LIVE: C&C Red Alert 3: Generals Evolution Mod

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C&C Generals Evolution: Beta 0.3 Released!

It's finally here, after a year in development, a new start for Generals Evolution, Beta 0.3 is ready for release!

What's up?
It's been a year of on and off development for me and sgor00 and I'm not going to sugarcoat it - it's been quite a rough ride. At this point in time engine is really struggling to keep up with all the content, features and additions we're putting in it. But despite all the struggles and roadblocks we've managed to assemble everything into a fully playable and mostly complete Generals experience on Red Alert 3 engine.

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A new start?
I'm calling it like that because a lot of under the hood systems were completely overhauled and expanded, instead of mashing every single Generals unit into just 3 factions, Beta 0.3 is offering 3 factions with 3 subfactions for each, meaning 12 fully playable factions, each with couple of unique units, abilities and quirks, just like in Zero Hour. We've also expanded on that front by adding a bit of variety into each faction with such things as brand new units, abilities and brought back couple of concepts that were cut or unfinished during development of Zero Hour due to time constraints. We've also fixed countless amounts of bugs and issues, completely overhauled and enhanced SkirmishAI and added/remade couple of Skirmish maps. We've managed to cram 22 new units across all factions, 11 upgrades, fix/add some crucial game mechanics like Point Defence Lasers and ECM Missile Jamming as well as updated bunch of VFX where it was needed.

So, let's see changelog for the 0.3.


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