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YR: Squared
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MooMan's Rules
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Mod Information
- Gameplay Additions
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Tech Expansion
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Assault Expansion
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« MOOMAN'S RULES »
GAMEPLAY ADDITIONS

In addition with adding in new things to the game, MooMan's Rules also modifies the existing game to hopefully increase the enjoyment out of playing the game with the mod activated. Below is a list of certain general, graphic and sound enhancements suitable enough to mention here.

Please note that descriptions and information here is also in the MooMan's Rules readme file.


GENERAL CHANGES

  • Veteran and units now get a boost to their sight rating as this was previously set to 0.
  • Prism Tower support damage has been increased as well at up to 10 extra Prism Towers can support a single Tower.
  • Sides can now cheer more often using the C button or clicking on the Cheer icon on the Advanced Command Bar.
  • Wind direction is not set randomly, although this doesn't have as much an affect as it did in Tiberian Sun.
  • Enabled the unused AXLE voxel debris type.
  • Enabled the initial unused Chronosphere animation when it strikes it's target.
  • Crazy Ivan can now detonate his own bombs but double clicking on the target, also the delay before it goes off my itself is increased.
  • Allied walls now are considered 'transparent' on the battlefield. So you can shoot through your allies walls.
  • Due to a bunch of typing mistakes in the RULES.INI file (or maybe intentional), buildings and units now give off a lot more debris when destroyed. In addition, dead bodies now fly from destroyed buildings!
  • Tanya now has the added ability to rush inside an enemy garrisoned building and clear out all the occupants inside, killing them all instantly.
  • I have enabled a lot of unused IFV turret changes for different units. What used to be only 4 turrets now is up to 12! Experiment with different infantry to check them all out!
  • Structures can now be placed further away from your base, normal structures can be placed 4 cells away from each other, while defensive structures can be placed 6. Walls and Naval based structures remain the same.
  • Every single unit available for building can now be picked up randomly from a crate, including special country units and old units that were originally not available via crates.
  • As a small bonus to Allied player, Gap Generator's, when supplied with enough power, they can charge themselves to double their usual shroud formation. Although this uses up a lot of power, it is very useful when hiding larger bases from view.
  • On multiplayer games, players now have the option to start with up to 20000 starting credits and 15 starting units (to support Deathmatch better) for longer battles!
  • You can fully build your own structures throughout your allies base, you are no longer limited to their Construction Yard, this allows allies to fully support each other and help in times of need. The only things that cannot support ally base building is structures that don't normally transmit base power, ie. Base defenses, walls etc.
  • All base defenses are now able to gain veterancy like units can. As they destroy more units, the operators will gain knowledge on how to use their defense structure more effective, allowing access to a more powerful weapon, better armor, faster rate of fire etc.
  • The plane that drops Paratroopers and Parabombs has been changed to make use of the unused Cargo Plane voxel in place of it's older one.
  • Tanya now has a build limit of one on her (since there really is only one Tanya). The Allies now also get the Navy SEAL as part of their standard arsenal. (Red Alert 2 Only)
  • Yuri now has a build limit on him, (since there really is only one Yuri) in addition now the Soviets can build Psi Corp Troopers as part of their standard arsenal. Yuri has been boosted to include a longer range for his psychic mind control power to become more of a hero unit for the Soviets. (Red Alert 2 Only)
  • The Force Shield now has been enhanced for all sides, providing you with a larger radius of effect. The power drain problems has also been reduced, now power is restored as soon as the effect wears off, and not well after. (Yuri's Revenge Only)
  • The Tech Secret Lab has been upgraded to allow you the option of getting any of the new special country options MooMan's Rules adds in, except for any air or naval special units, and the parabomb superweapon. (Yuri's Revenge Only)
  • Now the Psychic Dominator Superweapon is even more deadly, it's range of unit mind-controlling is twice what it was before, it's been set near it's original value. (Yuri's Revenge Only)
  • Restored the Guardian GI's correct Soylent so it gives you half the payment you paid to train it when you send it into a Grinder. (Yuri's Revenge Only)


GRAPHICS CHANGES

  • The Advanced Command Bar has been modified to add in completely new options in it. Resolution now must be set at 800 x 600 or higher to view the bar fully and see all the options. The added ones are listed below:
    Select Team 3 - Selects team #3
    AttackMove - Makes selected units attack while on the move
    Stop - Stops the selected units in its tracks
  • MooMan's Rules restores some of the old structures seen in the pre-release screenshots of Red Alert 2:
    Allied Power Plant
    Allied Ore Refinery
    Allied Barracks
    Allied War Factory
    Allied Turret (being used as the new MooRules Gun Turret)
    Allied Battle Lab (this is being used as the Allied Stealth Research)
    Soviet Ore Refinery
    Soviet Barracks
  • MooMan's Rules restores the old, pre-release or alternate icons for certain units and structures:





  • I have also made a number of existing units available to be built in veteran status once a spy has infiltrated the enemy. Here are the units that weren't previously able to be built veteran but can now: Spy, Chrono Ivan, Crazy Ivan, Allied Engineer, Soviet Engineer, Yuri Engineer (Yuri's Revenge only), Demolition Truck, Chrono Miner, Allied MCV, Soviet MCV, Yuri MCV, Terror Drone
  • The Grand Cannon's projectile now has a bigger image to go with it's massive power.

 

 


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