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New Horizons is a mod made in tribute to the classic real time strategy game Command & Conquer: Red Alert 2: Yuri's Revenge, originally made by Westwood Studios. New Horizons vastly expands the original game with an emphasis on realism, while at the same time preserving the elements that made Red Alert 2 unique.

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What’s New:
'Hardcore Mode'
For this new version, I have prepared a new game mode. I will say that this is Not the second game mode that I have been hinting at wanting to create for a long time (after the Horror Mode(s)), as that is still yet to be relealed. Anyway, in this new game mode, I had the trouble of what to call it. At first, the idea was 'Un-Red Alert'-mode, whereby the over-the-top technologies in Red Alert were given a backseat to more conventional technologies, but this sounded kind of silly. I also thought to call it 'Conventional' mode, but that sounded boring. So Hardcore it is.

In this mode, the Allied/NATO faction loses primarily the Prism tech, whilst the Soviet/CSTO faction loses primarily the Tesla tech, each replaced by more conventional means, including many items that are directly based or derived from real-life. Much of this mode is actually consisting of models I had previously left unfinished, and have finally gotten round to completing; part of that is base defence structures inspired by concepts from the old but legendary game Warzone 2100, which is sadly classed as abandonware (for some time now, this mod has included the outstanding soundtrack from this game in it's available music list!). This includes base defence structures that are modelled on the faction's walls, into what are referred to as 'hardpoints'.

Hardcore Mode also inherits some properties from the other custom modes I have made; from the likes of Infantry Divisions Mode, and Mechinised Infantry Mode, each team's forces will need to construct a supply depot for food and water so that their infantry's stamina is restored, and likewise a fuel depot so that there is plenty of fuel to go around for their vehicles (or else they will be forced to ration it, and drive slower!). As things stand, the elements of Horror Mode(s) are present in this mode too (may change in the future), so if you select the Yuri Faction for one of the teams in-game, then this will be the very tainted Yuri Faction that has gone beyond the limits of biological experimentation, and is now essentially a biohazard; the Forces of Darkness (FoD), consisting of hordes of zombies and other dangerous creatures. A reminder; do be careful how many teams you select to be FoD, as One such team has the Potential to flood the whole map with swarms of monsters.

New Stuff:
Defence Hardpoints
Now for the specifics. As mentioned, in this new mode there are many new units and buildings based on actual, real-life ones (or at least derived from them). The Allied/NATO faction no longer has Prism towers, but can now build either grenade launcher hardpoints, or light artillery hardpoints. The grenade launcher hardpoint is independently-powered (that is, it will continue to function in the case of critical power loss), and is able to pepper an area with incendiary grenades. It is also cheap to produce.

Here is one in-game;

GL Hardpoint

The light artillery hardpoint is more advanced; it has a high range, and is able to fire a burst of artillery over an area, capable of engaging and suppressing advancing enemy forces before most other systems. This hardpoint does rely on central power, and is more expensive to produce than the grenade launcher hardpoint.
Here it is in-game;

Artillery Hardpoint

The Soviet/CSTO faction no longer has Tesla coils, but can now build either autocannon hardpoints, or AK-630-M2 hardpoints. The autocannon hardpoint is independently-powered, and is able to suppress advancing enemies with essentially the same module as is mounted on the BTR-82A. It is also cheap to produce.
Here is one in-game;

Autocannon Hardpoint


And now the AK-630-M2 hardpoint; this is of course based on the Actual AK-630-M2 'Duet', the fastest-firing gun in the world, which is usually seen mounted on ships, though there are land-based ones as well. It consists of two six-barrelled 30mm cannons that can send a 'cloud' of 10,000 rounds/min towards it's target. I have even went to the trouble of taking a recording of this gun's actual firing sound, to use it in-game, though it can never compare to hearing it on it's own of course. In game, this hardpoint can target air and ground units. It is very expensive, and literally Eats ammunition, so has a corresponding reload and cooldown time. As such, you may only produce 4 at a time, for balance.
Here is a real one;

AK-630-M2 'Duet'


Here it is in-game;

AK-630-M2

Amphibious Vehicles
Yes you read that right; thanks to implementing the new features enabled by the Ares extention, I have made multiple of the vehicles implemented in-game amphibious, corresponding with their status as such in real life. This particular feature is not specific to Hardcore Mode, and is now a general thing. As you would expect, this includes all vehicles of the BMP and BMD variety, which left the Allied/NATO faction at a disadvantage in this regard (bear in mind that comparatively they have limited options in this regard), so I did add the A.A.V.; the Amphibious Assault Vehicle (AAV-7). Those of you whom are picky, may be aware that despite this being a 'main' amphibious vehicle of NATO, it's usage has been somewhat suspended due to the incident where one recently sank, killing multiple marines in the process, but I'm not spoiled for choice for picking real units, so the AAV it is..
Here a picture of a real one (from Jurassic Park 3!) ;

AAV-7 JP3

And here is one in-game;

AAV-7


The AAV is capable of carrying a fairly large amount of infantry, and as such, in-game it has a capacity for 18 passengers. Bear in mind that this is essantially a water-borne APC, in a way, you could think of it as an amphibious M113, so do not assume it can safely assault all by itself; like other APC's in the game, it ideally needs to be supported by better protected units. It is armed with a turret that has the option to fire an automatic grenade launcher at ground targets; this is handy for peppering an area with suppressive fire in preparation for a landing. It also has a machinegun for engaging slow air targets (such as parachuting infantry, or helicopters).

M-1150
Since the introduction of Hardcore Mode means less use of fictional tech, the game's mobile 'Battlefortresses' have been replaced with the real-life A.B.V. (Assault Breacher Vehicle), the M-1150. This is a demolitions modification of the M-1 Abrams tank, designed for assaulting fortifications, and various structures. In real life, the ABV has a prominent bulldozer, as well as associated extending 'claws', and even a couple of mine-clearing line charges. In the context of this game however, I have Not implemented line charges (yet), due to the complexity of doing so; and yes, I have considered heavily doing so, and have a very good idea of how to do it, but have refrained as of yet due to my limited time (I was even considering when doing so, to implement the UR-77 also).
But not to despair, as other interesting features are present to make up for this. For a start, the big bulldozer is not just for show; in game, this is actually used as a main weapon, capable of ramming other vehicles, or smashing into buildings! Besides that, the ABV is capable of driving through walls (as the original game's Battlefortresses do), and can even crush other vehicles, provided they are not too big. If a target vehicle is the right size, then it will first be smashed by the bulldozer, and then actually crushed by the ABV if it survives that. Not only this, but the ABV has a functional machinegun on it's roof, capable of firing at air targets.
As for the model in game, it is based on a specific example used in real life. If you search for images of the ABV online, the aforementioned 'claws' extend in front of the vehicle. But I have opted for the variant seen used in Donbass; the 'claws' are not used, but instead the bulldozer blade is modified to be bigger (taller), covering more of the upwards projection. Presumably this was chosen to improve the chances of survival.
Here is the very ABV described in real life (albeit damaged/destroyed, and also captured) ;

M1150 actual

But of course here you can notice the specific bulldozer blade used, in comparison to the 'standard' one.
Here it is in-game;

M1150


2S38 'Derivatsiya'
With Hardcore Mode, the Soviet/CSTO faction no longer has Tesla tanks, though now the 2S38 has been introduced to the game. Being a variant of the BMP-3, this vehicle has been fitted with a powerful 57-mm autocannon. It's purpose in real life is to offer long-range direct fire against air and ground targets, with the maximum range being very impressive for a direct-fire cannon-type weapon (14+km), but for the purposes of balance in game, extreme range won't be included. It does however have the ability to fire concentrated burts, with a decent effectiveness against most targets. Bear in mind it is still essentially a BMP, so is not as armoured as a tank, and therefore is best used in a supporting role. But like other BMP's, it is amphibious, and can be used on the water. Don't try to carry passengers with it; the storage space has been all given to the 57-mm autocannon, and it's ammunition!
Here is the 2S38 in real life;

2S38 actual


Here it is in-game;

2S38


Hawkeye M.W.S.
With Hardcore Mode, the Allied/NATO faction loses the Prism tanks, but to make up for this, the Hawkeye M.W.S. (Mobile Weapon System) has been added. This is a light 105mm artillery system, mounted on the chassis of a Humvee. Although not high caliber, it's purpose is to carry out shoot and scoot tactics, whereby harassing artillery fire is sent out, followed by the idea to redeploy quickly. An advantage of this system is that it is relatively simple to produce, and inexpensive, making them a very viable option in-game (you can build a whole fleet of these for the cost and time it takes to produce 2 or 3 tanks).
Here is one in real life;

MWS actual


And here is the model used in game;

MWS

E.W. Vessel
In addition to Hardcore Mode rmoving the Soviet/CSTO faction Tesla tanks, this includes the Experimental Tesla Vessel. So I have changed the combat module to that of an Electronic Warfare unit. This is meant to reflect the advancements in real life by Russia (the incident several years ago with the use of such a device fitted to a fighter jet against the U.S.S. Donald Cook comes to mind). Powerful devices have been developed, such as variants of the Krasukha system, which can remotely scramble enemy equipment, right up to leaving it completely disabled. In game, this can slowly damage enemy units (blowing fuses, short-circuiting electronics), with a chance to disable it. In the case of use against aircraft, once the target has dropped below a certain condition threshold, there is a risk of complete avionics failure; leading to the possibility that the plane may simply fall out of the sky! The effect is not guaranteed, but of course it is best not to risk flying around it. Bear in mind, this unit will not affect organic targets.


Updated Infantry!
I have added updates for various infantry types in the game; this is something I have been planning to do for some time, and the new Hardcore Mode has made it more needed (to replace the likes of Tesla troopers, or Laser troops). For some units, this is a visual overhaul (such as the beautiful female sniper model, by Augusto from PPM), and some units are completely new. To sum up:


- The U.S. gets a unique infantry, the Heavy Sniper, and is able to deploy, equipped with a rifle capable of better dealing with vehicles.
-The Allied/NATO faction can train Machinegunners; essentially these are aggressive rambo-type infantry that spray a large area unsparingly, making them good for suppressing large groups.
-The Allied/NATO faction can train Shotgun Troopers; these infantry are armed with shotguns, which can kill or injure multiple enemies if they are bunched together. They can also deploy, in a fortified static position.
-The Soviet/CSTO faction can train Machinegun Troopers; these are specialist light machinegun operators, that are relatively costly and slow to train, but do fire in more concentrated bursts, rather than absolute 'spray and pray'.

Miscellaneous
That is all I can remember what I did for this release. As usual, various minor balances and tweaks have been done, and the AI has been taught to make use of new items, as well as new tactics. Oh yes, and I updated the BMP-3 model to the BMP-3M model, including the E.R.A. protection; this is mostly a visual overhaul (slight armour increase), as these are already performing well in the game.


I sincerely hope wherever you are playing from, that you enjoy the new campaign mission, as well as all the stuff from previous versions. As always, have fun!


Command & Conquer Westwood Fans
Red Alert 2 YR: New Horizons
C&C: Yuri's Revenge
C&C: Red Alert 2

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New Horizons Version 13 Full Release

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New Horizons Version 12B-2 Full Release

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Post comment Comments  (10 - 20 of 355)
Guest
Guest - - 701,111 comments

I watched the installation instructions and followed it, the game still has an error

Could not run executable
The requested operation requires elevation.

This is the text of the error message when I start the game using RunAres

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Lee3y Creator
Lee3y - - 331 comments

Hi there, sorry I've only just seen your message.

"The requested operation requires elevation."

Now this is something I have never seen before in my life.. I mean, what operating system are you running?? Does it say elevation to whom? The CIA? :D

But seriously, have you worked it out yet? What antivirus do you run, have you set appropriate exceptions?

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Guest
Guest - - 701,111 comments

Hello
Currently I'm using Windows 10, I still don't know how to fix this problem, every time I use RunAre it says Could not run executable - The requested operation requires elevation

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Lee3y Creator
Lee3y - - 331 comments

I think it may be to do with your antivirus / security settings on your system; they can interfere, as it can falsely identify the extentions as a threat. I know that this happened to me, and when I figured out it was the antivirus I disabled it then made exceptions.

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tufeiyuanxian3
tufeiyuanxian3 - - 4 comments

+1,same error

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tiberazure
tiberazure - - 24 comments

Idk seems like its unplayable for me. Client stops working around 5-10 in skrimish match vs brutal Ai. No matter what map, what enemy type etc.
Its the same, honestly no idea what causes it.

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Lee3y Creator
Lee3y - - 331 comments

Hi there @tiberazure, thanks for the feedback. I only just saw your messages (above and below this), and shall attempt to answer both.

Per the one below, 1) the repair speed I've had to be extra cautious with for technical reasons, which is a long boring story, but the short version is it is to do with game stability / preventing likelihood of crashing.. Something that is hinted/warned about in one of the modding wiki's (ModENG?). I actually did test faster repairs, which led to instability. So I would consider the click repair on buildings as a 'basic' repair, which if necessary, should be augmented with the use of the variety of repair units in game, or alternatively, by using an engineer (after all, this is one of their primary uses).

2) Could you provide details of what unit(s) cause issues? I have not encountered any at my end through testing yet, could you let me know the unit, the map, the mode, etc.?

3) Yes, that is deliberate, and is for balancing purposes. It prevents spamming high-end units, and forces players to be more considerate on what to put available funds to.. Such as 2 expensive tanks, or 6 cheaper tanks. Choose wisely per the situation! That said, build times can be shortened by either constructing more appropriate factories, or special structures.

Per the message above; This seems to be far more serious, and a different case than below. I'm guessing either an installation issue (perhaps a file got corrupted?), or your system's antivirus has interfered, which has happened to me during initial setup.

I would recommend to reinstall, following all the provided instructions. Please also check the included guides, as well as for the Online and Offline launch. Hope this helps, and let me know?

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tiberazure
tiberazure - - 24 comments

Hello i tried the mod, but there seems to be some bugs in offline mode.
1) Repair speeds are at snail speed.
It takes 5 minutes or more to repair a barracks.. i mean wut? And i am not going to even talk about bigger structures.
2) Building some units in skirmish mode causes it to crash and the client to not respond , needing to end task via task manager.
3) Lot of high tier units cost a lot. Far more compared to regular Ra setting, which with few factories / airfields makes them build really long and take ton of credits. Not sure about that balance.

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Lee3y Creator
Lee3y - - 331 comments

After a delay, mostly due to health, I'm pleased to announce the release of Version 13, featuring the new Horror Mode!

As always, feel free to check my extensive credits folder; where I have done everything to credit every resource source possible.

And a special thanks to supporters of the mod, and even the persistent trolls; actually my new favourite 1/10 rating comes from the guy who simply put "Stop ruin ravange"! Honestly, you'd think I keep people as prisoners locked in a basement all day, mercilessly forcing them to play my mod (and yet, the moment they get their luxurious 10-minutes of internet access a day (wtf XD), they use it to down-rate my mod).

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Dankeroust
Dankeroust - - 27 comments

umm i have a question. how to make units accuracy back to the original?? like every those units fire it always direct hit

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Lee3y Creator
Lee3y - - 331 comments

Hi there IkhsanZaki, I have deliberately made it to be this way, to aim to be more realistic. After all; in real life, most shots fired in general, are misses. I would say that if you are used to the base game, or say another mod and you have just tried this one, it may just take a little getting used to.

The units in this mod will engage in more prolonged firefights, rather than the standard guaranteed hit & kill. This also results in varied results; no longer is a fight between one unit versus another, a guaranteed outcome. Hope that helps?

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Dankeroust
Dankeroust - - 27 comments

That's OK. also I forgot I ever asked you same question last year and you answer it so well. Just thank you for making an amazing mod

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Guest
Guest - - 701,111 comments

please add blood mod, like when you kill infantry there's blood on the ground

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Lee3y Creator
Lee3y - - 331 comments

Thanks for the suggestion!-I've actually thought a lot about including gore effects, but the main thing putting me off is concern of possible issues with lag/stability of the game (and of course, people's Operating Systems). As things stand, there are a few instances where the game is close to overload (at least on my crappy system).

That said, I will consider testing that out in the future, to see how much of an impact it has.

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Guest
Guest - - 701,111 comments

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