Article View: alt.games.command-n-conq
Article #23418Ultimate RA v1.3 [NEW]
From: Tyler Baker
Date: Mon, 24 Mar 1997 00:00
Date: Mon, 24 Mar 1997 00:00
657 lines
41601 bytes
41601 bytes
This is a multi-part message in MIME format. --------------536145D120A5 Content-Type: text/plain; charset=us-ascii; name="ultra13.txt" Content-Transfer-Encoding: 7bit Content-Disposition: inline; filename="ultra13.txt" ultRA v1.3 (Ultimate RA) by Tyler Baker, ty...@infinet.com I. Forward II. What is ultRA (Ultimate RA) III. ultRA v1.3 Updates and Changes IV. RA bug fixes V. ultRA ladder? VI. Install VII. ultRA Bugs and Other Problems VIII. Unit Descriptioins IX. Disclaimer X. Addendum ------------------------------------------ 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 lot of potentially useful units being renedered useless due to bike/medium tank domination. Unfortunately due to this, 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 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 could 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 seems to have has their own personal deity these days (-: ----------------------------------------- What is ultRA ------------------------------------------- So, Westwood then releases Red Alert, and after playing for a few months on Case's Ladder at 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 to be smarter, but nonetheless I actually lose sometimes to the 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 ultRA, plus several new ones, I have added. Also, I have tried to eliminate tank rushing (or just building tanks) by making the weapons factory, refinery, 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 lone 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. ------------------------------- ultRA v1.3 Updates and Changes ------------------------------------ - Build speed is twice as fast as before. Not sure why I had it so slow in the first place. ultRA is now much faster paced, even though the factory is more expensive (to compensate for the upgrade in build speed). - Planes now land correctly on the airfield - Bomber (Spy Plane) now consistently bombs in 3 or less passes (before it could be as much as 15). - Hospital has been changed to the V2 Launching Silo due to its previous uselessness. Now useful. - Radar Jammers are a little cheaper. - Transport Helicopters now carry 5 men but are cheaper and can parachute men out while supporting cover with its machine gun at the same time. - Spy now has Kung-Fu (put this in for kicks, err no pun intended). - Radar Dome now gives you the high velocity pulse rifle weapon. - Ship weapons have been changed around. - Bib for most buildings has been removed to help make bases smaller. - Nuke is still weak (unfortunately I had to leave it weak or else the bomb truck and mini-nuke were too powerful. To compensate for this it charges faster now. - Range on flamethrowers and flame turrets is a bit lower. - Medics are cheaper and heal at a better range (worth building now). - Long range weapons charge every 3 minutes (depending on game speed) but deliver a slightly more powerful payload overall (solar cannon was too cheesy before). - Icon fixes were attempted at, but impossible to do after looking though game.dat and edit.dat for some variable that references the images. Sorry guys )-: - Hinds have less range, but more hit points, ammo, and a better shot rate. They are actually decent at taking out harvesters now like the old NOD choppers did. Good to build. - The hit points for the construction yard, weapons factory, and refinery have been reduced so that they are actually vulnerable to attack. Before, they were so strong, that destroying them was practically impossible unless you killed off all the other enemy units first. ---------------------------------------- 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. This is a very well known bug so I do not take credit for finding it, just fixing it in ultRA. --------------------------------------- ultrA Ladder? --------------------------------------------- There is no known ladder for ultRA at this moment to compete on. If you would like a ladder or ladders for ultRA, then email you favorite ladder administrator at Netleague, CampBadAss, or wherever, and ask for an ultRA ladder. Also, feel free to create ultRA tournamnets at you own free will. For Case's ladder, go to http://www.igl.net/mail.html, fill out the form with a message that you desire Case's Ladder to have an ultRA ladder, submit the form, and that is all you need to do. An ultRA ladder will never exist unless ultRA is popular enough. So make your voice known. Version 1.3 of ultRA will be the final version of ultRA for a long time and will be what is used if there ever is an ultRA ladder. I will not make any updates unless someone discovers an absolute cheese strategy that will need to be addressed. ------------------------------------------ Install ------------------------------------------------ To run Ultimate RA, first make sure that you unpack either ultra13.zip or ultra13.exe into your Red Alert directory. The next thing you need to do is make a shortcut to ultra.bat. To do this, 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\. The easy way to do all of this is to simply make a copy of your Red Alert 95 shortcut in your RA start menu subdirectory and change the name of the shortcut to "Ultimate RA" and the command line file from "ra95.exe" to "ultra.bat". 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 and not get out of sync errors all over the place. The other option of course is to simply go to your DOS prompt and call ultra.bat directly or though using the RUN dialog in Windows 95. For simplicity, I seriously recommend making an ultRA shortcut to ultra.bat ------------------------------- ultRA Bugs and Other Problems ------------------------------------- For the Mega-Cannon (Forward Command Post), Rebel AA Missile Battery (Bio-Tech Center), Shredder Artillery Cneter (Technology Center), and Hospital there are no icons for these images in the RA data files. I looked through game.dat and edit.dat in hopes of finding a variable name the would reference these icon images and I had no luck. This is unfortunate as it shows no graphic, but either a black square, or a split image of the icon image above it in its place. For example, under the Missile Silo, the Mega-Cannon (Forward Command Post) is located on the icon list panel, however, there is no icon and instead tow overlapped images of the Missile Silo. Though this may be aesthetically displeasing, it does not affect gameplay whatsoever. Instead of removing these structures for artistic look and feel reasons, I leave them in for the strategic role that these extra structures provide ultRA. Also, you will notice that for the APC, Tranport Helicopter, and naval Transport, that the graphics for the carried units drag. This again does not affect gameplay at all and is merely an aesthetic issue. I feel that the APC is rather useless with only 5 passengers except for holding engineers or tanyas. With 20 passengers, an APC can bring in an army of rocket men quickly that adds some real punch to a tank battle. Same thing goes for the transport helicopter and the Transport. Naval landings of only 5 units are very impractical, but 10 really makes a true beachhead. When there gets to be a lot of units in the game, the game speed will slow over network play as more update packets need to be sent back and forth for all of the units. If the game gets very slow it probably means that you are both chicken and you are simply sitting in your base packing up. At this point you should either start attacking each other or else let the game slow down to a crawl. For this version of ultRA, there are no known bugs which caused either RA or WCHAT to crash. -------------------------------------- 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 2500 heavy 7 5 2500 MCV NA NA 5000 light 8 4 4000 Mobile Radar Jammer Tesla Zap NA 300 light 7 7 1800 Mobile Gap Generator Nike(2) NA 2000 heavy 6 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 to build a radar dome to build this unit. This is the only unit in ultRA the has two prequisites to be built. Mobile Gap Generator - Now a walking fortess of shroud. Much, much stronger now and has dual Nike missiles for air defense. Useful to build. Very useful for guarding ore fields from air attacks and also as an air defense buffer in front of your base. Has no land based weapon as well. Also useful for sneaking up bomb trucks and other nasty units under the shroud. Ships Ship Name Primary Secondary Strength Armor Speed Sight Cost --------------------------------------------------------------------------------------------------- Submarine Torpedo Torpedo 1000 light 6 6 1500 Destroyer 2 inch cannon Stinger(2) 1000 heavy 6 6 1000 Cruiser 8 Inch Shells(4) Nike(2) 2000 heavy 4 7 2500 Gun Boat Vulcan Torpedo 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 50 Grenadier Grenade NA 50 NA 5 4 100 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 Martial Arts Infiltrate 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 6 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 cheaper and not quite as useful due to strong base defense. Still a strategically useful unit. She has a powerful minigun at her disposal which will kill men and damage armor well. Basically, Tanya is more of an elite infantry 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. He now has an attack called Martial Arts where he will beat any infantry unit to death. He must be 1/4 of a square form the target unit to do this. Good for killing Tanyas and other important men in someone's base. Also, fun to do as well (-: 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). Note: thieves are only invisible to your opponent but not your opponent's units. In other words you can guard your refinery by placing several men around. If the thief, gets in firing range they will fire at him even though you will not see him. Field Medic - Basicly the same as in regular RA, just a little stronger and cheaper. Much better heal range too. Attack Dog - Same as in regular RA, but stronger, faster, and has a greater leap. Aircraft Aircraft Name Primary Secondary Strength Armor Speed Sight Cost Ammo --------------------------------------------------------------------------------------------------------- Bomber (Spy Plane) Mini-Nuke NA 250 heavy 30x1.5 0 NA 1 Mig Maverick(2) Maverick 100 light 20x1.5 0 1750 20 Yak Flame Strafe Flame Strafe 100 light 16x1.5 0 750 60 Apache Longbow Hellfire Hellfire 500 heavy 12x1.5 0 1250 15 Hind Vulcan Vulcan 800 heavy 12x1.5 0 1250 60 Chinook M60mg M60mg 500 light 8 x1.5 0 600 NA Badger Parabomb/Men NA 400 light 12x1.5 0 NA 10 * All planes have their airspeed increased by 50% due to a landing bug when directly increasing the speed of the yaks and migs. To compensate, the airspeed in the country settings is changed. 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 2 or 3 passes by its target destination before it drops the bomb. Usually it drops on its first pass though. 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 cheaper. Men can either be deployed on land or parachuted out. To parachute men out, just attack a building or unit. The men will first parachute out, and then the Chinook will provide support fire with its M60mg machine gun. Groups of these units loaded with men are great for a large scale infantry invasion. Great for getting bazooka men to your ally on the other side of the board. Badger - Parabombs are now mini-nukes, but in multiplayer you will never get a parabomb crate. For dropping paratroopers, it now drops 10 men instead of only 5. Use the men as cannon fodder for 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 5000 heavy 5 4000 0 Weapons Factory Make Vehicles NA 8000 heavy 4 6000 -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 5000 wood 6 3000 -30 Storage Silo Store Ore NA 500 wood 4 150 -10 Power Plant Power NA 1500 wood 4 300 +100 Advanced Power Plant Power NA 3000 wood 4 500 +200 V2 Launching Silo (Hosp) V2 V2 1000 wood 4 2000 -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 1000 -100 AA Gun Battery ZSU-33 AA Gun NA 1500 heavy 6 500 -50 SAM Site Nike NA 1000 heavy 5 500 -20 Torpedo Bay (Sub Pen) Torpedo(2) NA 2000 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 Artillery Center 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. Also, fast enough to actually outrun many units. 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. V2 Launching Silo - Formerly, the hospital, this defensive structure fires two V2 missiles at approaching enemy ground units. 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. 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, except that it now gets a special weapon called the high velocity pulse rifle. This will fire a high velocity bullet at any unit on the board. Most useful against infantry. This weapon fires once every 3 minutes (actually faster than that at high speed settings). 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 Heat Cannon 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 3 minutes (actually faster than that at high speed settings) 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 every 3 minutes (actually faster than that at high speed settings). 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 every 3 minutes (actually faster than that at high speed settings). 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 (actually faster than that at high speed settings). 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 (actually faster than that at high speed settings). ----------------------------------------- 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 (*.rul files in my case), 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 http://www.infinet.com/~jenny/ultra.html. Any FAQs, Strategy Guides, or other additional documentation about ultRA is hereby granted permission for creation for as long as the sun still burns (otherwise it would be a very cold day in hell). ------------------------------------------ Addendum ----------------------------------------------- I created ultRA because I felt that the current status of gameplay for RA as it is, lacks little strategy, and has general design flaws that make the game boring in multiplayer play. I do not believe I am the most creative person on the face of the earth and that ultRA is a masterpiece. I only intended on making ultRA as an alternative to the boring tank rushing, grenadier rushing, and other stupid cheese tactics in RA. In essence, I made it for myself to play as well as the entire RA netizen community. And because I am not the grand wizard of creativity, I believe that if someone has a great idea for RA by editing rules.ini, or a general idea for redesigning RA as I have done, then they should do it. If you wish to edit rules.ini I highly suggest that you either break up all the different sections into sepearate text files (*.rul files as I have done) and dynamically create rules.ini. Otherwise take your rules.ini file, rename it something like myrules.rul and then make a batch file called myrules.bat that has these lines: @echo off echo Running my personal rules.ini xcopy myrules.rul rules.ini start /w ra95.exe del rules.ini I had a stupid way of doing this before in v1.2 using the choice command in DOS. By using the start /w option you halt processing of the batch file until the program specified has exited which in this case is RA. Once RA has exited, rules.ini is automatically deleted. This is a clean way to delete rules.ini. If RA crashes while playing with the ultRA settings, make sure you delete rules.ini manually if you want to play a regular RA game. Same thing goes for your own personal rules.ini. BTW, this start /w option I was enlightened to by James Urbas, ji...@sonag.com. Finally, I would like to thank the many people who tested ultRA (I would call 1.0 - 1.2 test versions because of many annoying things about it such as installation) with me and gave me their honest input. Even the people who said "ultRA sucks! I love tank rushing!". For those of you out there who do not like ultRA, well I can only say I tried my best to make a good alternative to the game design of regular RA for absolutely no intent of financial gain. If you don't like it, don't play it. But from the response of the majority of people who have played it already, I am sure you will have fun. ultRA is free and always will be. Thank you and enjoy (or delete). --------------536145D120A5 Content-Type: application/zip; name="ultra13.zip" Content-Transfer-Encoding: base64 Content-Disposition: inline; filename="ultra13.zip" <encoded_portion_removed> EgASAOsDAAA3hgAAAAA= --------------536145D120A5 Content-Type: application/octet-stream; name="ultra13.exe" Content-Transfer-Encoding: base64 Content-Disposition: attachment; filename="ultra13.exe" <encoded_portion_removed> SwUGAAAAABIAEgDrAwAAlMYAAAAA --------------536145D120A5--
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From: Tyler Baker <ty...@infinet.com> Subject: Ultimate RA v1.3 [NEW] Date: 1997/03/24 Message-ID: <33373332.3114@infinet.com> X-Deja-AN: 228117646 Organization: InfiNet Reply-To: ty...@infinet.com Newsgroups: alt.games.command-n-conq,alt.games.command.and.conquer MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit