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Red Revolution, Rise of the Reds version of classic Red Alert 2 mission
RedDeadSmeg
post 5 Jun 2017, 22:26
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This mission is based on arguably the hardest Red Alert 2 mission. It is my personal favourite, hence why I had a go at making it for this mod.

"Comrade General,
The end of the war is near. The Russian Premier is hiding in his Command Bunker near the Kremlin, protected by the most experienced soldiers Russia has left.
Our forces have arrived south of Moscow, and you have the honour to lead them against our foe one last time. Expect the Russians to push back hard, they have two forward bases, as well as two bases protecting Moscow itself. Build quickly, and try to bottleneck the enemy before attempting to attack the Russian capital.
Once Russia is under our control, China will once again become the most powerful nation on Earth and lead the world into a bright future, with, or without the United States and Europe."

Objective: Destroy the Kremlin's Command Bunker.

Notes:

I've added some elements that weren't in the original mission, either through practicality or to help you through the mission.

Since there is no actual Kremlin in the game, a highly armoured Command Bunker is the next best thing.

Sorry, no Kirovs! You will have to slug it out with the Russians once you get your base going.

I may make a Russian (i.e replace China) version of this should I have time.

Hints:

Like the original, you don't need to destroy all your enemies to win the mission, fun as it is.

If you take the high ground, the Russians will overestimate their power.

[attachment=2546:RedRevolution.zip]
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M01
post 6 Jun 2017, 9:35
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You may get more attention if you add some screen shots

also what is it's compatability 1.86? 1.87 PB?
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X1Destroy
post 6 Jun 2017, 15:20
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Armageddon is here..............



Great mission so far. The Russian attacks were nasty with all those Golems. However, they never use air units so it wasn't all that hard to stop them.

Is it intended that they never attack from the left side?



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RedDeadSmeg
post 6 Jun 2017, 16:50
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QUOTE (M01 @ 6 Jun 2017, 9:35) *
You may get more attention if you add some screen shots

also what is it's compatability 1.86? 1.87 PB?


I'm a noob at posting screenshots, I would have done it with my other missions if I knew how. It's based on 1.87 PB but might work with 1.86, I haven't tried it on that version though.

QUOTE (X1Destroy @ 6 Jun 2017, 15:20) *
Great mission so far. The Russian attacks were nasty with all those Golems. However, they never use air units so it wasn't all that hard to stop them.

Is it intended that they never attack from the left side?


Thanks, I've had a lot of trouble trying to get the purple side to attack with stealth fighters and had no luck. It's weird as the AI in my other missions are able to build and attack with aircraft with no issue. I may have to work out another way for them to defend Moscow.
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M01
post 7 Jun 2017, 5:44
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QUOTE (RedDeadSmeg @ 6 Jun 2017, 23:50) *
Thanks, I've had a lot of trouble trying to get the purple side to attack with stealth fighters and had no luck. It's weird as the AI in my other missions are able to build and attack with aircraft with no issue. I may have to work out another way for them to defend Moscow.


have you tried using helis instead of planes afaik the Sokols do well in defending the "Kremlin Area" do wished the Berkuts do the same but they stay on the ground more

I see lack of other units in the attack waves i.e, Sentinels MTPs Buratinos

The Conscript drops were quite nice addition managed to screw me up a lot of time though they only drop once they could be drop at least more often or another addition are VDV drops every time a Command bunker or something is destroyed
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RedDeadSmeg
post 7 Jun 2017, 17:52
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QUOTE (M01 @ 7 Jun 2017, 5:44) *
have you tried using helis instead of planes afaik the Sokols do well in defending the "Kremlin Area" do wished the Berkuts do the same but they stay on the ground more

I see lack of other units in the attack waves i.e, Sentinels MTPs Buratinos

The Conscript drops were quite nice addition managed to screw me up a lot of time though they only drop once they could be drop at least more often or another addition are VDV drops every time a Command bunker or something is destroyed



Yeah I'm planning to add more hinds and ground forces to compensate, the Kremlin part is a bit too easy for my liking.

The lack of other units in the attack waves was down to trying to emulate the attack waves of the original version in Red Alert 2, not a big mix of different units, just waves and waves of attacks.

Even I forgot about the Conscript drop and got screwed myself when testing the mission haha. I like the idea of VDV paradropping every time a Command Bunker is destroyed I'll think I'll add that in.

Thanks for the feedback.

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Scud
post 9 Jun 2017, 1:58
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This need one thing... Hell March


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M01
post 10 Jun 2017, 3:05
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Bumping

also there seems to be a missing case of BGM

request ECA USA & GLA version
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RedDeadSmeg
post 11 Jun 2017, 13:15
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QUOTE (Scud @ 9 Jun 2017, 1:58) *
This need one thing... Hell March


Haha thank goodness there is a 10 hour version of YouTube tongue.gif

QUOTE (M01 @ 10 Jun 2017, 3:05) *
Bumping

also there seems to be a missing case of BGM

request ECA USA & GLA version


Does BGM need to be scripted in? I rarely play the in game music anymore I just put on Motorhead or anything heavy in my playlist.

Sure, once I'm happy with this one I'll do versions for other factions.


I've updated the mission. I'm not going to go through all the changes because that will spoil the surprises, but here are a couple I will mention:

I've managed to somewhat emulate the Yuri Kirov vs Nuclear Silo script from the original game.

The purple & maroon base no longer have air bases due to issues with scripting.

The purple base is much more of a threat once you enter Moscow.

Since it's nearly Father's Day in the UK you will get a special present if you manage to capture a Russian Command Bunker.

[attachment=2551:RedRevolutionV2.zip]

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X1Destroy
post 15 Jun 2017, 16:30
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Ver 2 is nice, but it was kinda laggy till I took out the maroon base for some reasons. And yeah. being able to drop FOAB is cool.

This post has been edited by X1Destroy: 15 Jun 2017, 16:31


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Mizo
post 19 Jun 2017, 4:38
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Review :

Pros :
- You nailed down the map desgin from the original RA2, just need alittle bit texturing here and there and It'd be more appealing aesthetically.
- The Mission port was successsful, it gave me feeling of nostalgia , so it does what it aims to do, it's fun.

Cons :

- Scripting issues, mainly preformance and unoptimized script usages. Instead of having scripts that check every frame from building attack teams, it's usually better to use Subroutines that check per 10 seconds or 5....not per frame , and then define those scripts in the Build Team Tab as a Build Condition. Telling the AI to build a team every frame takes away alot of CPU power.
- I recommend not using bridges because they cause lag as well, due to pathfinding issues. if you're gonna use bridges, it's better to use the widest versions, either that or remplace them with ground ramps.
- Attack Teams are repetitive and rather very simple. It was interesting at first, but then it became too easy as everything was timed precisely . this makes the difficulity rather easy. Am not asking for more variety but rather more unit compositions. For example you can add alot more teams, ahve a kodiak with 3 rpgtrooper as a rush, then have some BMPs and Grizzlys in another team, then a conscript blob ect..


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RedDeadSmeg
post 19 Jun 2017, 16:50
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QUOTE (X1Destroy @ 15 Jun 2017, 16:30) *
Ver 2 is nice, but it was kinda laggy till I took out the maroon base for some reasons. And yeah. being able to drop FOAB is cool.


Thanks, I'll look into the lag.

QUOTE (Mizo @ 19 Jun 2017, 4:38) *
Review :

Pros :
- You nailed down the map desgin from the original RA2, just need alittle bit texturing here and there and It'd be more appealing aesthetically.
- The Mission port was successsful, it gave me feeling of nostalgia , so it does what it aims to do, it's fun.

Cons :

- Scripting issues, mainly preformance and unoptimized script usages. Instead of having scripts that check every frame from building attack teams, it's usually better to use Subroutines that check per 10 seconds or 5....not per frame , and then define those scripts in the Build Team Tab as a Build Condition. Telling the AI to build a team every frame takes away alot of CPU power.
- I recommend not using bridges because they cause lag as well, due to pathfinding issues. if you're gonna use bridges, it's better to use the widest versions, either that or remplace them with ground ramps.
- Attack Teams are repetitive and rather very simple. It was interesting at first, but then it became too easy as everything was timed precisely . this makes the difficulity rather easy. Am not asking for more variety but rather more unit compositions. For example you can add alot more teams, ahve a kodiak with 3 rpgtrooper as a rush, then have some BMPs and Grizzlys in another team, then a conscript blob ect..


Glad the nostalgia factor worked, I agree it needs a little touch up looking at it again.

Thanks for the scripting tip, I'll definitely use that in Version 3.

The map will need bridges to keep it as close to the original as possible, I can do wide bridges into Moscow but I'm not sure about the one between the Orange and Brown bases.

I'll play around with the attack teams, but if I remember correctly there wasn't too many teams between the Orange and Brown AI in the original version, just spamming the same ones very quickly.
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RedDeadSmeg
post 25 Jun 2017, 13:34
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Here is Version 3.

Updates:

Most if not all the lagging issues should be sorted, thanks to Mizo for the tips.

The bridges into Moscow are now wider.

There are a couple of extra attack groups from the Brown and Orange bases.

This will most likely be the last update for this mission as I am currently planning an ECA mission.
Though it will not be the last time I'll make a Moscow mission.

[attachment=2556:RedRevolutionV3.zip]
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five star genera...
post 20 Jul 2017, 22:26
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Great mission i played it on 1.86 + Falcon Rising patch 1.86.4 and had a blast with snipers, Helix, Bixi airship...
There is a way to build more nukes just start to build more before first is done so i was able to build two but i could
build even more if i had more resources at the time. Loved that enemy air armada warning.
To me this is the best mission you have done. Great work.
And i had no lag at all.

This post has been edited by five star general: 20 Jul 2017, 22:28
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RedDeadSmeg
post 21 Jul 2017, 16:59
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QUOTE (five star general @ 20 Jul 2017, 22:26) *
Great mission i played it on 1.86 + Falcon Rising patch 1.86.4 and had a blast with snipers, Helix, Bixi airship...
There is a way to build more nukes just start to build more before first is done so i was able to build two but i could
build even more if i had more resources at the time. Loved that enemy air armada warning.
To me this is the best mission you have done. Great work.
And i had no lag at all.


Glad you enjoyed it and great to hear there is no lag.
Well done for finding the way to exploit the 'one nuke' loophole, I believe you may be the first.
Thanks for the feedback, I'm working on different variations of this mission at the moment which I'm hoping are just as good as this one.
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Mizo
post 24 Jul 2017, 11:46
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Had a casual run with it last night. Excellent work. You pretty much fixed the major lag issues and the game runs alot smoother than the previous versions.

This post has been edited by Mizo: 24 Jul 2017, 11:46


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RedDeadSmeg
post 24 Jul 2017, 16:47
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QUOTE (Mizo @ 24 Jul 2017, 11:46) *
Had a casual run with it last night. Excellent work. You pretty much fixed the major lag issues and the game runs alot smoother than the previous versions.


Thanks Mizo I appreciate the tips.
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