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YR: Squared
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MooMan's Rules
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Mod Information
- Gameplay Additions
- Multiplayer Additions
- Allied Structures
- Allied Units
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- Soviet Structures
- Soviet Units
- Soviet Country Additions
- Yuri Additions

Tech Expansion
- New Tech Buildings
- Map Additions

Assault Expansion
- Overview
- Assault Mappacks


 

 

« YURI'S REVENGE: SQUARED »
GAME OPTIONS

By providing a large variety of game options to choose from when starting up a game, there more ways than ever for a player to customize a game in YR˛.

 

GAME MODES

YR˛ currently does not alter too many of the available game modes outside of supporting the map changes mentioned above and the rest of the new additions to the game.  A large section of the latter part of the mod's development will focus on these instead.

The main current change that now applies to all game modes is the new alliance rule: Much like in Free-For-All and Team Alliance games, you cannot change alliances once the game has started.  By doing this, I have opened up more alliance possibilities for players in other game modes.  Where before you were restricted to having only four separate teams (A, B, C and D) in Team Alliance, now you can choose to have teams of players as well as players completely on their own (even if they total more than four independent groups)  without having to originally resort to using the old Battle game mode (and thus restricting your map choices away from Team Alliance maps and adding the worry that team members might break their alliance in-game.)  This also opens up future possibilities of playing FFA and Team Alliance versions of any game mode.  Team Alliance Land Rush anyone?


Battle

AI Players:
Random Maps:
Unique Maps:
Yes
Yes
No
This new Battle game mode is now the illustration of the original Battle, FFA and Team Alliance game modes merged into one.  Because of the change in alliance rule described above, depending on the initial game setup this Battle can be used to play both FFA, Team Alliance and original Battle games without the need to select completely separate game modes.  Battle now simply represents 'vanilla YR˛', in which the game will be like what is described in many of the information pages here.

To play a FFA game, simply set all players to have no team.  To play Team Alliance games, select your alliance groups as you would normally.  To fully support Team Alliance games, all maps that were Team Alliance-only have been added to all other game modes that do not use unique maps of their own (see the specification tables for each game mode to determine which ones), so you can play your favorite Team Alliance games in Battle with even more combinations than before.


Megawealth

AI Players:
Random Maps:
Unique Maps:
No
No
Yes
--No information available--
 
 
 
 

Land Rush

AI Players:
Random Maps:
Unique Maps:
No
No
Yes
--No information available--
 
 
 
 

Meat Grinder

AI Players:
Random Maps:
Unique Maps:
No
Yes
No
Meat Grinder remains as a game mode where you are restricted to only the most basic of base structures to build and forces to attack with.  The only change here is one made to truly illustrate this game mode in the way it was meant to be shown.  It now becomes the only game mode that disables all special country abilities.  This means that in addition to any high tech-level units and structures, all country's special unit, structure or superweapon abilities are also disabled.
 
In addition, random maps are now enabled for this game mode.  Just be intelligent in the design process by not creating maps where players are completely separated by bodies of water.
 

Naval War

AI Players:
Random Maps:
Unique Maps:
No
Yes
No
Like Meat Grinder, random maps are now enabled for this game mode to increase the variety of maps you can play on.  Once again though you should show some intelligence when choosing the settings for these type of maps.  There really is no point playing a Naval War game on a map with no water is there?
 

Unholy Alliance

AI Players:
Random Maps:
Unique Maps:
No
Yes
No
Apart from fixing up some prerequisite inconsistencies as described earlier in the unit and structure briefings, the only other change to this game mode is that you are also able to create random maps for this game mode.
 
 

Cooperative Campaign

AI Players:
Random Maps:
Unique Maps:
No
No
Yes
--No information available--
 
 
 
 

 

MENU OPTIONS

Starting Credits: The starting credits option for multiplayer games has been doubled allowing players to have up to 20,000 credits at the start of a game.

Starting Units: In a similar manner, the number of allowed starting units for all players in multiplayer games has been doubled to 20.

Build In Ally Bases: A severe limitation in team support has been rectified with the alteration of the "Build off Ally Conyards" option to become the "Build in Ally Bases" one.  Instead of being limited to building structures around only your ally's Construction Yards, it is now possible to build off any of his structures that would normally allow adjacent structures to be placed nearby, including Tech Buildings they may have captured!  This gives teams much greater flexibility when constructing collective bases, and not just when your available building area has run out.

 

Continue the briefing with the multiplayer map changes and additions.

Multiplayer Maps »« Civilian Changes

 

Game Options
Game Modes -
Battle      
Megawealth      
Land Rush      
Meat Grinder      
Naval War      
Unholy Alliance      
Cooperative Campaign      
Menu Options
-


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