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Distributed
Exclusively By RADEN |
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mod
features | downloads |
new units/structures
CCRAMASTER'S
YR: Devastation MOD
YR:
Devastation News
June
21, 2005: The latest version
(V2.5) of CCRAMASTER's Yuri's Revenge: Devastation is now available
for downloading on RADEN. You MUST have Yuri's Revenge installed
to play this mod.
Mod
Briefing:
C&C: Yuri's Revenge - Devastation
is a triple-purpose mod! YR: Devastation is compatible with the original campaigns, skirmishes, and online play*! This mod was encoded manually without the help of third party editors; it was created tirelessly from scratch! Devastation makes NO permanent changes to your computer (registry settings, etc) or
game.
Since you've probably gone though the original Allied and Soviet YR campaigns, you probably don't want to go through them again. Well, you have another chance! Devastation liven-ups the campaigns and adds a new level of re-playability and difficulty! Devastation maintains mission balance and does not disrupt them in any way that makes the missions unplayable. Try it and see!
One of the great features of Devastation is the ease of installation/uninstalling. It makes NO permanent changes to your version of RA2/Yuri's
Revenge and is only in effect for as long as you have RA2 running. It includes a startup batch program that initializes the proper files needed to modify
the game and returns your version of RA2/YR to normal once you exit! This means that, most of the time, no moving, renaming, deleting files are necessary! Even if you have another mod installed (rulesmd.ini, artmd.ini, etc) in your RA2 directory, the startup program will automatically null these files temporarily so that those files do not interfere with Devastation. If you would like to play Yuri's Revenge normally, just start it up as you normally would.
No need to take out any of the Devastation mod files.
Just like CCRAMASTER's RA2:
Aftermath Mod, Devastation emphasizes balance, strategy, and explosive eye candy! Every unit has a purpose and there are more than 150+ tiny changes and
tweaks, not to mention new units and structures!
REVISION
HISTORY - UPDATES
Mod
Features: Version 2.5
-Added new graphics for Chrono Tank and XM Battle Tank
-Tweaked graphics for Nimitz Aircraft Carrier and Psychic Thunder
-Totally revamped the Chrono Tanks
-Added Quickmatch Mode
-Tweaked the AI so that I have finally lost to it-Brutal AI is now Brutal
-Adjusted a few costs of infantry
-Flags are now buildable (I dunno why. They serve no purpose and, of course, reflect the reality of RA2)
-Fixed, hopefully, slow down issues with the AI
-Fixed the overpowered Prism Destroyer
-Fixed the overpowered Hind
-Tweaked ammunition destruction rate of Longbow
-Prism Destroyers and Lightning Boats now work properly
-Added flying turret eye candy
-Restored the Tank Destroyer to its stock condition
-Integrated the optimization patch-separate download no longer required
-Tweaked Death Match mode
-Added Sniper to the Soviets: Sakura, $700 and requires a Battle Lab
-Adjusted flight heights of Longbow and Hind
-Improved Black Eagle, Harrier, and MiGs
-Fixed the first Soviet mission
-Fixed the Psychic Tower animation when damaged
-Fixed the Startup.bat so that expand** and ecache** files are no longer a problem
-Many other things that I have forgotten. Hey, it’s been 3 years. =)
Mod
Features: Version 1.0
Here's
some of the features and goodies you'll find in V1.0:
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YR: Devastation enables and adds new modes of play
against the AI! These include Death Match, Tech Revolution,
Crates For All, and Time Warp.
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The AI should now be stronger and more powerful in its attacks.
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New
units and structures, and many upgrades and tweaks to just
about every unit available in the game. More than 150 changes
that enhance your gaming experience and brings NEW life to
this already great game!
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Factions
receive special units and abilities like the French Grand
Artillery, Korea's Chrono Tank, and Iraq's Cobra.
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Powerful
weapons, such as the Nuclear Missile, shakes the screen on
impact!
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There is now a "wave effect" when the Nuke destroys buildings.
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Veteran and Elite statistics are much more noticeable.
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Tech
Airports now provide Radar when captured.
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Find the hidden Super Units! They are the Aegis Destroyer, Cruiser, Titan Battle Tank, Apocalypse II, and Yuri X.
NOTE:
You'll find an extensive Manual included with the download that
has a comprehensive listing of
all the changes in this Yuri's Revenge mod. Too numerous to mention
here.
YR:
DEVASTATION DOWNLOADS (V2.5)
Required
Download:
Optional
Download:
Problems
with the mod? Please contact CCRAMASTER here.
Do NOT contact RADEN for tech support.
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New
Units & Structures
A partial
listing of new Allied
Units (see
manual for complete listing)
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Gun
Turret
Cost: $800
Armor: steel
Prerequisite: Allied Barracks
Weapon: 105mm SABOT Cannon
Range: equal to a Pillbox's
The middle class defense structure, the Turret Gun is essentially a Pillbox for tanks. Although extremely weak against infantry, they do not require power to operate. |
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Hydroelectric Power Plant
Cost: $1000
Armor: concrete
Prerequisite: Allied Research Lab
Purpose: Generates power
The Allied equivalent to the Soviet Nuclear Reactor without the nuclear fallout, Hydro Power Plants generate much more power than standard Power Plants but must be placed on water. |
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Eagle's Claw
Cost: $1800
Prerequisite: Allied Research Lab
Purpose: Mobile War Factory
The Allies have developed a versatile solution in the ever-dominating Soviet land battles. The Eagle's claw is much cheaper than building a new MCV and War Factory. Although you cannot build off of a deployed Eagles' Claw, it can deploy and produce vehicles at almost any location and extend the vehicle production where it is needed most. |
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Field Medic
Cost: $150
Armor: none
Prerequisite: Allied Barracks
Purpose: heals infantry
Range: short
The Allies care for their men and the Medic has the task of enforcing this belief. Left on their own, they will automatically rush to heal any infantry taking damage. In the heat of battle, they have no weapon and require protection from other units. |
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Longbow Helicopter
Cost: $1500
Armor: medium
Prerequisite: Allied War Factory, Air Force Command
Weapon: Hellfire missiles
Range: medium
The Allies close-support air unit, the Longbow Helicopter can reduce tanks to scrap metal with ease. It is capable or regenerating its own ammunition once it runs out, eliminating the need to return to the base to reload. This system has a drawback, however. If the Longbow takes damage, its ammunition will be destroyed, making it too vulnerable to lead an assault. |
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Repair Support Ship
Cost: $950
Armor: light
Prerequisite: Allied Naval Yard, Air Force Command
Purpose: Repairs ships
Range: very short
The R.S.S. is meant to keep ships going longer and in peak health in battle, like the Field Medic, without returning to the Naval base for repairs. The R.S.S. can also heal Dolphins and other organic animals. |
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Wolverine Battle Tank
Cost: $600
Armor: light
Prerequisite: Allied War Factory
Weapon: 90mm TOW missiles
Range: slightly longer than a Grizzly's
A versatile support tank, the Wolverine provides valuable anti-air and anti-armor support. It is the fastest tank the Allies have and is useful to have in many combat situations. |
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Gunboat
Cost: $500
Armor: light
Prerequisite: Allied Naval Yard
Weapon: 2-Inch Cannon
Range: equivalent to a Grizzly's
Essentially Grizzly Tanks on the water, these simple boats provide great support for Destroyers as their Ospreys reload. Equipped with sonar, these fast ships can not only detect subs, but destroy them as well. Its gun is only effective against armored units. |
A
partial listing of new Soviet Units (see
manual for complete listing)
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Hell's Commando
Cost: $600
Armor: plate
Prerequisite: Soviet Barracks, Soviet Radar Tower
Weapon: modified Flame-thrower
Range: slightly longer than a Grizzly's
One of the Soviet's elite commando's, the appropriately named Hell's Commando can not only strike fear into any infantry that sees him, but roast them as well. Especially effective against buildings as well, these infantry are equipped with special suits that guard them from radiation. They are useful guards for Desolators. |
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Grenadier
Cost: $150
Prerequisite: Soviet Barracks, Soviet Radar Tower
Armor: none
Weapon: Flak cannon/Grenade launcher
Range: slightly longer than a Grizzly's when attacking ground targets
One of the Soviet's most versatile infantry units, these infantry are armed with dual-purpose cannons which can launch powerful, explosive grenades at ground targets or volatile flak at airborne targets. Relatively cheap, they are most effective en masse. |
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M.A.D. Bomber
Cost: $1750
Armor: medium
Prerequisite: Soviet War Factory, Soviet Battle Lab
Weapon: small nuclear bomb
Range: short
Relatively fast and well armored, the M.A.D. Bomber can assure destruction to anything and everything below it. To add to its stealth capability, it is invisible on the enemy's radar and is capable of destroying most buildings with just one bomb. For best results, detonate the Bomber when it is directly over a building. |
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Hind Transport Helicopter
Cost: $1500
Armor: heavy
Prerequisite: Soviet War Factory, Soviet Radar Tower
Weapon: Chain-gun
Range: medium
Larger, more heavily armored, and more destructive than the Allied Nighthawk, the Hind transport can carry 5 infantry or 1 vehicle and equipped with unlimited ammo. Although much less durable than a Kirov, it is still considerably armored and can gun through infantry and buildings with ease. |
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Terror Tank
Cost: $800
Armor: heavy
Prerequisite: Soviet War Factory, Soviet Battle Lab
Weapon: Dual AKM cannons
Range: equivalent to a Rhino's
The Soviet's high-tech solution to Yuri's mind-control tricks, the Terror Tank is an upgraded version of the Soviet's most feared Terror Drones. Masters of the Drone Technology, the Soviet's Terror Tank, unlike the Allied Robot Tank, is completely self-contained and requires no external control center. But because there are no drivers, the Terror Tank cannot improve with combat experience. The Terror Tank is not amphibious. |
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Stealth Tank
Cost: $1200
Armor: light
Prerequisite: Soviet War Factory, Soviet Battle Lab
Weapon: dual Dragon missiles
Range: slightly longer than a Grizzly's
Not much intel is available on this tank except that it uses a technology similar to Einstein's Mirage Technology. Unlike the Mirage Tank, however, it can remain cloaked even while moving. Only infantry can detect a cloaked Stealth Tank. Its powerful Dragon missiles are effective against vehicles and buildings, but are useless against infantry. |
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Lightning Boat
Cost: $1500
Armor: light
Prerequisite: Soviet Naval Yard, Soviet Battle Lab
Weapon: Lightning bolt
Range: equivalent to a Prism Tank's
Voice Announcement: "Prepare for rolling blackout!"
A natural expansion of the Soviet's Tesla Technology, the Lightning boat directs powerful bolts of electricity through the water. Because of the relationship between water and electricity, when attacking other ships, there is a rather useful side effect - the Lightning boat is the only Tesla unit powerful enough to electrocute water within a small radius, allowing the Lightning boat to sink many ships within a small area. Although they are not equipped with sonar, Lightning boats can force submerged units to surface. |
A
partial listing of new Yuri Units (see
manual for complete listing)
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Carryall Transport
Cost: $1500
Armor: medium
Prerequisite: Yuri War Factory, Psychic Radar
Weapon: magnetic beam
Range: slightly longer than a Longbow's
An unsuspecting-looking aircraft, the Carryall Transport is a large plane that can carry up to six infantry or two small vehicles. However, although it looks harmless, it is armed with a weapon similar to the Magnetron's: a powerful magnetic beam that can damage vehicles and buildings alike. Used in conjunction with Floating Disks, they can be extremely deadly. Carryall Transports cannot harm any infantry. |
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Missile Sub
Cost: $1500
Armor: medium
Prerequisite: Yuri Sub Pen, Yuri Engagement Center
Weapon: cluster-missiles
Range: Slightly longer than a Prism Destroyer
Voice Announcement: "Let the missiles fly!"
When Yuri defected from the Soviets, he also took along with him - instead of the Giant Squid - the Missile Sub as "it proved most useful with the help of Boomers." These stealthy and deadly submarines fire powerful cluster missiles that detonate in the air and release a barrage of several smaller missiles. Able to fire while
underwater. |
RADEN
is the official distributor of this mod. If you have any problems with this mod, please
contact CCRAMASTER for help. Do NOT contact RADEN. We only host
the mod. We do not supply tech support. Only contact the RADEN webmaster
if you are having problems downloading any of the zip files. Enjoy
this great mod from CCRAMASTER and RADEN! |
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