Command & Conquer Red Alert History is a small mod that adds a few new units. The idea came about because I wondered what a few Red Alert units would look like and perform inside the Tiberium wars engine.

I consider this mod a 'museum', wherein I add a few historical pieces that I like into the C&C3; engine!

The Mod will be updated by adding a few units at a time (typically around 10 items).

The mod is a mixture of mostly EA & public models, as well as a few original models done by me.
Check the forums & articles for detailed information and for in-depth discussion.

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RSS Articles

Release VIII

News 5 comments

Release 8 finally sees both the Allies and Soviets free of Tiberium War influence! At last you will have no choice but to utilise the history of the Red Alert series to your advantage!
The new additions? It is fair to say the bias is heavily towards the Allies (although the Allies did have the most GDI structures which makes this understandable), however the economic structure that the Soviets have gained, will make late game domination simple!
The Allies? Finally they have an air transport, that has a secret upgrade program! and the conversion of the Armoured Car into the legendary IFV, greatly diversifies the Allies tactical options!

C&C Red Alert History: Release 8


Allies are ready!


Soviets are ready!


A special message from Allied High Command:

"We have heard your cries about the climate and we are delighted to tell you that Allied high command are committed to climate change.

"We promise not to tax the world in exchange for good weather..."


We are committed to changing the climate to suit our needs. And furthermore we reserve the right to use our control of the climate to disrupt the enemies of planet earth, to use nature's fury to crush any nation into submission. All for the Earth, we have no financial or political motivation with this new technology we have built"

"It is.. environmental, not militaristic."

"Tintin warned you! but you didn't listen!"


There are more additions that I will leave you to discover for yourselves.

Hints and Tips

General

  • Ground transports have a drop modifier. This means that any infantry that exits from them receive a modifier that slows them down for a couple of seconds. This was done to reduce the frankly boring Engineer+APC opening moves that the Tiberian C&C series are famous for, and also to account for the much faster transports. It also means that you have a few seconds to react (even if means selling a structure) to the nightmare Phase+Engineer or Phase+Tanya or Phase+Spy combinations.

Allies

  • The Spy now has some of the basic functions as seen in past Red Alert games, for example infiltrating an enemy power plant will sabotage their power for 1 minute.
  • The British Sniper is the Allied garrison clearer (one unit at a time, if it is 3 squads of Conscripts you will be there for a while!).
  • The Nighthawk is Radar invisible, which means that your opponent will not see an icon on their radar for it!
  • If you do not want the Repair IFV to automatically repair vehicles within it's visible repair radius, set it to 'HOLD FIRE' stance (Alt+F).
  • If you prefer you can use force firing to heal a vehicle with your Repair IFV (maybe use in combination with 'HOLD FIRE' stance) in a similar style to repairing with the Scrin Corrupter. Like the Corrupter, the Repair IFV will continue to repair the vehicle even when it is at full health (auto repair disengages as soon as the target vehicle is fully repaired).
  • The Repair IFV will not auto repair harvesters (this is to stop them from chasing damaged harvesters).

Soviets

  • Any healing (including self healing), will destroy an attached Terror drone.

Known issues

  • The Terror drone will attach to harvesters\miners that are self healing, which will cause the drone to instantly be destroyed, avoid targeting harvester\miners that are self healing.

Please use the forums if you want to help improve Red Alert history!

Ppmforums.com
Moddb.com

Special thanks to:

Black_Drakon
Gunship_Mark_II

Testers:

Black_Drakon
Thanewulfgharn
D.Va-N
SharinganFox

RAH: Release 8 balance changes

RAH: Release 8 balance changes

News 4 comments

Balance adjustments for Release 8 that effect Allies and Soviets.

Release 8 general changes

Release 8 general changes

News 14 comments

General changes in Red Alert History Release 8. Balance changes to individual units and structures will be done in another post.

Release VII

Release VII

News 15 comments

C&C Red Alert History: Release VII. All that glitters is not gold.

RAH: Release 7 balance changes

RAH: Release 7 balance changes

News 1 comment

Balance adjustments for Release 7 that effect Allies and Soviets.

RSS Files
C&C Red Alert History: Release 8

C&C Red Alert History: Release 8

Full Version 58 comments

C&C Red history: Release 8. Climate change is the defining issue of our time!

C&C Red Alert History: Release 7*(Obselete)*

C&C Red Alert History: Release 7*(Obselete)*

Full Version 54 comments

C&C Red history: Release 7. The gold rush is now on!

C&C Red Alert History: Release 6 Beta*(Obselete)*

C&C Red Alert History: Release 6 Beta*(Obselete)*

Demo 7 comments

C&C Red history: Release 6 Beta, more craziness for you to enjoy!

C&C Red Alert History: release 2 *(Obselete)*

C&C Red Alert History: release 2 *(Obselete)*

Demo 11 comments

A few more units for the Allies and Soviets. Have fun!

C&C: Red Alert History 1 *(Obselete)*

C&C: Red Alert History 1 *(Obselete)*

Demo 1 comment

The first release adds 10 new items, has well has trimming (read butchering) some C&C 3 elements to adjust the gameplay.

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nerozzero
nerozzero

Reply Good karma Bad karma+3 votes
gamepwn
gamepwn

This mods awesome Nero! I'm going to show it off on Survival War!

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Guest
Guest

Was going to say this is an alright mod, it feels like it has potential except for a few glaring campaign issues.

The hinds on Hampton roads having limited ammo means they're useless and, when they're depleted, they try to fly back out the way they came in getting destroyed by the AA that can destroy them as they spawn.
Slovenia in the Nod campaign feels like it might be impossible as the former GDI sniper in the middle of the AA part one-shots the commando as soon as you go high or low.

The biggest problem however, is that if you try to load a RedHistory save from the campaign, while using the mod, it immediately crashes to desktop.

More devs need to do what TE and Firestorm's devs did, and keep in mind the campaign. Mods have the potential to add so much to make the campaign worth replaying, time and time again, but not when you break the campaign. I don't expect anything to come of this, but if it warns one person who would play the campaign with this mod.

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nerozzero
nerozzero

i add some random files to the mod and its not crash anymore it also crash on online playing soviet vs soviet and also i fix it

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Guest
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I know I'm late to the game but I'm so installing this tonight and look forward to experiencing the game a whole new way.

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jayveelloyd77
jayveelloyd77

Umm is the mod dead

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