Whiteboy's Rules V 1.0

Heres an interesting mod called Whiteboy's Rules. There are several changes in this mod. Some of the changes include:

- Adds new vehicl...

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File Description

Heres an interesting mod called Whiteboy's Rules. There are several changes in this mod. Some of the changes include:

- Adds new vehicles, ships, aircraft, structures and infantry - 65 things in total

- Adds some new skirmish modes

- Changes the general rules of the game

- Changes/adds new in-game text

- Has new sidebar images - all of the new things have a cameo

- Adds some extra buttons to the advanced commands menu (at the bottom of the screen in-game)

There are also lots more of additions in this mod which are all lised in the readme (which is quite long)

Read More

Download 'whiteboysrulesv10.zip' (622KB)

Readme
======================================================================
===== Whiteboy's Rules Modification - for Command & Conquer: Red Alert 2: Yuri's Revenge =====
======================================================================

"You're playing by Whiteboy's rules now!"


This mod:

- Adds new vehicles, ships, aircraft, structures and infantry - 65 things in total

- Adds some new skirmish modes

- Changes the general rules of the game

- Changes/adds new in-game text

- Has new sidebar images - all of the new things have a cameo

- Adds some extra buttons to the advanced commands menu (at the bottom of the screen in-game)


Files in this mod: RULESMD.ini, RA2MD.csf, CAMEOMD.mix, MPMODESMD.ini, ARTMD.ini, UIMD.ini

Total size of all of these files: 2.03 MB


=============
=VERSION 1.0=
=============

A Mod created by Whiteboy using the popular Rulesmd.ini file and a few others. Hope you like
it!  Do not rip-off my mod!  Otherwise I'll have to take, er, legal action or something.
Attention Webmasters!  Ask me for permission before uploading Whiteboy's Rules to your site -
or...else.

This file is best viewed with word wrap turned OFF.  It should print out perfectly, too, if
you set the left and right margins to 0 in Page Setup and use the font Lucida Console, Regular
size 10.  I am hoping to turn this into HTML someday to put on a website.  Maybe there are
people out there who would be happy to offer (and contact me to ask for permission)?

For contact info, see the bottom of this document.



CONTENTS
========

1. A Brief Overview
2. Version History
3. Installation Instructions
4. Faction Overviews
	4.1 The Allies
	4.2 The Soviets
	4.3 Yuri's Forces
5. New Rules
6. New Units and Buildings
	6.1  Shared Structures
	6.2  Allied Structures
	6.3  Allied Defences
	6.4  Allied Infantry
	6.5  Allied Vehicles/Aircraft/Navy
	6.6  Soviet Structures
	6.7  Soviet Defences
	6.8  Soviet Infantry
	6.9  Soviet Vehicles/Aircraft/Navy
	6.10 Yuri Structures
	6.11 Yuri Defences
	6.12 Yuri Infantry
	6.13 Yuri Vehicles/Aircraft/Navy
	6.14 Extra Stuff
7. Known Bugs/Problems
8. Credits & Contact Info



1. A Brief Overview
===================

This is a general purpose mod that basically advances and enhances the playing experience
of Yuri's Revenge.  It does this by adding new structures, infantry and vehicles, as
well as by changing many aspects of the gameplay.  There are well over 200 little tweaks I've
made to the game - far too many to count accurately.  There are 29 new structures in total, 16
new infantry, and 20 new vehicles/aircraft/ships.

This mod was designed for Yuri's Revenge - it will NOT work on the original Red Alert 2.
It was designed specifically for the skirmish mode and therefore works perfectly on
this mode, but it does also work on the campaign mode.  Be aware though, playing this
mode will produce some strange situations, such as high technology in the first mission.
Don't complain if the mod doesn't play perfectly in campaigns - although I'm sure it will make
campaign mode more interesting, some missions will be much more difficult/easier.  I know they
are still POSSIBLE though, because I've completed both campaigns using the mod - Even the last
Soviet mission (the hardest in the mod). Just remember that the mod was designed for
skirmishes, not campaigns.

I have NOT tested this mod with online games, but I assume that if the players all have the
mod installed on their machines then it should work.  This seems to be the case with most mods
anyway.  I would be grateful to recieve feedback from anyone who has tested the mod in online
games.

I am not responsible for any mad, strange stuff or damage that may happen if you try this
mod in any other mode except skirmish.  But I would be very grateful to recieve any emails
confirming that the mod does work well in other modes.  I do not recommend switching
superweapons OFF because most of this mod was tested with it ON, so there may be some
unpredictable oddities/bugs if you play the game with superweapons off.  Don't say I didn't
warn you.  On the other hand, I did play the mod with Superweapons OFF and it worked just
fine - I am sure this mod has no errors, so don't be afraid to try it out and have fun!

A final warning: the only skirmish modes that this mod is guaranteed to work perfectly with
are the original 3 ones: Free For All, Team Alliance and Battle.  This mod DOES add on
several extra playing modes that I have tried my best to make the mod compatible with.  But
you can expect general game flaws (for example, in "Meat Grinder" (low technology mode),
Yuri has a significant disadvantage.  This is because most of Yuri's useful units are only
available at higher tech levels).

If you would like to play Whiteboy's Rules in campaign mode at a later particular level, but
cannot be bothered with playing up to that level, just load any previously saved game (the mod
will be inactive) and then restart the mission - this will enable the mod.  If you save a game
with the mod active, the mod's features will also be saved - i.e. even if you uninstall the
mod you will still see some of the features of Whiteboy's Rules present when you load the 
saved game.  However, some things may not be present (probably cameos, I don't think the game
saves them).


OK, with all of that important stuff outta the way, on with the boring version history stuff!



2. Version History
==================

April 29th 2003 - Okay, I couldn't leave the mod alone having no cameos, so I found out how
to do them and well, I ended up making a new cameo for every new thing in the game.  I hereby
swear on my life that version 1 is finished now.  Really, I need a break from mod making...  

April 1st 2003 - "Enhanced" this file and tweaked a few things. Added the UIMD.ini file.
Version 1 is finished now.  Honestly, it really is!

March 16th 2003 - Added the four top-secret things (see in section 6.14), the ARTMD.ini file
(for future cameo editing) and finished this file and the overall mod (for the third time...
mod making is addictive)!

February 17th 2003 - Played the mod and noticed one or two imperfections...fixed them all,
hence, version 1.0 of Whiteboy's Rules is complete (again)!

February 2003 - Wrote this very file you are reading right now!

January 2003 - After thorough testing and editing (as well as adding neat lighting effects),
I finally decided to call it a day.  Hence, version 1.0 of Whiteboy's Rules is complete!

9th December 2002 - Finished first "complete" version of the mod, but I feel I still need to
spice it up a bit.

November 2002 - A few minor changes/additions and testing, nothing big.

Early October 2002 - Version 0.9 complete - basically version 1 of the Mod but I haven't
tested it enough yet, so I'm calling it version 0.9.

Mid-September 2002 - Finished version 0.8 - it's good, but not good enough to be uploaded
to the web as it still has some "holes" in the strategy area.

Late June 2002 - Found the Rulesmd.ini file on the net while browsing the net.  Started
messing around with it, until I made my first ever changes to the game - extra money and
units for skirmish mode, and powerful paradrops for each side.



3. Installation Instructions
============================

There should be an .exe file included with this readme document called Whiteboy's Rules Vx
(where x is the version number).  This is the installation file for the mod.  Simply open the
file and a Powerarchiver extractor window will appear.  Follow the instructions, unzipping
the six files in the folder where Red Alert 2 is installed (usually C:\westwood\ra2).
The six files that make this mod work are RULESMD.ini (the main gameplay file), RA2MD.csf
(the strings file), CAMEOMD.mix (the sidebar images), MPMODESMD.ini (the extra skirmish modes
file), ARTMD.ini (the art file), and UIMD.ini (the extra interface commands file).  After
extracting these files, just play Yuri's Revenge as you normally would.

To uninstall Whiteboy's Rules, just remove the six files mentioned above from your Red Alert 2
folder.  You can also rename them if you like, to stop the mod from working.

Take note that this mod does not make any permanent changes to Red Alert 2, Yuri's Revenge, or
your computer.  It will not "mess up" your game or computer.  As long as the files are
installed in the Red Alert 2 folder, the mod will be active whenever you play the game.  But 
once the mod has been uninstalled (the files removed), the game will be back to normal.



4. Faction Overviews
====================

This section gives a basic description of each faction.  Note that each country in skirmish
mode still has it's own unique unit - so balance is still intact as much as possible.  There
is no one side that is much more powerful than another side, and this mod is (hopefully) NOT
one of those bad mods that simply makes everything super-powerful and fast to build (that
kind of mod is just stupid and boring IMO).


4.1 The Allies
--------------

The Allies have been given general improvements, such as a new, more powerful power plant,
more vehicles, and more infantry.  There has been no focus on a certain category to improve,
just general improvements all-round.  However, the Allies have been given more new vehicles
than the Soviets or Yuri.  The Allies' main strength in this mod is good use of their high
technology - vehicles such as the Assault Police Car and the Chrono Ultima Tank are excellent
for stealthily ambushing enemy bases, for example.


4.2 The Soviets
---------------

The Soviets have been given somewhat of a makeover.  They have regained some of their old
units from Yuri, as well as integrating many new types of structures and units.  They have not
been given as many new infantry as Yuri or as many new vehicles as the Allies, but what they
have been given are quite good all-round units/buildings.  The Soviet's main strengths lie in
using good combinations of their many different types of units.  The Soviets also have
(arguably) the best new base defence - the Tesla Tower.  The very good all-round improvements
to the Soviets come at a price though - generally everything is more expensive than it should
be and their new structures require a lot of power to run.


4.3 Yuri's Forces
-----------------

Yuri has always had fewer, but more specialized units than the Allies and Soviets.
This is also true with this mod - Yuri has few new units, but his existing ones have all
been modified.  For example - the Magnetron now chronos around the map and is equipped with
missiles, the Mastermind is now subterranean, and the Chaos Drone is amphibious.  Yuri now
also has a lot more infantry available, most of them inexpensive and designed for close range
attacking and urban combat. Most of Yuri's more useful units and structures are only available
at the higher tech levels, however.



5. New Rules
============

Here are some of the main changes to the rules of the game.  I suggest reading the
"New Units and Buildings" list first, to understand what I am talking about.  Of course,
there are so many changes that I can not possibly remember or list them all here - you'll
just have to play the mod to discover them!  

1.  The Allies can now train the "hidden" Chrono Commandos.  You can have 8 at a time.

2.  The Soviets can now train the "hidden" Chrono Ivans.  You can have 8 at a time.

3.  Yuri can now train the "hidden" Psi-Commandos.  You can have 8 at a time.

4.  The Soviets have got a few of their technologies back - namely the Cloning Vats and
    Yuri Clones.  However, building the Cloning Vats can only be done by building the Research
    Cathedral first, and you must build the Cloning Vats before building Yuri's Clones.
    Yuri's side need only construct a Barracks and a Power Plant to build the Clones though.

5.  Building the Cloning Vats with Yuri or the Soviets will allow them to construct IFVs.
    The Allies can still build IFVs though - the prerequisite being a War Factory.

6.  A few units and structures have build limits (e.g. 1 President at a time; 20 Police cars
    at a time, 8 Chrono Ivans at a time).

7.  The sub-Superweapons (Chronosphere etc.) have a build limit of 2, while the other supers
    (Psychic Dominator etc.) have a build limit of 4.  This will have no effect on the
    superweapons themselves - it just allows you to construct several "backups", in case
    your enemy attacks you in hopes of disabling your superweapon capability.

8.  A lot of existing units have had their various attributes changed for better/worse.
    It's all to balance the three sides out, trust me.

9.  Some of the general aspects of the game like build times, power generation amount etc.
    have been changed, for the good of mankind.  I can't list them all, there's too many!

10. You can now choose to start with up to 30 units in skirmish games.

11. You can now choose to start with up to 25,000 credits in skirmish games.

12. Two units are repair units, so don't fret when you can't see why their weapons aren't
    working.  These units are the Allied Landing Craft and Yuri's School Bus.  They can also
    detect Crazy/Chrono Ivan bombs, but cannot defuse them.  Leave that to Engineers.

13. Due to much more intense battles and stealth/lighting effects on bases, this mod requires
    a bit more processing power than the normal Yuri's Revenge game.  So make sure you have
    a powerful PC, like me - otherwise you'll be seeing a lot of slowdown.

14. The Force Shield is no longer classed as a superweapon.  Neither are the various paradrops
    available in the mod.

15. The Battle Labs for each side can undeploy into units: Yuri's is the Mastermind, the
    Allies is the Prism Tank, and the Soviets is the Apocalypse Tank.  To undeploy the
    Battle Labs, just click on them and tell the building to move, in the same way as
    undeploying a Construction Yard.  You can also sell them.

16. Prism Tanks can now deploy into Prism Towers.  Masterminds can now deploy into Psychic
    Towers.  And the Russian Tesla Tank is now Stealth and can deploy into a Tesla Coil (it
    is also higher priced and requires a Soviet Flag as one of it's prerequisites).

17. Battle Fortresses can now go underground.

18. When certain buildings are destroyed, crates will be left behind.  Some buildings will
    always leave money in their crate.  It is up to you to discover which buildings do this.

19. For the Allies to use the Force Shield, build Einstein's Laboratory.  For Yuri's Forces to
    use the Force Shield, build a Battle Lab.  And for the Soviets, build a Service Depot.

20. There have been powerful paradrops added for each side.  These paradrops all take 4
    minutes and 30 seconds to recharge and they drop more advanced infantry than the usual
    American paradrop.  The Americans can use two paradrops: the new one and their normal one
    (the amount of GIs that drop has been increased to 10).  For the paradrops to be accessed,
    the Soviets should build a Battle Lab, Yuri should build a Communications Center, and the
    Allies should build a Battle Lab (for the advanced paradrop) or an Airforce Command HQ
    (for the normal, American paradrop).  If you capture a Tech Airport, you will also be able
    to call in the new paradrops, but the Americans will call in their "normal" 10 GIs.

21. There has been a major technology change - if any side builds their "master" building
    (the White House, Kremlin, or Yuri's Fortress for the Allies, Soviets and Yuri
    respectively) then they will be able to create some units from another country of that
    side (e.g. the Americans will get Snipers and Tank Destroyers.  If you then build the
    Armageddon Engine for your side, you will be able to create the remaining units from
    other countries on your side (e.g. the Americans will get the Grand Cannon and the Black
    Eagles).  Of course, if you are already a country that can build these unique units,
    e.g. you are the Koreans, then you can already build the Black Eagles without building
    the Allied Armageddon Engine.  Yuri's Armageddon Engine will give him the Soviet's
    Batle Bunker and Cosmonauts, while his Fortress will give him Giant Squids. 
   
22. Building the Allied Armageddon Engine will enable you to build a Yuri Construction
    Vehicle, while Yuri's Armageddon Engine will give you the Soviet's Construction Vehicle,
    and the Soviet's Armageddon Engine will give you the ability to build an Allied
    Construction Vehicle.  This means that after a while, you can construct a base consisting
    of all three side's buildings and technologies!

23. The amount of crates that appear in skirmishes has been increased, and you can find the
    new vehicles inside them (if you are lucky).  Also inside crates is a free one-time shot
    of the Nuclear Missile (does not apply if you already have a Nuclear Missile Silo),
    instant cloaking in a small radius around the place where the crate was picked up, or an
    explosion in a small radius (the bogus crate powerup).

24. Some infantry units can now be garrisoned in buildings.  This includes some of the new
    infantry.  Just try it out for yourself - most of the new infantry do different and
    interesting things when inside IFVs or Battle Fortresses as well.

25. The Allied Ore Purifier purifies ore a little bit more and slowly generates money.

26. The Soviet Industrial Plant will slowly generate money.

27. Boris can swim!  well actually, he sort of walks on water, rather like Jesus.  He just
    doesn't like getting his furry coat wet.

28. Yuri's Slave Miner is faster, tougher, and generally better.  It can also be repaired in
    the same way as structures can.

29. To build the Allied Night Hawk, you must build a Hydroelectric Power Station.  The Night
    Hawk now gets a stealth ability when promoted to elite status.

30. When certain units get promoted, they become even better - for example, the Magnetron gets
    cloaked.

31. Some of the transport units (new and old) can transport vehicles - a Night Hawk can carry
    a few Tanks, for example.

32. Because most of the new units and buildings in this mod are made from editing existing
    civilian ones, civilians and their vehicles may attack you!  I think this makes the game
    a little more interesting.

33. A few existing/new units and buildings require a Soviet, Allied or Yuri Flag to build.
    Be aware of this - don't say I didn't warn you when you tried to train Boris and you
    couldn't - it's because you haven't got a Soviet Flag up!

34. There are no two units that have the same voice scheme when you tell them to do something.
    Even if some things may seem like it - the Prism Battleship has the same voice as the
    Prism Tank when moving or attacking, BUT it has a different sound when being selected.
    I spent ages trying to make every unit's voice/sound scheme distinguishable - even if you
    think a certain unit has NO sound when being told to move, it does - it's probably just
    a quiet sound like the sound of an engine (e.g. the Mobile War Factory).

35. Some units make ambient sounds (e.g. the Prism Battleship), and some units make an
    announcement after being created (e.g. Einstein).

36. The sound effect for when the Nuke is fired is now the same sound as Yuri's Grinder when
    it's grinding.  Please see section 7 for more details on this.

37. The ranges of which walls can be placed to create wall "lines" has been changed.  It is
    +1 for the Allies and Yuri, the same for the Soviets, +2 for the Sandbag Walls, and +2 for
    the Soviet Imperial Wall.  The default range is 5 cells.

38. Some new/existing buildings generate money slowly.  When all of these buildings are built
    for any faction, the total money generated every so often is 100.  This includes build
    limits.  So for example, to reach the big 100 for the Allies, they will have to build an
    Ore Purifier (generates 30), TWO Einstein's Labs (generates 10 each, has a limit of 2), a
    White House (generates 20) and TWO Armageddon Engines (generates 15 each, limit is 2).
    Now 30 + (2x10) + 20 + (2x15) = 100.  See?  The other factions are similar.  As long as
    you build up to the maximum build limit of money-generating buildings, each faction can
    generate 100 credits every few moments.  To generate more, either capture an Oil Derrick,
    or capture enemy money-generating buildings.  Of course, if you have a Construction Yard
    for another faction, you can build that faction's buildings and make 200 or 300 every few
    moments (depending on if you have two factions under your control or all three factions).

39. The build times of everything in the game have been lowered slightly.  This may be hard
    to notice, but trust me, everything builds a little bit faster.

40. A siren will sound whenever a Statue of Liberty, Tesla Tower, Psychic Beacon, or Cluster
    Nuke Silo is built.  Also, a small area of shroud will be revealed around the building,
    with the exception of the Cluster Nuke Silo.  Building any Armageddon Engine will also
    reveal the shroud around it to your enemies.


There are of course many, many more small changes that are simply too numerous to list here - 
play the mod and discover them for yourself!



6. New Units and Buildings
==========================

The notation I will use for the prerequisites of the units/structures in the game goes like
this: If I say a BARRACKS is the prerequisite to, for example, a Spy, that means that ANY of
the three factions in the game can train a Spy because it requires ANYONE's Barracks.  But if
I say the prerequisite to the Secret Servce is an ALLIED BARRACKS, then ONLY the Allies can
train that unit.  In addition, I have combined some prerequisites for some units/buildings,
e.g. a unit might require anyone's War Factory AND the Soviet's battle lab AND a Hospital 
(a shared structure for all sides).  So the Soviets can build that unit, but if you are not
the Soviets, all you need to do is capture a Soviet Battle Lab to access it (presuming you
also have a War Factory and a Hospital).  Understand?  Good!  I am including random advice on
using some of the new units and structures, so look out for it.

Also, the "Power" attribute tells you the amount of power a structure drains/creates: e.g.
"-100" means a building drains 100 units of power, while "+100" means it creates 100 units of
power.

Armour ratings are different for vehicles, infantry and buildings.  So a building rated as
"strong" does not mean it has the same toughness as an infantry rated as "strong".  For
example, Vladimir is "strong" but so is the Army Hospital.  In Vladimir's case, the "strong"
actually means "strong for an infantry unit", and the hospital is "Strong for a building".

The Tech Level for each new unit/structure only applies to campaign mode.  Basically, the
further you are in this mode, the higher the tech level will be, and the more things you can
create.  The tech level ranges from 1 to 10, where 10 is the most advanced.  In the skirmish
mode "Meat Grinder", the Tech Level is set to lower than normal.

Note that the costs of almost everything can be reduced by constructing some of the more
advanced structures (see their descriptions for more detail).

With all the blurb out of the way, let's roll on with the new stuff!



6.1 Shared Structures
=====================

Sandbag Wall
------------

Cost: 30
Tech Level: 1
Power: N/A
Prerequisite(s): Power plant
Primary Weapon: None
Secondary Weapon: None
Armour: Very weak
Function: Basic base defence
Information: The sandbag wall serves as a cheap, fast building form of base defence against
infantry.  However, heavy vehicles can destroy it with little effort.  You can connect more
Sandbags in a line than the other walls.


Gates (2 different structures)
-----

Cost: 250
Tech Level: 2
Power: -15
Prerequisite(s): Power Plant, Barracks
Primary Weapon: None
Secondary Weapon: None
Armour: Quite weak
Function: Base entrance/exit
Information: The gates come in two varietes: one can be placed in the direction north-west
to south-east, and the other south-west to north-east.  They will open automatically for
friendly units, but not for enemies.  You can use it as the "door" to your base - especially
useful for "filtering" out enemy units.  Both gates can be placed on top of any wall, except
for the Soviet's new Imperial Wall.


Surveillance Post
-----------------

Cost: 850
Tech Level: 5
Power: -100
Prerequisite(s): Power Plant, Radar, Battle Lab
Primary Weapon: Elite Sniper Rifle
Secondary Weapon: None
Armour: Good
Function: Basic shoreline defence - can only be placed on water
Information: The Surveillance Post is actually quite a versatile form of defence.  Not only
has it got a long range sniper rifle for eliminating enemy infantry, but it can also defend
a naval base from amphibious infantry attackers (e.g. Tanya).  However, it is exposed to naval
attacks and airstrikes.

HINT - the Surveillance Post has great visibility, so build them across the sea to explore the
map.  Also, if you build them all the way to another shoreline, you will be able to construct
land buildings there - useful if you want more than one base.


Army Hospital
-------------

Cost: 2000
Tech Level: 4
Power: -200
Prerequisite(s): Power Plant, Radar, Barracks
Primary Weapon: None
Secondary Weapon: None
Armour: Strong
Function: Infantry healing and promoting
Information: This huge building may be costly, but in the long run, it'll be well worth
building.  It will heal all friendly infantry at an impressive rate, and is actually required
to create some of the more advanced infantry units and a few structures.  It's high armour
rating makes it difficult to destroy, even with superweapons, but it is vulnerable to enemy
Engineers.  You can only ever have one Army Hospital at a time, unless you capture another
one.  The secondary purpose of the Army Hospital is promoting infantry to veteran status:
select any infantry unit and tell them to move inside the building, and 2 seconds later they
will walk out, fully promoted.  You can only do this 7 times though, so make your choices
wise ones.  Note that the infantry will exit from the back of the hospital, hidden from view,
but you can still see them because of the 3 yellow lines indicating promotion.  Be careful not
to build structures directly behind the Army Hospital - otherwise the infantry will never come
out and you won't be able to promote any more infantry!  Note - you cannot sell the Hospital.

HINT - Surround the Army Hospital with a wall or sandbags to stop enemy Engineer's capturing
efforts.  If you want to promote more than 7 infantry, just force fire on the Army Hospital to
destroy it, and then build a new one (it is unsellable).  This costs money, but if you want to
promote lots of infantry, you will have to make some sacrifices!


Stealth Generator
-----------------

Cost: 6500
Tech Level: 10
Power: -1000
Prerequisite(s): Power Plant, Radar, Barracks, Battle Lab, Army Hospital
Primary Weapon: None
Secondary Weapon: None
Armour: Quite strong
Function: Stealth Field Generator
Information: While this high-tech structure is both expensive and power draining, it is
extremely useful.  It will create a powerful stealth field around itself, cloaking any
friendly units or structures within a large radius.  This makes it difficult for enemies to
pinpoint the location of your base/units, especially human enemies.  The Stealth Generator can
be placed on land or on water.  The downsides are: it will not cloak airborne units or units
that are in the process of attacking, and if an enemy somehow cuts off your power, the Stealth
Generator becomes susceptible to Engineers and airstrikes.  Note that you cannot force fire on
cloaked units.


Armageddon Engine (actually 3 different structures, one for each faction)
-----------------

Cost: 20000
Tech Level: 10
Power: +1000
Prerequisite(s): Radar, Army Hospital, Barracks, current side's Battle Lab, current side's
                 Construction Yard, current side's "Master" Building (Whitehouse, Kremlin or
                 Yuri's Fortress)
Primary Weapon: Dragon-class Cruise Missile
Secondary Weapon: None
Armour: Extremely strong
Function: Supreme power/Cruise Missile Silo for long-range bombardment
Information: The Armageddon Engine is the single most potent structure you can own. It's also
the most expensive, costing a massive 20000 credits - but it will be well spent because this
structure will not only generate 1000 power for you, but it will act as a long range Cruise
Missile Launcher, giving you the ability to launch powerful missiles at an enemy base from a
very safe distance.  These missiles are fired by selecting the building, and then clicking on
an enemy target.  They take a long time to reload though, and are only effective against
certain targets, so use them along with backup support to take out enemy targets.  There are
more bonuses too - it is invisible to radar, it will generate money slowly, it can detect
submerged and cloaked units within a very large radius, it has a build limit of 2, it will
make all of your units and structures cheaper and thus reduce the building time (different
with each side), it acts as a radar, it reveals the entire map - as well as other small
bonuses.  The only downsides are that it is completely undefended on it's own, with no weapon
for defence against air or surface attacks, and it is vulnerable to Engineers.  It will
explode violently when destroyed.

HINT - The Armageddon Engine is very effective against War Factories - it will almost take a
whole one out with one Cruise Missile!  Also, the more of them you build, the cheaper your
units and structures become!  The Soviet Armageddon Engine does not reduce the cost of
everything - use it in conjunction with the Industrial Plant to increase your base economy.
Note that this structure's weapon has a slow firing rate - but use more than one of them and
you can slowly destroy an enemy base.



----------------------------------------------------------------------

6.2 Allied Structures
=====================

Allied Flag
-----------

Cost: 100
Tech Level: 1
Power: -10
Prerequisite(s): Allied Construction Yard, Power Plant
Primary Weapon: None
Secondary Weapon: None
Armour: Extremely weak
Function: Base identification
Information: The Allies' universal flag (actually a US flag, since the US leads the Allies) is
really just to show off your base to the enemy.  It is a prerequisite to some later units and
structures, most importantly the White House.  Build it on the outskirts of your base in
online games if you want to indicate to your ally/enemy which side you are or where your
base is.


Hydroelectric Power Station
---------------------------

Cost: 1500
Tech Level: 7
Power: +800
Prerequisite(s): Allied Construction Yard, Power Plant, Airforce Command HQ, Allied Battle Lab
Primary Weapon: None
Secondary Weapon: None
Armour: Very good
Function: Advanced power
Information: This efficient power plant is the Allies' answer to the Soviet's Nuclear Reactor.
It doesn't generate as much power, but it's slightly cheaper and a lot safer.  It can also be
placed on water, as this uses Hydroelectric technology that is based on the use of water.  You
must build this structure to be able to build the Spy Satellite Uplink.


Einstein's Laboratory
---------------------

Cost: 2500
Tech Level: 7
Power: -500
Prerequisite(s): Allied Construction Yard, Power Plant, Allied War Factory, Allied Battle Lab
Primary Weapon: None
Secondary Weapon: None
Armour: Strong
Function: High technology center and infantry promotion
Information: Think of this as a step-up from the Battle Lab.  It allows some advanced units
and structures to be created, as well as granting the ability to promote soldiers in the same
way as the Army Hospital (although you can only promote 5 infantry in Einstein's Lab).  The
promoted soldier will exit the building from the left, so be sure not to block the exit.  You
can only build two of these buildings at a time, so using Engineers to capture civilian or
enemy ones is beneficial for promoting more infantry.  This building also helps the economy of
your base - it generates a small amount of money for your war efforts.  The Force Shield
mini-superweapon is accessed by building this structure.


White House
-----------

Cost: 10000
Tech Level: 10
Power: -300
Prerequisite(s): Allied Construction Yard, US Flag, Radar, Barracks, Allied War Factory,
	         Army Hospital, Allied Battle Lab, Einstein's Laboratory
Primary Weapon: None
Secondary Weapon: None
Armour: One of the three strongest structures available
Function: Base civilization
Information: This final technology structure demonstrates the superiority of your base.
Although expensive and hard to build because of the many prerequisites, it is a strong and
useful structure that can be garrisoned by 20 infantry.  The White House will enable you to
build some units from other Allied nations, and the Allies' most powerful unit - the Chrono
Ultima Tank.  It will also allow you to construct the Allied Armageddon Engine.  The White
House cannot be captured by Engineers, and you can only build one at a time.  Another bonus is
that it slowly generates money for your war efforts.  President Duugan can only be trained
after building the White House.



6.3 Allied Defences
===================

Prism Pyramid
-------------

Cost: 2250
Tech Level: 8
Power: -125
Prerequisite(s): Radar, Allied Battle Lab, Hydroelectric Power Station
Primary Weapon: Rapid Fire Prism Laser
Secondary Weapon: None
Armour: Strong
Function: Strong base defence
Information: This is an upgraded version of the Prism Tower.  It fires a similar laser beam,
except it's high power input means that it fires much more frequently.  It is more heavily 
armoured than the Prism Tower and cannot be mind-controlled, but it is vulnerable to capture
and aerial attacks.  Prism Pyramids cannot create the "linking" effect that several closely
packed Prism Towers can create.


Statue of Liberty
-----------------

Cost: 3800
Tech Level: 9
Power: -490
Prerequisite(s): Power Plant, Einstein's Laboratory
Primary Weapon: Long Range Chrono Neutralizer
Secondary Weapon: Medusa-Class Anti-Aircraft Missile System
Armour: Very strong
Function: Advanced land and sea base defence
Information: This high-end defensive structure proves it's "advanced" status - its extremely
powerful weapon systems can be all that's required to defend a small base.  The main weapon is
a powered-up version of the Chrono Legionnaire's weapon - it fires a long range beam of energy
that will almost instantly warp any target into another dimension.  It's reload rate isn't bad,
either.  Liberty's air defence is also quite spectacular - it uses the same weapon as the
Aegis Cruiser.  This structure is vulnerable to mind-controlling units and Engineers, and it
can detect enemy Spies.

HINT - The best way to destroy this strong defence is to disable it's power.  But if you can't
do that, just use strength in numbers to exploit it's weak point: reloading time.  Although it
reloads reasonably fast, it can only fire on one thing at a time, so call in a paradrop and at
the same time, move in a ground force.  Another way is to sneak in a Floating Disk to disable
it, giving the Disk some air cover with paradrops.  Don't forget that the Statue of Liberty 
can be placed on water.



6.4 Allied Infantry
===================

Secret Service
--------------

Cost: 750
Tech Level: 5
Prerequisite(s): Allied Construction Yard, Barracks, Radar
Primary Weapon: Pistol
Secondary Weapon: None
Strength: Above average
Information: Straight from the Allies' top-secret training grounds comes this top-secret unit.
The Secret Service is specially trained to steal enemy vehicles.  They move faster than normal
infantry and are armed with a weak pistol for defence against weak units.  If you have stolen
a vehicle and it is destroyed, there is a chance that the Secret Service will survive and live
on to steal another vehicle.  The Secret Service cannot be crushed by normal vehicles, but
some heavier things like the Battle Fortress can.  This infantry will heal itself over time,
and is invisible to radar.  Also, the Secret Service cannot be mind-controlled.  When placed
inside an IFV, it will become a suicide bomber!


Sammy Stallion
---------------

Cost: 1800
Tech Level: 6
Prerequisite(s): Allied Construction Yard, Barracks, Radar, Allied Repair Depot, Army Hospital
Primary Weapon: Heavy Machine Gun
Secondary Weapon: Customised Grenade
Strength: Good
Information: Sammy Stalion is a battle-hardened warrior with a passion for helping the Allies
win the war.  He loves his job, and you can tell - he has been authorised to use specially
made Hand Grenades that are designed to destroy any building immediately upon contact.  His
Heavy Machine Gun can easily and quickly take out most infantry.  He also has a Chrono pack
fitted onto his back so he can warp instantly to anywhere on the battlefield - making him very
useful for hit-and-run attacks on enemy bases.  You can only ever have one Sammy Stallion in
your army at a time (unless you mind-control one).  He is immune to radiation.


Albert Einstein
---------------

Cost: 1600
Tech Level: 7
Prerequisite(s): Barracks, Army Hospital, Eintein's Laboratory
Primary Weapon: Hover Missiles (only when garrisoning)
Secondary Weapon: None
Strength: Very strong
Information: Tired of sitting around and playing with his scientific toys, Einstein decided
to go outside once in a while for some fresh air.  He went prepared.  Einstein is powerful if
used correctly.  Although he has no weapons in most circumstances, he can chrono around the
battlefield and when occupying a building, he fires anti-air/anti-surface missiles.  When in
an IFV, he fires a tesla bolt that is slightly more powerful than a Tesla Trooper's weapon.
You can only have one Einstein in your army at a time.  Einstein can detect enemy Spies, but
he can also be crushed by vehicles and mind-controlled by psychics.
NOTE - although it may seem like Einstein can fire on enemies (you can see the "fire" cursor),
he can't.  He can ONLY fire when occupying a building or inside an IFV.

HINT - If you see an enemy air armada heading your way across some occupyable structures, a
good way to take them out is to move Einstein into those structures.  He will enter them
immediately with no "de-chrono" time delay, and if he is in range, he will start firing his
missiles.  As the air unit(s) fly by, move Einstein inside the closest buiding as soon as
possible to do some more damage.  This trick works best on slow air units, like the Kirov.


President Duugan
----------------

Cost: 2500
Tech Level: 10
Prerequisite(s): White House
Primary Weapon: Tesla Lightning Bolt (only when garrisoning)
Secondary Weapon: None
Strength: Average
Information: In desperate times, desperate measures are to be taken.  When the Allies are
desperate enough, they can send out the President himself to help in battle.  He is armed with
an extremely powerful Tesla Bolt that can only be set up when he is inside a building.  So he
can be used for defence (e.g. put him inside the White House) or offence (put him inside a 
civilian structure near an enemy base).  His high price is worth paying for if you use him
correctly.  When placed inside an IFV, President Duugan will fire a Prism Laser at enemies.
There can only be one President in your army at a time, unless you mind-control one, so use
him well, and give him lots of cover when using him.  The President can detect enemy Spies,
and when he gets promoted to Elite status, he is cloaked - making him a very valuable asset
for your army.
NOTE - although it may seem like Duugan can fire on enemies (you can see the "fire" cursor),
he can't.  He can ONLY fire when occupying a building or inside an IFV.  And his firing range
is short when occupying - so don't expect him to fire the Tesla Bolt as far as the Tesla Tower
does (see the Tesla Tower in the "Soviet Defences" section). 



6.5 Allied Vehicles/Aircraft/Navy
=================================

Scout Jeep
----------

Cost: 675
Tech Level: 2
Prerequisite(s): Allied Construction Yard, Allied War Factory
Primary Weapon: AK-47
Secondary Weapon: None
Armour: weak
Information: Primarily intended for reconnaissance, the Scout Jeep is poorly armoured but
surprisingly well-equipped (with a cheaply available AK-47) and very fast.  It also has room
for two passengers.
HINT - Although very easily destroyed by most vehicles, if you build many, many Scout Jeeps
(they're not that expensive) then you can overwhelm most enemy squadrons.


Stealth Limousine
-----------------

Cost: 1250
Tech Level: 3
Prerequisite(s): Allied War Factory
Primary Weapon: Light Machine Gun
Secondary Weapon: None
Armour: Average
Information: The Stealth Limo is excellent for stealthily moving up to 6 troops around.  It is
invisible to radar and reasonably fast.  It carries a light weapon for basic defence.  As an 
added bonus, the Stealth Limousine cannot be mind-controlled.

HINT - Use the Night Hawk helicopter to help get the Limo across difficult terrain.


Assault Police Car
------------------

Cost: 1750
Tech Level: 7
Prerequisite(s): Allied Flag, Radar, Allied War Factory, Allied Repair Depot
Primary Weapon: Immobiliser Beam
Secondary Weapon: Medusa-Class Anti-Aircraft and Anti-Infantry Missile System
Armour: Good
Information: This is a potent weapon in the right hands.  It can target virtually anything on
the battlefield and is quite well armoured.  It has the ability to render any structure,
vehicle or ship completely useless with it's EMP beam, which has long range.  As for infantry
and aircraft, the Assault Police Car comes with an advanced missile system that will quickly
remove most threats.  Since the Police Car is only an advanced prototype and is still in
development, you can only build up to twenty of them at the same time (which should be more 
than enough anyway).

HINT - Use several of these units to defend your base against paradrops, or use them to launch
a tactical assault on an enemy base - you can disable Power Plants and halt production by
targetting unit-producing facilities.  You can even "switch off" things like Tesla Coils and
Patriot Missiles.  But take note - none of your forces can attack an immobilized unit/building
so a good strategy is to target something, amass some units around it, put them in guard mode,
and then tell the Assault Police Car to stop.  As soon as the enemy unit/structure is
"unfrozen", your forces will destroy it.


Amphibious Chrono Attack Miner
------------------------------

Cost: 1900
Tech Level: 6
Prerequisite(s): Ore Refinery, Allied War Factory, Allied Battle Lab
Primary Weapon: Machine Gun
Secondary Weapon: None
Armour: Very good
Information: This is an upgrade from the Chrono Miner.  It carries a Machine Gun for basic
defence, and can carry 50% more Ore than it's older brother.  It comes with added mobility
thanks to it's anti-gravity engine - and it actually moves faster while travelling over water.
Note that the Amphibious Chrono Attack Miner is immune to radiation and psychics.


Mobile War Factory
------------------

Cost: 2300
Tech Level: 8
Prerequisite(s): War Factory, Robot Control Center, Allied Battle Lab
Primary Weapon: Disrupter Wave
Secondary Weapon: None
Armour: Strong
Information: This vehicle does exactly what it says on the tin - it brings the fight to the
enemy by allowing you to deploy a War Factory anywhere on the battlefield.  It must be well
protected while moving though, as it's speed is not very good.  It carries a Disrupter Wave
for defensive purposes.

HINT - Use this like a Construction Yard - deploy it somewhere near lots of ore and build a
base around it!


Prism Battleship
----------------

Cost: 1500
Tech Level: 6
Prerequisite(s): Radar, Allied War Factory, Allied Shipyard
Primary Weapon: Prism Laser
Secondary Weapon: None
Armour: Strong
Information: The Allies finally took their Prism technology to the seas.  This high-tech
package comes with a high-powered Prism Laser.  It can detect submerged units, but it cannot
fire on them - so use this ship to scout for submarines before using the rest of your navy to
destroy them.  Although designed for naval backup, if the Prism Battleship is used in large
groups, you can cause some impressive carnage to enemy coastal bases/units.  The downside for
this ship is that is is vulnerable to enemy aircraft fire.


Chrono Ultima Tank
------------------

Cost: 3200
Tech Level: 10
Prerequisite(s): Allied War Factory, Robot Control Center, White House
Primary Weapon: Long Range Chrono Neutralizer
Secondary Weapon: Patriot Missile
Armour: Very strong
Information: Representing the peak of Allied technology, this is the ultimate offensive tank
for the Allies thanks to it's high tech Chrono Neutralizer weapon.  It is basically a mobile
version of the Statue of Liberty - it Chronos around the map and has the same weapon.  For air
defence, it carries Patriot Missiles.  It is also able to transport one passenger around the
field.  Although it's armour isn't as tough as the best Soviet and Yuri tanks, it has arguably
the best weapon.  So if used correctly, you can take out entire enemy bases with this tank -
justifying it's high price tag.  Of course, if you build more than one, you stand a much
higher chance of completely and quickly removing just about anything from the face of the
Earth.  The Chrono Ultima Tank will repair itself slowly over time.



----------------------------------------------------------------------

6.6 Soviet Structures
======================

Soviet Flag
-----------
Cost: 100
Tech Level: 1
Power: -10
Prerequisite(s): Soviet Construction Yard, Power Plant, Barracks
Primary Weapon: None
Secondary Weapon: None
Armour: Extremely weak
Function: Base identification
Information: Like the Allied Flag, the Soviet one provides base recognition and serves to
simply make your base look better.  It also has the function of being a prerequisite to some
Soviet things - most importantly the Kremlin.


Vehicle Repair Shop
-------------------

Cost: 3500
Tech Level: 5
Power: -300
Prerequisite(s): Soviet Construction Yard, Power Plant, Radar, Soviet War Factory
Primary Weapon: None
Secondary Weapon: None
Armour: Quite strong
Function: Vehicle auto-repairing and technology center
Information: This expensive building is worth it's cost.  It will cause all vehicles to auto-
repair slowly.  More importantly however, it is a prerequisite to some of the Soviets best
vehicles - examples being the Kirov Airship and the Dreadnought.  Although completely unarmed
and vulnerable to Engineers, this structure has very good armour to help it survive most
onslaughts.  You can only build one Vehicle Repair Shop at a time.


Research Cathedral
------------------

Cost: 3000
Tech Level: 9
Power: -600
Prerequisite(s): Soviet Construction Yard, Power Plant, Soviet War Factory, Soviet Battle Lab
Primary Weapon: Double Artillery Cannon
Secondary Weapon: None
Armour: Strong
Function: Advanced technology and research center
Information: This structure serves four purposes - it acts as a high-technology center, it
generates money slowly for your war efforts, it jamms radar by creating a black shroud around
itself that only you can see through (like the Allied Gap Generator) and it can be used as a
form of base defence - it carries a powerful Double Artillery Cannon.  You can change the
radius of the generated "gap" by double-clicking on the structure - but a larger gap will use
up more power.  Like most buildings, the Research Cathedral is vulnerable to Engineers and
airstrikes.  You can build two of these buildings at a time.
 

Kremlin
-------

Cost: 10000
Tech Level: 10
Power: -300
Prerequisite(s): Soviet Construction Yard, Soviet Flag, Power Plant, Soviet Barracks,
		 Soviet Radar, Soviet War Factory, Army Hospital, Soviet Battle Lab,
		 Research Cathedral
Primary Weapon: None
Secondary Weapon: None
Armour: One of the three strongest structures available
Function: Base civilization
Information: The very center of the Soviet Union - the Kremlin houses important Soviet
Technologies and is seen as a representation of civilization.  It can hold up to 20 infantry
within it's walls, just like the White House and Yuri's Fortress.  This structure will allow
you to create some of the finest Soviet units - examples being the Doomsday Devastator Tank
and Premier Romanov himself.  The Kremlin will slowly generate cash for you - and you can only
have one at a time.  Engineers cannot capture it.  It will "unlock" some other Soviet nation's
units for you, as well as being a prerequisite to the Soviet Armageddon Engine.



6.7 Soviet Defences
===================

Imperial Wall
-------------

Cost: 125
Tech Level: 5
Power: N/A
Prerequisite(s): Soviet Flag, Soviet Barracks, Vehicle Repair Shop
Primary Weapon:
Secondary Weapon:
Armour: Quite weak
Function: Basic ground defence for structutes
Information:  Basically an upgraded version of the Soviet wall.  This type of wall has more
armour than the normal Soviet Wall, and you can place them in longer lines than normal.  They
do cost a little bit more, but if you're serious about defending your base from ground forces
then the Imperial Wall makes a much better alternative to the Soviet Wall or Sandbags.  One
drawback however is that you cannot place Gates over the top of Imperial Walls.


Magnetic Contamination Beacon
-----------------------------

Cost: 1850
Tech Level: 7
Power: -150
Prerequisite(s): Soviet Construction Yard, Soviet Battle Lab
Primary Weapon: Magnetic Beam
Secondary Weapon: Radiation Deployer
Armour: Very good
Function: Strategic land and sea defence
Information: Intended for strategic base defence, the MCB fits the part well.  It can be built
on water or land - depending on your strategy.  This structure will magnetically attract
vehicles and ships, pulling them towards your other base denences, such as Tesla Coils and
even anti-aircraft weapons (as the unit is in the air while being "attracted").  You can use
this structure to haul ships toward land, destroying them instantly.  The same is true for
vehicles, if you build an MCB on water near the coast.  For infantry defence, the MCB will
automatically deploy radiation when the infantry gets close enough, poisoning the land.  This
can have a bad effect on your units though, as the radiation hurts everything, not just your
enemy's units/infantry.  So strategic placement is required.  This structure has no defence
against aircraft, and it is capturable by Engineers.

HINT - The Magnetic Contamination Beacon's Magnetic Beam weapon has a small minimum range.  So
if you build just one, then when you "suck in" an enemy vehicle, the MCB is useless.  However,
if you build several in a large radius around your base, and at a certain distance, you can
create a chain-reaction effect - e.g. a vehicle could be attracted a long way away from your
base, and when one MCB has finished attracting it, another one close-by could be the next one
to attract it.  You can build them in a star shape around your base, so that they all lead to
the centre, where you will have lots of ground defences, or even psychic units/structures.
If you want to force it to deploy radiation for whatever reason, just make it force-fire on
one of your infantry units within it's range (hold down the CTRL key and click).
The possibilities are endless!


Tesla Tower
-----------

Cost: 4000
Tech Level: 9
Power: -680
Prerequisite(s): Power Plant, Research Cathedral
Primary Weapon: Tesla Lightning Bolt of DOOM
Secondary Weapon: Elite Medusa-Class Anti-Aircraft Missile System
Armour: Strong
Function: Supreme base defence
Information: This could be considered the most powerful defensive structure in any faction's
arsenal.  It fires an extremely powerful lightining bolt at enemies from a good distance.
It is extremely good at destroying aircraft, and it's firing rate is very fast as well.
Unlike the Statue of Liberty, the Tesla Tower cannot be placed on water.  But it can detect
enemy Spies, and it acts like Yuri's Psychic Radar, indicating the movements of your enemies
within a certain range.  The only disadvantages to this beast are high power consumption, high
cost, lower armour than Yuri's or the Allies best defences, and vulnerability to Engineers and
Psychics that can mind-control buildings.



6.8 Soviet Infantry
===================

Arnnie Frankenfurter
--------------------
Cost: 2000
Tech Level: 6
Prerequisite(s): Soviet Construction Yard, Barracks, Radar, Soviet Repair Depot,
	         Army Hospital, Soviet Battle Lab
Primary Weapon: Heavy Machine Gun
Secondary Weapon: Customised Grenade
Strength: Strong
Information: Finding the acting life boring, Arnnie Frankenfurter decided on a change of
lifestyle and signed up for the Soviet War cause.  Why the Soviets and not the Allies?
Because the Soviets offered him some meaty guns which the naive Mr. Frankenfurter could not
resist.  And they kept their promise - he is equipped with identical weaponry to the Allies'
Sammy Stallion:  He has a Grenade which can take out any building instantly, and his Heavy
Machine Gun rips through infantry like a warm knife through butter.  He is also equipped with
a Chrono backpack that enables him to travel quickly and strategically.  He is more heavily
armoured than his Allied counterpart, but he is not immune to radiation.  You can only have
one Arnnie Frankenfurter at a time, unless you mind-control an enemy one.


General Vladimir
----------------
Cost: 2000
Tech Level: 8
Prerequisite(s): Barracks, Army Hospital, Research Cathedral
Primary Weapon: Super Mind Control
Secondary Weapon: Medusa-Class Anti-Aircraft Missile System
Strength: Strong
Information: Mourning at the tragic loss of one of the Soviet Union's greatest generals, 
Premiere Romanov ordered a special squad of his most trusted men to capture the Time Machine
and use it to bring back General Vladimir.  Unfortunately for them, the Allies reclaimed their
Time Machine shortly after the rescue.  Nevertheless, General Vladimir was brought back to
Moscow safely and told about his dark future.  Natrually, he was a bit peeved at Yuri, and he
decided to go out into the battlefield to get personal with him.  Knowing Yuri's mind-control
abilities, Vladimir decided he needed to fight fire with fire, so he dug up some of Yuri's old
Psychic contraptions, and became a master of mind-control himself after some experimentation.
He was also given the authority to use the Soviet's best anti-aircraft weapon - the Medusa
Missile system.  General Vladimir is immune to mind-control, and you can have up to four
"copies" of him in your army at a time.  He can detect enemy Spies.


Premiere Romanov
----------------

Cost: 2500
Tech Level: 10
Prerequisite(s): Kremlin
Primary Weapon: Tesla Lightning Bolt (only when garrisoning)
Secondary Weapon: None
Strength: Average
Information: As if General Vladimir taking to the battlefield wasn't enough, Premiere Romanov
also decided to get his hands dirty in desperate circumstances.  KGB Spies managed to find the
blueprints for the President's weapon, and have duplicated it for the Premiere - a powerful
short-range Tesla Bolt that is only functional while Romanov is inside a building.  He has the
same weaponry as the President when inside an IFV, too.  He can also detect enemy Spies and is
Cloaked when promoted to elite status.  You can only have one Premiere Romanov in your army at
any one time, unless you mind-control one.
NOTE - although it may seem like Romanov can fire on enemies (you can see the "fire" cursor),
he can't.  He can ONLY fire when occupying a building or inside an IFV.  And his firing range
is short when occupying - so don't expect him to fire the Tesla Bolt as far as the Tesla Tower
does (see the Tesla Tower in the "Soviet Defences" section). 



6.9 Soviet Vehicles/Aircraft/Navy
=================================

Double Decker Bus
-----------------
Cost: 1750
Tech Level: 6
Prerequisite(s): Barracks, Soviet Radar, Soviet War Factory, Soviet Repair Depot
Primary Weapon: Disrupter Wave
Secondary Weapon: None
Armour: Very good
Information: Intended for heavy vehicle and infantry tranportation, the Double Decker Bus can
pack an amazingly large number of units inside it (up to 20).  Additionally, it carries a high
tech weapon designed for denfence, but it can be useful for attacking enemy structures.

HINT - Use the Passenger Plane to help get the Double Decker Bus across difficult terrain.


Passenger Plane
---------------

Cost: 2000
Tech Level: 8
Prerequisite(s): Barracks, Radar, Soviet War Factory, Soviet Repair Depot, Soviet Battle Lab
Primary Weapon: None
Secondary Weapon: None
Armour: Above average
Information: The Soviets are serious when it comes to transporting it's vast armies across the
globe.  They have invented a plane that can carry up to 30 infantry/vehicles, making it the
largest capacity transport in the game.  It is quite fast and has a high visibility distance,
making it ideal for scouting too.  However it has no weapon, it has only above average armour,
and unlike the Allied Night Hawk and Yuri's Hind Transport, it is not invisible to radar.


Subterranean War Miner
----------------------

Cost: 2000
Tech Level: 6
Prerequisite(s): Ore Refinery, Soviet War Factory, Soviet Battle Lab
Primary Weapon: Machine Gun
Secondary Weapon: None
Armour: Very good
Information: This is a further developed version of the War Miner.  It can carry 25% more ore
than the earlier version, it is invisible to radar, and can travel underground, making it very
safe from enemy fire.  It has the same weapon as the War Miner, and higher speed.  It is
immune to mind-control.  It's drawbacks are: it has less armour than the War Miner, it does
not self-repair, and it is not immune to radiation.  It is also quite expensive.  When the
Subterranean War Miner gets fully promoted, it cloaks itself, making it nearly impossible for
enemies to detect, let alone destroy.


Mobile Ore Refinery
-------------------

Cost: 2500
Tech Level: 8
Prerequisite(s): War Factory, Soviet Battle Lab
Primary Weapon: Immobiliser Beam
Secondary Weapon: None
Armour: Strong
Information: Adding to the Soviet's new economical nature, the Mobile Ore Refinery is a useful
vehicle that can be used to bring an Ore Refinery closer to the Ore, rather than previously
bringing the Miner closer to it.  It has a slightly high cost but this is outweighed by it's
main function: it can be moved just about anywhere and then deploy into a Soviet Ore Refinery.
It carries a high-tech weapon identical to the Assault Police Car's main weapon - a beam that
possesses the ability to "freeze" any vehicle or structure.  This weapon is intended for
assault, not defence - meaning that this vehicle has two important functions for the Soviets.
The Mobile Ore Refinery is NOT immune to mind control and it's weapon doesn't actually do any
damage, so close cover is required when moving it through dangerous territory.

HINT - Use this with the Passenger Plane or Amphibious Transport to deploy an Ore Refinery
near a lot of ore, and then build a new base around it!


Tesla Warship
-------------

Cost: 1750
Tech Level: 6
Prerequisite(s): Soviet Radar, Soviet War Factory, Soviet Shipyard
Primary Weapon: Tesla Bolt
Secondary Weapon: None
Armour: Strong
Information: The Soviets went one step further with their Tesla technology and fitted a large
Tesla Coil on the front of a massive Warship!  This ship will fire a bolt of electricity from
it's front mounted fork-shaped turret that has the same power as a Tesla Coil defensive
structure.  Obviously then, this ship makes an excellent naval suuport unit (as well as being
good at destroying enemies near the coast).  The Tesla Warship may be slower and more costly
than it's Allied rival, the Prism Battleship, but it is better armoured.  Watch out for enemy
aircraft, though.


Doomsday Devastator Tank
------------------------

Cost: 2750
Tech Level: 10
Prerequisite(s): Soviet War Factory, Kremlin
Primary Weapon: Elite Twin 120mm Cannons
Secondary Weapon: Elite Anti-Air Flak Cannon
Armour: Extremely strong
Information: The pinnacle of Soviet research and technology is embodied within this supreme
tank.  Yes, it may be expensive and only available at a high technology level, but it can be
horribly prevailing in the right hands.  Think of it as the Apocalypse MKIII (not MKII).  It
comes with a primary weapon identical to an elite Apocalypse's, a powerful anti-aircraft Flak
Cannon, space for two infantry to fire out of (like the Battle Fortress) and the ability to
go underground, safe from enemies and allowing for easy terrain crossing.  Couple this
functionality with the best armour out of the three "super" tanks (one for each side) and 
invulnerability to radiation, and you have a threat too serious for your enemies to ignore.
The Doomsday Devastator Tank will change it's weaponry when under elite status - it's main
weapon becomes identical to an elite Prism Tank's, and it's secondary weapon is changed to a
Medusa-Class Anti-Aircraft Missile System.  It can run over enemy vehicles just like infantry
can be, and it automatically repairs itself over time.  Perhaps it's only drawback is the fact
that psychic units can easily mind-control it when they are within range.

HINT - The successful way to using the Doomsday Devastator Tank is to use groups of them - 
you could have several that are fully promoted alongside ones that haven't beed promoted, to
create a balanced attack force.  Also, try experimenting with the infantry you can put inside
it (a maximum of two) - my favourite combination is Whiteboy and General Vladimir.



----------------------------------------------------------------------

6.10 Yuri Structures
====================

Yuri Flag
---------

Cost: 100
Tech Level: 1
Power: -10
Prerequisite(s): Yuri Construction Yard, Power Plant
Primary Weapon: None
Secondary Weapon: None
Armour: Extremely weak
Function: Base identification
Information: Like the Allied and Soviet Flags, Yuri's Flag is simply for aesthetics.  It is a
prerequisite to some of Yuri's important technologies as well, like the Yuri Prime, Yuri
Statue, and Yuri's Fortress.


Communications Center
---------------------

Cost: 3250
Tech Level: 8
Power: +800
Prerequisite(s): Yuri Construction Yard, Power Plant, Radar, Yuri Battle Lab
Primary Weapon: None
Secondary Weapon: None
Armour: Very good
Function: Advanced technology center
Information: Acting as a step between Yuri's Battle Lab and Yuri's Command Headquarters, the
Communications Center has many functions, and you can only build one of them.  It acts as an
advanced power plant for Yuri, it allows you to call in Paratroopers, 10 infantry can garrison
the building, it generates money slowly, and provides radar for Yuri should his Psychic Radar
be knocked out.  It is also a prerequisite to some of Yuri's more useful units, such as the
Mastermind and Flint Westwood.  These features justify the Communications Center's high price.


Yuri's Command Headquarters
---------------------------

Cost: 4000
Tech Level: 9
Power: -400
Prerequisite(s): Yuri Construction Yard, Power Plant, Yuri War Factory, Yuri Battle Lab,
		 Communications Center
Primary Weapon: Grand Cannon
Secondary Weapon: None
Armour: Strong
Function: Advanced technology and research center
Information: This is Yuri's most important technology building - the price says it all.

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Whiteboy


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