man you just change the red alert 3 into something that developer cant cause you make it so realistic, accurate, the new stuff and many thing man you deserve a medal man
I have been following this developer a bit, I will admit I am strict english reader but this man took C&C3 and turned the insane dial all the way up like wowzers. Also cool to see the Celestial empire is using orbital cannons to glass the world. I am truly looking forward to the finished product.
@@Tucher97 Yeah I laughed because I know the expression in Chinese and was surprised to see the "glass the world" expression in English, which is a good translation I think.
I've been waiting for this mod for a long time. It's so good that i'm willing to play even if there isn't English translation yet. A bit confused when trying to adjust the graphical settings because of Chinese but that's fine. You guys improved the graphics of the game so much that my laptop can't even run smooth on medium lol. Best mod for RA3 in my opinion
Yo where can I suggest features haha because that Celestial Empire MCV turning into a super armored and armed floating battleship has got me thinking it would be a fantastic idea to remake the MCVs of the vanilla factions so they get unique playstyles too. Like imagine the Soviet MCV picks itself up with four giant legs and it's towers reveal giant tesla coils. Then the Allies get like a legit Landship like the German LandKreuzer tank. Then the Japanese MCV turns into like a smaller version of the Shogun Executioner or something like a mobile mech. That'd be badass. Of course there's still balance to talk about but considering the Celestial Empire's MCV is already so much more unique than the vanilla ones it would be good to change the vanilla mcvs to add more variety.
The Celestial Empire’s MCV is literally a Mothership when fully upgraded. Although it’s very powerful, it is still very vulnerable to Interceptor such as the Ares and the Sukoi
It's definitely a cool feature and I'm sure it's pretty balanced or at least getting balanced. Haven't had the chance to try it out since I'm still troubleshooting the installation. The Celestial Empire's MCV has a very unique transformation and with it the role of a sort of glass cannon, sending out your powerful transformed MCV but risking losing it is an interesting gameplay option compared to the relatively boring vanilla MCVs that only change to mobile forms for escape and relocation. So I hope the devs take into consideration rebuilding the MCVs of thee vanilla factions to give their MCVs more unique gameplay options :D
I would say they need to changes other faction's tech tree to implement a system like this. I have played the open beta a bit, and noticed some restrictions they put onto CE's MCV. CE's MCV is limited to 1 on the field, and all those powerful weapons on the MCV requires upgrades from the tech lab, which are also locked behind tech tiers.... A super powerful CE MCV is pretty much locked in the late game, and will cost a lot of resources to upgrade, which I think this is how they balance the game. I would say adding weapons, changing models of other factions' MCV won't be too much of a problem. The issue is how they balance it so they won't be overpowered. Especially considering other factions don't have a MCV number limit as CE does. How they do it all comes down to balancing I think.
I so wanna play that mod, it'd be so very epic to see this after watching it develop for so long. and to dust off the cobwebs of not playing C&C 3 in a long time
@@marcusloveprotoss8510 really? You are a doctor right? And im sure you have evdience to prove that, and all the professional that came to china and didnt find evdience.. emmm... you must be some kind of genius! Good job genius!! now lets see your evidence!
Очень крутой трейлер открытого бета-теста у этого мода получилось!Моё уважение!Вы молодцы ребята,вы совершите отличный прорыв с этим модом!Буду ждать релиза вашего мода,с наступающим вас Новым годом🎄🎉!
I fucking love your work y'all. I 've been waiting for this for years now. Me and the gang have so much respect and appreciation for your work. I love y'all and keep doing the things that makes us happy. Hope to see more of you even outside of C&C. Bless y'all. Ps. You people are even greater than EA's messed up work. Y'all deserve something greater. THey should recognize y'all.
Question/suggestion about soviet tesla weapons. In the base game tesla tanks were in the code and were seen in the campaign but were not available to soviet players in skirmish and this always seemed odd since a high tier tesla weapon that wasn't super squishy like stingrays or tesla troopers always felt like a logical thing for the soviets to have. My question is whether you are considering using 1. the old tesla tank with the existing textures and model or new ones, 2. making a new tesla tank type vehicle or 3. modifying the Union heavy tank into having tesla guns instead of normal guns, since currently it's very similar to the apocalypse tank. If anyone else knows if the mod devs have plans for this or not then let me know. Either way, this mod is awesome, thanks for putting in the effort to make something this incredible.
@@radziwill7193 You can see Tesla tanks pumping out of Cherdenko's tank factory in the last mission of vanila Soviet campaign, and you can capture these special factories to produce them yourself, dope unit.
What!? This mod already Released? Why RU-vid don't recommend this video to me? F**k YT XD But now , I can use this (1:00) bad boy to take down Giga fortress : ) Thank you guys SOOO much :D
The moment I was going to bed he releases the beta holy mama bear. cant play or download a separate mod pack just to play it? why a launcher? is there any possible way you guy's will just add the mod files themself?
Holy shit what did I just saw!? I think I saw one of the most epic mod for red alert 3! Song suits well with every scene I saw. See some unique units that I don’t see am currently playing. This have me hyped up now! Idk if is it me or it just whenever I play the game the camera view and most of the mechanism movement are vannila version including the graphics. Dk if you guys are planning to improve those later on or not Bc tbh my graphic are not familiar or same as this video am watching. Anyway am looking forward for more epic from this!!!!
The mod still felt very unfinished though, for all the spotlight Celestial empire seems to get in all the trailers, the entire faction felt kind of... lackluster, everything is so expensive but at the same time not that cost-efficient, they are also extremely generator hungry. The empire (Japan) arsenals also felt unfinished and seem to be just borderline viable in non-naval focus maps. Soviet and Allies felt good though. I hope you guys are still considering adding and updating more units.
Fantastic, I was looking forward for this from last year. quick question though, is the mod entirely in chinese? and if so will there be an english version eventually?
woah, it's so amazing how streamlined this mod is to the original RA3! not only the background story with the same time machine and "[historical figure].exe has been deleted" format, but the overall mod's mechanics and aesthetics too. salute!
System Requirement for Corona Mod: Operating System: Windows 7 SP1 or above Recommend using 64-bit (x64) system as you might face more crashes using 32-bit (x86) system. [I am not the dev nor related to them, the information here comes straight from an FAQ video from the CN platform. Which is recommended by the devs. It might help you solve some of the common issues while installing this mod. I will try to attach the link and name of the original author at the very end. If RU-vid leaves my comments alone.😂] The rest of the FAQ is translated in the replies.
Game Version Requirement: [Vanilla] Red Alert 3, Version 1.12 Note: "Red Alert 3: Uprising" is not supported. As Uprising doesn't support mods. Before installing/running the mod, it is recommended to ensure the base version of the game is working properly. If the game isn't working, that means you might have some components like: 1. DirectX 2. C++ 2005 Library Missing
Installing the Launcher: Recommend downloading the "Quantum packing form" from their official website (Which you can find in this video's description. This version includes both the Launcher, as well as version 3.14A of this mod. As download the mod from the launcher is extremely slow due to heavy traffic) Before installation, make sure you have Net Framework 4.7.2 as this is required by the launcher. After installing, the launcher will start first time setup. Here are the steps: 1. The launcher will ask you to choose between Chinese & English as your preferred language 2. The launcher will automatically detect RA3's installation path. If this detection failed, you will need to set it up manually. The file you are looking for is "RA3.exe", which is located at the game's root folder. 3. The launcher will ask you to select special functions provided by the launcher. 3A. "Game Progress Capture"; Recommend checking this is you are using Steam/Origin version, as the launcher will automatically launch the mod when you start the game from Steam/Origin. You need to have the launcher running in the background. 3B. "Enable Memory Expansion"; Recommended feature for all users. This allows the game to use more memory. This will reduce the chances of game crash. 3C. "Enable High Resolution Shadow"; If your game crashes right before the loading bar is filled, please uncheck this option and try again. If it still crashes after unchecking, try lower in-game graphics. The crash is likely due to the new skybox system included in this mod. Devs will give option to disable in the future. After this, the setup should be complete and you are good to go.
Other Frequently Asked Question and How to Solve them: Q: The game crashes right after clicking "Skirmish". A: You need to delete the old Skirmish save file as it has conflict with this mod. The launcher have this feature built in, go to "settings (the gear logo) > Advanced Startup Option > delete Skirmish" Q: When do I need to enable "run as Administrator" in the launcher? A: If you can't check "game progress capture" or "enable memory expansion" features in the launcher. Note: there are 2 adjustable paths in the launcher, these are paths for: 1. game's installation location, where "RA3.exe" is located 2. Mod's storage locaiton, this location is where you can manually download the newest mod package and perform a manual installation. Default should be: "CoronaLauncher > CoronaData > Corona" Q: A warning shows up that says "Seems the game failed to start, or Corona Mod isn't loaded properly." when I start the game. A: Download the updated "OnlineData" file from our QQ group, replace the file located in "CoronaLauncher > CoronaData" Q: An error message "Steam Error: Application load error 5:0000065434" shows up when starting the game. A: Please enable related option/feature within the launcher. Which you can only see this if you are using the Steam version of the game. After this, please start the game using steps listed below: 1. Enable "game progress capture" feature in the launcher (You can find this in the launcher's settings) 2. Ensure both the Launcher and Steam is running 3. Start the game via Steam This method should also work for Origin users if similar failure appears Q: All the QQ discussion groups are full, any plans? A: These QQ discussion groups have about 10K players in total. We don't have enough moderators to manage these discussion groups. No new discussion groups are planned at the moment. Instead, we enabled visitor function so you can view discussions as a visitor. Q. New Campaign? A. New campaign are planned and will be added in the future. Now the mod is more about playing Skirmish and play with friend via multiplayer. Q. Encounter bugs when playing the old Campaign. A. It's normal, because this mod changed how some of the unit works. Having bugs in the old Campaign should be expected as the old Campaign is designed based on old units. Q. Map Editor for Corona Mod? Want to creat some maps for this mod. A. The map editor for Corona Mod haven't been updated yet. We will update the map editor in the future. Q. Why Celestial Empire's faction BGM is only played in the main menu but not in combat? A. The Dynamic BGM feature is already been fully developed and tested. However, the BGMs for Celestial Empire are not fully ready at the moment. So it's only enabled in the main menu but not in combat. We will update this in the future. Q. Why the in-game music comes out from the bluetooth headset, but CE's BGM comes out from the speaker while using a bluetooth headset? A. You need to select correct output device in the Launcher's settings.
Seems RU-vid will delete comments that contains link. So I can't include a link to the original bilibili video. The author of that FAQ video is: 微月吨日亿万千 You should be able to find him in CN video platform bilibili.
I hope when they planning to add sub factions to the pack they should re introduce yuri. This one gonna make a whole lot universe, anyways enjoyed the mod, hearts to the team
I test it last night and so far it seems ok but they should put an instruction on how to install it properly. Empire of the rising sun - so far, its ok ( and quite surprising on the units hahaha!, I felt that King oni!) Allies - unlock unit conditions (no idea how to unlock the super carrier) Soviet - not tested yet Celestial - not tested yet. Maybe a wiki page will help for guidelines?
this is just amazing but man my pc is gonna explode from this, also not to be rude but the animations for the normal king oni are kinda wonky but that would be the only complaint this is just amazing also how do i get the mod? the launcher is in place but it tells me that i have to download the modpack manually?