and
Allied armies, gives you access to all technologies, and allows you to
familiarise yourself with the more advanced features of the game. Note that
the game will not end on this map - you must abort play to finish the game,
as there is no 'game over' condition - it exists purely to allow you to see
everything!
The unused Tech Building in the game has been enabled - the Tech Armory can
be used to upgrade infantry units to 'elite' status (only certain maps
include this structure). To make use of this structure, capture it in the
same way you would any other Tech Building. Select an infantry unit, and
command it to enter the structure. After a short while, the unit will emerge
upgraded to 'elite' status. The Tech Armory can also defend itself with
machine guns fired by it's occupants. Additionally, all Tech Buildings can
now be repaired by the army which captures them should they become damaged.
The computer will now build Service Depots and repair it's vehicles when
they get damaged. On 'Brutal' skill level, the computer will also attempt to
build an MCV when it's Construction Yard is destroyed and may even build
more than one Construction Yard as a contingency to prolong it's war effort.
The wind in the game now blows in random directions rather than a preset one
by the computer, however this has much less effect on the game than it did
in Tiberian Sun, presumably in another attempt to speed things up, although
it still has a small effect on projectiles, jumpjets and aircraft.
Some structures now have their own unique explosion sequences when
destroyed - Construction Yards, Allied Barracks, Chrono Sphere, Tesla Coils
and Prism Towers.
Service Depots now reload any units that dock with them as well as repairing
them.
The screen now shakes when very big explosions occur (the Nuke being the
best example!) and such explosions will also 'rock' nearby vehicles.
For added realism, destroyed vehicle debris now includes axles as well as
tyres, and when you attack a monkey he now responds by throwing bananas at
you (seriously - this was hidden in the game!)
Armies that are allied no longer have their weapon fire blocked by
eachothers walls - for weapon firing purposes, your allies walls are now
considered 'transparent'.
Multiplayer Game Enhancements
Multiplayer skirmish games take on a whole new dimension with Red Alert 2
DeeZire. ALL multiplayer maps are now available to use in the standard
skirmish 'Battle' mode. Maps that are otherwise unavailable in this mode are
Depth Charge (2-4), Alaskan Oil Spill (2) and Bonanza (2-4). In addition,
you can now play skirmish games on any of the 25 maps reserved for
multiplayer campaigns, and the 8-player Official Tournament Map has been
enabled (Battle and Mega Wealth versions).
The Random Map Generator has been enhanced to ensure a more even probabilty
of 'realistic' terrain and will deposit more Ore on the map. It will also
randomly deploy the Tech Armory in the same way it deploys other Tech
Buildings on random maps.
UNIQUE - several multiplayer maps exist in the game files which cannot be
used as they are badly corrupted. Red Alert 2 DeeZire repairs and restores
these maps, allowing you to play them in skirmish mode games as normal.
These maps are exclusive to Red Alert 2 DeeZire users and have not been seen
anywhere outside of Westwood Studios! The maps are;-
Twin Isles (2-4)
Polar Cap (2-8)
Glasnost (2-4)
Wild Animal Park (2-6) - Mega Wealth version
Bonanza (2) - Mega Wealth version
A City Divided (2-4) - very simliar to 'The Alamo' with some subtle
differences
LA Reservoir (2-4)
Montana (2-4) - Urban Combat version
Snowball Effect (2-4) - The infamous 'E32' map which was badly corrupted
This gives you a total of 40 extra maps with Red Alert 2 DeeZire.
You are no longer limited to 'Battle' mode either - you can now play Mega
Wealth, Land Rush, Meat Grinder and Naval War games against the computer.
Plus there are 5 NEW modes of play;-
Nuke War - all armies get access to all the buildings which provide the
Super Weapons, meaning all players can have all of the Super Weapons at
their disposal. The game also reverts to the standard mode of revealing
these structures to all players when they are built, and showing the
countdown display for each weapon as normal. Nukes are not available from
random crates in this mode of play. Note that if Super Weapons are not
enabled for this mode of play then the game defaults to standard Battle
mode.
Crate War - random crates appear much more frequently and there are many
more of them. You also get much more money than usual from a random crate.
Note that if Random Crates are disabled for this mode of play, the game
defaults to standard Battle mode.
Urban Combat - these battles take place exclusively in urban cities, where
you must use the city to gain the advantage over your enemies. All
structures can be garrisoned, and Oil Derricks must be captured to earn
money (although they provide more funds than normal). Random crates are more
likely to give you a unit in this mode of play. Players are also restricted
to air and land based units in this game mode.
Global Dominance - The ultimate Allies V Soviets battle! Allied and Soviet
armies have access to all technologies from their relevant sides so there
are no longer any 'country-specific' units or structures. The differences in
each countries' characteristics remain however, meaning there is still a
reason to play as a different country depending on your preferred style of
play.
Siege - (requires at least 4 players) - in this mode of play one team is
designated the 'Defenders' and one team the 'Attackers'. Attackers can only
ally with other Attackers and Defenders can only ally with other Defenders.
The game is won when either team defeats the other.*
*Siege is the LAN/Internet only game mode which is present in the game but
disabled. Although Siege has been enabled with Red Alert 2 DeeZire it is not
known if this is fully supported by Westwoods servers. A future update to
Red Alert 2 may add this feature, meaning Red Alert 2 DeeZire will allow you
to take full advantage of it.
"
--
Blade ICQ#27537648
Since I know everything that I know and know of nothing else existing that I
don't know of, I must know all...simple logic really :)
Change .con to demon<dot>co<dot>uk to send mail.
JP
"The Omniscient Blade" <bl...@mysanctuary.con> wrote in message
news:982778837.10379.0...@news.demon.co.uk...
But i do what i do and i dont really give a damn about other people in life.
thats the way i live. I cant change that, but i will try and be more
considerate in future.
JP
Hey! I enjoyed reading that whole thing, as it goes... At least it was
entertaining :o)
--
The Unknown James
LiveJournal.com - Reach out and touch somebody legally for once:
http://www.livejournal.com
Adjective-Army.com - Reach out and touch us, and we'll kill you
http://www.adjective-army.com
JP
----------------
The new regular that can't speel....with a keyboard that mises out kystroks.
Chris 'Jack Pott' Austin wrote:
>
> ooo! soory. not exacly a big download atall though was it. and its not
> advertising, its showing that u can get all the stuff that bloke asked for.
> I am on a 56k modem conected at 44,000bps atm, and it took about 4seconds to
> get. although i dont pay for my phone calls, its nothing substantial.
> about 1.5p a minute, divided by 60 is 0.025p a minute. times 4 is 0.1 penny
> a minute. i think anyone could afford that couldn't they?
That's not the point. There are several million people on Usenet (my
estimate, give or take a few hundred thousand).
Let's keep that to a minimum and say 2 million. Let's say that number of
people posts just 30KB.
2 million * 30KB = 60GB
How long does your connection take to download 60GB?
Also, remember that news isn't stored in a central location; it's a
distributed medium, meaning everyone and their aunt Betsy who wants to
run a newsserver also has to download that post. Bandwith isn't cheap if
you're looking at corporate needs.
And lastly, it's attitudes like this which are a major cause of spam.
'But it's just a little text, noone will mind'. And behold, it makes up,
what, 10+% of all Usenet traffic?
--
Frank
>I bet westwood is preparing a new expansion pack for RA2!
>How will it be? What kind of new units will it have?
[snip]
I want Nod flamethrower back... ( I used to delay my victories so that
I could incinerate all those pesky villages ;)
--
The Ambiguous Antti
an...@adjective-army.com
hate to keep idolising deezire, but u do get them as cuba, u get flame
people who are fery hard. in tibsun i made a falme turret that went on top
of comp towers.
--
I'd rather have the tank than the infantry
--
Why are you runnig defrag?
I fragged my pc while playing UT!
Chris 'Jack Pott' Austin wrote:
>
> hate to keep idolising deezire, but u do get them as cuba, u get flame
> people who are fery hard. in tibsun i made a falme turret that went on top
> of comp towers.
Falme turrets? They called Ba'alzamon to do battle with Rand, displayed
in the skies with the Dragon Banner rippling behind? Must've been tough
to code...
> The new regular that can't speel....with a keyboard that mises out kystroks.
Get it fixed. Soon.
--
Frank
--
JP
----------------
The new regular that can't speel....with a keyboard that mises out kystroks.
--
You're thinking the wrong thing. The original NOD flame tank wasn't
subterran, only way cool
Im thinking of the devels tonge from TibSun.
That's what I'm saying: You're thinking the wrong thing.
Give me a Pyradon over a Devil's Tongue anytime
Enjoyed what? The very large block of text copied from the DeeZire readme or
me going off on the guy :) Besides, whats the point of being in an
organisation controlling the NG with an iron grip if you can't just go and
bash anyone with the slightest provocation ;D
I enjoyed the copied Readme. Sounds good.
But I'd never deny your right to flame whoever you want :o)
*tempts fate* Haha, like you could you big soft loosery type thing you.
> download DeeZire for RA" at http://www.i.am/deezire and all ur dreams will
> come true....just read though this: (long) Or download it here:
> http://www.stafford71.freeserve.co.uk/redme.doc
How does DeeZire work in multiplay? Does all player need to install it?
Gunnar
havn't tried yet, but yes would be the answer.
Although i did try once and got version conflicts, but i know why.
Yes, install same verstion on each machine and it will work
No!