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« YURI'S REVENGE: SQUARED »
ALLIED ARMORY

Our Armory division has been highlighted by our efforts to cheapen our defensive structures and increase the effectiveness of our early warning systems.  We have found this necessary in order to efficiently defend our bases from fresh enemy assaults:


CONCRETE WALL

Concrete Wall

Concrete Wall

Cost: 100
Prerequisite: Allied Construction Yard
Armor
: Concrete
Purpose: Passive Defense

Our concrete barriers are all that protects our base and structures directly should enemy units get past our outer defenses.  They excel in their role to prevent Engineers and enemy Spies from infiltrating our buildings, however we have been receiving complaints from some of you that it takes too long for our Concrete Walls to become available to assemble.  We do listen to your complaints, and that is why we have ordered the Construction Yard alone to handle the building of our walls.  Now you can start building up your parameter as soon as you deploy your MCV!  Not only that, but we have also made them able to be placed down further away from your base than before (10 cells instead of 8).
 

GATES

Concrete Wall

Concrete Wall

Cost: 250
Prerequisite: Allied Construction Yard
Armor
: Concrete
Purpose: Base Entry | Passive Defense

It has come to my attention that a number of you were also requesting some sort of base entry/exit regulation, especially with the increasing number of disguisable units roaming the battlefield.  As a result of this, Command has ordered the general production of Wall Gates into our armies!  These simple yet useful structures boast the durability of our normal walls packed into a metal gate which slides open to let friendly and allied units pass while preventing enemy ones from doing the same.  The extra time it takes for enemy units to destroy the gates to get through should help us in our defensive operations.

One final note: While the display above only illustrates a single direction of gate, you will have the option of building gates facing the opposite direction as well.

Gameplay Enhancement: Unlike standard Walls, all units and structures are able to fire through Gates and they cannot be crushed by the Battle Fortress.
 

PILLBOX

Pillbox

Pillbox

Cost: 400
Prerequisite: Allied Barracks
Armor
: Steel
Weapon: M249 Machine Gun
Range: Short
Purpose: Anti-Infantry

The versatile Pillbox has been our mainstream Anti-Infantry defense structure since before even the first Great War and it continues to be refined and adapted to modern battlefield conditions.  One of these refinements is a slight reduction in the cost to construct a Pillbox, reduced to 400 from 500.  Another is the ability to deploy construction of these defense structures further away from your base (6 cells increased from 4) making it easier to establish a defensive parameter.

Gameplay Enhancement: Now explicitly requires an Allied Barracks to build.
 

PATRIOT MISSILE SYSTEM

Patriot Missile System

Patriot Missile Launcher

Cost: 750
Prerequisite: Allied Barracks | Airforce Command HQ
Armor
: Steel
Weapons: Patriot Missiles
Range
: Long
Purpose: Anti-Aircraft

Patriot Missiles remain the most sophisticated anti-aircraft system in current use, and we have recently begun some modifications to the internal warhead rotation systems to make it even more efficient.

Now also instead of one missile fired at a time from the duel launchers, smaller yield warheads are being utilized.  These new warheads are designed to cope with the new faster rotation system allowing a missile to be fired from the two launchers together.  The good news of this is the total amount of damage dealt per volley to aircraft is slightly higher compared to when only a single missile was launched.

Unfortunately due to this new system and the recent strains on our resources, the Patriot Missile System now requires an Airforce Command HQ as well as a Barracks to be produced.  Thankfully though the Patriot also benefits from similar refinements as the Pillbox.  It benefits from a 250 credit cost reduction (to 750) and it can be built at the same distance away from our base as the Pillbox (6 cells increased from 4).

Gameplay Enhancement: Now explicitly requires an Allied Barracks to build.
 

PRISM TOWER

Prism Tower

Prism Tower

Cost: 1500
Prerequisite: Allied Barracks | Airforce Command HQ
Armor
: Steel
Weapon: Prism Focus Dish
Range: Long
Purpose: Prism-Based Defense

This war has marked the first time we have ventured into using experimental, high-tech base defense structures.  As we suffered heavy losses against the Soviet's Tesla Coil in the first war, we thought that having our own heavy-duty structure would be more useful than our aging stationary Gun Turret design.  As you are well aware, it's focused light beams make it effective against all kinds of land targets, burning away tank hull and infantry with equal effectiveness.  When boosted by nearby Towers, a single tower can decimate practically any enemy unit it detects.

I am sad to report that our overconfidence in this new field to us was our downfall.  When Professor Einstein first briefed our top military officials on this new weapon, he warned that if the power setting on its support ability is set too high that they will eventually burn themselves out.   Unfortunately this began to happen not too long ago resulting in costly component replacements, and Einstein urged us to tone down the power settings.  Reluctantly we have been forced to do so in the fear of this structure becoming any most costly than it already is, and so Prism Towers will no longer boost it's neighbors to such an extent as it did previously.  But, regardless of this, it is still a valuable investment to do so.

The Prism Tower also was subjected to the same construction refinements which results in it able to be placed further away from our bases.  But because Prism Towers were not able to be built as far away as Pillboxs and Patriot Missiles from the start, it still remains that way (4 cells increased from 2).

Gameplay Enhancements: Removed the Power Plant prerequisite for this structure to keep prerequisites in line with the Yuri's Revenge manual.  Now explicitly requires an Airforce Command HQ to build.
Graphical Enhancement: Prism beams from the tower are now explosive like the Prism Tank and it's animation is rendered for a bit longer after firing.
 

Grand Cannon

Grand Cannon

Cost: 2000
Prerequisite: Allied Barracks | Airforce Command HQ
Armor
: Steel
Weapon: 200mm Ballistic Cannon
Range: Long
Purpose: Anti-Armor

Our French allies continue to utilize their massive Grand Cannons very well to help reduce their casualty numbers that has plagued them in wars of the past.  They certainly put to good use their old Gun Turret technology from the previous war, so their focus on defending their bases is admirable.  Their own boost to how far the structure can be built from the main base (4 cells increased from 2) definitely gives the deadliest result.  Their range is already formidable, and being able to be built further away makes it even more effective.

Currently this gun turret is not in the line for any other upgrades by French authorities, but I will keep you informed should their government let us know of any developments with this project.

Gameplay Enhancement: Now explicitly requires an Airforce Command HQ to build.
Graphical Enhancements: Grand Cannons now have a bigger cannon shell image to emphasize it's huge power.  Tweaked its barrel pitch and the shell's initial firing position to more appropriate positions.
 

GAP GENERATOR

Gap Generator

Gap Generator

Cost: 1000
Prerequisite: Allied Battle Lab
Armor
: Wood
Purpose: Shroud Generation

The entire concept of generating a jamming effect on enemy sensors in a localised area has been in use by our army for decades.  By making their scans of the battlefield unable to penetrate the 'field' surrounding working Gap Generators, we have surely frustrated many Soviet and Yuri commanders.

Power has always been the weakness of these Generators as blackouts within our bases can disable the operation of this structure.  To encourage those who take the extra time and effort to improve base power options, we have developed a new ability onto the Gap Generator.  Should your base have at least 1000 units of extra free power you may sacrifice that power in order to put a Gap Generator into 'overdrive' mode.  While in this mode the scattering field produced is twice as large than during standard operations as long as these 1000 units of power remain available.  As soon as you go into a low power situation any Gap Generators you have will revert back to their original state in order to free up the extra power they consumed.  To overdrive a Gap Generator select it and click on it once the 'deploy' cursor is visible (if the cursor isn't visible, it means you do not meet the power requirements).  To switch it back to normal operation click on it again when you see the same cursor.  One overdrived Gap Generator is all you would ever need to conceal not only an entire base but also any attacking forces you may be organizing.  It is a worthy investment should you have the opportunity.
 

SPY SATELLITE UPLINK

Spy Satellite Uplink

Spy Satellite Uplink

Cost: 1500
Prerequisite: Allied Battle Lab
Armor
: Wood
Purposes: Map Reveal | Early-Warning System

One vital and very important feature has been added to our Spy Satellite Commanders; so it will do you well to listen closely here.  After Yuri shut down our long-range detection systems at the beginning of the main war we have still not fully recovered, so we have been working around the clock to develop an alternative in the mean time.  In addition to maintaining its current ability of revealing the entire map to you, we have installed a prototype early-warning alarm system which should aid you immensely in the upcoming battles.

As soon as a Spy Satellite is placed, the early warning system activates along with its map reveal.  As long as your base remains at optimal power levels, you will be alerted via siren whenever any enemy vehicle or aircraft crosses into its area of effect.  You can check the area of effect by selecting the structure and watch the radial indicator on your display as it rotates around.  Don't get too comfortable though, as this system cannot warn you of any enemy infantry closing in, nor will it see through any disguise or cloaking abilities they may have.  We have deliberately programmed it to ignore the signature of enemy Miners, as in our tests they just serve as an annoyance to the system.

Remember, the technology is still in its prototype stages; the intensity of the current war is the only reason why we've pushed it into the open field so early.  It cannot distinguish between attacking and retreating vehicles, so you may be alerted at times when there is no real threat.  Plus it cannot pinpoint the exact location of enemy units; you will need to search your radar and map manually.  Finally there is significant recharge time to reset the scanners after a threat is discovered, and our enemies have been taught to use that to their advantage.
 

CHRONOSPHERE

Chronosphere

Chronosphere

Cost: 2500
Prerequisite: Allied Battle Lab
Armor
: Concrete
Purposes: Unit Teleportation

Without Professor Einstein's Chronosphere device, our last war with the Soviets would never have been won so quickly.  If we had to push our way through miles of Soviet territory to get to Moscow instead of teleporting our troops inside, many more lives would have been lost.  But of course you know all this from the history books, it is just amazing how much we have come to rely on this versatile Superweapon in our fight.  Einstein's enhanced version currently in use in this war has proven itself to be just as useful, and so no changes have been ordered for the structure.

ChronoshiftChronoshift: Einstein is always going over and refining his work, evident in the massive leap of capabilities that the Chronoshift effect does compared to in the last war.  So far we have yet to hear from him about any successful improvements he has made to this effect.
 

WEATHER CONTROL DEVICE

Weather Control Device

Weather Control Device

Cost: 5000
Prerequisite: Allied Battle Lab
Armor
: Concrete
Purpose: Lightning Storm Generation

Who would have known how quickly we would move away from conventional high-yield missile strikes into controlling the forces of Mother Nature herself?  I must admit I was rather skeptical about this whole concept and I'm sure many of you were as well.  With a technology this radical, we dare not introduce any rash adjustments without making sure it would not cause any unfortunate side effects.  Currently we are not ready to modify this structure in any way just yet, other than introducing the new construction methods however to make the structure itself stronger to conventional attacks.

Lightning StormLightning Storm: Humans have feared lightning storms for as long as we have existed.  Now it is the same humans who can deliberately create these lightning storms, deliberately harnessing their destructive power!  As we have not introduced any modifications to the Generator itself, the lightning storm behaves in exactly the same way as always.


Our advancements in technology are dedicated to the memories of those who have lost their lives in the preservation of freedom.  So it brings me great pride that I will detail the advancements made to our infantry forces next.

Allied Infantry »« Allied Structures

 

 


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