🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Article View: alt.games.command-n-conq
Article #23418

Ultimate RA v1.3 [NEW]

#23418
From: Tyler Baker
Date: Mon, 24 Mar 1997 00:00
657 lines
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--
Technical Details
Message-ID: <33373332.3114@infinet.com>
Path: mbox-mo1.pugleaf.net!unknown!not-for-mail

Show Full Headers
Complete Article Headers
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