cgf123`
  • cgf123`
  • 95.75% (Exalted)
  • Captain Topic Starter
14 years ago
What is this?
This is my alternative 'patch' for The Red Alert (TRA) mod for RA3, called TRA+. It essentially makes several balance changes and a few bugfixes to make the mod experience even more interesting and fun.

Why did you make it?
I personally adore this mod (in concept and approach especially), but after playing couple of matches with buddies, it wasn't long before I got slightly impatient with some of the gameplay issues it had! So I decided to cook up this modified version of it that we could have more fun with.

Does it require the original TRA? Does it delete, replace or modify my original TRA version?
Yes, it requires TRA 1.2, but it does not modify your original TRA installation in any way.

You may download TRA 1.2 here if you do not have it already:
http://www.moddb.com/mods/the-red-alert/ 

How is it installed?
A simple installer is included. Install and start up TRA as you usually would.
Switching back to vanilla TRA (if you wish to do so) is slightly trickier, but instructions are provided in the Readme inside the archive.

Wait a minute; you're not on the mod team! How did you...
Sufficient experience with SAGE engine asset structures, hex-editing and tools created by the CNC3/RA3 modding community.

I do not mean to cause any offense to the mod creators, and infact I owe all credit to them. I hope you guys take it in positive light that someone liked your work so much that they decided to help refine it, and would greatly appreciate if your own official updates for this mod take some cues from this endeavour.

But this isn't quite like original Red Alert anymore!
TRA vanilla wasn't an exact carbon copy of Red Alert either! /sarcasm
RTS as a genre has certainly come a long way since 1995, and learning from past successes and failures is a huge part of moving it forward. In that regard, I personally feel it makes little sense to create an exact copy of an original without addressing some of its flaws.

The biggest 'flaw' in the original Red Alert (and also TRA to an extent) was arguably its relatively untapped strategic potential in its remarkably diverse array of units and powers, only to be eclipsed by its 'tankspammy' gameplay. TRA+ attempts to rectify this and open up more options for the player by making every unit feel meaningful and fun to use.
That said, care has also been taken to ensure some of the essence of Red Alert gameplay is retained such as the pivotal role of tanks or base-crawling.

Is this a final release?
Not quite; balancing a game to perfection is never a simple task. But this is just something I thought would be cool for the time-being.
Hoping to play-test it with people and accordingly make tweaks.

Download TRA+ HERE (updated 16th July '13):
https://dl.dropboxusercontent.com/u/91928006/TRA%2B_1.2.rar 
Included in this archive:
* Installer
* Readme, containing the below change list + some gameplay tips


Change List:


GLOBAL/COMMON CHANGES
- Map shroud cover removed.
- All build speeds increased 50%.
- All units sight/fog clearing range increased significantly to aid scouting; most units now have a fog clearing range of 500, Dog 750, Riflemen 600, Ranger 750, Aircraft 600, Artillery 360, Trucks 300.
- Tank shell warheads splash radius increased 1 to 15. Affects Light/Med/Heavy/Mammoth Tank, Allied Turret and Gunboat.
- Flamethrower/Grenadier death explosion splash radius reduced 30 to 20.
- Longbow and Hind production is no longer limited to 1 per Helipad.
- Warfactories health increased 1000 to 1350.
- Refineries health increased 900 to 1200.
- Service Depots cost/time reduced $1200/24s to $800/16s.
- Transport speed increased 100 to 120.
- Demo Truck cost/time reduced $2400/48s to $2200/44s.
- Nuke weapons explosion splash radius increased 125 to 260.
- Nuke superweapons cooldown reduced 6:15 to 4:00.
- Nuke Missile Silos and Chronosphere/Iron Curtain structures health increased 400 to 600.
- Civilian structures armor reduced 50%. Can no longer be cleared by Grenadiers (or any unit).
- Starting units removed.

==ARMOR TYPES==
- All base defences and superweapon structures now use Heavy armor (changed certain structures from Wood).
- All main structures use Wood armor (changed certain structures from Light).
- Infantry armor vulnerability vs Anti-Armor weapons reduced 30% to 25%, vs Tesla weapons reduced 100% to 90%.
- Light Armor type vulnerability vs Gun (Small Arms/Machinegun), HE, Fire weapons reduced from 60% to 50%.
- Wood Armor type vulnerability vs Gun (Small Arms/Machinegun) weapons reduced from 50% to 40%, vs HE (Explosive) reduced 75% to 60%, vs Fire reduced 100% to 75%.

==ECONOMY==
- Ore Truck cost/time reduced $1400/28s to $1200/24s. Health reduced 600 to 400.
- Ore Truck ore gathering rate increased 200%.
- Ore now invulnerable to weapons. Growth stages reduced from 3 to 1.

==BASE EXPANSIONS==
- MCVs now re-deployable. MCVs now use tank locomotor (movement behavior). MCV unpack and pack-up times reduced slightly.
- MCV health increased 600 to 1200.
- Construction Yard health increased 1000 to 2000.
- Power Plants, Advanced PP, Barracks and Airfield build radius reduced 10%.

==INFANTRY==
- All infantry speeds increased significantly.
- Infantry can now dodge tank shells and rocket projectiles when moving.
- Vehicle infantry-crushing speed penalty removed.
- Rifle soldier range increased 125 to 160. Can now fire while moving.
- Rocket soldier anti-ground weapon damage reduced 35 to 30. Reload time increased 1.05s to 1.25s (15% overall RoF reduction). Rocket projectile speed increased 260 to 300. Range increased 200 to 225.
- Rocket soldier anti-air weapon damage reduced 50 to 40. Reload time increased 1.05s to 1.25s (15% overall RoF reduction).

==FACTION BONUSES==
- England gets a 10% health bonus rather than 10% reduction in armor vulnerability (essentially makes it a 10% bonus, rather than 1/0.90 = 11.11% bonus).
- France now correctly gets a 10% DPS bonus for rapid-fire type units instead of 60-80%.
- Turkey production rate bonus increased to 15%.
- Greece range bonus no longer applies to defences.

==MISCELLANEOUS/BUGFIXES==
- Medics/Mechanics now heal friendlies correctly when under Gap Generators.
- Soviet tanks now spawn a Rifleman when destroyed (like Allied vehicles already do).
- Experience points reward for destroying Medium buildings reduced from 2000 to 1000. Reward for destroying Large buildings reduced from 4500 to 2000. Experience levels have also be readjusted for several other units.
- Small/medium vehicles reverse moving speed increased 75% to 90%, turn times increased slightly. Large vehicles turn radius removed for better response/pathfinding. Acceleration and deceleration times reduced.
- Repairing on Airfields is now more reliable.
- Repairing at Service Depot, Airfields, Naval Yards now works on health/sec basis than percent health/sec.
- Longbows no longer ignore stop commands when firing.
- Cruisers no longer move around unpredictably when attempting to get into firing range of their cannons.
- FX tweaks: More pronounced fire effects for grenades and flame weapons, smaller MiG exhaust trail.
- Fixed voice sets of vehicles and infantry to match RA1. Fixed missile explosion sounds to match RA1.
- Fixed certain factual inaccuracies in text in-game (Eg. England's faction bonus in load screen, some unit descriptions changed for more clarity).


ALLIES

===Infantry===
- Medic cost/time reduced $800/16s to $120/2.4s. Heal rate increased 50 to 100, RoF time reduced 1.5s to 1.25s, range increased increased 30 to 75. Can now heal while moving. Now provides a slight 'morale' boost to nearby friendly infantry, increasing their rate of fire by 15%. Health reduced 80 to 60.
- Mechanic cost/time reduced $950/19s to 300/6s. Repair RoF time reduced 1.5s to 1.25s, range increased 30 to 75. Can now repair while moving. Range increased 30 to 75.
- Thief cost/time reduced $500/10s to 200/4s.
- Spy cost/time reduced $900/18s to $600/12s.
- Tanya health increased 100 to 135.

===Vehicles===
- Light Tank range increased 160 to 180.
- Artillery range increased 240 to 360. Reload time increased 1.75s to 2.3s (25% overall RoF reduction). Locomotor turn rate reduced 40%.
- Ranger damage decreased 20 to 7.5. Reload time reduced 0.5s to 0.35s (20% overall RoF increase). Range increased 160 to 180.
- APC damage decreased 20 to 7.5. Reload time reduced 0.5s to 0.35s (20% overall RoF increase). Range increased 160 to 180. Can now crush non-heavy infantry.
- Radar Jammer health increased 110 to 200. Can now deflect incoming missiles. Can now detect stealth.
- Mobile Gap Generator radius increased 150 to 275. Health increased 110 to 200. Now uses regular tank locomotor.
- AT Minelayer deploy time reduced 2s to 0.5s. Ability cooldown time reduced 20s to 5s. Cost per mine increased $0 to $50.
- Chrono Tank cost/time reduced $2400/48s to $2000/40s. Teleport range limited to 1250, cooldown time reduced 30s to 20s. Health increased 350 to 600. Reload time increased 1.5s to 1.9s (20% overall RoF reduction). Attack range increased 200 to 225, min range limit removed. Speed increased 50 to 60. Armor type changed from Light to Heavy. AA damage reduced 25%.

===Aircraft===
- Longbow damage increased 40 to 50. Clip size increased 6 to 9. Health increased 270 to 375. Speed increased 160 to 180. Reload time reduced 10s to 8s. Can now shoot aircraft!

===Naval===
- Gunboat/Destroyer Anti-Sub Depth Charge projectile speed increased 60 to 150. Scatter inaccuracy removed, projectile accuracy increased.
- Gunboat health increased 200 to 275. Reload time reduced 1.4s to 1.3s (7% overall RoF increase). Now deals 50% additional damage vs ships. Cannon shell projectile speed increased 250 to 1000.
- Destroyer missiles damage increased 15 to 30. Deals additional 50% damage vs air units. Missiles now deal only 50% damage vs Subs. Now requires Radar Dome.
- Cruiser health increased 700 to 800. Shell projectile speed increased 300 to 500. Splash radius increased 25 to 65, Taper-Off 0. Reload time increased 3s to 4s (33% overall RoF reduction). Can now use force-fire. Can now attack naval units except submarines. Deals only 50% of its damage vs ships.

===Structures===
- Pillbox health reduced 400 to 320. DPS increased 50%.
- Camo Pillbox health reduced 600 to 400. Cost/time reduced $600/12s to $500/10s. DPS increased 50%.
- Turret health reduced 600 to 400. Damage increased 40 to 50.
- AA Gun damage reduced 45 to 25. Overall rate of fire increased 50%.
- Gap Generator cost/time increased $500/10s to $600/12s. Health reduced 1000 to 400. Gap Generator no longer cloaks other itself or Mobile Gap Generators. Gap radius increased 300 to 330.
- Allied Tech Center health increased 400 to 600.

===Powers===
- Tech Center GPS reveal cooldown reduced 10:00 to 3:30.
- Chronosphere cooldown reduced 4:20 to 0:45. Cast radius increased 40 to 100. Cannot be used on transports containing units.


SOVIET

===Infantry===
- Dog cost reduced $200/4s to $60/1.2s. Health increased 12 to 20. Attacking time reduced from 1.5s to 0.25s. Stealth detection range increased 300 to 350.
- Grenadier grenade scatter vs infantry removed. Health increased 50 to 60. RoF increased 15%. Splash radius increased 15 to 50, Taper-Off reduced from 5 to 0. Range reduced from 200 to 160. Can now fire while moving. Grenade projectile arc reduced.
- Shocktrooper health increased 80 to 180. Range increased 140 to 180. Reload time reduced 1.4s to 0.8s (50% overall RoF increase). Can now fire while moving.
- Flamethrower soldier health increased 40 to 90. Damage increased 70 to 95. Splash radius increased 15 to 55, Taper-Off 1. Range increased 140 to 160. Flame projectile speed increased 120 to 150. Now slightly inaccurate vs fast moving units. Removed friendly fire.

===Vehicles===
- Heavy Tank speed increased 70 to 72.
- V2 health reduced 150 to 110. Min range reduced from 150 to 100. Damage reduced 600 to 375, splash increased 45 to 65, Taper-Off 0. Reload time reduced 6s to 4.4s, preattack delay reduced 0.67s to 0.2s (40% overall RoF increase). Projectile speed increased 250 to 300. Turn rate reduced 60%. No longer requires Radar Dome.
- Tesla Tank health increased 110 to 180. Damage reduced 100 to 90, Rate of fire increased 25%. Can now fire while moving. Now uses regular tank locomotor.
- AP Minelayer deploy time reduced 2s to 0.5s. Mine deploy cooldown time reduced 20s to 2.5s. Damage increased 150 to 200, splash radius increased 30 to 50. Cost per mine increased $0 to $25.
- Mammoth health increased 700 to 850. Speed increased 40 to 50. Cannons damage increased 40 to 60, range increased 190 to 200. Tusk rockets damage reduced 75 to 60, anti-air damage reduced 50%, splash radius increased 15 to 35, Taper-Off 0. Cannon and Tusk overall RoF time normalised at 1.75s.
- MAD Tank Cost reduced $2300/46s to $2100/42s. Health increased 400 to 850. Speed increased 30 to 50.

===Aircraft===
- Mig health increased 100 to 150. Damage increased 60 to 75, rate of fire time reduced to 0.01s. Reload time reduced from 13s to 4s. Now inaccurate vs infantry. Can now shoot aircraft (with +25% AA bonus)!
- Yak health increased 120 to 180. Speed increased 160 to 180. Chainguns now fire in a more rapid and continuous manner. Scatter radius reduced 40 to 15. Min range limit removed. Reload time reduced 9s to 6s.
- Hind health increased 270 to 375. Speed increased 120 to 135. Damage increased 40 to 50. Ammo increased from 12 to 30. Reload time reduced 12s to 8s. Damage vs infantry reduced 25%.
- Chinook health increased 180 to 250. Speed increased 120 to 135.

===Naval===
- Submarine health increased 180 to 250. Damage increased 90 to 110. Rate of fire increased 30%.
- Missile Sub health increased 150 to 225. Damage increased 200 to 375, range increased 400 to 560. Splash radius increased 15 to 45, Taper-Off 0. Both missiles now fire together. Targeting/aim arc increased 5d to 60d. Can now use force-fire. Can now attack aircraft and infantry. Deals 25% additional damage vs aircraft.

===Structures===
- Kennel is now built from support structures tab.
- Flame Tower range increased 160 to 180. Splash radius increased 15 to 55, Taper-Off 1. Flame projectile speed increased 120 to 150. Now slightly inaccurate vs fast moving units.
- Tesla Coil anti-armor damage increased 100 to 180, Anti-inf damage reduced 100 to 90. Rate of fire increased 37%. Range reduced 340 to 310.
- SAM damage increased 50 to 80. Reload time reduced 0.8s to 0.45s (35% overall RoF increase). Rocket speed increased 390 to 500.
- Soviet Tech Center health increased 600 to 800.

===Powers===
- Spy Plane cooldown reduced 5:00 to 1:00. Now reveals fog and stealth for only 20s. Reveal radius increased 350 to 600.
- Paratroopers cooldown reduced 4:20 to 1:20.
- Parabomb cooldown reduced 6:40 to 3:20. Bomb splash radius increased 30 to 60.
- Iron Curtain cooldown reduced 5:40 to 1:00. Cast radius increased 40 to 100. Cannot be used on transports containing units.


*Infantry speed changes:
Rifleman: 40 -> 55
Rocket soldier: 30 -> 50
Dog: 60 -> 90
Grenadier: 50 -> 55
Engineer: 40
Medic: 40 -> 55
Mechanic: 30 -> 50
Shocktrooper: 30 -> 50
Flamethrower: 30 -> 50
Spy: 40 -> 60
Thief: 40 -> 60
Tanya: 50 -> 60


Explanation/Reasoning for changes:


Click HERE  for a detailed look at all the changes.



Enjoy, and looking forward to playing this with more people!
'The Red Alert' mod with more refined balancing+bugfixes:
Check it out! 
Sponsor
incia
  • incia
  • 100% (Exalted)
  • Commander in Chief
14 years ago
So hey, do this replace the current version?

Can I delete what I have now and just download this instead or?
Wolfa
  • Wolfa
  • 59% (Neutral)
  • Private
14 years ago
This is great! Just downloaded it and played a skirmish, it feels much more like RA95 with the faster pace, and now the Mammoth tanks are more feared which is nice, this is a must download for TRA fans, the previous "version" felt slow motion compared to this now!

Also, from me personally, thanks for TRA+ you made, according to me, a big improvement (take note, in game play!), however, or also, thanks for the original TRA team for making this mod in the first place, I feel compelled to mention this since it is TRA mod and without them we would not have TRA+ or - or whatever will be thought of next lol
I want to say one word to you, just one.... Red Alert!
Wolfa
  • Wolfa
  • 59% (Neutral)
  • Private
14 years ago

So hey, do this replace the current version?

Can I delete what I have now and just download this instead or?

incia wrote:



And btw, as he mentioned already, this does not replace the current version you have, so no need to delete it before installing this one, it will however direct your TRA.exe shortcut path to TRA+, but this can be corrected very easily in case you like to play the original TRA.

I want to say one word to you, just one.... Red Alert!
Johnny1984
14 years ago
Yeah, thanks a lot to cgf123ยด. I hope you can continue improving TRA+ up to the maximum !

BTW: What is "TRA vanilla"โ“
CommieDog
14 years ago

BTW: What is "TRA vanilla"โ“

Johnny1984 wrote:


The official mod release.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
incia
  • incia
  • 100% (Exalted)
  • Commander in Chief
14 years ago
The guerrilla AI still sent waves of grenadiers to attack my garrisons and actually successfully even cleared them. Seem to be a 50 % chance of clearing a building. First grenade cleared the first building, then 2 grenades cleared the second building.

And chronosphere can't be used offensively anymore, don't know what to say about this one, I liked chronosphering enemy MCV's into water...
cgf123`
  • cgf123`
  • 95.75% (Exalted)
  • Captain Topic Starter
14 years ago
ill look into the grenade issue

it was possible to chrono enemy units? i didnt know that.
but not sure if thats ok lol... wasnt possible in ra1, and chrono is already kinda better than curtain tbh
'The Red Alert' mod with more refined balancing+bugfixes:
Check it out! 
Wolfa
  • Wolfa
  • 59% (Neutral)
  • Private
14 years ago
I experienced a problem, Soviet Submarines seems to be indestructible, I was playing as the Allies, using Gun boats, Destroyers and the now addition of Cruisers being able to shoot water targets (that now goes for the Missile sub also), and not one of my ships could damage the subs, while the submarines just took their time in destroying my fleet.

Image:
http://img20.imageshack.us/img20/1483/supersub.jpg 

As you can see my ships are firing at the "new invincible submarines", if you look closely there are some sparks coming of the submarine which indicates that the ships have been firing at it prior to the screen shot being taken, but with no fall in the submarines health. Does anyone else experience this or is it just a random bug that occurred for that one match? Also had trouble healing one of my Migs once, it landed on the airfield but refused to be repaired, I made it took off and land a few times and suddenly it got repaired.

So just a few bugs here and there, I'm posting these things so that it can be looked into if a patch are to follow. Otherwise good work!
I want to say one word to you, just one.... Red Alert!
cgf123`
  • cgf123`
  • 95.75% (Exalted)
  • Captain Topic Starter
14 years ago
dunno if you read the change notes but ships (and missile subs) not damaging subs with their 'primary weapons' is actually intended!
ships can now only damage subs with their shorter-range depth charges... so just move close to the subs and you should be able to kill the subs.
(although i suppose it would be more convenient if ships got into range automatically, its something i havent figured out how to do yet)

reason i did it this way was to demarcate the roles of destroyers, gunboats and subs better -
the gunboat is now pretty much an anti-naval unit (2 gunboats that get into depth-charge range should fare pretty well vs 1 sub, that costs about the same) that isnt great vs enemies on land/air...
whereas the destroyer is more versatile with better range and firepower vs ground/air targets, and while it has some defense vs subs - its not cost-effective!

that said, i do feel the destroyer could currently use a slight further damage boost vs air units only
==========
in RA1 ships' default anti-sub attack was their depth charges -- but forcefiring allowed you to 'abuse' their primary weapons too... this particularly broke the balance with cruisers because they could beat their intended counters (subs) with impunity by forcefiring.

so in essence, the approach i took here tries to simulate the 'ideal' RA1 ship vs sub interactions.
======
the Mig healing... yeah, that happens sometimes with all air units (in TRA vanilla too).

not sure if i can fix it (since the way im doing the changes is practically akin to painting a self-portrait blind-folded), but ill look into it
'The Red Alert' mod with more refined balancing+bugfixes:
Check it out! 
Wolfa
  • Wolfa
  • 59% (Neutral)
  • Private
14 years ago
Ok I see, that's all nice and everything, the idea of it, but there, to me, is 2 draw backs to this, firstly, I played as Russia and I beat 2 entire enemy navy's that consisted of at least 20 Destroyers, a few Gunboats, and 10 or so Cruisers, with my 10 submarines, and I gained conquest over the oceans without a scratch, it felt like cheating, since the AI does not know that it has to now use the depth charges instead. The second draw back to this is a practical one, you now have to micro manage your fleet (if your Allies), and are unable to use attack move or anything like that, so apart from having to micro manage, you take on more damage also as your ships have to move close to the enemy submarines now, so the enemy has a time span in which to shoot you, which makes it unfair. In the original TRA I found that submarines were already a menace, you had to have almost twice as many ships as there are enemy submarines to win, so now it becomes even more difficult for the Allied player in the water, plus, and I have not tested how depth charges react in game in TRA+, but I know in TRA it was sometimes very hard to hit an enemy sub as the depth charges took a while to hit and explode.

All in all, to give ships better classes for different situations, and a more (well, all out more) importance on using depth charges instead of strangely shooting a submarine with rockets, sounds like an excellent idea I must say, but in practice it tips the balance off too much, plus the AI don't know how to work with it. So I hope you would reconsider this addition to the change list in a patch, but if not, TRA+ is still great and I love playing it!

Just a note, I have not sufficiently tested how this mechanism works (in the sense of how it plays), so I'll be around to say if I changed my mind about it, but the AI not knowing how to use it is for sure.
I want to say one word to you, just one.... Red Alert!
cgf123`
  • cgf123`
  • 95.75% (Exalted)
  • Captain Topic Starter
14 years ago
yeah.. basically the issue is the ships just need to get into range automatically for depth charges
'The Red Alert' mod with more refined balancing+bugfixes:
Check it out! 
cgf123`
  • cgf123`
  • 95.75% (Exalted)
  • Captain Topic Starter
14 years ago
now updated with a few changes, including:

- Removed the ships/depth-charge vs Subs change introduced in the previous TRA+ version, so ships can shoot subs with their primary weapons again.

- Destroyers now deal slightly more damage vs aircraft.

- Further reduced cooldown on Iron Curtain/Chronosphere, and increased their target area.

- Medics now provide a slight rate-of-fire bonus to nearby infantry.
(think of it as a slight morale boost... theres really no other way to make medics worthwhile in a game where infantry are mostly killed in 1-2 hits by most stuff!)

- Minelaying cooldown time reduced further.

- Dogs attacking time reduced slightly.
(making them suck a little bit less)

- Grenadiers no longer clear garrisons.
(as intended)

- Aircraft repair should now be more reliable.
'The Red Alert' mod with more refined balancing+bugfixes:
Check it out! 
Johnny1984
14 years ago
**CONGRATULATIONS ** This sounds amazing !

-> Keep on manufacturing such great things <-

Just THANKS A LOT to you !

๐Ÿ˜Ž
Johnny1984
14 years ago
Do the naval units (especially ships)still have the secondary fire mode (barrel dump) ?
zocom7
  • zocom7
  • 62% (Friendly)
  • Private
14 years ago
I highly doubt if Bibpaws will accept this. This is the first time I see someone modding a mod instead of an original C&C game and release a patch as unofficial.

Don't tell me you got the source code for this mod from the dev team, or else you are using Lauren's tools to see and edit the coding files of this mod as no one else in the C&C modding community can do. Bibber's tools of seeing the codings of any CNC game or mod were not implemented yet.

Great work but quite ingenious.
Byamba
14 years ago
Yea I also wonder how you actually are able to see and edit the xml codes from the compiled mod files.
Bibber
  • Bibber
  • 59.75% (Neutral)
  • Private
14 years ago
Dudes, he hex edited most of the stuff.
UserPostedImage 
cgf123`
  • cgf123`
  • 95.75% (Exalted)
  • Captain Topic Starter
14 years ago
a little update again...
- even smoother economy
- spy plane no longer reveals permanently
- even cheaper dogs, spy, thief
- chronotank slightly cheaper
- mad tank now faster
- slightly more health for submarines
- slightly more ammo for hinds
- couple of other balance tweaks to other units

again, if anyone wants to give this a spin online with me, let me know
'The Red Alert' mod with more refined balancing+bugfixes:
Check it out! 
HerrKhosse
14 years ago
Am going to test this stuff in the following days, very eager to do it.
I was initially very disappointed of the vanilla TRA gameplay, infantry-tank balance and especially infantry-infantry balance was way off, aircrafts would be toughter than most tanks etc. etc.

Will look into it and report here, glad someone is touching this.
Keep it up!