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||||||||||||||||||Red Alert: Shell Shock||||||||||||||||||
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v1.0
by Mark Major (e-mail: mmajor@zebra.net)

In the zipfile:
RA_Shock.txt-  This file.
RA_Shock.ini-  Stick in your main Red Alert directory and 
	       rename to rules.ini to install.
NeckPain.txt-  The text file for the practice map.
neckpai1.mpr-  The map I included for you to practice on.


Contents:
	Intro
	New Units:
	   Double-owned
	   Allies
	   Soviets
	Other Changes:
	   Money
	   Infantry
	   Vehicles
	   Structures

INTRO:	I learned a couple things from RApocalypse Now. One
was that it's very hard to produce a patch that doesn't go
in for the overkill of super-units. I kept insisting that
it was not a super-unit patch, but it kept getting that way.
Thats one reason why I didn't do a new version of that one,
but decided to start all over. The other thing I learned is
that when both sides have the exact same units, its not always
that fun. I knew this from Warcraft II, but somehow failed
to apply it to Red Alert...
	So here is a brand new patch with unequal sides
(note that "unequal" is not the same as "unbalanced") and a
hopefully better variety of units and unit strengths.
NOTE!!!!!!: YOU MUST HAVE RA v1.07E IN ORDER FOR THIS PATCH
TO WORK PROPERLY! I used the ants and the nice "Name" field 
that was added to make it much easier to tell what you're
building. I also used those "extra" images for a couple
units. Unfortunately, one drawback to using images like that
is you don't get one on the side scrollbar, and you get the
ugly double-image effect. I actually had to cut back on the
"unknown" images because it was getting very difficult to
tell what unit icon the cursor was over. I hope this doesn't
detract any from the gameplay.
	I'm including in this zipfile a map I made for the
purpose of testing out my patches. Its a good map to use in 
skirmish mode to test out what all the units can do. It also
makes a pretty fun two player head-to-head map :)
        If you run into any serious bugs or think that the 
sides aren't balanced, feel free to e-mail me about it.

NEW UNITS:
		<<Double-Owned>>
Tesla Tank:    Shoots a less powerful tesla bolt. The recharge 
               rate is greater, though, and the range is nice.
               It might be difficult to cheese with them though,
               'cause they can't stand much of a beating.
               Replaces the heavy tank. Prerequisite is the
	       Tech Center
Missile Tank:  Fires heat-seeking missiles in pairs. Its slow,
               hasn't got a lot of armor, but it packs a punch
               and will fire at aircraft. No prerequisite.
Drone Ant:     This is a very weak ant, but it is fast, has a
               large sight radius, throws grenades, and is
               cheap. Use 'em to scout around. No Prerequisite.
Spy:           Once again I hand the spy a Sniper Rifle and
               he proves his worth in battle and in defense.
               Both sides get to use him. Prerequisite:
               Officers' Barracks
Dr. Kavorkian: No friendly medics in this game! Build a hospital,
               churn out a few good doctors, and watch soldiers
               and tanks alike fall under his euthanasia. (I think
               its funny when he sits down like he's bandaging a
               patient, and suddenly whamo, the enemy soldier
               next to him goes up like a light bulb!)
Officers' 
Barracks:      If you want anything more than your standard 
               soldiers, you need to build one of these.
               Prerequisite: Radar Dome
Turret:        Now Soviets can build it too.
Queen Ant:     She really doesn't do a whole lot, but if an enemy
               unit is unfortunate enough to wander close before
               she's destroyed, it'll probably get bitten in two.

                <<Allies>>
Stealth Center:Build this to get Stealth Technology (see below).
               Prerequisite: Radar Dome
Stealth Tank:  Die-hard C&C fans will remember the good old stealth
               tank. Its probably not as powerful as it used to be,
               but its still a nice tool for sneak attacks.
Stealth 
Transport:     Tired of having your APC (which the Allies don't 
               have anymore) Zapped before you even get within
               sight of the Construction Yard? Well with this
               stealthy convoy truck you can slip into your enemy's
               base and unload a few Tonyas off at his front door!
               Max Passengers is 4, instead of 5.
Fire Ant:      People already familiar with the ants will recognize
               this guy. I made a few minor improvements over 
               general performance, but he's still pretty much the 
               same. No prerequisite
Sub Hunter:    The gunboat now ONLY carries depth-charges. Got some 
               subs annoying your ore-trucks? Build a couple of these
               cheap things and swat those subs away.
Yak:           The Yak now only belongs to Allies and is a bomber.
               I had problems with the innacuracy of Parabombs, so I
               changed the projectile and now, while they're still
               not accurate, they do much better. A Yak carries six
               bombs, and while one yak may not do much, get about
               three or four of them and you've got a powerful (if
               a little slow) airforce.
Chinook:       If you were complaining about the lack of APCs earlier,
               ownership of the Chinook has been transferred to the 
	       Allies.
Camo Pillbox:  It now sports twice the infantry-chewing pleasure- two
	       Vulcan michine guns! On the other hand, the other Pill
               Box is now gone from the Allied inventory.
Missile 
Battery:       Shoots heatseeking missiles. Use these instead of AA 
               Guns, which, by the way, aren't there anymore.
	       Prerequisite: Officers' Barracks
Hospital:      Prerequisite for Dr. Kavorkian. I had it a prereq for
               a Constructor Ant, too, that would repair tanks and 
               buildings, but I couldn't get that idea to work.
	       (If anyone knows how to do it, please contact me!)
Light Tank:    Soviets can now build the light tanks.

		<<Soviets>>
APC:           Soviets now have the APC. The reason will be come clear 
               shortly.
Soldier Ant:   A mobile, cool looking version of the Allies Camo, it
               also carries two Vulcans.
Sub:           Now subs are a match for the Allied navy. They shoot
               long-range laser guided missiles. Not as long a range
               as Cruisers, but then Cruisers can't exactly sneek up
               on you either. Comes with a Depth Charge for those
	       Soviet vs. Soviet games.
MGG:	       To make things a little more fair, Soviets now have the 
               mobile kind, not the Allies.
Kamikaze Nukem:Duke's less skillful brother can really do only one thing:
	       Run into a guys base and nuke it! If you get two or three
               caught in the same explosion, then you end up with a
               really crazy nuke-loop that ends eventually, but usually
               not before taking out anything in the blast area. This is
               why I gave soviets the APC and not the Stealth Transport,
               it just wouldn't be a fair fight >=}. You gotta have a
	       nuke silo before you can get him (and an Officer's 
               barracks).
Hind:          It shoots fireballs. Much more effective than that old 
               chaingun.
Fire Pillbox:  The regular pillbox shoots lots of fire.



OTHER CHANGES:
		<<Money>>
	Ore regenrates more than twice as fast, and made some 
	price changes.

		<<Infantry>>
	It is my opinion that infantry are only good in the 
        first five to ten minutes of the game in regular RA.
        Here I halved the cost for regular infantry and made
	all of them self-healing. Now it takes a little more
        to take out infantry. Snipers and Tesla Coils, however,
	are still as effective as always.
	I still have some expensive people, like Kamikaze Nukem,
	but Tonya's down to only a thousand. I forget the base
	cost of Dr. Kavorkian, but it's up there.

		<<Vehicles>>
	I decreased the armor of all tanks. Essentially this 
        makes a tank last a shorter period of time. I do this
	because in real life (or at least in WWII) it didn't take
        fifteen hits with tank artillery to blow up another tank.
	Also, it extremely lessens the chances of a succesful tank
        rush, as things like base defenses and infantry now have 
        an easier (or at least quicker) time blowing them up.
	      
		<<Structures>>
	I took some structures (and a few units) out of the game, 
	either because they became redundant and would therefore
        never get used, or they were plain useless, and would never
        get used. In either case, I freed up space on the scroll 
        bars. Examples: Kennel and Dogs (useless) and AA-Guns
	(redundant to Missile Batteries).

OK, I know you're probably tired of reading this incredibly long text
file. So I'll wrap up here by saying I hope this one's a little more
fun than my last one, different enough from the original to provide
something interesting, and thanks fot getting my patch! Now what are
you waiting for? Go kick some communist/capitalist rump!  8->

