Just imagine the announcement for Kirov when you build them at maximum speed. Like "Kirov reporting, Kirov reporting, Kirov reporting" every sec. It would be epic.
It is epic, though at the time, I hadn't really thought about multiple buildings producing units faster, thus was left wondering where my Kirovs were at. After expirementation I was able to keep up with them. Airforce command bases do the same thing with fighters, too.
Seriously been playing this game since it came out and never realized that number of production buildings affect unit production time. Thank you so much.
@@Wee2Yang Actually, whenever the AI has multiple factories, they function like the Cloning Vats, but for the respective TechnoType. If you're particularly unlucky and the AI gets another ConYard from somewhere, it'll start building everything twice.
If I remember correctly I think it also works on C&C 64. I remember leaving the game running for hours to harvest the resources necessary to build mammoths in mere seconds.
Important to note: the buildings you build don't have to be side-specific. Instead of spamming only Allied Barracks, you can make things prettier by adding Soviet and Yuri Barracks into the mix. 9:37 shows it nicely. It also shows a bug: when producing units and checking which "Factory" to kick the unit out of, only Factories of the same ID are checked (if a Allied War Factory, ID GAWEAP, is set as primary building, only GAWEAP buildings are checked). A little third-party "patch" known as the Ares DLL fixes this. What should be tested is whether or not multiple Naval Yards impact vehicle production from the War Factory and vice-versa. It looks like we're dealing with two types of "Factory" to the player, but both are listed as being a vehicle-factory in the code, the only difference being one is "naval", and the other is not.
Rafiz not really. I thought so too until i saw unit being manufactured from another factory. So if you produce too fast unit will come out of whatever factory availabe.
Red Alert 2 Yuri's Revenge is a gigantic experimentation RTS game at this point that is still going on for a long time. That's something not many other RTS games or videogames in general had done.
You sir, are awesome for making these videos. I've been having "Yuri fests" at my house since about 2003. 1 to 3 per year, with a couple exceptions during divorce or really busy years like a move and house renovation. In fact I just bought 9 new machines (new to me) that are much faster than my old ones but still cheap. Got a fresh install of XP on all of them and Yuri installed and the Clonezilla image created. Time to dust off all the monitors keyboards and mice. Ready for this October! :)
@@adonis1168 Ha ha! Well 1 of my biddies is like twice as good as the rest of us, so we often play teams 4 against 3 or we get to pick his country. Works out pretty well. Cheers.
2 values other than the cost of the unit contributes to the build time. 1. BuildSpeed=.7 ; general build speed [time (in minutes) to produce a 1000 credit cost item] 2. ; production & power effects MultipleFactory=0.8 ; Ick. This is now a straight discount multiplier that is cumulative. ie at .8 you get 1, .8, .64, .512 instead of 1, 1, 1.25,etc ;gs factory bonus for multiples [1=full bonus, 0=no bonus] (def=1)
When I learned that multiple barracks will train units faster, I felt my mind being blown but damn the AI is brutal, sort of wish it was an optional difficulty setting for RTS around 2010, aside from BS tier difficulty
According to the wiki, the cummulative production in vanilla Yuri's Revenge is decreased when you construct more production buildings. For example. Building a second barracks will produce units 20% faster, but a third barracks will change that bonification from 20% to 36%, so the multiplier will be reduced 4% constantly until it reaches 4%. Newer barracks from this point will only improve construction speed to 4% until all unit production speed matches to a conscript. Producing a Chrono Commando requires a bonification of 88%, so 12 Barracks will be required. In the mod Mental Omega APYR, this feature was nerfed, because building a second barracks will produce units 15% faster (instead of 20%) and the third barracks will change that bonification from 15% to 28%, so the multiplier will be reduced 2% constantly until it reaches 2%. Newer barracks from this point will only improve construction speed to 2% until all unit production speed matches to a conscript. If in Mental Omega APYR all vanilla units wasn't changed their production cost and speed for balancing purposes and the Chrono Commando were available, it would require to construct a total of 18 barracks to have the same bonification of 88%, the same as vanilla game. In both cases, since it requires a lot of resources, it would be preferable constructing just 5 production buildings, since its bonification would be 60% (56% in Mental Omega), and it would be enough to change the course of the battle.
I have only recently began experimenting with the number of structures for the time reduction, even though I have played the game for years. Just found this channel earlier tonight and have learned a few things I didn't know about this game. Thanks, mate.
1 barracks: a little C4 Knocking at your door... 5 barracks: A little C4 knocking at your door... 11 barracks: *A l--- A l--- A l--- A l--- A l--- A l--- A l---*
the funny thing, is that this apperently has been a series wide thing sense the first C&C. so much, in fact, that if you lose your Costruction yard, that you might as well stop producing things. the construction yard speeds everything to basic function, which i get what they were trying for, but a game like that? it really kills.
@@CallofDutyBlackOps28 ? Can you re-confirm this? Production/build speed is tied only to: -the amount of Factories that build the unit type you want (Barracks for infantry, Factory for tanks, Airfields for planes and Construction Yards for buildings); -the unit's price (it takes 0.7 minutes at game speed 3 to build a unit/building costing $1000, and the other build-times are calculated); -whether or not you have power (production is slowed when low on power, they even tell you that whenever it happens on your end); -unit-specific BuildTimeMultipliers (which AFAIK are only found on the individual factions' main battle tanks in the vanilla game).
@@CallofDutyBlackOps28 Played? Yes. As much as I should have? No, of all C&C games, I played RA2 the most. Without Yuri's Revenge, that is. But what does that have to do with anything? My problem is that I don't really see where you're coming from when you say "the construction yard speeds everything to basic function". How does that happen when the ConYards never delivered even one point of power in any WW-made C&C or Dune game? We know the production speed is dependent on a few factors, but whether or not you have a ConYard is not one of them (unless you're building buildings, of course. Then having no CY effectively reduces the build speed to zero). Which brings me to my request: Is it possible for you or anyone who ventured into the original C&C (both multiplayer/campaign and code) that confirm or deny this?
Dude, I don't know if you're reading this your content is always great. However, there is one point you should have pointed out, some units if you maximized the training speed you will have less troops than what you have trained. E.g guardian GI
now every noob in this game knows 0.01% secrets of this game thanks to the genius youtuber, god how i used to love keeping my own secrets and smash the opponents and starts to yell and cry
We used to play with a custom map with tons of resources. It got to the point where we were launching out kirovs at about 1 per second. The animation of a kirov coming out of the war factory was so long that they end up coming out from multiple war factories.
There's a reason Seven is accepted as the best number for war factories. Fast enough that you can amass your army quickly, slow enough that you can control which factory they come out of. It's also a great speed for expending money at, as too fast can ensure you never have enough funds.
Today I learned that I wasted potentially hours, nah scratch that, potentially years trying to fill the map with grand cannons... when I could have just built 17 construction yards.
This kind of comparison needs a Spirit of the Law treatment of Excel Spreadsheets in order to truly see the benefit of having multiple buildings. It does seem like a flat bonus that is proportional to the original cost of the unit/building, but it is difficult to see in this video.
We can do the same for Air Force Command Centers with Harriers and Black Eagle Jets, but you can get an easy reference from the other buildings. Good idea for a video. :)
Ok now I feel beyond stupid... All these years playing this game and I NEVER noticed the reduction. I always thought all multiples do is to have a redundancy in case someone blows up you barracks so that production will continue someplace... AAAARGH I'M SUCH A MORON!!
I'm playing ra2 for like 20 years and never knew that. I always thought building multiple barracks is just for you to choose where to spawn your units.
Me building my base peacefully and fortified my building. Making armies and tanks. Then A RAPID SCARY VOICE FROM SOVIET I KEEP HEARING AND THEN. You've been defeated. Soviet: "KIROV REPORTING"
Ideas for tests: 1. how hill advantage affects damage/range 2. how durable are different garrisonable structures 3. cheapest ways to kill an apocalipse tank 4. test the walls :D
Seems like mostly no one knew about this. This also works on C&C 64. I just got the origin collection since my discs are all scratched. Gotta love the Shake it baby!!!! 😀
But by having let say 5 war factories, it can only produces 1 tank out of it at a time yes? Let say i have 3 WF at Location A and 2 WF at Location B, Location B i set as Primary. So when i build IFV, it will only come out at Location B from only 1 WF at a time right? How do you exactly make the IFV to simultaneously come out all 5 from 5 different WFs at the same time?
Check the forum link in the description. Those guys there gave me a link to download a setup file which improved the resolution and fixed some errors I was getting while playing.
@@tg.Sacred thanks bro. I will check it out. I have it on Origin with all the other C&Cs but the older they are, the less they get along with newer computers.
Were you playing on a 10" HP Mini? Only the HP Mini can make the 1024x576 res work, AFAIK. Also, it's just software problems. If you ran WinXP with the latest and strongest hardware it supports, RA2 will work. Try it with something like Vista or later, and it becomes a game of luck.
The build time of anything only depends on the cost of the unit/building and number of buildings can produce that unit/building. So it does not matter if it's buildings, naval, infantry or vehicles. cost 1000 -> 9 buildings. cost 1500 -> 11 buildings. cost 2000 -> 12 buildings. cost 2500 -> 13 buildings. cost 3000 -> 14 buildings. cost 5000 -> 17 buildings.
But you'll have to be careful: YR and RA2 have a bug where only the buildings with the same ID as the primary building can produce units. So if you have 10+ Soviet War Factories (ID is NAWEAP), and only one Allied War Factory (GAWEAP) that you set as primary, then new units will only exit out of that one Allied Factory. And with the speeds you get with 11+ Factories, you'll be refunded a lot. A third-party "patch" known as Ares DLL fixes this by making the game use all Factories that can produce the unit(s) you're building (or more accurately, spawn units at all factories they're allowed to exit out of).
Functionality is there, but it's disabled by default. A mod or a map can enable the logic, but I'm guessing WW left it out due to balance issues. Do note tho the "faster build" can come from either a side/country-specific reduction of either price or a bonus-reduction on build-time.
The best country is revealed in multuplayer-tournament games, where the only goal is to win (to win money) so there's no playing around. In the multuplayer games, the best factions are America, Korea Great Britian (for allies), and Iraq (for Soviets). Every other country is considered weak and they are unused in multuplayer games. Why? Well for Soviets, the only hope agsinst mirages and prisms are desolator. So any other sov country is doomed if enemy starts to build mirages and prisms. Deso are also good agaisnt america, because 1 paradrop in your base can cost you the game (GIs can destroy your war factory, or refinary easily early game, and its over). For allies, germany tanks can be countered by massed conscprits, and France is only good on certain maps where there are choke points, and one single tight entrance. Btw Ra2 online is still up, and you always have 100-300 players online. Go to CNCnet.org ;)
@@DrakoRyuugu No Yuri/No France option turned ON (CnCnet). Coz in the hands of very good players, these 2 countries can easily overwhelm others. Hahaha!
Looks like there's a mathematical formula behind it, dependent on the cost of the unit and the number of production facilities, and doesn't depend on the exact unit / facility. 12 barracks needed to build a Chrono-commando at top speed, 12 naval yards for Aircraft carriers... Both are 2000$ a pop unless I'm mistaken.
if you're not playing with any mods, each extra factory reduces build time by a multiplier of 0.8; two factories is 64% build time, three is 51.2%, and so on. The basic build speed in RA2 is also set at 0.7 game minutes per 1000$ something costs. There's a point where the build time multiplier stops making any difference due to rounding errors, probably found actually above 12 factories.
Fun fact, when the AI have multiple construction, the function independently, but behave the same. In other words, If they have two barracks, they can train two soldiers at once. If they start with 5 contraction yards for example, they'll build 5 power plants first, then 5 barracks, then 5 ore refinaries, and so on. Also, when you destroyed one of their construction yards, they'll build 5 new contraction yards from the ground (just like other bases). If you let Yuri mind control a construction yard while the don't have the grinder, there's a high chance that this phenomena will happen. In conclusion, having multiple bases doesn't make they're building/training faster, instead, it help them build/train multiple buildings/units at once
Some 15 years ago, I got this game from a friend on usb stick. I played the ton out of it for about 7-8 years before I accidentally realized that sometimes units train faster... man, was I playing it wrong lol
How about if the computer doing these things,like that one map where you play with 3 construction vehicles and the computer builds 3 building at the SAME TIME... I mean Why??
It's a bug. If an AI owns mutlipile buildings of the same ID (like several Soviet War Factories or several Allied Barracks), then whenever a unit exits one of those, another one comes out of each other Factory/Barracks the AI has. A third-party "patch", also known as Ares DLL, makes it an option to either leave this unfixed or to restrict the AI's production. Personally I'd leave the original behavior, makes for a slightly "tougher" AI
@ I'm not sure to what exactly it is you're referring to in that mission, but the bug is there too; it's an engine bug. However, the reason why the third AI gets more troops is not because of the bug: the game simply has Cloning Vats copy whatever comes out of the Barracks. If you happen to have more than one Vats, then you get more than one soldier free. It's not a bug, it's a feature that breaks balance, so Cloning Vats are restricted to 1 building per player. But last I chked, AIs don't follow that. The reason AIs build them only once is because Vats and Purifiers and Industrial Plants aren't really a part of an AIs base-plan. They're just told to build one and call it a day.
1.If we low power then the production will be slower right? Then how many production structures your need to build to gain maximum speed back? (In case lost MCV and you build more 12 same production structures. ) 2.Can industrial plant affect to production speed?
If the other Radars were set as Aircraft Factories, then yes, they'd decrease the build-times. But since Psychic Radars and Radar Towers are just that, radars, they have no effect on the build-times of anything. That said, there are two Allied Radars in-game sharing the exact same sprites and are a copy of each other's stats: -one gives you the Airborne support power (though technically it's a SuperWeapon, that's just how it works in this game) and is only allowed to be built and placed by players that chose "America" as their country in-game; -and the other doesn't give you a SW but can be built and placed by anyone.
It's a tactic that is seldom seen a lot of the time outside of experienced players. Two Allied Barracks' you basically can get GIs fast out the gate Sure they're expensive but GIs are overall the best all rounder basic infrantry compared to the competition, and in an early game rush or small maps, you can really run someone down with a large group of GIs. Deploy them folks and boom.
Awesome, but I still have a question left. What if you have 4-4-4 war factories from each faction and you try to train grizzly, rhino and lasher tank one after the other? Will they be trained 12 or (indivdually) 4 WF speed?
Build speed is dependent on many factors, but the key factor is the price. If a unit's/building's price is decreased somehow, then it will build faster.
This system is in place for all the Classic Command and conquer games. Up until they switched to 3d which then used a build system that more closely resembles the Blizzard RTS games.
the fact that this guy still makes vids about this game just goes to show how timeless this masterpiece is...❤
Red Alert 2 series to Red alert 3 was so fucken* weird story wise.
Yep, shows the quality of the game. Westwood put a lot of love in this game.
Lan party with my friends almost everyday with this game in 2008 lol 😂
Ra2 IS the masterpiece of tactical game
Been playing this game for 20 years. I had it installed on 6 different operating systems.
Just imagine the announcement for Kirov when you build them at maximum speed. Like "Kirov reporting, Kirov reporting, Kirov reporting" every sec. It would be epic.
Just the last second, I decided to remove this part because it wasn't useful. xD
It is epic, though at the time, I hadn't really thought about multiple buildings producing units faster, thus was left wondering where my Kirovs were at.
After expirementation I was able to keep up with them.
Airforce command bases do the same thing with fighters, too.
If my base is at the beach I can feel safe because of Aegis cruisers
sadly with trainer fast consctript troops makes game spawn 1 each 2-3 sec all othere was maded just disaper
I tested it, sounds like "KirovRepoKirovRepoKirovRepoKirovRepoKirovRepoKirovRepoKirovRepoKirovRepoKirovRepoKirovReportingtingting"
Seriously been playing this game since it came out and never realized that number of production buildings affect unit production time. Thank you so much.
Finally a youtube channel that tackles old forgotten rts gem
Literal decades of playing this game (only got back into this last week) and had NO idea this was a thing. Thank you!
yep, me too. i was wondering before why opponents (even the bot) build multiple structures. Now I know why.
Friend:What's up with all these construction yards?
Me:I wanna build my superweapons as fast as conscripts.
Friend:.....
You can only build a SW once tho :P
You can try play with French. Its kinda hilarious when Grand Cannon pop up *almost instantly with 10+ Conyards.
superweapons? you mean Wunderwaffe?
@@netbotcl586 No idea what they're called in german, but I think so.
The nuke is kind of a "wonder weapon", wouldn't you agree? :P
Friend: So that your superweapons are like completely scums?
for real, how much this game holds details and secrets? that's unbelievable!
@Duy Lê this game is immortal and for sure ahead of its time...i wounder if it's going to ever die one day...
I remember Tiberian Sun has the same mechanic.
@@azwrathfrost Interesting...
just some ppl suck at playing games
ترو يا احمد الديب
Finally, I didn't understand why others players build so many factories until now
I know,right?I thought the A.I. is just making backups...
@@Wee2Yang Actually, whenever the AI has multiple factories, they function like the Cloning Vats, but for the respective TechnoType.
If you're particularly unlucky and the AI gets another ConYard from somewhere, it'll start building everything twice.
Darn, I wanted to see Kirovs being built at Conscript speed. "KiroKiroKirovKiroKirov Reporting"
Imagine that in a normal game, the enemy would be scared shitless
*K I R O V R E P O R T I N G*
*Bombardiers to your stations*
We used to do this on a custom map with tons of resources. They ended up coming out of multiple war factories because the kirov animation was so long
@@shaoronmd You mean because the Kirovs were too slow for the Factory's doors to close quickly enough :P
LOL at the Conscript-disguised Spy at the beginning!
Imagine losing your Nuke silo and rebuilding it before the flying debris from the destroyed one has even settled yet
*In all my years of playing, I didn't know that. :D*
Me too!
I only thought the maximum time reduction is only 4 of each building🤣
If I remember correctly I think it also works on C&C 64. I remember leaving the game running for hours to harvest the resources necessary to build mammoths in mere seconds.
yes because you re noobs
I didn't know about this...
Map: Has 3 ponds.
Also Map: Yeah this is a great to allow shipyards to be built in!
In El Dorado, if you play position 2, the AI will build submarines, which you will never ever find, because you aren't allowed to build shipyards.
Important to note: the buildings you build don't have to be side-specific.
Instead of spamming only Allied Barracks, you can make things prettier by adding Soviet and Yuri Barracks into the mix.
9:37 shows it nicely. It also shows a bug: when producing units and checking which "Factory" to kick the unit out of, only Factories of the same ID are checked (if a Allied War Factory, ID GAWEAP, is set as primary building, only GAWEAP buildings are checked).
A little third-party "patch" known as the Ares DLL fixes this.
What should be tested is whether or not multiple Naval Yards impact vehicle production from the War Factory and vice-versa.
It looks like we're dealing with two types of "Factory" to the player, but both are listed as being a vehicle-factory in the code, the only difference being one is "naval", and the other is not.
Rafiz not really. I thought so too until i saw unit being manufactured from another factory. So if you produce too fast unit will come out of whatever factory availabe.
9:45 careful buddy! mummies are stealing ur crystals on the right! never mess with the mummies
I’ll call Rick O’Connell!
Red Alert 2 Yuri's Revenge is a gigantic experimentation RTS game at this point that is still going on for a long time. That's something not many other RTS games or videogames in general had done.
You know i don't look at graphics that much but Red Alert still holds up with some games nowadays.
You sir, are awesome for making these videos. I've been having "Yuri fests" at my house since about 2003. 1 to 3 per year, with a couple exceptions during divorce or really busy years like a move and house renovation. In fact I just bought 9 new machines (new to me) that are much faster than my old ones but still cheap. Got a fresh install of XP on all of them and Yuri installed and the Clonezilla image created. Time to dust off all the monitors keyboards and mice. Ready for this October! :)
I was doing the same then I started to play on cncnet and got way better than my friends. Now its not a challange
@@adonis1168 Ha ha! Well 1 of my biddies is like twice as good as the rest of us, so we often play teams 4 against 3 or we get to pick his country. Works out pretty well. Cheers.
2 values other than the cost of the unit contributes to the build time.
1. BuildSpeed=.7 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
2. ; production & power effects
MultipleFactory=0.8 ; Ick. This is now a straight discount multiplier that is cumulative. ie at .8 you get 1, .8, .64, .512 instead of 1, 1, 1.25,etc ;gs factory bonus for multiples [1=full bonus, 0=no bonus] (def=1)
actually apparently vanilla RA2 already has the ability to adjust infantry, air, and naval costs via Industrial Plant mechanics. My bad.
When I learned that multiple barracks will train units faster, I felt my mind being blown but damn the AI is brutal, sort of wish it was an optional difficulty setting for RTS around 2010, aside from BS tier difficulty
According to the wiki, the cummulative production in vanilla Yuri's Revenge is decreased when you construct more production buildings. For example. Building a second barracks will produce units 20% faster, but a third barracks will change that bonification from 20% to 36%, so the multiplier will be reduced 4% constantly until it reaches 4%. Newer barracks from this point will only improve construction speed to 4% until all unit production speed matches to a conscript. Producing a Chrono Commando requires a bonification of 88%, so 12 Barracks will be required.
In the mod Mental Omega APYR, this feature was nerfed, because building a second barracks will produce units 15% faster (instead of 20%) and the third barracks will change that bonification from 15% to 28%, so the multiplier will be reduced 2% constantly until it reaches 2%. Newer barracks from this point will only improve construction speed to 2% until all unit production speed matches to a conscript.
If in Mental Omega APYR all vanilla units wasn't changed their production cost and speed for balancing purposes and the Chrono Commando were available, it would require to construct a total of 18 barracks to have the same bonification of 88%, the same as vanilla game.
In both cases, since it requires a lot of resources, it would be preferable constructing just 5 production buildings, since its bonification would be 60% (56% in Mental Omega), and it would be enough to change the course of the battle.
So much joy comes to me when I watch your videos.
Keep such ideas and videos coming, Love you from Egypt ❤
Thanks a lot!
For I surprise by the chrono legendary max speed.. for real quality video ❤️
I have only recently began experimenting with the number of structures for the time reduction, even though I have played the game for years. Just found this channel earlier tonight and have learned a few things I didn't know about this game. Thanks, mate.
Invader Zim you’re welcome my friend
Maan this is incredible! Also, YOU are incredible.
Man your videos are so useful... Thank you man 👍😊❤️
It's great to see this fully explored. I knew about the holdback if build too fast but now we know more. Great survey!
Wow... I didn't know building multiple of same structure makes building unit faster...
little C4 knocking at ya door. still 1 of the best lines
This guy is dedicated.
1 barracks: a little C4 Knocking at your door...
5 barracks: A little C4 knocking at your door...
11 barracks: *A l--- A l--- A l--- A l--- A l--- A l--- A l---*
18 Years after seeing my dad playing and tried it for myself, never thought that this mechanic was exist. oh god...
Just a tiny little bit of C4 knocking at your door :)
Shake it baby!
I love playing this and I didn't know that you can fast up the building and creating time. Wow! And I am still in love with the game's graphics.
Wow, I had no idea that units and structures could get produced faster if you had multiple production buildings :o
This game is so awesome! :D
the funny thing, is that this apperently has been a series wide thing sense the first C&C. so much, in fact, that if you lose your Costruction yard, that you might as well stop producing things. the construction yard speeds everything to basic function, which i get what they were trying for, but a game like that? it really kills.
@@CallofDutyBlackOps28 ? Can you re-confirm this?
Production/build speed is tied only to:
-the amount of Factories that build the unit type you want (Barracks for infantry, Factory for tanks, Airfields for planes and Construction Yards for buildings);
-the unit's price (it takes 0.7 minutes at game speed 3 to build a unit/building costing $1000, and the other build-times are calculated);
-whether or not you have power (production is slowed when low on power, they even tell you that whenever it happens on your end);
-unit-specific BuildTimeMultipliers (which AFAIK are only found on the individual factions' main battle tanks in the vanilla game).
@@CnCDune I mean have you played the original C&C?
@@CallofDutyBlackOps28 Played? Yes.
As much as I should have? No, of all C&C games, I played RA2 the most. Without Yuri's Revenge, that is.
But what does that have to do with anything?
My problem is that I don't really see where you're coming from when you say "the construction yard speeds everything to basic function".
How does that happen when the ConYards never delivered even one point of power in any WW-made C&C or Dune game?
We know the production speed is dependent on a few factors, but whether or not you have a ConYard is not one of them (unless you're building buildings, of course. Then having no CY effectively reduces the build speed to zero).
Which brings me to my request:
Is it possible for you or anyone who ventured into the original C&C (both multiplayer/campaign and code) that confirm or deny this?
@@CnCDune replay the first C&C. Sell your construction yard. Try building a unit. Tell me if the speed for researching a unit comes to a crawl.
Haven't played RA2 in years. Man now I feel like playing
Dude, I don't know if you're reading this your content is always great.
However, there is one point you should have pointed out, some units if you maximized the training speed you will have less troops than what you have trained. E.g guardian GI
After 20 yrs I did not know you could build units faster with more buildings. dang.
now every noob in this game knows 0.01% secrets of this game thanks to the genius youtuber, god how i used to love keeping my own secrets and smash the opponents and starts to yell and cry
Thanks to this video
I able to defeat Brutal AI easily
Back then I can't even beat them ;v;
so many people didn't know this back then??? and here I thought it was pretty much a well known fact and common sense... O_O
I love it when multiple war factories allow your vehicles to come out of more than one war factory
I thought you were going to include the build time per number of buildings.
Ex. 3 secs/ conscript at 1 barracks etc.
Seems like too much to do.
Thank you so much for the tip, It is somehow useful.
We used to play with a custom map with tons of resources. It got to the point where we were launching out kirovs at about 1 per second. The animation of a kirov coming out of the war factory was so long that they end up coming out from multiple war factories.
There's a reason Seven is accepted as the best number for war factories. Fast enough that you can amass your army quickly, slow enough that you can control which factory they come out of. It's also a great speed for expending money at, as too fast can ensure you never have enough funds.
Today I learned that I wasted potentially hours, nah scratch that, potentially years trying to fill the map with grand cannons... when I could have just built 17 construction yards.
Thank for spend time to explain
i've played this game for over a decade and this is new to me
keep making moar videos oldfags will love this
This kind of comparison needs a Spirit of the Law treatment of Excel Spreadsheets in order to truly see the benefit of having multiple buildings. It does seem like a flat bonus that is proportional to the original cost of the unit/building, but it is difficult to see in this video.
Graphs would be better.
Very very useful for a few maps with near infinity ore/gems. Very informative, keep it up!
We can do the same for Air Force Command Centers with Harriers and Black Eagle Jets, but you can get an easy reference from the other buildings. Good idea for a video. :)
Great effort ,Thank you
Ok now I feel beyond stupid...
All these years playing this game and I NEVER noticed the reduction.
I always thought all multiples do is to have a redundancy in case someone blows up you barracks so that production will continue someplace...
AAAARGH I'M SUCH A MORON!!
"A product of a tortured brain..." and "Your feeling of helplessness is your best friend, savage" really do apply here... :D
3:04 Barrack
4:44 Shipyard
8:04 Construction yard
9:25 War factory
i have been playing at a disadvantage all this time
Damn it
I'm playing ra2 for like 20 years and never knew that. I always thought building multiple barracks is just for you to choose where to spawn your units.
Me building my base peacefully and fortified my building. Making armies and tanks.
Then A RAPID SCARY VOICE FROM SOVIET I KEEP HEARING AND THEN. You've been defeated.
Soviet: "KIROV REPORTING"
I remember when under low power unit build speed is also lowered,
would multiple buildings can eventually offset the low-power speed penalties?
I need to test that.
Can you give me the link that you can use all buildings?
Ideas for tests:
1. how hill advantage affects damage/range
2. how durable are different garrisonable structures
3. cheapest ways to kill an apocalipse tank
4. test the walls :D
Some good suggestions!
Testing the Walls is good! Amazing to see the durability of the Walls in each faction.
Also, how do promotions affect the attack power of garrisoned units? And, is there a difference between garissoned GI's, Conscripts, and Initiates?
Seems like mostly no one knew about this. This also works on C&C 64.
I just got the origin collection since my discs are all scratched.
Gotta love the Shake it baby!!!! 😀
Damn!Never thought this is true,so I never attempted it...Thanks for the sharing!Do you play Red Alert 2 from Origins?
Thanks, I have bough a collection of all CNC games but I use my old discs.
@@tg.Sacred the mark of a true legend
@@tg.Sacred "Warning! Military software detected. Top Secret Clearance required."
But by having let say 5 war factories, it can only produces 1 tank out of it at a time yes?
Let say i have 3 WF at Location A and 2 WF at Location B, Location B i set as Primary. So when i build IFV, it will only come out at Location B from only 1 WF at a time right?
How do you exactly make the IFV to simultaneously come out all 5 from 5 different WFs at the same time?
How did you manage to have such a great resolution? I tried beyond 1024×576 but it sucked. And of course, 1080 was not even a thought back then :(
Check the forum link in the description. Those guys there gave me a link to download a setup file which improved the resolution and fixed some errors I was getting while playing.
@@tg.Sacred thanks bro. I will check it out. I have it on Origin with all the other C&Cs but the older they are, the less they get along with newer computers.
Maximiliano Z. Let me know if you managed to get it done
Were you playing on a 10" HP Mini?
Only the HP Mini can make the 1024x576 res work, AFAIK.
Also, it's just software problems. If you ran WinXP with the latest and strongest hardware it supports, RA2 will work.
Try it with something like Vista or later, and it becomes a game of luck.
I didn't hear these building sounds for about 15 years. Nostalgia tsunami.
The build time of anything only depends on the cost of the unit/building and number of buildings can produce that unit/building.
So it does not matter if it's buildings, naval, infantry or vehicles.
cost 1000 -> 9 buildings.
cost 1500 -> 11 buildings.
cost 2000 -> 12 buildings.
cost 2500 -> 13 buildings.
cost 3000 -> 14 buildings.
cost 5000 -> 17 buildings.
Gonna go back to play it again..😁
So, it doesn't matter what side of a production building you have, only the quantity matters?
That's correct!
But you'll have to be careful:
YR and RA2 have a bug where only the buildings with the same ID as the primary building can produce units.
So if you have 10+ Soviet War Factories (ID is NAWEAP), and only one Allied War Factory (GAWEAP) that you set as primary, then new units will only exit out of that one Allied Factory.
And with the speeds you get with 11+ Factories, you'll be refunded a lot.
A third-party "patch" known as Ares DLL fixes this by making the game use all Factories that can produce the unit(s) you're building (or more accurately, spawn units at all factories they're allowed to exit out of).
Another important question. Does build speed differ in different nations(do soviet wf build faster than alied, e.t.c.)?
As far as I know, it doesn't.
Functionality is there, but it's disabled by default.
A mod or a map can enable the logic, but I'm guessing WW left it out due to balance issues.
Do note tho the "faster build" can come from either a side/country-specific reduction of either price or a bonus-reduction on build-time.
Can you observe which country is the strongest? Because each country has special unit that got advantage and disadvantage.
You just answered your own question. The mostly factions are France, Libya, Iran I think.
The best country is revealed in multuplayer-tournament games, where the only goal is to win (to win money) so there's no playing around.
In the multuplayer games, the best factions are America, Korea Great Britian (for allies), and Iraq (for Soviets). Every other country is considered weak and they are unused in multuplayer games.
Why? Well for Soviets, the only hope agsinst mirages and prisms are desolator. So any other sov country is doomed if enemy starts to build mirages and prisms. Deso are also good agaisnt america, because 1 paradrop in your base can cost you the game (GIs can destroy your war factory, or refinary easily early game, and its over).
For allies, germany tanks can be countered by massed conscprits, and France is only good on certain maps where there are choke points, and one single tight entrance.
Btw
Ra2 online is still up, and you always have 100-300 players online.
Go to CNCnet.org ;)
France And yuri. THE END
Deso avainst paratroopers? That's three dogs cost.
@@DrakoRyuugu No Yuri/No France option turned ON (CnCnet). Coz in the hands of very good players, these 2 countries can easily overwhelm others. Hahaha!
Looks like there's a mathematical formula behind it, dependent on the cost of the unit and the number of production facilities, and doesn't depend on the exact unit / facility. 12 barracks needed to build a Chrono-commando at top speed, 12 naval yards for Aircraft carriers... Both are 2000$ a pop unless I'm mistaken.
if you're not playing with any mods, each extra factory reduces build time by a multiplier of 0.8; two factories is 64% build time, three is 51.2%, and so on. The basic build speed in RA2 is also set at 0.7 game minutes per 1000$ something costs. There's a point where the build time multiplier stops making any difference due to rounding errors, probably found actually above 12 factories.
What hotkey do you use to select the ready building before construction?
10:45 legend has it that champ is still on the run since his independence day)
Fun fact, when the AI have multiple construction, the function independently, but behave the same.
In other words, If they have two barracks, they can train two soldiers at once.
If they start with 5 contraction yards for example, they'll build 5 power plants first, then 5 barracks, then 5 ore refinaries, and so on.
Also, when you destroyed one of their construction yards, they'll build 5 new contraction yards from the ground (just like other bases).
If you let Yuri mind control a construction yard while the don't have the grinder, there's a high chance that this phenomena will happen.
In conclusion, having multiple bases doesn't make they're building/training faster, instead, it help them build/train multiple buildings/units at once
that's one reason I like rocketeers: it's so easy to max out their build speed by building a few barracks.
Some 15 years ago, I got this game from a friend on usb stick. I played the ton out of it for about 7-8 years before I accidentally realized that sometimes units train faster... man, was I playing it wrong lol
How about if the computer doing these things,like that one map where you play with 3 construction vehicles and the computer builds 3 building at the SAME TIME...
I mean Why??
It's a bug. If an AI owns mutlipile buildings of the same ID (like several Soviet War Factories or several Allied Barracks), then whenever a unit exits one of those, another one comes out of each other Factory/Barracks the AI has.
A third-party "patch", also known as Ares DLL, makes it an option to either leave this unfixed or to restrict the AI's production.
Personally I'd leave the original behavior, makes for a slightly "tougher" AI
@ I'm not sure to what exactly it is you're referring to in that mission, but the bug is there too; it's an engine bug.
However, the reason why the third AI gets more troops is not because of the bug: the game simply has Cloning Vats copy whatever comes out of the Barracks. If you happen to have more than one Vats, then you get more than one soldier free.
It's not a bug, it's a feature that breaks balance, so Cloning Vats are restricted to 1 building per player. But last I chked, AIs don't follow that.
The reason AIs build them only once is because Vats and Purifiers and Industrial Plants aren't really a part of an AIs base-plan. They're just told to build one and call it a day.
Harriers and Black Eagles: "am I a joke to you?"
1.If we low power then the production will be slower right?
Then how many production structures your need to build to gain maximum speed back?
(In case lost MCV and you build more 12 same production structures. )
2.Can industrial plant affect to production speed?
Does the cloning vats match the max train speed as well?
Yes, of course!
Cloning Vats do whatever the primary Barracks does, so yes :)
Do more AFC's effect Harrier/BE times? If they do, would all radar buildings increase speed or just AFC's?
AFC's do decrease the build time of Harriers but about other radars I am not so sure. Good question.
If the other Radars were set as Aircraft Factories, then yes, they'd decrease the build-times.
But since Psychic Radars and Radar Towers are just that, radars, they have no effect on the build-times of anything.
That said, there are two Allied Radars in-game sharing the exact same sprites and are a copy of each other's stats:
-one gives you the Airborne support power (though technically it's a SuperWeapon, that's just how it works in this game) and is only allowed to be built and placed by players that chose "America" as their country in-game;
-and the other doesn't give you a SW but can be built and placed by anyone.
The myth buster of ra2
Imagine if all kirov just says 'kirov reporting!' and some will stuck at the other war factory
It's a tactic that is seldom seen a lot of the time outside of experienced players.
Two Allied Barracks' you basically can get GIs fast out the gate
Sure they're expensive but GIs are overall the best all rounder basic infrantry compared to the competition, and in an early game rush or small maps, you can really run someone down with a large group of GIs. Deploy them folks and boom.
Is this true to mental omega as well?
Awesome, but I still have a question left.
What if you have 4-4-4 war factories from each faction and you try to train grizzly, rhino and lasher tank one after the other? Will they be trained 12 or (indivdually) 4 WF speed?
It doesn't matter to which faction the building belongs, only the quantity matters. So it would be 12.
How do you win with just a defense weapon??
With 14 MCVs and couple power plant and a prism tower.
Sam Th *Grand Canon
Awsome video!!
Why do need more war factory?
To make more MCV and make them even more
Since the Industrial plant makes units cheaper does it also make them build slightly faster?
Luckysquirrel1256 nope !
Build speed is dependent on many factors, but the key factor is the price.
If a unit's/building's price is decreased somehow, then it will build faster.
About the maximum build time for vehicles, can you choose which war factories units come out of? Or it's just at random?
You select buildings, ur lieutenant says "Primary building selected". Yes you can
Ive been playing this game wrong for more than 15yrs now apparently xD hahaha
Did this system work in vanilla Red Alert 2???
Terence Paul it does yes
This system is in place for all the Classic Command and conquer games. Up until they switched to 3d which then used a build system that more closely resembles the Blizzard RTS games.
Now it's explain why in the middle of the game, it take short time to buid base, I always have 2 base (sov and all or sov and yuri
Is there any benefit at all for multiple battle labs?
nice tactic, its gonna be helpful!
Its like 15 years since i started to play this game, and i didnt even know multiple buildings = faster training time.
But what about the industrial plant? Will it produce units faster?
Nope!
Check the Ore purifier vs Industrial video!
@@tg.Sacred IKR in my mod I'd make Industrial Plant reduce by 0.75 and yes I saw that video of Ore Purifier vs IP
I remember when i accidentally realized this as a kid, never knew the limit until now so back then i just random guess when it is enough.