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RApocalypse Now  ===============================>
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Author:   Mark Major (e-mail: mmajor@zebra.net)
Version:  1.2

To install just copy rules.rp2 to rules.ini.

This is the text file for rules.rp1, an edited version of
rules.ini which, if you don't know already, allows you to
change virtually any aspect of Red Alert play that you like.
This one is a little different from the usual "let's make all
the units super powerful" type alteration. While yes, I have
several units with unique and wonderfull powers, they all have
their weaknesses (like taking only a little damage before
blowing up, costing an arm and a leg, etc.). I also took the
liberty of creating logical prerequisites for the "new" units,
forcing the creation of buildings that would otherwise go unused.
Most of the units I altered were the ones that nobody really uses
in multiplayer games because the better units are already available,
like the Yak, the Artillary, and the Spy, to name a few. Oh, 
by the way, before you get too confused, I made such an 
abundance of units to play around with by making everything
available to both sides. Now choosing allies or soviets 
only affects what units you start with, what type of helicopter
you get with a pad, and what kind of accent your units have,
in addition, of course, to the usual diferences between the
countries. Now for what I've changed:

Missle Tow
Remember in C&C the missle launcher? Nice for guarding your base
form air attacks or backing up a group of tanks? Well here's the RA
version. It replaces the medium tank. Now instead of firing that dull
old 90mm gun it shoots heat seeking missiles and a wonderfully rapid
rate. Great for taking out those 'copters of just playing havoc with
the enemy's tanks. Prerequisite is a SAM site.

Zapitty Do Da
I hated how much power the Tesla Coils took, and I hated how long
they took to charge, so I decreased power usage and doubles thier
ammo, so now they pack twice the punch and use a third the original
power. Now you don't have to build an advanced power plant for
each coil. They still cost as much, and now you have to build a tech
center first (the turrets and pill boxes still deserve a chance).

Zappity Yay!
Portable Tesla Coils! No more tiresome artillary that didn't do much
but kill a couple soldiers every now and then. Now you can watch
that electric blue arc come from the middle of a buch of tanks and
fry oncoming enemy units. Something about those glowing stick figures
just warms the heart, ya'know? Still, you have to have a Tesla Coil
first.

Great Balls of Fire
They shoot faster and farther, enough that they're actually usable now.
Plus, Flame soldiers are usefull too, since they fire the same exact
thing now. And that's not all! Once you've built a Flame Turret, you
can fry those irritating rocket soldier pickets by swooping down with
the brand new Phoenix (formerly known as the Yak). They are also 
affortdable enough that you can make them "rise from their ashes" for
only a small sum of money. Flame Turrets require a tech center.
Flame Soldiers, like Grenadiers require a Soviet Barracks.

A Deadly Moon
The Hind now fires tank shells. They're not much different from
the Longbows, but they fire faster, farther, and are a little more
powerful. They can also see cloaked vessels, and can drop depth
charges down on them. You can build Hinds after you get a tech center.

An Improvement "Indeed"
Get tired of having to scroll past the Spy on your way down to better
units? Make the mistake of thinking a human was as dumb as the 
computer and would let you just walk into their base and infiltrate a
building? Well, hand the Spy a sniper rifle and let the fun begin! Now
you can send a whole horde in if you're that intent on finding out how
much money he, she, or it has, or, if you're more sensible, you can use
them as ultra soldiers. Happily pick off infantry as they rush your tanks.
Get ten of them together an they'll take out a heavy tank before it
even gets in firing range. Tired of enemy soldiers "dropping in" for a 
good time uninvited? Scatter a couple spies through your base. They don't
have Tonya's attitude about guard duty; they'll pick off the first enemy
solider they see. I just can't get enough of them. 


What do you call a hoola hoop with a nail in it?

A Naval Destroyer!
Well, I didn't actually do anything to the destroyer but make it cheaper.
The gunboat, however, which nobody really uses, got the royal treatment.
It now cloaks like a submarine, so it can sneak up on your base and trash
it with its super rapid fire missile system. It'll take it a while for it
blow anything up, but get three or four of them and things go down fairly
quickly. Once again you have to build a tech center first.

The Hunt for Blue December
Let's see, the prerequisite for a sub pen (and thus a sub) is a Nuclear
Missile Silo. Now what could be so special about those subs? Oh yeah, they
fire water-to-land nuclear missiles! It takes them a while to reload, and
they cost 2000 bucks, but three or four of them will toast a waterside
base in no time. Keep in mind that your enemies will have the same
capabilities, so if your construction yard is anywhere near the water,
you'd better have some pretty darn good water defenses.


On a final note:
You can do some wicked things with both a Chronosphere and an Iron Curtain.


Fixes with v1.1:
Hinds can now see subs and gun boats, which they didn't before because their
sight was set for 0.
Nuclear Subs cost 3500 instead of 2000. I hope this makes it more difficult
for someone to just stockpile 32 subs and obliterate the enemy.
Missile Launchers (Medium Tanks) have a better range and will fire on subs.

v1.2:
Well, I wont make anymore promises about those darn naval units. I think I may
have sloved the problem with the game crashing with naval battles (I noticed it
usually involved the stealth boats that fired a LOT of missiles one after another,
so I dropped the rate of fire and upped the damage). Dont be surprised, though if
it still crashes. That particular aspect has not been tested,
Hinds still can't see submerged or cloaked vessels. They have sight, sensors, and
depth charges, but something is still wrong. If anyone can figure out how to get
this working please e-mail me! As a side note, I did discover that if you select a
non-water unit and scan the water with your cursor, if the cursor passes over a cloaked
vessel, the cursor will change from a "can't move here" cursor to a "can move here" 
cursor. 
Thats the bad news. The good news is Hinds now have better weaponry, and I added
a super soldier (the general). I'm tentatively dubbing him "The Duke", though that is
a tad unoriginal, considering that the title is already held by John Wayne. His 
prerequisite is a nuke silo. He fires long range explosive grenades/bombs and will fire
missiles (the same kind fired my the Mammoth Tank) at airborn vehicles. He's terribly
expensive, however, so it would be best to just use a few of him in a group of several
spies. He can C4 buildings like Tonya, too.
I also upped the price of nuclear subs to 4000. What, you say that's more bad news? 
Actually, its pretty good news, because it means that you wont have to worry about being
smoked by an opponent who stockpiles about 20 subs and sends them all at you at one time.
Also, it keeps the game fun by forcing more than simple-minded who-has-the-most-guns 
strategy, and makes it less likely for the game to crash, which it did when someone I
was fighting fired about 15 nukes into my base all at once.
My best advice is: don't build too close to the water, don't build too many subs, and stay
away from water battles.
And just do try to dispell any misgivings you may be getting because of all this talk of
game crashes, I've never had the game crash in a strictly land map, and only about 50% of
time in water maps, and all those involved several stealth boats firing at once. 
Enjoy!