A few extra notes: 1. All infantry provide the same power in a Bio Reactor. 2. Spies temporarily disable power. IIRC this value is global, meaning all spies will always have the same timer when sabotaging. This value is measured in *frames,* and not any real basis of time. Meaning on the Fastest Game speed, when it says say 2 minutes it's actually going to be quite less (IIRC this value is in the [General] section of the Rules file. With ARES, each Spy can have their own timer value for sabotaging power plants) 3. Power Plants that lose power from damage lose it on a non-exponential scale. I'm fairly certain It scales directly with the % of health the power plant has (so Power Plant @ 50% HP provides 50% of the power it normally does)
Yep, they all provide the same amount. It's actually a value on the Bio Reactor "ExtraPower" so it can't be different per infantry because it's the Bio Reactor that controls how much power it gets from an infantry loaded into it.
Fun fact: Psychic Tower is the only power consuming turret/tower defense structure that doesn't make the powering up sound effect like the Gattling Cannon made at 2:16 when it's build/powered up
I had this idea for comparing units/structures for my channel but never got around to it. For the better I suppose since you've done it better than I ever could! Major props dude! :)
Yeah each time enemy ai will damage your reactor/power plant it decrease your base's power causing your base defensive structure and radar to shutdown.
Interesting comparison. But one I would like to see, if possible, would be how long production takes with no power, power in the yellow, and power in the green. The game states production is low, and I often see people in PVP games neglect their power for long periods of time and always felt it was best to try to keep it in the green if you want better unit production.
Neil Roy Production will be reduced by half, as long as you keep the power within the green and yellow region then everything will be normal. I am not sure about what PVP games you watch but power is crucial because when your opponent has low power he won’t be pumping out tanks as fast as you and thus will lose advantage in terms of rate of production and thus will be an instant Game Over.
@ Vladisß Sergeevich No, you are either in a low power state or not and only being in low power state makes things produce slower (and it's always the same). The only thing that makes units produce faster is changing their cost (but Industrial Plants apply cost calculation after time calculation, and nothing else changes cost ingame iirc) or to build more production facilities. From the Rules file, "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)
George Ajeilat : Quite a few PVP games are like that. Just about all PVP games I have watched, someone will be in a hurry to build more and more structures and they neglect their power. It goes into the red and more times than not, it takes them a while before they finally get around to building more power... all the while I am yelling at the screen "BUILD A POWER PLANT!" LMAO... watch for it the next time you watch a game play video.
What I find interesting is how the service depots are pretty much the same, but the Soviet one needs less power. Probably because it's slightly larger. They even have the same strength/HP.
I always preferred the Yuri bio reactor. You can add cheap infantry (or even mind-controlled civilians) to boost power. And they’re small and compact too. And at full capacity the bio reactor does give you quite a reasonable amount of power. Sure, the Soviet nuclear reactor can produce a ton of power; but that just makes it a very tempting target for a smart opponent. Just look at the final Allied mission in RA2. Two vulnerable Soviet reactors can be captured or erased to shut down the Iron Curtain and Nuke Silo. The Allied power plants, well, are just one-trick ponies. Since Allied power plants don’t produce that much power it’s tempting to build a lot and clump them together in large groups. Which again makes them a priority target for a well-aimed super weapon.
Tesla Trooper x2 charging a nearby Tesla Coil, would that rebates the powers used by said Tesla Coil? Or would it still consume the power generated by the reactors?
I think it does, but don't quote me on that. I do know for certain that if you are in low power a Tesla Coil being powered by Troopers will still be functional though.
Tesla and Bio Reactors are better because they take less time to build, so the first reactor will be up before the first Allied Power Plant giving Soviets/Yuri a head start early game.
@@spectre9065 While they do provide less power too, they end up being able to cover the same amount of stuff as an Allied Power Plant can (1 Refinery, 1 Barracks, 1 War Factory, 1 Radar, without going into low power iirc)
on that final mission for the allies in Moscow etc the soviets have multiple nuclear reactors scattered all over the map in addition to the normal power generators etc you have to find them and shut them down to knock out the whole base set up.
From best to worst in a real game. 1. Bio Reactor - A Tesla Reactor that can garrison infantry for added power, and greater efficiency in that regard (Bio Reactor provides +150 power, 3 garrisoned Initiates cost the same and provide another +300 power). 2. Tesla Reactor - Built faster than Power Plant, at the downside of a larger footprint. 3. Power Plant.
Okay this is interesting. I had not realized that there were some buildings that the other factions counterparts would use up more power such as the psychic tower using more power than the tesla coil and prism Tower.
@@coIdkristen have you ever heard of cncnet? Well mean CnCnet only works if you bought it from origin so yeah. But it basically makes the game compatible on Windows 10, 7, and 8. it doesn't get rid of the old version it just makes a new desktop icon to launch the improved client
@@jackhuang1828 cncnet works on it's own for me, but breaks the base game, so I can't play the campaign. I got it working with some wacko renderer but it really aint perfect.
@@jackhuang1828 It doesn't need to be from origin. It says on the site "Works with the first decade, the ultimate collection, or the original disc files".
What I always found intriguing is how the allies seen to have less power, even when the soviets doesn't have a nuclear reactor. Why can this be? If I play allied, I'm always in need of more power, whereas when playing Soviets or Yuri, it's no problem.
Péter Káplár allies have two buildings extra, gap generator and satellite which consume 100 power each. Also soviets and yuri power buildings are constructed faster thus you may build more for the same amount of time. Those details may give you the feeling you explained. :)
tg Or maybe that the Soviets have 2 defense structures that don't use power. That's a huge plus. Also, the Allies have to rely on numerous prism towers buffing each other, where the Soviets have the Tesla troopers.
Those lines are for quick power readout. Top line color shows you what state you're in now, as it follows: If you're on red, you don't have power. Defenses relying on power are offline, built power generators ASAP. If you're on yellow, it's a warning, the next building might take you in red, it's advisable to build a power generator soon. If you're in the green, then you have no problems, no need to build power generators as long as you're on green.
Length in itself doesn't matter, it is the proportions that do. Meaning how long is each part compared to the total height. green + yellow = extra power red = power consumption If you see only red it means you don't have extra power. Either you have as much consumption as production or you are on low power (less power production than consumption). If you see only red and yellow, it means you have 100 or less extra power, that is the yellow part. When you start to see green, it means you have more than 100 extra power, the yellow part always represents 100 power in this case no matter how long it is so you can compare it with the remaining green and get at a glance how much extra power you have, for example if you have 2 times more yellow than green, it means you have only 150 extra power; but if you have 3 times more green than yellow it means you have 400 extra power. They could have made it always filling all the way up but the overall length of the bar changes according to the total power consumption and production just for the sake of aesthetics, it is just the scale that changes.
Several Nuclear power plants = more power than you can ever use Grinder and psychic towers = unlimited money Although for just power you can fit 4 Yuri reactions in the same space as a nuclear reaction and fully fill them with troops.
You should be able to have 65,535 power in total if it's 16-bit (which it probably is). The bar simply scales to a ratio of your power provided and your power drained (I have no idea what formula is used to crunch those numbers, but from what I can tell it tries to maintain I believe 1/3rd yellow as you meet your power provided halfway and fully red if you are at or over your power provided and that green when at that level of power and drain)
Also, a full bio reactor need more costs,(except if you put mind controlled units inside, it'll cost nothing) the most cheap infantry units in yuri faction are initiate, which cost 200$ per unit, you can decrease cost by building cloning vats, but you will get 2 initiates with 200$ instead of get 1 with 100$ cost.
Idk if this true, likely just my bad memory but in ra2, idk in Yuri's revenge but allied has a post weather device power plant in tge lines of something lightning, no idea if its real, or a country sub thing as well
late comment: if the grinder needs power, does it still operate when a unit is commanded to be salvaged while the power is insufficient? cant try this on my own, the game crashes or bugs out when I try to play the campaign or skirmish. just a true answer will solve my question.
should've added costs for power buildings to see which is efficient. But anyway... it's interesting how spy satellite uses 100 power, yet it will reveal the whole map regardless if you have power or not.
Which team has the most cost=power. Like nuclear reactor cost to yuri power plant fully loaded cost. Which team gives you more bang for you buck basically.
Nuclear reactor: 2000 power for $1000 Bio reactor: 650 power (150+500) for $1600 ($600 + 5x$200 per initiate (cheapest infantry for Yuri)) Bio reactor (alt.): 650 power (150+500) for $1100 ($600 + 5x$100 per conscript (cheapest infantry overall)) So quite obviously nuclear ftw. Downside is obviously the large space needed (4x4) and nuclear explosion upon destruction.
Oh yea, forgot about the cloning vats. Well: Bio reactor w/ initiates: 650 power for $1600 ($600 + 5x$200) : 0.406 power per dollar Bio reactor w/ initiates, vats: 650 power for $1100 ($600 + 5x$100) : 0.591 power per dollar Bio reactor w/ conscripts, vats: 650 power for $850 ($600 + 5x$50): 0.765 power per dollar vs Nuclear Reactor's 2 power per dollar, so still a sweeping victory for Mother Russia.
do you mean built all these structure? if yes you can edit rules.ini to allow every nation build other nation structure/unit and if i remember correctly you also edit to allow allied build nuclear silo and every nation to build grand cannon
Mental Omega, despite their claim to be Balanced, is actually too skewed on Hailhead, Wings of Chtonia, and European Alliance side. Those factions have waaay to easy job compared to others, and oh, the Soviets are shit because everyone could kite them very easily.
Hey Tg, you heard of the mod "Mental Omega"? You should check it out, its the biggest mod of Yuri's revenge and it adds 24+ campaign missions for all 3 sides, even Yuri's side. and does a complete makeover of the game making it *balanced* (no more gi's or battlefortress destroying entire armies) and making it "almost perfect".. truly great mod indeed. mentalomega.com
This is wrong... Soviets were always producing more power... In all the games... And they were spending more power for better defenses... This is not well balanced...
0:07 satisfaction guaranteed
I love you
ASMR material right there.
A few extra notes:
1. All infantry provide the same power in a Bio Reactor.
2. Spies temporarily disable power. IIRC this value is global, meaning all spies will always have the same timer when sabotaging. This value is measured in *frames,* and not any real basis of time. Meaning on the Fastest Game speed, when it says say 2 minutes it's actually going to be quite less (IIRC this value is in the [General] section of the Rules file. With ARES, each Spy can have their own timer value for sabotaging power plants)
3. Power Plants that lose power from damage lose it on a non-exponential scale. I'm fairly certain It scales directly with the % of health the power plant has (so Power Plant @ 50% HP provides 50% of the power it normally does)
Nuclear Reactors were shown in the video. I don't really have anything to add to that.
Ehh so ordinary troops (white bar under reactor) and Yuri clone (red bar under reactor) still same ?
Yep, they all provide the same amount. It's actually a value on the Bio Reactor "ExtraPower" so it can't be different per infantry because it's the Bio Reactor that controls how much power it gets from an infantry loaded into it.
Templarfreak thank you for the extra info!
If ypu will bild the gap generator and a lot of nuclear power plants, you wiil be able to use gap generator. It wiil teike a lot of energy.
Fun fact: Psychic Tower is the only power consuming turret/tower defense structure that doesn't make the powering up sound effect like the Gattling Cannon made at 2:16 when it's build/powered up
Someone forgot to add the line in the code to make the Tower play sounds...
I had this idea for comparing units/structures for my channel but never got around to it. For the better I suppose since you've done it better than I ever could! Major props dude! :)
tkragon ah thanks a lot sir !
you're welcome! ;)
I watched you both I love your contents of RA2 YR tkragon and tg!
Should also mentioned that damaging power plants decreases their power output.
Nice vid anyway.
MrBlackHawk888 yeah, I didn’t think of that earlier :/
Yeah each time enemy ai will damage your reactor/power plant it decrease your base's power causing your base defensive structure and radar to shutdown.
Interesting comparison. But one I would like to see, if possible, would be how long production takes with no power, power in the yellow, and power in the green. The game states production is low, and I often see people in PVP games neglect their power for long periods of time and always felt it was best to try to keep it in the green if you want better unit production.
Neil Roy Production will be reduced by half, as long as you keep the power within the green and yellow region then everything will be normal. I am not sure about what PVP games you watch but power is crucial because when your opponent has low power he won’t be pumping out tanks as fast as you and thus will lose advantage in terms of rate of production and thus will be an instant Game Over.
Neil Roy yeah
Neil Roy too bad I didn’t think of testing that
@ Vladisß Sergeevich
No, you are either in a low power state or not and only being in low power state makes things produce slower (and it's always the same). The only thing that makes units produce faster is changing their cost (but Industrial Plants apply cost calculation after time calculation, and nothing else changes cost ingame iirc) or to build more production facilities. From the Rules file,
"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)
George Ajeilat : Quite a few PVP games are like that. Just about all PVP games I have watched, someone will be in a hurry to build more and more structures and they neglect their power. It goes into the red and more times than not, it takes them a while before they finally get around to building more power... all the while I am yelling at the screen "BUILD A POWER PLANT!" LMAO... watch for it the next time you watch a game play video.
you are like spirit of the law for Ra2
bbglas007 not enough spreadsheets, charts, tables and maths.
What I find interesting is how the service depots are pretty much the same, but the Soviet one needs less power. Probably because it's slightly larger.
They even have the same strength/HP.
does the sovjet version take longer to repair?
I also find it strange that you can capture the two factions service depots, but not yuri's grinder.
@@difficultbastard game cannot distinguish between "capture" and "grind", or something is left out due to hindsight.
If I'm not wrong, the capture code in RulesMD.ini for Grinder is no
Grinder counts the same way as ore purifier and Soviet industrial thingy???
Bioreactor? Does that mean those soldiers are plugged into the Matrix?
Initiate Smith!
they might be pedaling on a generator to convert their mechanical energy into electric energy..
*Yeah, this is big brain time*
I always preferred the Yuri bio reactor. You can add cheap infantry (or even mind-controlled civilians) to boost power. And they’re small and compact too. And at full capacity the bio reactor does give you quite a reasonable amount of power.
Sure, the Soviet nuclear reactor can produce a ton of power; but that just makes it a very tempting target for a smart opponent. Just look at the final Allied mission in RA2. Two vulnerable Soviet reactors can be captured or erased to shut down the Iron Curtain and Nuke Silo.
The Allied power plants, well, are just one-trick ponies. Since Allied power plants don’t produce that much power it’s tempting to build a lot and clump them together in large groups. Which again makes them a priority target for a well-aimed super weapon.
Tesla Trooper x2 charging a nearby Tesla Coil, would that rebates the powers used by said Tesla Coil?
Or would it still consume the power generated by the reactors?
I think it does, but don't quote me on that. I do know for certain that if you are in low power a Tesla Coil being powered by Troopers will still be functional though.
Tesla and Bio Reactors are better because they take less time to build, so the first reactor will be up before the first Allied Power Plant giving Soviets/Yuri a head start early game.
@@spectre9065 While they do provide less power too, they end up being able to cover the same amount of stuff as an Allied Power Plant can (1 Refinery, 1 Barracks, 1 War Factory, 1 Radar, without going into low power iirc)
on that final mission for the allies in Moscow etc the soviets have multiple nuclear reactors scattered all over the map in addition to the normal power generators etc you have to find them and shut them down to knock out the whole base set up.
From best to worst in a real game.
1. Bio Reactor - A Tesla Reactor that can garrison infantry for added power, and greater efficiency in that regard (Bio Reactor provides +150 power, 3 garrisoned Initiates cost the same and provide another +300 power).
2. Tesla Reactor - Built faster than Power Plant, at the downside of a larger footprint.
3. Power Plant.
I would argue that power plant is better then Tesla reactor because power plant gives more power while taking up less space.
I'm here for the, um, "oomph" of power bar movement when you put the nuke reactor.
Okay this is interesting. I had not realized that there were some buildings that the other factions counterparts would use up more power such as the psychic tower using more power than the tesla coil and prism Tower.
Thanks please do more unit comparisons.:)
DOITNOW00 no worries plenty more will come!
I heard they are planning a remastered version of this game on steam? Or maybe it's just me dreaming... Again.
@@BavarianHobbit Man I want RA2 remaster to happen, can't even get yuri's revenge to work on win10.
@@coIdkristen have you ever heard of cncnet? Well mean CnCnet only works if you bought it from origin so yeah. But it basically makes the game compatible on Windows 10, 7, and 8. it doesn't get rid of the old version it just makes a new desktop icon to launch the improved client
@@coIdkristen and yes it's free I have it on my computer makes use YR work like a charm
@@jackhuang1828 cncnet works on it's own for me, but breaks the base game, so I can't play the campaign.
I got it working with some wacko renderer but it really aint perfect.
@@jackhuang1828 It doesn't need to be from origin. It says on the site "Works with the first decade, the ultimate collection, or the original disc files".
What I always found intriguing is how the allies seen to have less power, even when the soviets doesn't have a nuclear reactor. Why can this be? If I play allied, I'm always in need of more power, whereas when playing Soviets or Yuri, it's no problem.
Péter Káplár allies have two buildings extra, gap generator and satellite which consume 100 power each. Also soviets and yuri power buildings are constructed faster thus you may build more for the same amount of time. Those details may give you the feeling you explained. :)
tg Or maybe that the Soviets have 2 defense structures that don't use power. That's a huge plus.
Also, the Allies have to rely on numerous prism towers buffing each other, where the Soviets have the Tesla troopers.
Do you can compare how much decreases the time of barracs/war factory/shipyard when you have more of 1 of these?
Good idea!
tg :D
But how are those red, yellow and green lines explain power? What does the hight mean?
Vadym Mykhaylyuk
green = high power
Yellow = medium power
Red = low power.
Basic common sense.
Those lines are for quick power readout. Top line color shows you what state you're in now, as it follows:
If you're on red, you don't have power. Defenses relying on power are offline, built power generators ASAP.
If you're on yellow, it's a warning, the next building might take you in red, it's advisable to build a power generator soon.
If you're in the green, then you have no problems, no need to build power generators as long as you're on green.
Length in itself doesn't matter, it is the proportions that do. Meaning how long is each part compared to the total height.
green + yellow = extra power
red = power consumption
If you see only red it means you don't have extra power. Either you have as much consumption as production or you are on low power (less power production than consumption).
If you see only red and yellow, it means you have 100 or less extra power, that is the yellow part.
When you start to see green, it means you have more than 100 extra power, the yellow part always represents 100 power in this case no matter how long it is so you can compare it with the remaining green and get at a glance how much extra power you have, for example if you have 2 times more yellow than green, it means you have only 150 extra power; but if you have 3 times more green than yellow it means you have 400 extra power.
They could have made it always filling all the way up but the overall length of the bar changes according to the total power consumption and production just for the sake of aesthetics, it is just the scale that changes.
Several Nuclear power plants = more power than you can ever use
Grinder and psychic towers = unlimited money
Although for just power you can fit 4 Yuri reactions in the same space as a nuclear reaction and fully fill them with troops.
Man! Nice vid! May I ask what the last scene means? Is it some kind of bug or?
I THINK it was demonstrating that is the most green you can possibly get the power bar. Any combination of like 5000:1 or greater (power:drain)
Templarfreak Maximum power points? Cool.
You should be able to have 65,535 power in total if it's 16-bit (which it probably is). The bar simply scales to a ratio of your power provided and your power drained (I have no idea what formula is used to crunch those numbers, but from what I can tell it tries to maintain I believe 1/3rd yellow as you meet your power provided halfway and fully red if you are at or over your power provided and that green when at that level of power and drain)
Lachezar Kazandzhiev nice man make ganral zarò hour tank v tank
It's a modded power plant you can access its parameter via "rule.ini" file.
Thanks for doing these! Great info
In Mental Omega, Construction Yards provide little power.
But unlike vanilla some civilian buildings also need power.
Nice video! By the way, will you compare which of three main superweapons are the strongest one?
Yes! soon enough!
tg Map for that last clip pls!
Unholy Daratan I believe [8 players]
@@tg.Sacred thx!
@@tg.Sacred couldn't find it
Have fun
@@tg.Sacred I can't find it can you look it up for me pls :)
Also, a full bio reactor need more costs,(except if you put mind controlled units inside, it'll cost nothing) the most cheap infantry units in yuri faction are initiate, which cost 200$ per unit, you can decrease cost by building cloning vats, but you will get 2 initiates with 200$ instead of get 1 with 100$ cost.
Idk if this true, likely just my bad memory but in ra2, idk in Yuri's revenge but allied has a post weather device power plant in tge lines of something lightning, no idea if its real, or a country sub thing as well
3:12 what are you doing that power factory? after few seconds
What!??!? (i’m gonna try that too!)
What about testing Anti-Tank units (Terror drones, Tank Destroyers, Yuri thing-teleporter (I don't remember names))?
Magnetron
And if you excede your power bar, all of your buildings explode and you lose.
very nice work u do man
dont stop
I find it interesting the most powerful hungry faction gets the worst power plant.
You never stop amazing me ! Incredible how deeply informative your videos are, covering the subject every possible way 🤘🏻🎩🥃
dr. Apexx thank so much sir!
late comment:
if the grinder needs power, does it still operate when a unit is commanded to be salvaged while the power is insufficient?
cant try this on my own, the game crashes or bugs out when I try to play the campaign or skirmish.
just a true answer will solve my question.
Pillbox vs sentry gun ??
マウンテンデュー it’s in my to do list!
Yay !!
should've added costs for power buildings to see which is efficient.
But anyway... it's interesting how spy satellite uses 100 power, yet it will reveal the whole map regardless if you have power or not.
Anyone know how to get Origin version of Red Alert 2 to work on Windows 10?
Fun fact. The Soviet Nuclear Reactor provides the most power out of any power plant in the entire series.
Thats why Nuclear Reactor is worth when built but lethal when destroyed😂 Great Things Comes Out With A Price😁
I always make ones far away from base to work as a bait.
Build them next to oil refineries
If my base is going to be overrun ill sold the nuclear reactor
Which team has the most cost=power. Like nuclear reactor cost to yuri power plant fully loaded cost. Which team gives you more bang for you buck basically.
Nuclear reactor: 2000 power for $1000
Bio reactor: 650 power (150+500) for $1600 ($600 + 5x$200 per initiate (cheapest infantry for Yuri))
Bio reactor (alt.): 650 power (150+500) for $1100 ($600 + 5x$100 per conscript (cheapest infantry overall))
So quite obviously nuclear ftw. Downside is obviously the large space needed (4x4) and nuclear explosion upon destruction.
You can get conscripts for $50 with clone facility
Oh yea, forgot about the cloning vats. Well:
Bio reactor w/ initiates: 650 power for $1600 ($600 + 5x$200)
: 0.406 power per dollar
Bio reactor w/ initiates, vats: 650 power for $1100 ($600 + 5x$100)
: 0.591 power per dollar
Bio reactor w/ conscripts, vats: 650 power for $850 ($600 + 5x$50): 0.765 power per dollar
vs Nuclear Reactor's 2 power per dollar, so still a sweeping victory for Mother Russia.
Yuri Powerplant were inspired of Matrix Machine Vat.
Why does it say 2500 power for nuclear reactor but in your vid you said it's 2000?
It's the combined power of ALL power plants
HashKetchup exactly the nuclear reactor adds 2000 and the rest 500 are from power plant ( 200 ) bio reactor (150) and Tesla reactor (150)
the power meter show power from all sources combined, he had other reactors in place
Oh thanks!
yep. i have try to repair my vehicle in grinder first time...
May I know how to have 3 MCV ?
There’s a ready map for it in the discord server. Basically just capture enemy mcvs
I didn't know that power plant give you 5000+ power
If i use tesla troppers on a coil will it consume power or no
oh ok cool, so i can use them when i have low power
It's called "support superpowers" not "minor" ;)
Yeah, support sounds better!
I'd be very mad if walls consume power
awesome
how do you just spawn these in?
What do you mean?
Miggeh TheBlindIdiot RE2 map editor.
do you mean built all these structure? if yes you can edit rules.ini to allow every nation build other nation structure/unit and if i remember correctly you also edit to allow allied build nuclear silo and every nation to build grand cannon
I almost forgot to watch the end :D
I was expecting low power test
Классно! Всегда хотел узнать потребление энергии.
5000 энергии от простой элетросстанции... WTF?!
*It's over 9000!*
Nice
For those who wondering about the last clip. It's a modded power plant you can access its parameter via "rule.ini" file.
MiG359NTF thing is it was modded by the developers. The map is unholy daratan and the tech resource building is granting many resources on this map
Why it dont have eiffel tower?
Yes
construction complete
Good shit
The flag also increase power
Bio reactor is the best
Perfect for beginners.
Dude why you made this video, better play MENTAL OMEGA for RA2, and show their tips
Because people still play Yuri's Revenge, in fact right now on CNCNet far far more people are playing Yuri's Revenge (148) over Mental Omega (16).
@@Templarfreak может быть, но в ментал омега пофиксили большинство багов Юрия и до сих пор поддерживается
Mental Omega, despite their claim to be Balanced, is actually too skewed on Hailhead, Wings of Chtonia, and European Alliance side.
Those factions have waaay to easy job compared to others, and oh, the Soviets are shit because everyone could kite them very easily.
Wow
Hey Tg, you heard of the mod "Mental Omega"? You should check it out, its the biggest mod of Yuri's revenge and it adds 24+ campaign missions for all 3 sides, even Yuri's side. and does a complete makeover of the game making it *balanced* (no more gi's or battlefortress destroying entire armies) and making it "almost perfect".. truly great mod indeed.
mentalomega.com
I haven't played but many users have mentioned it. I really want to try it.
tg Hit me up when you start playing, I can add you to the official discord server where you can meet tons of players hehe
This is wrong... Soviets were always producing more power... In all the games... And they were spending more power for better defenses... This is not well balanced...
Walls
Power 0
low power