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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 11-10-2005, 05:08 AM   #1 (permalink)
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Default CDA Superweapons for R:ROTC/R:BOTH

ok, we want a total of 3 superweapon ideas. we've had a few thrown at us, but, so far, we've got Liqued Nitrogen Missile, which when hits the target is simular to the nuke, blows some stuff up and leaves a new-radiation coloured blue for out liqued nitrogen left on the ground.

thats for 1 of the main attacking CDA superweapons, probably for CDA Offensive in R:ROTC.
we also need a Civic Republic Offensive weapon for R:BOTH. but currently don't have any ideas

there was an idea for an earthquake superweapon, but we don't think the effects would actually look that good.


there was also a defensive superweapon(Like chronosphere or iron curtain.
we currently have a force shield on the stealth generator, making the stealth generator only available if superweapons are on. however, we want to replace that for a new superweapon. 1 we thought of was a paratank, using the CDA carry all chopper to drop in a few of a few different tanks(Dunno, maybe 3 of each kraven tanks and scranks(thats like Grizzly+IFV/Rhyno+Flaktrack/Lasher+Gatlingtank equivalant)maybe more of them, or something slightly stronger?)
there was also the idea of a weapon that healed everything within a certain radius, but i think the AI would use the paratank better.

any other ideas? or ideas on how to tweak the current ones? please share
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Old 11-10-2005, 08:54 AM   #2 (permalink)
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What about some kind of pulse that deals damage to enemy vehicles in an area? Maybe deployed from a small building, somewhat like a secondary supeweapon... A small superweapon...
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Old 11-11-2005, 04:46 AM   #3 (permalink)
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Like An Emp pulse, but damages rather than Disables. Nice idea.
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Old 11-11-2005, 07:41 AM   #4 (permalink)
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I actually consider that to be a very generic and old idea, but when I think about it, it isn't really used in many mods.
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Old 11-11-2005, 08:09 AM   #5 (permalink)
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is this defensive or offensive? defensive right?

interesting idea, you talking about a ranged weapon right? like the EMP cannon was in TS arn't you? so you can only shoot at things near your main base.
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Old 11-11-2005, 09:12 AM   #6 (permalink)
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Yes, ranged supers are needed in YR (mod-wise anyway) - there are nine by default. That's why I added about 4 different ones - a chaos missile, an artillery hail, an anti-ground cruise missile that can also devastate air squadrons, and cluster nukes, which are the "pwnage" of WR. IF you can get 'em.

Course, these are not proper superweapons - I'm no rock patch guy
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Old 11-11-2005, 10:01 AM   #7 (permalink)
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even though RP is now officially OK with EA?
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Old 11-11-2005, 06:14 PM   #8 (permalink)
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It is?
(ph33r the lack of information at the army)
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Old 11-15-2005, 10:13 AM   #9 (permalink)
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its unofficially official if you know what i mean, EA's Apoc replied to PD telling him how much he likes his work.
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Old 11-15-2005, 03:37 PM   #10 (permalink)
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Yeah, that was pretty shocking. I never thought anyone would get a thumbs up from anyone at EA.

How, about a fuel air bomb? Nobody uses it in YR, but it might be possible, if you time everything right.
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