💾 Archived View for gmi.noulin.net › RedAlert › game.gmi captured on 2024-12-17 at 15:18:02. Gemini links have been rewritten to link to archived content
-=-=-=-=-=-=-
The Cloak is an ability some units have. Cloaked units can not be seen by an enemy. The owner of a cloaked unit sees it as transparent.
Units lose their cloak while in the detection range of cloak detector units or while firing. Hijackers also lose their cloak while moving.
Ground-attacking base defenses and radar domes can detect cloaked units (except submarines) but radar domes and tesla coils should not be powered down to do so.
There are 3 types of cloak. There is no visual difference between cloak types, but what can detect them varies.
- Hijacker: Can be detected by both normal cloak detectors and all infantry.
- Submarine: Can only be detected by other submarines, gunboats, destroyers, or a sonar pulse.
- Other: Can only be detected by normal cloak detectors.
Buildings and defenses consume energy, except for the Power Plant and the Advanced Power Plant, which produce energy.
Some structures can be powered down. When powered down, they do not consume energy, but they also lose some functionality.
If the net energy is below zero, the player enters a Low Power state. In that state, production speed is significantly reduced and some structures lose functionality.
The Radar Dome stops displaying the minimap in the low power state or when manually powered down.
Affected Defenses
The following defenses stop attacking in the low power state, or when manually powered down.
- Tesla Coil
- Gap Generator
- AA Gun
- SAM Site
Unaffected Defenses
The following defenses are not affected by low power and cannot be manually powered down:
- Pillbox
- Camo Pillbox
- Turret
- Flame Tower
- Sandbags
- Barbed Wire
- Concrete Wall
Powering down structures increases the net energy and can help exiting the low power state, activating the remaining buildings and speeding back production into normal speed.
There are 3 ways to exit low power mode:
- Producing more power plants or advanced power plants.
- Powering down structures
- In more extreme cases, selling non powerable down structures also increases the net energy.
Usually, units can only be commanded to fire at visible enemies. Force-Firing (Sometimes called Force-Attacking) makes a unit fire to a certain spot where no enemy is present, or is present but not visible.
The default force-firing button is CTRL. It should be held while a unit is selected, and then the player should click somewhere on the battlefield. When the force-fire button is held, the cursor turns red (or blue for mine layers).
Force-firing can also be used to kill one's own units or a teammate's units, but this doesn't make sense and is not strategic.
Some units where force-firing is particularly relevant are:
- Rifle Infantry
- Artillery
- V2 Rocket
- Mine Layer
Force-movement is to forcibly move a unit to a location using the Alt key. When the player presses the Alt key the crossair becomes green and with right click the unit moves to the given location.
Force-movement can be used to move a vehicle onto a refinery and block incoming ore truck or to crush enemy or friendly infantry.
Map Options are options that can tweak the match before it starts.
This setting sets whether or not shroud will be shown or not at the beginning. This doesn't block gap generators, reshroud map crates or the reshroud map cheat from working.
This setting sets whether or not fog of war will be shown. The fog prevents to see any movement in the area and covers everything out of sight of your units. It allows to see the terrain and the buildings that were loacted in the area last time your unit was there. Enabled by default.
This setting sets whether or not credits (10% of the cost of the destroyed unit) are granted for killing enemy units. Disabled by default.
This setting sets whether or not crates will appear during the game. These are dropped by neutral Badgers flying from random direction in a straight line. Enabled by default.
This setting sets whether or not buildings can be placed in the build radius of a teammate's construction yards. Enabled by default.
This setting sets whether or not construction yards can be undeployed into an MCV. Enabled by default.
When this setting is enabled, a player loses when all his/her buildings are destroyed - meaning there is no need to hunt all remaining units. If disabled - players fight to their (literaly) last soldier. Enabled by default.
This setting sets whether or not building placement is restricted to the build radius of construction yards. If this option is disabled, buildings can be placed anywhere, as long as they are within the standard maximum distance from other bulidings. Enabled by default.
When this setting is enabled, debug menu becomes available on the UI, which contains some cheats for debugging purposes. Disabled by default.
This settings sets the amount of money each player starts with. Available selections are:
- $2500
- $5000 (default)
- $10000
- $20000
This settings sets the units each player start with. Available selections are:
- MCV Only (default, doesn't require explantation)
- Light Support (3 rifle infantry, 2 rocket soldiers, a light tank and a Ranger or a Flak truck and an APC)
- Heavy Support (like in light support, but with addition of 3 medium tanks or 2 heavy tanks).
This settings sets the maximum tech level. Some units are not available on lower tech levels. Available selections are:
- Infantry Only (PPs, refineries, silos, barracks and the most basic infantry, dogs)
- Low (Light armour, naval transports, antipersonel base defences, basic barriers, flamethrowers, subs, gunboats)
- Medium (Service depot, Radar dome and all their direct derivatives, basic aircrafts, all airfield powers, chinooks, all base defences, concrete walls, destroyers)
- No Superweapons (Tech centers and all their deviratives, including all nation-specific units, excluding nuclear silos, Chronosphere and Iron Curtain)
- Unrestricted (default, doesn't require explantation)
The Minimap is a small representation of the map on the top right of the game window. It allows the player to easily see the entire map and also to jump around the map by clicking on the minimap.
The minimap is unlocked by having at least one powered up radar dome. Consequently, it is not available at the early game or in low-power mode.
The minimap can be jammed by a radar jammer. Or by destroying a player's radar domes or power plants.
Production is the act of creating new units, buildings, or defenses.
Production is performed through the production bar on the right side of the screen. Different unit types require different production structures.
When in low power mode, production speed is reduced.
Having Multipile Factories speeds up the production. For everything except the vehicle queue, this bonus is capped at a 50% production time when the player has 7 factories. For vehicles the 50% cap occurs at 4 war factories. The speed bonus for each number of buildings is as follows:
Other:
- 1 Factory: 100%
- 2 Factories: 85%
- 3 Factories: 75%
- 4 Factories: 65%
- 5 Factories: 60%
- 6 Factories: 55%
- 7 Factories: 50%
Vehicle:
- 1 Factory: 100%
- 2 Factories: 75%
- 3 Factories: 60%
- 4 Factories: 50%
Ticks are in-game time units. On normal settings, a second has 25 ticks. It is possible to change this through map options.
Veterancy is a game logic that gives units small bonuses depending on how many enemy units they killed. All units can gain veterancy and their rank is shown on their bottom-left corner. It is not possible to see an enemy's unit ranks.
There are four ranks. The first 3 ranks are shown with standard military stripes and the 4th or elite rank is shown with a star.
1 Stripe:
- 5% less damage taken.
- 5% more damage given.
- 5% more speed.
- 5% less reload delay.
- 10% less inaccuracy.
- 25% more bounty value.
2 Stripes:
- 10% less damage taken.
- 10% more damage given.
- 10% more speed.
- 10% less reload delay.
- 20% less inaccuracy.
- 150% more bounty value.
3 Stripes:
- 15% less damage taken.
- 20% more damage given.
- 20% more speed.
- 15% less reload delay.
- 30% less inaccuracy.
- 275% more bounty value.
Star (Elite):
- 25% less damage taken.
- 30% more damage given.
- 40% more speed.
- 25% less reload delay.
- 50% less inaccuracy.
- 400% more bounty value.
- 2 HP per 4 seconds self-heal.
The Visibility mechanic determines what the player can see. There are two visibility impairing mechanics: Fog of War and Shroud
At game start, the map is covered by pitch-black shroud. The shroud is permanently removed for any area explored once by any of the player's units (or teammate units). Many players prefer to disable the shroud mechanism by ticking the "Explored Map" map option.
The Fog of War is a semi-transparent cover of the map. The fog of war is present wherever the player has no units.
Terrain can be seen through the fog of war, but enemy units cannot be seen. Units remove the fog of war in a circle around them, which has radius as big as their sight distance. This makes scouting important. When friendly units leave an area, the fog of war always returns.
The GPS allows players to see through the Fog of War and eliminates all shroud.
The gap generator can generate artificial shroud which is immune to the GPS.
The spy plane allows the player to temporarily see through the shroud and the fog of war on a chosen area on the map.
The communications center reveals the area around it in a 10-cell radius.