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YURI'S REVENGE: SQUARED »
OTHER CHANGES |
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Anything that doesn't really suit their own page, or doesn't fit in
with the other categories, will find their way here. The
things you see mentioned here generally will be the biggest changes
to YR˛: |
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MAP THEATERS |
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Terrain
Retexturing: The first major
feature that was to be added into YR˛ was my Terrain
Enhancement, or Terrain Retexturing project. I first began
doing this almost two years ago while I was also working with the
Terrain
Expansion, but at the time the project had no direction so I
was working on it solely to boost my skills in Paint Shop Pro and
terrain file knowledge.
Since
then, I decided to make it a module of the YR˛ project
which would help set the mod apart from others of its kind. The mod
now features an extensive redesign of all of the terrain theaters in
the game in the hopes of giving it a new feel when people play it.
With many tilesets the new look is completely different from
the original, while others have undergone changes only to make
them fit in with that new look:
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Temperate:
An almost complete transformation is evident in the Temperate
theater. All ground, dirt road, shoreline and cliff types
among others have been completely retextured (some more evident than
others). While other specific types like Farm Crops, Highway
Roads, Bridges and such have been modified to blend in correctly with
the tilesets that have been. |
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Snow:
The Snow theater has been altered in roughly the same
way as Temperate, but a few things have radically
changed like cliff textures. Again, all the basic
tilesets like ground, dirt road, ramps etc. have been
adjusted, with others being modified to suit these
changes. Unfortunately, Snow lighting seemingly is calculated in a
different way to the other theaters in-game; so there
may be a few brightness inconsistencies when height is involved;
primarily with cliffs. This is a game engine
issue. |
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Desert:
The Desert theater is very limiting compared with the
previous works with Temperate and Snow, so I was able to
complete the retexturing process much quicker. The
same retexturing process was done with this theater as
with previous ones. Almost all tilesets have been
given brand new looks except for Paved Roads and Farm
Crops. EA neglected to create Desert versions of
the Farm Crops initially so a few Desert maps used the
Temperate versions. The retexturing fixes this. |
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NewUrban:
NewUrban was by far the most involving theater to
adjust, thanks to sheer number of tilesets to
change. It was done on the premise that I was to
not simply make it a clone of Temperate with
Urban additions. Instead it uses completely different
textures for temperate tilesets, as well as new textures
for the Urban theater. As
usual some things are completely changed, while others
are changed to suit those major changes. |
Terrain Expansion Support:
YR˛ takes support of the
Terrain Expansion
(TX) to a new level. While normally serving as an
independent plug-in in which allows for incredible expansion of theater tileset options when designing maps,
the TX is instead bundled within the YR˛ download. This
was done to serve multiple purposes by allowing the additional TX tilesets to
be retextured in the same way as the standard ones as described
above, as well as
allowing me to fully enhance the official game maps to include some
of these new tilesets where appropriate. |
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DEBRIS |
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Collectable
Debris: Better keep an eye
out on how much debris you let spread around your base now.
Debris now stays where it falls after flying out, littering the
ground and preventing any further building on top of it until
cleared (Infantry and vehicles can still move over it, but often
with reduced speed.) Miners are the ones charged with the
removal of this debris from the ground, and this will become
critical in long games when many of your buildings are destroyed and
in other hotspots of destruction.
Fortunately they do
serve a beneficial purpose on the battlefield: Often the debris
gathered can be reused for new purposes, so by delivering hordes of
metal and wood to your Refinery you receive the cash needed to put
them into good use. Their value is comparable to standard Ore
on maps, but you will often have to mine more Debris than you would
Ore to get a full load in your Miners.
Expanded Debris Types:
The types and amounts of debris that is spawned from destroyed
structures has been completely redone from scratch. Frequently
structures spawned too much or too little debris for their size in
relation to other structures, and the spawned debris types that
didn't quite suit the materials the building was constructed
 with.
YR˛ reorders things around to make the types and
amounts of debris vary logically with textures used and the size of
the foundation of the structure. The three sides now sport
some unique debris types as their structures are destroyed, as do
civilian structures. As a bonus, you may spot some dead bodies
flying from crewed structures when they are destroyed! |
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STRUCTURES |
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Building
Survivors: Building survivor rates have been changed to
allow more survivors to exit a destroyed structure relatively
unharmed. And in a possible glitch that has been fixed: the
survivor rate for Initiates still took in the fact that they cost
300 credits (what they were originally going to cost in a beta
version of the game), thus resulting in an unfair proportion of
Initiates coming out of destroyed Yuri structures compared to the
other two sides.
Armor
Increase: As mentioned in the structure briefing pages,
all base structures excluding base defenses have been given a large armor boost. You will now find them more difficult to destroy
using conventional attacks, although superweapon assaults remain
just as effective.
Side
Prefix Removal: In a purely cosmetic change, YR˛
removes the side-specific prefixes on structures with a common name
(e.g. 'Allied Construction Yard' is now simply displayed as a
'Construction Yard'.)
Civilian
Structures: In many maps, scattered around
civilian/rural areas are a number of new civilian structures serving
pure-eye candy roles (although some can be garrisoned.) Dog
Kennels, Barrel Racks, Oleoduct Nodes, Zoo's and Helipad's are just
some of these new additions, many of which can be seen in the mod
screenshots pages. |
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CRATES |
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Free Units:
With such a large number of army changes in place, there are now
some new additions in the list of free units you can receive via
Crates. Also, the existing probabilities of free units did not
take into account anything from Yuri's army force; severely limiting
the variety of what you could possibly receive from free-unit crates.
Below is a list of the vehicles for all three sides, with ones in
orange new free-unit crate additions in
YR˛, and ones in grey are
vehicles that remain unavailable:
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Allied Vehicles |
Soviet Vehicles |
Yuri Vehicles |
Chrono Miner
IFV
Robot Tank
Grizzly Tank
Howitzer
MCV
Mirage Tank
Tank Destroyer
Prism Tank
Battle Fortress |
War Miner
Flak Track
Rhino Tank
Terror Drone
MCV
V3 Rocket Launcher
Demolition Truck
Tesla Tank
Apocalypse Tank |
Slave Miner
Gattling Tank
Mole Machine
Lasher Tank
MCV
Chaos Drone
Infernus
Master Mind |
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(CannisRules,
2006) |
Probabilities: The probabilities of receiving
differing powerups from crates have been jumbled around to display
some variety in accordance to their level of bonus they give to the
player. Previously, there were two categories of likelihood
for various bonuses:
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Less
Likely |
Armor
Upgrade, Firepower Upgrade, Speed Upgrade, Heal Damaged
Buildings, Reveal Map |
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More Likely |
Money Boost, Promote Unit,
Free Unit |
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Now it has been
split into four categories:
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Least
Likely |
Reveal
Map, Money Boost |
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Less Likely |
Heal Damaged Buildings,
Armor Upgrade, Firepower Upgrade, Speed Upgrade |
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More Likely |
Promote Unit |
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Most Likely |
Free Unit |
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The main sufferers
are Reveal Map and Money Boost as they appeared far too often for
their level of bonus, and the benefited here is the Free Unit
powerup
taking advantage of all the new additions of free units as described
previously.
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MISCELLANEOUS |
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Points
System: Each type of unit and structure in the
game has a point amount which is added to your total score every
time you destroy it in battle. However, I often found a
large number of inconsistencies where the point differences between
certain units and structures did not necessarily even up with how
important or how much of a threat that particular object was
in-game. Thus, YR˛ has reworked
the points system to a fairer scale (in my opinion), so don't be
surprised if end scores are slightly different from what you are
used to.
Infantry
Sight/Speed: In a similar manner to the above change,
many existing infantry sight and speed ratings have also been
altered to provide with a more consistent scale between them.
This was done primarily to work in my own consideration that I wanted
vehicles to generally have better sight ratings than infantry due to
in-built sensors, and Yuri's Army alternations where his infantry
often boast superior sight ranges. A few speed ratings were also
altered where necessary to even things up. Some changes may be
obvious when playing a game, and others so subtle you may never notice.
Infiltration Credit Reduction:
To compensate for the increase of starting credits that AI players
begins with (done as part of the package to increase AI difficulty
overall); Spies, Agents and Hackers receive a smaller proportion of
money from enemy Refineries then before. This will reduce
their effectiveness against human players, but effort has been made
to balance the two out as much as possible.
Speed & Elevation:
In YR˛, elevation plays a more visible role in battle dynamics
then it did in the original game. All units will move
noticeably slower when travelling 'uphill' on ramps and slopes, and the
speed bonus given to wheeled units moving
downhill is larger compared with the tracked unit
bonus. To fully exploit the latter change, vehicles using treads
to move around the battlefield (i.e. tanks, as opposed to wheels)
have been explicitly defined as such, thus making them move faster or
slower over certain terrain types and elevation differently from
wheeled vehicles (e.g. IFV's, Gattling Tanks etc.) The most
different is over ore and gems, in which tracked vehicles suffer less of a speed loss than wheeled vehicles.
Sidebar
Cameo Ordering:
The many inconsistencies in the ordering of unit and structure
cameos appearing on the four tabs in the sidebar have long been
documented by the community. YR˛ seeks to
iron-out the more obvious ordering issues especially with Yuri's
side and when you capture enemy structure(s) enabling the
construction of their own units and structures in combination with
your own. This, along with all the new additions to the three
sides will shake things up a bit in the lists which will require
some adjustment for those players used to the locations of cameos in
the original game.
Miscellaneous Artwork: There are literally
hundreds of graphical tweaks and fixes made to various aspects of
the game; from modifying units/structure cameos to fixing incorrect
or glitchy art coding. The major changes have been listed
alongside the affected game element in other information pages, but
there have been a wide variety of miscellaneous changes that don't
fit under any specific header.
Miscellaneous Sound work: Almost all of the new
additions to the game YR˛ adds include unique voices
coming almost exclusively from other Command & Conquer
games. Those that haven't have had their voice pitch
significantly modified from existing sounds to provide some variety.
Complementing this are many sound tweaks and fixes that serve to
increase the immersive feel of being in control of your base and
environment. |
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