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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is a mod made in tribute to the classic real time strategy game Command & Conquer: Red Alert 2: Yuri's Revenge, originally made by Westwood Studios.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 14 Full Release

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New Horizons Version 12B-3 Full Release

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Greetings fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version...

RSS Files
New Horizons Version 14-B Full Release

New Horizons Version 14-B Full Release

Full Version 2 comments

Greetings fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version...

New Horizons Version 14 Full Release

New Horizons Version 14 Full Release

Full Version 5 comments

Greetings fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version...

New Horizons Version 13-A Full Release

New Horizons Version 13-A Full Release

Full Version 7 comments

Greetings fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version...

New Horizons Version 13 Full Release

New Horizons Version 13 Full Release

Full Version 3 comments

Greetings fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version...

New Horizons Version 12B-3 Full Release

New Horizons Version 12B-3 Full Release

Full Version 3 comments

Greetings fellow Command & Conquer fans; I release now the latest version of the New Horizons mod for Red Alert 2: Yuri's Revenge, that being Version...

New Horizons Version 12B-2 Full Release

New Horizons Version 12B-2 Full Release

Full Version 2 comments

After multiple delays, I am pleased to announce the release of Version 12B-2 of the New Horizons mod for Command & Conquer: Red Alert 2: Yuri's Revenge.

Post comment Comments  (40 - 50 of 355)
StevenEEhab
StevenEEhab - - 2 comments

Hey please, where is the download link i waited 1 year to download this mod , please we want the link of this mod , your mod is so powerful

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Lee3y Creator
Lee3y - - 331 comments

Hi Steven, that's the release version finally done, my computer thankfully decided Not to crash during the process.

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StevenEEhab
StevenEEhab - - 2 comments

Thanks i love your mod so much , everyday i play a match in your mod please don't delete your mods again in moddb please 🙏, hope you have a nice day

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Lee3y Creator
Lee3y - - 331 comments

Thanks Steven! In that case you may be happy to hear I've completed the latest verion, including Full CNCNet compatibility to play online, as well as offline skirmishes (actually, I completed it many weeks ago, but have been too busy to really get round to finalising it)

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michaelwilson903
michaelwilson903 - - 55 comments

Hey Welcome back man

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Lee3y Creator
Lee3y - - 331 comments

Thanks Michael!

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Borg.Overmind
Borg.Overmind - - 238 comments

Illegal build on my Apocalypse mod, all main files and unique elements included.

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Lee3y Creator
Lee3y - - 331 comments

*Glad that the mixup is now resolved

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sharrisjunk14
sharrisjunk14 - - 22 comments

Any plans on using the DTA Client (or whatever it's called) and other tools and extensions like Phobos for the mod so the mod has a "standalone" client? Many mods like Mental Omega and Rise of the East use them to make it so their files don't have to go into the installation folder for the game and do other things like making it easier to add custom maps and even changing the game speed in campaigns and skirmishes alike.

Also, while I do love the mod, personally, I do not like that only tesla, prism, and laser weapons have 100% accuracy and lampposts cannot be destroyed to make room like trees can. What are the files that govern accuracy so I can change the values to allow for 100% accuracy on all weapon types (I play offline, so no threat of cheating in online matches)? Or is that not possible due to something or other? I get that the accuracy changes are for realism, but I would still like the option.

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Lee3y Creator
Lee3y - - 331 comments

Greetings @sharrisjunk14!

Thank you for your words of encouragement.

This is the only mod I have actively developed (for several years now, in my free time), and I do so as a 1-man army; implementing all changes myself. As such, I have no experience in the past of the 'proper' way to release/package a mod, and nobody has explained/hinted to me how; in fact your comment is as close as that has gotten (so thanks for reaching out with suggestions!).

I'm not so great with acronyms, what is DTA?-Sorry in advance if it's a simple answer. I followed tutorials online for implementing a CNCNet client so that the game/mod can be launched to play online with other people (which I have tested as working). The mod also makes use of Phobos (and of course Ares), but do you have a link to any further information/explanation on what/how of implementing 'standalone' client? -Feel free to DM me so as not to clog the general chat with technical discussions.

Regarding tesla, prism,and laser weapons accuracy: changes are coming in the newest version of the mod (Version 12B-2), which will balance out this to an extent. Partially thanks to ptubsri01'scomment (below), as I was making changes to address the overly-difficult Sun Temple mission, including the Seal's ability to bring down the armoured tesla trooper (the interesting details will be included in the release article!). Long story short; the way things are with the accuracy thing, is it is deeply inter-linked across hundreds of weapons, hundreds of corresponding weapon projectiles, hundreds of corresponding weapon warheads, compensated with area of effect, as well as deadliness within an effected area, and to change one could ruin the balance with the rest. I have made some careful recalibrations (hinted previously) for the next release, which will address the issue of the energy weapons.

The new version should be ready within a week, so watch this space ;)

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sharrisjunk14
sharrisjunk14 - - 22 comments

I actually have no idea what DTA means either, that's just what I remember it being called or something. The client's executable is actually called "clientdx.exe". I guess my question really was have you heard of it, and you have.

I, unfortunately do not have any links or resources on the "standalone" clients, I just know that many popular mods use them.

I also understand the constraints with the accuracy. Thank you for telling me.

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TwistedModder
TwistedModder - - 110 comments

DTA stands for Dawn of the Tiberium Age. It's the first mod to use the client.

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ptubsri01
ptubsri01 - - 1 comments

The problems I've encountered by far
1. AI seems to have an absurd amount of production they always producing 2 tanks at the same time, producing super-advanced weapons very early, etc.
2. Navy seal is very weak for some reason, therefore making the mission "sun temple" almost impossible (the whole squad can be killed by a single tesla trooper)
3. Free paratroopers can be very troublesome in some missions.

Overall a very nice mod, but I think this mod needs a little bit of rebalancing

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Lee3y Creator
Lee3y - - 331 comments

Greetings ptubsri01,

Thanks for the feedback! Yes, the AI were given some advantages to make them more of a competitive challenge. The 1st point you mention is a new Ares feature (well, 'new' as in, made possible by Ares) which I enabled for the mod, which does allow the AI to build multiple units at once. This advantage can be somewhat offset by either adjusting the difficulty setting, or the difficulty of the individual enemy teams (if playing versus computer on the likes of skirmish), or by choosing more or less enemies to play against.
Yes, I will likely tweak that mission, it is indeed very difficult to win that mission as is (but do-able). Overall I still consider the seal as one of the most dangerous units; thanks to the C4 ability, they can instant-kill any heavy building or ship (at the moment). I will look to include a suitable rebalance for the seal in the next update.
Could you elaborate a little on your 3rd point, as I'm not sure what you mean?

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