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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is a mod made in tribute to the classic real time strategy game Command & Conquer: Red Alert 2: Yuri's Revenge, originally made by Westwood Studios.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 13-A Full Release

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New Horizons Version 13 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

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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  (50 - 60 of 355)
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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Lee3y Creator
Lee3y - - 331 comments

Normally I don't bother saying anything about the people doing spiteful troll reviews of this mod, but I think the most recent slander by 'TwistedModder' is deserving of a special slow-clap. I hope whoever you are, you read this.

TwistedModder's 1/10 review for New Horizons;

"Holy **** this mod sucks. It's badly packaged, (contains every RA2+YR file BUT gamemd.exe.) most sprites and voxels are ugly like they were made in the past, and there is a lot of bloat. The latest version of the mod now uses the client and the mod author ****** it up as well. It's based on the CnCNet YR build which isn't suitable for mods. There were supposed to be missions but those can't be played now because the not so mod friendly client has bugs with missions. Some say this mod is a rip-off of a mod called "RA2 Apocalypse". I did my research and I can confirm it's true."

So you whine about 'how it's packaged' (really, you care?), I edited many files, I compress what was edited since the early 2000's (when game was edited by original creators), and upload it. I made sure not to upload the whole game, but regardless, you should judge by playing.

'The latest version of the mod now uses the client...' What client? What do you mean by the latest version of this mod, given each new version is accompanied by a fairly detailed release article (which can be considered as a changelog). Feel free to read all previous release articles if you like. You're complaining about the CNCNet client I use? I used it on advice from others, and it works (I have tested it with other people), and I provide detailed instructions on the mod's usage (which clearly you didn't bother to read) when wanting to launch an online session, or conversely other play modes, be they skirmish or *campaign missions* (hint at the folders labelled ONLINE and OFFLINE).

I love how people like you get to slander New Horizons, leaving a steamy 1/10 s**t without giving any positive marks for the effort I've done to singlehandedly develop this mod to *restore the original campaigns (including all the original RA2 campaigns adapted to YR), integrate the YR campaigns into the mod, as well as create a new campaign from scratch (New Horizons campaign missions)*, add the music from a variety of games across the CnC universe (plus the music from the sadly abandonware Warzone 2100), add several new countries (Belarus, China, Turkey), heavily expand the number of units, buildings, animations, and sounds (some of which are open-sourced, many I've made myself), heavily expanded the A.I., plus my efforts to enable player-to-player online play via CNCNet (which you so quickly dismissed), and implement the option for screen customisation for widescreen (3rd party dll, which I credited). Apparently all those efforts amount to 1/10 from yours trol-ly.

And to top it off you slander the mod saying it's just a rip off of another (in this case RA2 Apocalypse)? I'm gonna take this as the final evidence you haven't even played this mod. If you did, you would see that with the permission of the creator of Apocalypse, I've used a few of their unit assets, and credited them (along with many open-sourced unit, building, and animation models). Might I suggest to click on the credits ingame (additionally, there is a whole folder included with the mod, of randomly compiled credits to various people, for various things, if you're interested). You could always read the release notes from previous versions, for added clarity, not that you will, as your objective of slander and 1-star-ing the mod is achieved.

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TwistedModder
TwistedModder - - 110 comments

Didn't notice you replied to my review. I've read the credits like you asked me to and you're right, you actually got permission from the creator of RA2 apocalypse to use his assets. I'm sorry for the false assumption, I'll retract my statement. I'll still respond to the rest of your wall of text though. I've actually played the mod just because some of my friends wanted me to. If I didn't, I wouldn't have left a review. You're legally not allowed to include files from RA2YR in your mod (many modders care about this), and filesize is a bit more important than you think as nobody likes downloading stuff that are bigger than they should be, and deleting the RA2YR files would make the download much smaller and much faster (and wouldn't put your mod at risk of a Cease & Desist). The current client in this mod is from CnCNet YR and has bugs with singleplayer missions and saved games, and for some reason the "others" recommended you this? The others I talked to recommend the YR mod base client (Link to it if you wanna use it: Github.com) instead of this. Yeah I know, offline mode exists, but I believe the client is more superior than offline mode (if you do it right.) I didn't bother mentioning the positives of this mod because I hated it, but now I don't hate it as much and I might mention positives in my review now (Or maybe delete my review because I don't wanna bother, and I'm not interested in this mod). Again, I'm sorry for assuming you ripped off RA2 Apocalypse. It's just that someone from the review tab said the same thing which made me think you didn't credit the author.

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Lee3y Creator
Lee3y - - 331 comments

Wow, @TwistedModder, you have actually gained some respect from me. I genuinely thought you were one of those trolls that ***** on something no matter what, incapable of admitting any wrong, but you have proven me wrong! By all means, I don't mind genuine criticism (I actually welcome it), especially if it's constructive. I'm not the kind of person to hold a grudge and take things personal, so consider your apology accepted. :)

About any unneccesary RA2YR files; I genuinely am not sure which ones are necessary to include, and I don't include unneccesary ones on purpose. In an effort to avoid what you described, I made sure to delete the main game file in my uploads (the big one), since nobody can play/run the game without it; thereby logically (to me, anyway, I'm not perfect), I presume that only people who actually have the game can play this mod (as it will have that necessary large key file). I separately keep a folder for the 'release' version of the mod, separate from my main directory that includes all the files. So as not to clog the message section, would you be willing to DM me to point out the unneccesary files that I can cut?-I could even credit you for helping make the mod release files 'slimmer' (included in the mod release, I have a whole folder of randomly compiled credits to various people, for various things, there may even be a place for you!)

Thank you for explaining about the CNCNet Client, and providing a link!-I will definitely look into it. I may very well implement that change in time for the next release of the mod (due within the week). Yeah, sadly anybody can leave anything in the reviews section, regardless of what they say I don't get to respond. My personal favourite review was I think a 1-worded '"****.", don't know if it's still there (probably is).

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TwistedModder
TwistedModder - - 110 comments

Ok, nevermind what I said about you getting permission from the RA2 Apocalypse creator. I got absolute proof from the man that you copied his mod without permission and lied about having permission (he even said it himself here). Shame on you. You now have my permission to seethe. I should've kept my 1/10 review.

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CuongTeka
CuongTeka - - 4 comments

Do you have any plans on remodel US aircraft carrier and update for naval warfare such as Arleigh Burke-class DDG, Slava-class CG or submarine can emerges ?

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Lee3y Creator
Lee3y - - 331 comments

Greetings @CuongTeka, glad you asked, as after I did model overhauls of the aircraft, I plan on doing some overhauls for the naval units, which will at the latest be included in the next major release (bar any quick-releases I may do if I need to address any identified errors).

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CFSO2615
CFSO2615 - - 14 comments

I had quite some Fatal Error with 12B. it all runs fine until a sudden black screen, I can see from my task bar on 2nd monitor Yuri shows a "Fatal Error" dialog but my main monitor shows black, and alt+tab could not bring that dialog in my view, I can only press space few times and the game shutdown.
Happens to me after a while (like 30min+? but not constant) fighting multiple AI, I don't know if there would be log around, but my gut feeling might be some high-end unit's destroy animation/sounds are corrupted or something like that.

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Lee3y Creator
Lee3y - - 331 comments

Hi @CFSO2615,

Thanks for letting me know. There is always a chance of something like that happening. In the past for example 1 unit model got corrupted (took me a while to pinpoint which), and I had to overwrite it with a saved backup copy which fixed it. So your guess of an animation or sound isn't that far out. After playing for a game over half an hour, I would have thought by then that all units were built at least once.. There is a crash dump / log system. Whenever you encounter that fatal error again, it will give you 2 options (something about saying yes to generate a report), so if you can, click 'yes'. In your game's directory there will be a folder called 'debug'. It is there that you will get text/notepad files 'excerpt' and/or syringe.log, which you can open with notepad. Have a glance at that and find IEP=(some error code), and lookup that code on ModEnc (google it), as there is a list of known errors. If you get nothing, the other option is after saying yes to creating a report, you should also get in your debug folder a large crash dump (with .dmp I believe). You could either contact the Ares team here; Ares.strategy-x.com
Or there is a possibility that the people managing Phobos (which is also installed, both work in tandem) may be able to identify the error if you provide the debug files. Try them here;
Github.com
Alternatively, if say you encounter a crash on a certain skirmish game, try saving the game regularly (until it crashes), then load it, then save closer to the point of crash (maybe it recurs) and see what may be causing it close to that time (it maybe specific to a unit, animation, or even a country's AI team type in-game). I remember as I said about a corrupt unit file, I realised the game would crash the instant that unit was made.
If you find the cause of your error, do let me know and I will make the appropriate change(s) immediately.

That's all the helpful info I can suggest at the moment. Before releasing Version 12B I test-built all factions buildings and units, but there is always the possibility when copying & uploading that 1 item (out of many thousands) got corrupted. On my end I will rake through the AI file to look for any inconsistensies (my computer is old, and on rare occaision doesn't save something correctly, and at one point I was operating with a *partially* corrupted AI file, so I will double check it when I have time). I am the only person actively working on this mod and testing it, so there is only so much testing I can do. One thing that may be helpful, is if you try skirmish games with certain countries/factions, if it doesn't crash, try other ones (maybe you can narrow it down?).

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CFSO2615
CFSO2615 - - 14 comments

Thanks, it seems by blindly pressing space, I have saved the debug file, should I send it to you for analysis?
The except.txt is only 5~6kb, but the dmp is huge at 500~600mb.
I didn't even realize RA2 have a save function, I'll do that too.

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Lee3y Creator
Lee3y - - 331 comments

Hello again, just a quick follow-up; I've been trying to encounter this elusive crash. I've done multiple test games (making sure they were long games) using various countries and theatre types.. I don't suppose you could remember the details of when your crash occurred? Such as what game mode, map, countries, were superweapons allowed, etc.? That way I may be able to encounter it quicker.

Thanks in advance

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Lee3y Creator
Lee3y - - 331 comments

Nice work! Yes, I find that the option to click 'yes' to the error report can be hit and miss. Small tip no guarantee; I believe ctrl + Tab switches between open stuff without closing them, allowing to select them. I know it's a pain in the butt, but it's a 22 year old game running on modern systems after all..

Yes the dump file is about that size, and the text file is small in comparison. I would recommend to get in touch with either the Ares (preferably) or Phobos developers, as they both have the technical capacity to process those files for the cause of the error. I would recommend compressing it before sending it too (so, .zip file). Try contact either team through those links, and if they identify the cause then do share here. Ares and Phobos are important extensions that have expanded the ability for modders to modify the game. Phobos is fairly recent compared to Ares, and is designed to supplement Ares (according to their team).

At my end, i continue to hunt for any bugs/errors.

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