I knew the last mission would cause a diplomatic incident :P 1:05 funnily enough, you weren't allowed to swim in mission 5 :D 1:28 C4 = no override still borked I see. 2:00 guess the mapper wanted a Miner that couldn't teleport, for some reason. 2:22 notice those turrets have the War Miner's gun? 3:20 that'd be akin to several missions in TibSun, RA1 and TibDawn. AFAIK, RA2 and the Dune RTSs are the only games by Westwood that feature and/or allow construction in every mission. Exceptions being RA2Sov05 I guess where all you have is a Barracks... even in RA2All05 one could capture a Factory and cheese the mission with tanks. 3:30 lovely old Apoc/Heavy Tank! 3:35 looks like the fail condition is passing the slope. dbl-chked the map: if a unit owned by Russia House passes the ramps of the slope and lands on the even cells, player will lose. 5:23 more like refurbished stock from RA1 :P 7:08 not that hard :D Light Tank is weaker than a Grizzly, but is cheaper. Ranger/Jeep/Humvee is your only anti-Inf vehicle and fast. and the ore truck you've already met :) 13:30 don't you just love how one can cheese RA2 missions? :P 14:40 uh oh 17:28 yeah, trees and buildings do that. But it should've just spawned the unit close-by, not dissappear entirely. Unless they're supposed to blow up..? 22:30 like mr. Ghostagent08 said below: "the rockets do a tiny amount of splash damage not enough to notice normally but because Kirovs were basically fused together it could hit all of them". This also goes for Patriot, IFV and GGI missiles in the original game, IIRC. 23:15 oh? would've been interesting if you tried them. Shame the RA1 Cruiser wasn't included - I heard it's probably the most broken/OP unit in RA1. IIRC the RA1 Gunboat is the only vessel with AA-missiles, RA1 Destroyer is pretty much like the original except no Osprey, will use regular gun against subs. 30:00 oh, guess I was thinking of the TibDawn gunboat, not the RA1 gunboat. 26:06 those cells being red yet empty is a bug. Basically, what happens is that when a unit is destroyed while both moving and facing/turning south, it won't get cleared properly from the cell. 26:22 side-effect of that bug. The game still thinks there's units there, so it's giving them the order to budge out of the way while the others wait and try to pass. Nothing can be done except for a full restart or loading a save from before it happened. 28:14 as designed; artillary can't support itself :P 30:00 oh, guess I was thinking of the TibDawn gunboat, not the RA1 gunboat. 30:35 they're stuck 'til the end of time :( 42:31 lol, that was hilarious. If you'd waited even for a single frame... And the outro was great, as always :)
@@squishymusic9723 It's not. What you can easily change on a building: the turret, with TurretAnim; see ModEnc. To de-activate a unit's turret: Turret=no If needed, Infantry, Vehicle or Aircraft can *look* like another unit *already defined* in the art INI with Image.
22:30 the rockets do a tiny amount of splash damage not enough to notice normally but because Kirovs were basically fused together it could hit all of them. Great video btw.
Wow, that was quite the challenge! I'm surprised you didn't use aircraft more, like to take out that grand cannon early on. There was only one flak cannon defending it on your side. You could have even powered down their base with a spy first. Well done anyhow.
I struggled to scream that you do everything wrong on the third try. Then I calmed down and watched further. Caught some facepalms on "Attacking" especially when you killed your own army in the soviet base. I wonder why didn`t tgsacred use Chrono Ivans to blow everything up in the soviets base in one piece.
I knew the last mission would cause a diplomatic incident :P
1:05 funnily enough, you weren't allowed to swim in mission 5 :D
1:28 C4 = no override still borked I see.
2:00 guess the mapper wanted a Miner that couldn't teleport, for some reason.
2:22 notice those turrets have the War Miner's gun?
3:20 that'd be akin to several missions in TibSun, RA1 and TibDawn.
AFAIK, RA2 and the Dune RTSs are the only games by Westwood that feature and/or allow construction in every mission.
Exceptions being RA2Sov05 I guess where all you have is a Barracks... even in RA2All05 one could capture a Factory and cheese the mission with tanks.
3:30 lovely old Apoc/Heavy Tank!
3:35 looks like the fail condition is passing the slope.
dbl-chked the map: if a unit owned by Russia House passes the ramps of the slope and lands on the even cells, player will lose.
5:23 more like refurbished stock from RA1 :P
7:08 not that hard :D
Light Tank is weaker than a Grizzly, but is cheaper.
Ranger/Jeep/Humvee is your only anti-Inf vehicle and fast.
and the ore truck you've already met :)
13:30 don't you just love how one can cheese RA2 missions? :P
14:40 uh oh
17:28 yeah, trees and buildings do that.
But it should've just spawned the unit close-by, not dissappear entirely. Unless they're supposed to blow up..?
22:30 like mr. Ghostagent08 said below: "the rockets do a tiny amount of splash damage not enough to notice normally but because Kirovs were basically fused together it could hit all of them".
This also goes for Patriot, IFV and GGI missiles in the original game, IIRC.
23:15 oh? would've been interesting if you tried them.
Shame the RA1 Cruiser wasn't included - I heard it's probably the most broken/OP unit in RA1.
IIRC the RA1 Gunboat is the only vessel with AA-missiles, RA1 Destroyer is pretty much like the original except no Osprey, will use regular gun against subs.
30:00 oh, guess I was thinking of the TibDawn gunboat, not the RA1 gunboat.
26:06 those cells being red yet empty is a bug.
Basically, what happens is that when a unit is destroyed while both moving and facing/turning south, it won't get cleared properly from the cell.
26:22 side-effect of that bug. The game still thinks there's units there, so it's giving them the order to budge out of the way while the others wait and try to pass.
Nothing can be done except for a full restart or loading a save from before it happened.
28:14 as designed; artillary can't support itself :P
30:00 oh, guess I was thinking of the TibDawn gunboat, not the RA1 gunboat.
30:35 they're stuck 'til the end of time :(
42:31 lol, that was hilarious. If you'd waited even for a single frame...
And the outro was great, as always :)
I didnt realise you could make wholly unique units with art assets or turret swaps within a map?
How did they do this?
@@squishymusic9723 It's not.
What you can easily change on a building: the turret, with TurretAnim; see ModEnc.
To de-activate a unit's turret: Turret=no
If needed, Infantry, Vehicle or Aircraft can *look* like another unit *already defined* in the art INI with Image.
22:30 the rockets do a tiny amount of splash damage not enough to notice normally but because Kirovs were basically fused together it could hit all of them. Great video btw.
Makes sense! Thanks!
Lemme correct a little: 100% splash damage but in low radius.
@vordikk when I said tiny I was talking about the side of the splash not the damage but yeah your right
@@Ghostagent08 sure, no prob
I can't wait to see you playing Mental Omega campaigns!😁
I guess TG never played the original Red Alert cause that’s where all the new units and icons are from
Wdym by “original”?
Red Alert 1, RA2 is the sequel to the original Red Alert
This mission has a "fall out mission" vibe to it if you don't know how they spawn your screwed
Wow, that was quite the challenge! I'm surprised you didn't use aircraft more, like to take out that grand cannon early on. There was only one flak cannon defending it on your side. You could have even powered down their base with a spy first. Well done anyhow.
8:05 but in other side, you have Howitzer, use it wisely
well that was no regular teddy bear :))
Another mission that I want someone to remake it in Mental Omega.
Perfect timing enter Kirovs hahahaha fuuuuuuucccckkkkkkk
Red alert 1 units and icons it seems for this mission.
So tg, after this, what's mod of RA2 you play next ? Or experiment new thing in RA2 ?
Will see, I have some other missions in mind!
14:40
THEY'RE MULTIPLYING!
OUR ALLY IS UNDER ATTACK!
Is this a mod? How come the Allied Barracks have Medic and Rocket Soldier?
This is an combination of red alert and tiberium dawn technology from alternate timeline that's why it looks as it looks @Tg
8:03 RA1 units. Cool gimmick.
looks like the tech on this mission is Red Alert 1, with some RA2 units.
RA1 Units... so nostalgy
Hey TG I know this would be the last mission! What comes next?
I just checked that this mission created 6 years ago!!!
Will see, I have some other missions in mind!
Good Luck! @@tsiripas
Tg i have an idea...why not try to destroy all the subs from that flipped mission...where a huge number of ghem gathered up?!? Might be fun!
😅 nahhh
He survived a plane crush?! That sounds awful
@1:33 I'm not sure... but I think your ally is under attack. Just a guess...
🤣
war miner don't have the Turret gun 5:43
I struggled to scream that you do everything wrong on the third try.
Then I calmed down and watched further.
Caught some facepalms on "Attacking" especially when you killed your own army in the soviet base.
I wonder why didn`t tgsacred use Chrono Ivans to blow everything up in the soviets base in one piece.
Bear
The trigger is very annoying
sort your resolution out made the entire video unwatchable
Everyone plays at 1920x1080 these days. tg at least zoomed in on the now-tiny mission-text; not many do that.
The majority of community prefers this resolution.