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Red Alert 2 Turnyras :-)


Rekomenduojami pranešimai

Katik is karo lauko, bet cia geras buvo karas. Is pradziu su okiro losem pries 4 kompus, poto kai juos sunaikinom kariavome tarpusavyje. Is pradziu viens kita aktyviai puolem, as turejau 2 bazes, kurios greit virto sipuliais, as jo puoliau, poto jau nebemaciau mapo. Klaidziojau su likusiais unitais ir radau deze su baze(soviet). Pasistaciau baze ir ieskojau okiro likusiu unitu. Okiro taip pat rado baze(usa), bet as jai neleidau issiplesti. Zodziu labai patiko. :lol:

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Katik is karo lauko, bet cia geras buvo karas. Is pradziu su okiro losem pries 4 kompus, poto kai juos sunaikinom kariavome tarpusavyje. Is pradziu viens kita aktyviai puolem, as turejau 2 bazes, kurios greit virto sipuliais, as jo puoliau, poto jau nebemaciau mapo. Klaidziojau su likusiais unitais ir radau deze su baze(soviet). Pasistaciau baze ir ieskojau okiro likusiu unitu. Okiro taip pat rado baze(usa), bet as jai neleidau issiplesti. Zodziu labai patiko. :lol:

 

Pamiršai paminėto kovas tarp mūsų chronių :D Dar bėje aš dešimt kokių dėžių apieškojau, kol radau bazę, o tau pasisekė pirmoje.. :lol:

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Ar visi Yuri's Revenge turi?

 

New Units

 

Each of the three factions (Allied, Soviet, and Yuri) gain a Force Shield (under the conditions that a Battle Lab is built and must not be destroyed, also the base must be provided enough power for totally 4-5 minutes before the shield ready), a device which functions like the Soviet Iron Curtain Device, but only works on buildings. This was made to create an effective counter against superweapons. The shield shuts down the user's power for some time, even after the shield has been taken offline.

 

The Soviets re-gain the Spy Plane, though no longer a speedy MiG, but a slow plane, as well a Battle Bunker, which up to 5 units can garrison. Another added structure is the Industrial Plant, which reduces vehicle building cost by 25%. New mobile units are the Siege Chopper, which can deploy an artillery cannon and evacuate into the air anytime, and Boris, a Soviet counterpart to Tanya, who is capable of speedily disposing of anything on land with an AP AKM Rifle and a targeting laser which can target airstrikes from MiG-29s. However, The Soviets lose most of their psychic-based technology, namely the Cloning Vats, Yuri, and the Psychic Sensor, although they keep mind-controlled squids.

 

The Allied armies gain a new anti-tank/anti-air Guardian GI, a heavily-armored APC called the Battle Fortress, and a Robot Tank, an amphibious unit which is immune to radiation and mind control, but will not function if the controller's Robot Control Center is destroyed or the power is shut down. They also are able to train Navy SEALs in skirmish and multiplayer modes.

 

The gameplay paradigms of both sides have thus been altered to a degree. Originally the Allies focused on fast though comparatively weak units, strong airpower, greater information gathering through the spy satellite, and specials forces commandos and spys, while the Soviets focused on land superiority through stronger vehicles. Now, the Allies have a strong super-tank, the Battle Fortress, capable of breaking into bases and even destroying an Apocalypse tank at close range (by running them over), as well as tough but slow Guardian GI's. Meanwhile the Soviets now have their own special forces unit (Boris), their tanks are cheaper, can scout easier with the Spy Plane, and have the Siege Chopper as a strong, fast air unit. In Red Alert 2, if the Allies sent Prism Tanks guarded at close range by Grizzly tanks, the Soviets would have little choice except to fight their way through the Grizzlys to attack the long range Prism Tanks. Now, a group of 4-5 Siege Choppers proves a fast and effective counter to the Prism Tanks, easily able to hunt them down over a distance and destroy them due to the incredibly weak armor of Prism Tanks.

 

The "secret units," which in Red Alert 2 were obtained as options when a Spy was sent into an enemy battle lab, are now based not on the player sending the spy, but solely on the opposing side's battle lab. A spy in an Allied Battle Lab unlocks the Chrono Commando, a spy in a Soviet Battle Lab unlocks Chrono Ivan, and in a Yuri Battle Lab, the PSI Commando.

 

In addition to gaining new units and structures, new laws of play are also introduced. For example, in Red Alert 2, the Allies could train as many Tanyas as they wished. In Yuri's Revenge, however, a limit has been set to one Tanya for the Allies, 1 Boris for the Soviets and one Yuri Prime for Yuri's army. The only way to get two hero units is to build a Cloning Vats structure (Yuri only), which produces a second copy of every infantry character created by the Barracks, including Yuri Prime, Tanya, and/or Boris.

 

The ability to return units to Cloning Vats to gain more cash has been replaced. Yuri is able to build a structure called a Grinder that crushes tanks and infantry units to gain money by recycling them back into raw materials.

 

All vehicle and naval units from all sides now have their own individual voice. Allied Grizzly Tanks and Destroyers, and Soviet Rhino Tanks and Dreadnoughts retain the original voices from Red Alert 2, while the rest have been given new voices.

Redagavo DjiXas
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Purple Alert ;)

 

http://marshall.cannis.net/download/Purple....28%20Setup.exe

 

Description:

Here's a modification for Yuri's Revenge that adds a whole ton of new units and structures. Each country gets another special unit. Each side also gets spies and if you manage to "borrow" technology from all three sides of the game, you acquire the ability to build a super base defense: Giant Tesla coil for Soviets, Temporal Incursion Field Generator device for the Allies, and a Psychic Amplifier for Yuri. Needless to say, these defenses are WELL worth the 20,000 needed to construct them.

 

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