Sorry I haven't posted for a while. I had two term papers to do over the weekend. :dead: This has put the mod a little behind schedule.I'll have the Soviet buildings finished up in a few more minutes(I working on the last one now).

Here are the rest of the buildings:
1. Mobile Service Depot= Should be rather self-explainitory, a mobile repair bay. Made to give the Soviets infield repairs.
2. Soviet Airfield= Also self-explainitory, builds, rearms, and repairs Soviet aircraft.
3. Tesla Lab= Grants access to advanced Tesla and EMP weapons.
4. Nuke Lab= Same here, only with nuke and plasma tech instead.
5. Distruption Coil= uses an EMP weapon to "give the player control of enemy vehicle". In quotes because control span is so brief, vehicle can't really be used(unless its the last one standing). Meant to cause enemy armor groups to attack each other randomly by controling a vehicle, shoot a few times, then take a different one.
The Sentry Gun is now equipped with a light anti-armor weapon to give the base armor protection during times of low power.
As for the new supers, I'm looking at alternate ways of making them. The most appealing way right now is to make a beacon structure that can be placed anywhere. This way, the player will know that the weapon is ready. The Radar Tower now also gives you a Paradrop rather than the Spyplane. Everyone has map revealing buildings now, so Psi Reveal and Spyplanes are useless. The same will go for Yuri's Radar when I get to it. The tech airports now unlock hidden aircraft when captured.
Also, how would everyone feel if I gave each side a Battle Bunker structure? Its just an idea I've been thinking about.