Matter of opinion. I always believed the Red Alert 3 mechanics felt much smoother than that used in Generals. Probably because Generals used an odd acceleration mechanic for all vehicles, making their move commands feel slow. It added some realism, but felt clunky to work with. Can't deny that whatever engine Red Alert 3 uses is delicious and still somewhat holds up to today's standards.
This. This is how you mod games. Not over the top units, not extreme unnecessary over powered add ons, not some god damned cluster fuck. Like this. Keep the game, improve upon it. Not make it weird even more. 👍
This is fxxking romantic because if you ask a Chinese who is the famous guy who’s name is Tao most of their answer will be the one of the best poet in Chinese history.
4 awkward things I saw: - Tao who need to spend promotion point to unlock his specialty Nuke Cannon - Tao who need to manually upgrade Uranium Shell and Nuclear Tank - Tao's MiG that doesn't have nuke missile - Tao's carpet bomber that didn't drop nuke So what is the benefit of selecting a general? Thanks for showcasing BTW.
Damage ! I want dozer build like old version shit this is look like red alert 3 upgrade. I quit red alert because the building it's not look like real need dozer build like C&C generals.
the nuke cannon in this mod is pretty much useless, it must enter siege mode first and then shoot. but the nuke cannon was never my favorite siege unit in the original game.
Create a folder in documents/Red Alert 3/Mods and call it GenEvo and put the GenEvo_B0.1.skudef, GenEvo_B0.1_Misc.big and GenEvo_B01_Streams.big files in it