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Article #23212

ultRA (Ultimate RA) version 1.2

#23212
From: Tyler Baker
Date: Sun, 16 Mar 1997 00:00
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ultRA (Ultimate RA) v1.2 is now finished and enclosed in this post.  If
your mail reader does not support then ultRA can be found at
http://www.infinet.com/~jenny/ultra.html.

Several people have asked me if there will be an ultRA ladder at Case's
Ladder which is at http://www.igl.net.  I have no affiliation with
Case's Ladder other than I talk to Case from time to time on his KALI
server.  He will not put up a ladder for a game (or a deviation from a
game in ultRA's case) unless it is very popular.  Like on the order of
5000 or so.  The same thing goes for netleague or any other ladders, if
you want an ultRA ladder, then they will build it (based upon
popularity).

This version of ultRA (1.2) will be the standard version and no new
upgrades will occur unless one of two things happens:

(1) A major bug in ultRA which crashes RA consistently.  A major bug I
had in 1.0 would crash WCHAT every time you ran ultRA.

(2) A major game design flaw which allows for some absolute cheesy
strategy (such as heavy tanks and grenadiers in regular RA make all of
the other units pointless).

So if you have 1.0 or 1.1 please get 1.2 as 1.0 and 1.1 will not work
with 1.2 as you will get an out of sync error.

In 1.2 a few notable things have changed in 1.2

Radar Jammers now cost 2000 instead of 1200.  They are also slower and
have a slower stealth charge again.  I did this cause they were just too
awesome before at only 1200 and at speed 10.

Other little tweaks have occurred as well.

If you notice slow gameplay in ultRA, it is probably because there are a
lot of game objects in the game like buildings and men.  Get in a battle
and kill some guys and speed will increase.  I must admit, RA is not
very efficient with memory on this issue.

Also, do not play on all gem boards (I think gem boards suck anyways, as
it encourages the tank rush but that is another issue) because the bomb
truck will wipe out all your gems.  Ore is not significantly affected.

Ore boards are better too in the long run, since the ore regenerates
every 15 seconds.

Many people have used many strategies from destroying ore using yaks
(i.e. the scorched earth strategy) to building lots and lots of choppers
to using fast light tanks, to the slow moving death strategy of the
mammoths.

My goal in ultRA was to make everything useful in its own way and that
all units are balanced by ability vs. cost.  If someone finds some
really cheesy way of winning, email me and I will test it myself to see
if you are indeed correct or your opponents just suck.

I really like games where you can come up with your own personal
strategy to win and perfect it rather than have to rely on an absolute
100% foolproof strategy that you must use if you don't want to lose
(like with grenadiers and heavy tanks).

Another thing I like is that in 1.2 the rules.ini is dynamically created
and deleted when running ultRA.  This is important so that you don't
have to wrry about manually deleting ultRA every time you want to switch
back to regular RA.

Here is the description info for ultRA (Ultimate RA):

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ultRA v1.2 (Ultimate RA) by Tyler Baker, ty...@infinet.com

I.   Forward
II.  What is ultRA (Ultimate RA)
III. RA bug fixes
IV.  Install
IV.  Unit Descriptioins
V.   Disclaimer

------------------------------------------ Forward -----------------------------------------------

If you have ever played Ultimate C&C, then you probably have an idea of
what in the world this is, otherwise you probably have no clue.
ultRA (Ultimate RA) is a rules.ini file that I have developed which
addresses many of the game design flaws that I as well as many others
feel are present in the current version of Command & Conquer: Red Alert
(copyright Westwood Studios) as well as adding a lot of new
functionality to old units and adding a few new ones as well.  I
created Ultimate C&C because I felt that the NOD bikes were unbalanced
and because of this, C&C was reduced to nothing but a bike war.  Plus
other little things like that ridiculously weak weapons factory for GDI
as well as having a bunch of potentially useful units being renedered
useless due to bike/medium tank domination I also felt was a flaw.  As
a result C&C got really boring really fast, despite the game being
sound in its programming as well as its art work.  Simply put, I just
felt that Westwood did not spend enough time playtesting the game.  So I
spent a few days of my free time and created Ultimate C&C using Andrew
Griffin's CCEDIT.  I and some friends playtested the Ultimate C&C for a
while and did the necessary editing so that every unit would be equally
useful as in its own way.  I also gave the player all of the units to
choose from rather than a selected NOD or GDI arsenal so that the player
can be creative with designing their own army for war.  Many initial
ideas such as NOD choppers with obelisk lasers sounded cool on paper,
but they were too dang powerful and therefore, had to be scrapped.
So in the end (minus a few annoying bugs I could never quite figure out)
I had Ultimate C&C completed.  Shortly after uploading UltC&C to Rajan
Hollman's Temple Of The Conqueror (not sure of the URL these days) I
received around 100 positive emails in the first two weeks.  Some of the
adulation was so ridiculous as someone even quoted me as being god.
Well everyone has their own deity I guess these days (-:

----------------------------------------- What is ultRA -------------------------------------------

So, Westwood then releases Red Alert, and after playing for a few months
on Case's Ladder ( http://www.igl.net ) I got all the way to number 31
by using the same stupid strategy for the Ukrainians as well as the
Germans.  I have beaten most of the top ladder players using the same
stupid boring strategy which basicly centers upon whether I can create
more tanks and grenadier/tank rush my opponent's base well.  Usually
I can so I win.  Then my opponent usually either says that I was cheesy
(well I have to admit it is) or else that I am awesome.  I don't know
what everyone's definition of cheesy is but I define it as "using the
same bread-and butter strategy that yields positively predictable
results regardless of the strategy or skill of your opponent".  This is
what you call just building nothing but factories, refineries, ore
trucks and tanks.  Why even bother thinking avout building anything else
as you will certainly lose.  Hell, I do not even build a radar dome in
ladder games.  So after playing this horrendous strategy for the last 2
months in addition to Counterstrike not looking too promising (though I
have never actually played it, just my impressions from what others have
told me as well as what is described on Westwood's site) I have in the
last couple of days created ultRA (Ultimate RA).  BTW, ultRA is designed
for multi-player only but feel free to use it for the single-player
missions if you want.  In skirmish mode, I have noticed the computer
plays much more intelligently with the arsenal in ultRA than in regular
RA.  Not sure why the computer seems smarter, but nonetheless I actually
lose sometimes to one computer (I know, this is embarrassing to admit).

What you will find in Ultimate RA can be best explained by the unit
descriptions below.  But generally, what I have tried to do is get rid
of cheese and add more firepower, explosions, units, and strategy to RA
as it is.  As you will notice, there is no such thing as an Allied or
Soviet unit anymore as the player has access to all of the units in RA,
plus several new ones, I have added.  Also, I have tried to eliminate
tank rushing (or just building tanks) by making the weapons factory,
refiniery, and ore trucks very expensive.  Thereby, building tons of
factories and refineries can be counter-productive to winning as it may
actully cost you more to build up your production rate than to be
content with staying with two factories and two refineries.  Of course,
this all depends on the map that is played on.  Another thing I have
done to try and eliminate tank rushing is to make base defense very
powerful and unit structures very strong.  But most importantly I have
tried to design the game so that a one bread and butter unit strategy
does not exist (note: I have tried my best and cannot guarantee unit
fairness but hopefully I have done better than the travesty that
occurred with the design of the Soviet Heavy Tanks in regular RA).  In
essence, you will find that a mix of light, medium, heavy, and mammoth
tanks will be your best combo in addition to the other utility units
such as artillery and V2's.  Air power is also essential (I really mean
this) as well as building some of the new base structures that deliver a
melee of punishment all over the board.  And in water boards, subs are
no longer a joke.  They do indeed have a strategic advantage.

---------------------------------------- RA bug fixes ---------------------------------------------

The math errors that actually reduced the shot rate of France and
decreased the armor of England (rather than the other way around the way
as it should be) in multiplayer so playing France or England actually
makes sense to do now.

------------------------------------------ Install ------------------------------------------------

To run Ultimate RA, make sure that the file ultra11.zip is unzipped into your Red Alert directory.
Next in Windows Explorer create a new shortcut, right click on the shortcut and select properties.
Then, edit the "Cmd Line" field to reflect the directory of your Red Alert installation with
ultra.bat appended.  For example, in my configuration, I have the line
"C:\WESTWOOD\REDALERT\ULTRA.BAT".  Edit the "Working" field to reflect the directory of your Red
Alert installation.  For example, in my configuration I have the line "C:\WESTWOOD\REDALERT".  Next
copy this shortcut to your Red Alert program group.  For example, my program group for Ultimate RA
is in C:\WINDOWS\Start Menu\Programs\Games\Red Alert\.  After doing all of this, all you need to do
is click on the "Ultimate RA" shortcut to run Ultimate RA.  A DOS Window will pop up that says "Hit
any key after exiting Ultimate RA".  Once you have exited Red Alert, hit any key.  This will delete
the rules.ini file so that you can play regular RA with all of the defaults.

-------------------------------------- Unit Descripions -------------------------------------------


Vehicles

Vehicle Name               Primary             Secondary        Strength  Armor  Speed  Sight  Cost
---------------------------------------------------------------------------------------------------
Light Tank                 75mm Cannon         RedEye           500       heavy  10     4      500
Medium Tank                90mm Cannon         AA Gun           1000      heavy  8      6      1000
Heavy Tank                 105mm Cannon(2)     Nike(2)          1500      heavy  6      8      1500
Mammoth Tank               120mm Cannon(2)     Mammoth Tusk(2)  2000      heavy  4      10     2000
V2 Launcher                V2 Rocket           NA               300       light  6      10     600 
Mobile Artillery           155mm Artillery     NA               300       light  5      10     300
Ranger                     M60mg Gun           NA               500       light  15     6      500
APC                        M60mg Gun           NA               600       heavy  10     10     1000
Mine Layer                 Mines(10)           NA               200       light  5      5      3000
Bomb Truck (convoy truck)  Nuke                NA               125       heavy  10     3      1000
Ore Truck                  NA                  NA               2000      heavy  7      5      2000
MCV                        NA                  NA               6000      light  6      4      4000 
Mobile Radar Jammer        Tesla Zap           NA               300       light  7      7      2000
Mobile Gap Generator       Nike(2)             NA               2000      heavy  4      4      1200

Light Tank - The light tank is the smallest of the available tanks.  It
is equipped with a 75mm cannon which shoots at a rate 8 times that of a
mammoth tanks's twin 120mm cannon, but has about 1/4 the range, and
sight of a mammoth tanks twin 120mm cannon.  It has a light missile
for AA defense and is 1/4 the cost of a mammoth tank.

Medium Tank - The medium tank is the second smallest of the available
tanks.  It is equipped with a 90mm cannon which shoots at a rate 4
times that of a mammoth tanks's twin 120mm cannon, but has about 1/2
the range, and sight and the power of a mammoth tanks twin 120mm
cannon.  The 90mm cannon is twice as powerful as the light tank's 75mm
cannon.  It has an AA gun for AA defense and is 1/2 the cost of a
mammoth tank.

Heavy Tank - The heavy tank is the second largest of the available
tanks.  It is equipped with two 105mm cannons which shoots at a speed
2 times that of a mammoth tanks's twin 120mm cannon, but has about 3/4
the range, and sight of a mammoth tanks twin 120mm cannon.  The twin
firing of the 105mm cannon is deals twice as much damage as one shot
of the medium tank's 90mm cannon.  It has twin heavy missiles for AA
defense and is 3/4 the cost of a mammoth tank.  This unit also self
heals itself up to half life.

Mammoth Tank - The largest of the available tanks.  It is equipped with
two 120mm cannons which deals 100 damage per shot and is twice as
powerful as the heavy tank's twin 105mm cannon.  It has twin powerful
Mammoth Tusk missiles.  This unit also heals itslef up to half life.

V2 Launcher - Much longer range, faster shot rate, and relatively more
powerful than regular RA V2.

Mobile Artillery - Much longer range, faster shot rate, and much more
powerful than regular RA Artillery.

Ranger - Faster, stronger, has cloaking sensors to detect mine layers
and is now a useful unit in Ult RA unlike in regular Ra where is was a
joke.

APC - Basicly the same as in regular RA, but can now hold up to 20 men.

Mine Layer - Now stealth so it is actually a practical unit to use.
Also now carries up to 10 mines per payload.  Expensive to compensate
for the fact that this unit can be extremely valuable (mining ore
fields).  Use rangers or men to sniff these guys out.

Bomb Truck - The graphic in RA calls this a convoy truck but I call it a
bomb truck.  This is one of my favorite units as it is the equivalent of
a goblin sapper in Warcraft II.  This unit carries a full blown nuke
which detonates if it attacks a structure or unit 2 spaces away, or else
if it blown up.  Since it is weak, if it successfully penetrates a base,
it will nuke twice: once for its attack and secondly for its
destruction.  Use rangers or other choppers to blow these suckers up
before they get in your base.  For fun assemble about 10-20 all together
and blow one up.  Watch the chain reaction and enjoy.  Don't bother iron
curtaining one and hoping to keep it in a base for two nukes cause the
reload time is 1 minute (ensuring that this sort of thing does not happen).
Do not pack a bunch of these in your base as one Mig attack could set off
a giant chain reaction that could destroy everything in your base.  If
your opponent is dumb enough to do this, make'em pay.

Ore Truck - Basicly the same as in regular RA, just more expensive and
stronger.

MCV - Same as in regular RA, just stronger and more expensive and it can
now redeploy from yard to MCV by selecting the yard and double clicking
outside the highlighted square.

Mobile Radar Jammer - Now actually a useful unit as it now has a
reasonable range of 75 compared to the pathetic 15 in regular RA with its
radar jammer.  It is also the new stealth field unit.  It is relatively
weak, but a pack of these can really mess up an ore truck as it is
with a static generated tela zap.  You need the radar dome to build this
unit.

Mobile Gap Generator - Now a walking fortess of shroud.  Much, much
stronger now and has dual Nike missiles for air defense.  Useful to build.



Ships

Ship Name                  Primary             Secondary        Strength  Armor  Speed  Sight  Cost
---------------------------------------------------------------------------------------------------
Submarine                  Torpedo(2)          Nike(2)          1000      light  6      6      1500
Destroyer                  Stinger(2)          Depth Charge(2)  1000      heavy  6      6      1000
Cruiser                    8 Inch Shells(4)    Nike(2)          2000      heavy  4      7      2500
Gun Boat                   2 Inch Cannon       Depth Charge     500       heavy  9      7      500
Transport                  M60mg Gun           M60mg Gun        500       heavy  14     6      1000

Submarine - Subs do not toally suck like they did in regular RA.  They
now have air defense as well as much longer range on their torpedoes.
They are also a lot stronger too.

Destroyer - Basicly the same as in regular RA, just not as dominant
against subs as before.

Cruiser - Now has quality air defense and much more range, and better accuracy, however its
shells are now relatively much less powerful.  Still a great unit, just
not as crazy with its power.

Gun Boat - Basicly the same as in regular RA.

Transport - Basicly the same as in regular RA, just it now can carry up
to 10 units and has twin M60mg guns to assist with beachhead landings of infantry.



Infantry

Infantry Name              Primary             Secondary        Strength  Armor  Speed  Sight  Cost
---------------------------------------------------------------------------------------------------
Rifle Man                  M1Carbine Gun       NA               50        NA     4      4      25
Grenadier                  Grenade             NA               50        NA     5      4      50
Rocket Soldier             RedEye              NA               50        NA     3      4      300
Flamethrower               Flamer              NA               50        NA     3      4      300
Tanya                      Colt45              C4 Explosives    100       NA     5      6      1000
Engineer                   Infiltrate          NA               50        NA     4      4      200
Spy                        Infiltrate          NA               100       NA     4      5      250
Thief                      Infiltrate          NA               100       NA     4      5      250
Field Medic                Heal                NA               100       NA     4      3      500
Attack Dog                 Dog Jaw             NA               200       NA     4      5      100

Rifle Man - Basicly cheaper and stronger.  You get 10 free ones
everytime the paratrooper bar is up.

Grenadier - Cheaper and has more range and power.  Strategically the
same as in regular RA.

Rocket Soldier - Different airborn weapon (same as land weapon) as in
regular RA.

Flamethrower - Mows down infantry and can be a pest against buildings if
delivered in an APC.  Useful unit.

Tanya - Same as in regular RA, just a little cheaper and not quite as
useful due to strong base defense.  Still a strategically useful unit.

Engineer - Same as in regular RA, just much cheaper to compensate for
stronger enemy base defense as well as a need to be used more for repairing
buildings faster due in part to increased air power and mini-nuke bombs.

Spy - Cheaper and very useful for use in conjunction with thief.

Thief - Cheaper and invisible (not stealth but toally invisible) to the
enemy.  Best way to stop a thief from walking into a refinery is to cut
off choke points near base.  Thieves are mostly useful against players
who stockpile credits for a tesla rush.  Just send in a thief and steal,
steal, steal.  Good players will expend their credits at a rate equal to
what they bring in (rendering thieves useless).

Field Medic - Basicly the same as in regular RA, just a little stronger
and cheaper.

Attack Dog - Same as in regular RA, but stronger and has a greater leap.

Aircraft

Aircraft Name              Primary             Secondary        Strength  Armor  Speed  Sight  Cost  Ammo
---------------------------------------------------------------------------------------------------------
Bomber (Spy Plane)         Mini-Nuke           NA               400       heavy  40     0      NA    1
Mig                        Maverick(2)         Maverick         100       light  30     0      1750  20
Yak                        Flame Strafe        Flame Strafe     100       light  25     0      750   60
Apache Longbow             Hellfire            Hellfire         600       heavy  16     0      1250  15
Hind                       Vulcan              Vulcan           600       heavy  16     0      1250  30
Chinook                    Grenade             Grendade         500       light  12     0      1000  NA
Badger                     Parabomb/Men        NA               400       light  16     0      NA    10

Bomber - Formerly the spy plane, this unit drops one mini-nuke (1/10 the
power of a regular nuke) on the target destination.  Have lots of AA
guns around your base to hopefully shoot this plane down before it drops
its destructive payload.  Note: this unit may make 4 or 5 passes by its
target destination before it drops the bomb.

Mig - Stronger, more ammo, better range, and faster than previous Mig.
However, it is not a cheapo unit anymore, since air defense is better
and building structures are stronger.  It is rather expensive, but can
be invaluable in assisting in battles or finishing off structures.

Yak - Much stronger, much more ammo, better range and a good cheap
flying unit that is great at mowing down infantry, or strafing groups of
enemy units in a battle.  The chaingun is also very good against armor.
It's shooting is still inaccurate as hell )-:

Apache Longbow - Much more range, hit points, and overall usefulness
than regular RA Longbow.  Good helper unit in land battles.  Also, good
for taking out bomb trucks before they get too close to your base.

Hind - Like the Longbow, this chopper has much more range, and hit
points.  It's powerful Vulcan cannon is great for taking out ore trucks
as well as those pesky bomb trucks.

Chinook - Basicly the same as regular RA's Chinook, but it is stronger
and can carry up to 10 men now.  It also lobs grenades off at units to
assist in its landing.

Badger - Parabombs are now mini-nukes, but in multiplayer it is rare to
get them in a crate anyways.  For dropping paratroopers, it now drops 10
men instead of only 5.  Use the men as cannon fodder fo scouting under
enemy shroud since the spy plane is now a bomber.



Buildings

Building Name              Primary             Secondary        Strength  Armor  Sight  Cost  Power
---------------------------------------------------------------------------------------------------
Construction Yard          Build Structures    NA               6000      heavy  5      4000  0
Weapons Factory            Make Vehicles       NA               10000     heavy  4      5000  -30
Ship Yard                  Make Ships          NA               5000      heavy  4      5000  -30
Training Tent              Make Men            NA               1000      wood   5      300   -20
Kennel                     Make Attack Dogs    NA               1000      wood   4      200   -10
Airstrip                   Host Planes         NA               2000      heavy  7      500   -30
Helipad                    Host Helicopters    NA               2000      wood   5      500   -10
Ore Refinery               Process Ore         NA               6000      wood   6      3000  -30
Storage Silo               Store Ore           NA               500       wood   4      150   -10
Power Plant                Power               NA               2000      wood   4      300   +100
Advanced Power Plant       Power               NA               3000      wood   4      500   +200
Hospital                   Heal                NA               2000      wood   4      800   -20
Pillbox                    Vulcan              NA               750       wood   5      400   -15      
Camo Pillbox               Vulcan              NA               1000      wood   5      600   -15
Super Pillbox (SBarracks)  Chaingun            NA               1000      wood   5      2000  -20
Turret                     Turret Cannon       NA               1000      heavy  6      500   -40
Flame Turret               Large Fireball      NA               1000      heavy  6      500   -20
Tesla Coil                 Tesla Zap           NA               2000      heavy  15     1500  -100
AA Gun Battery             ZSU-33 AA Gun       NA               1000      heavy  6      500   -50
SAM Site                   Nike                NA               1000      heavy  5      500   -20
Torpedo Bay (Sub Pen)      Torpedo (2)         NA               1000      light  4      1000  -30
Service Depot              Repair Units        NA               2000      wood   5      500   -30
Radar Dome                 Provide Radar       NA               2000      wood   10     1000  -40
Gap Generator              Provide Cover       NA               2000      wood   10     500   -20
Satellite Center (ATC)     GPS                 NA               1250      wood   10     1500  -100
Iron Curtain               Invulnerability     NA               1250      wood   10     1500  -100
Chronosphere               Chronoshift         NA               1250      wood   10     1500  -100
Heat Cannon Center (STC    Satel. Heat Cannon  NA               1250      wood   4      3000  -200
Mega-Cannon (FCP)          Mega-Cannon(2)      NA               1250      wood   10     2500  -100
Shredder Missile Silo      Shredder Artillery  NA               1250      wood   4      2000  -100
Rebel AA Missile Battery   Rebel AA Missile    NA               1250      wood   4      3500  -100 
Nuclear Missile Silo       Nuke                NA               2000      heavy  5      5000  -200

Construction Yard - Stronger and more expensive than regular RA
construction yard.  Also can redeploy back into an MCV by first
selecting the yard, then double clicking outside of the highlighted
square on land.

Weapons Factory - Much much stronger and much more expensive than the
weapons factory in regualar RA.  The reason I made this unit so
expensive is so that tank rushes would probably not be the best idea.
After all you can have 5 factories but that is 25000 in ore.  After
building those 5 factories you will not have enough cash to spend on
tanks.  This I feel is a neutral way of making Ultimate RA a strategic
fun game rather than some boring tank rush.  The reason that the weapons
factory is so strong is to compensate for the cost of this structure
(losing this structure would really really suck).

Ship Yard - Same principle for the weapons factory went into the ship
yard.  Basicly for water boards (well there are a few out there)
spending tons of cash on building up production ability will not
necessarily increase your production.  This structure also produces
subs.  The sub pen is now called the torpedo bay and is not the
equivalent of a water turret that fires torpedoes at enemy ships.

Training Tent - This is the structure that produces men and dogs.  The
soviet barracks is now the super pillbox and the kennel is now the rebel
AA missile battery.

Kennel - Same as in regular RA.

Airstip - One of the most important structures to have as it gives you
free paratroopers as well as free mini-nuke bombing reigns.  Also, what
you need in order to build migs and yaks.

Helipad - Same as in regular RA in functionality excepth that you must
build the chopper for each helipad instead of it coming with a default
chopper.

Ore Refinery - Same as in regular RA except that it is considerably more
expenisve, stronger, and has more storage than the refinery in regular
RA.  The reason that Ore Refineries as well as the ore trucks are more
expensive is to reduce the possibility of people trying to simply
outproduce their opponent rather than outplay their opponent.

Storage Silo - Same as in regular RA.

Power Plant - Same as in regular RA, but stronger.

Advanced Power Plant - Same as in regular RA but stronger.  Make sure
you build plenty of these as you can possibly have all your power
destroyed from a well placed nuke and mini-nuke as well as other long
range threats.  Also make sure you scatter them around your base so a
pack of them will not be a juicy target for a nuke or mini-nuke.

Hospital - The graphic in the selection box will not show up for this
unit.  It will be in a box below the Soviet Tech Center box.  This
structure is for healing men for free.  Just like the medic except that
this is a structure.  Can be very useful in the beginning in
withstanding an enemy infantry rush (your guys will keep getting healed
in battle).  The healing area is a 2 tile radius around the structure.

Pillbox - Same as in regular RA, just more armor and firepower.

Camo Pillbox - Same as in regular RA, just more armor and firepower.

Super Pillbox - Formerly the Soviet Barracks, this defensive structure
mows down men as well as armor with great precision using its chaingun.
This is an expensive structure to compensate for its awesome power.

Turret - Same as in regular RA, just more armor and firepower and a
better shot rate.

Flame Turret - Same as in regular RA, just more armor, firepower, and a
better shot rate as well as better range.

Tesla Coil - Better armored and better shot rate.  Not as useless as in
regular RA.  If you fear your opponent stockpiling credits for a tesla
rush, then send lots of thieves into their refineries and wathc their
money dwindle.

AA Gun Battery - Basicly the same as in regular RA, just better range.

SAM Site - Basicly the same as in regular RA, just better range and
cheaper.

Torpedo Bay - Formerly the Sub Pen.  This is basicly the equivalent of
a water turret.  It can detect subs and fires twin torpedoes at enemy
naval units.

Service Depot - Same as in regular RA, just much stronger and much much
cheaper.

Radar Dome - Same as in regular RA, just stronger.

Gap Generator - Same as in regular RA, just cheaper, stronger, and
consumes less power.

Satellite Center - This is also known as the allied tech center.  Gives
you the GPS.

Iron Curtain - Basicly the same as in regular RA, just that it consumes less power,
is cheaper, and the invulnerability device charges much faster.

Chronosphere - Basicly the same as in regular RA, just that it consumes less power,
is cheaper, and the chronoshift charges much faster.

Solar Control Center - Formerly the Soviet Tech Center.  This structure fires from
a satellite a solar heat cannon at any unit or structure on the board.  This weapon
fires once every 1 minute and consumes a lot of power.  The weapon has flame type
properties.

Mega-Cannon - Formerly the Forward Command Post.  This structure fires
two powerful mega-cannon shells (they look like turret shells but they
are actually much stronger) at any unit or structure on the board.  This
weapon fires two shots once per minute.  The shells are armor piercing.

Shredder Artillery Center - Formerly the Technology Canter.  This
structure fires a powerful missile of high explosive shrapnel at any unit or
structure on the board.  This weapon fires two shots once per minute.  The shells
are high explosive.

Rebel AA Missile Battery - Formerly the Bio-Tech Research Facility.  This structure
fires one rebel AA missile at any airborn unit within a range of 50 squares once
per minute.  One rebel AA missile will destroy any airborn unit upon impact.

Nuclear Missile Silo - Fires a real nuclear warhead (not a mini-nuke) every 10
minutes.

----------------------------------------- Disclaimer ----------------------------------------------

ultRA is totally free and I have no intention now or in the future of it
ever being used for commercial purposes.  Others are free to do anything
they wish with the rules.ini file, however I please ask that you not
change the rules.ini settings and then resubmit ultRA across usenet or
to others.  If you redistribute ultRA, please make sure you are using you
are sending the real version of ultRA.  If you ever think you have a
bastardized copy of ultRA or else need a new copy, or else have a friend
that needs a new copy, the official version of ultRA can be found at The
Chronosphere ( http://www.igl.net/ra/ ).


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From: Tyler Baker <ty...@infinet.com>
Subject: ultRA (Ultimate RA) version 1.2
Date: 1997/03/16
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