Red Alert 2 - Dark Night Mission Easter Egg
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- čas přidán 7. 09. 2024
- In the fifth Allied Mission of Red Alert 2 "Dark Night" there's an area which unfortunately is unreachable. Obviously it was never meant to be discovered in a regular play but if you open the map with the editor you can clearly see this area.
Not quite sure whether this is to be called an easter egg or not since it's not something you can legitimately discover. In this video, the map was edited to make the area reachable in order to demonstrate this secret location.
There are four War Miners which seem to be frozen. The two "different" miners will try to crush your units if they get close enough while the other two remain totally frozen.
There are also three Nuclear Reactors which as it seems can not be captured by Engineers due to being quite out of the map borders.
I would like to thank the user "Tutankhamun" who made the proper edits to this map and to the user "TAK02" for providing valuable information!
As minor as it is, it's another interesting fact about RA2 which deserves a watch!
I guess miners are leftovers from original map layout there they was present, but was removed from accessable part due conflicts with patrolling troops or accidentally killing player's spies. Nuclear reactors tho just to confirm that player will not completely shut down all AI's defences
They may have been meant to stay parked originally, so you could use an engineer to grab both a refinery and the miner to go with it, sort of like the one you can grab down in St. Louis so you can use the War Factory there to make some IFVs for the commando mission (or to kickstart your base later if you save them), but maybe doing it as a faction unit rather than randomly having neutral Soviet Refineries caused them to auto-deploy anyways, so they just shoved them aside and made sure the player had enough credits and engineers to build their own and get a barracks.
And yeah, the nuclear reactors were definitely a power failsafe to make sure that you could never turn off the Tesla Coils outside of spies. Especially since with Nuclear Missiles on the map, they probably couldn't achieve it without a very obvious double-row of Tesla Generators to blow up and cut the power entirely.
It happened that i just played the mission before i see this video. Nuclear reactors are inactive as the harvesters, hey dont produce any power. I know that because i killed tesla reactors and tesla coils got no power.
@@zanartofwar7892 yes after tesla no power remain from first base. but have you tested with all bases? (there is one red and one orange nuc reactor)
@@Luke_Danger Does the Ai get similar secret power structures on other maps?
@@mwperk02 Yes. It's standard procedure for several maps (both WW and fan-made) for making missions against AI bases harder.
Do note tho that WW doesn't always apply this trick, and not always for base power.
Remember that NY mission where a Psychic Beacon is built? That happens using a ConYard close to the upper-right corner.
Speculation:
Nuclear reactors are probably there to give the AI energy, any time a base's power gets disrupted it's probably a scripted event which checks whether certain reactors are blown up.
And I guess the miners might be there to prevent the AI from selling everything?
The developers might not have had the ability to shut down this specific AI behavior.
There isn't a scripted event AFAIK that deals with the reactors.
The reactors already belong to the AIs at the start of the mission. No triggers/scripts are involved here at all.
если бы это так было, то они бы просто установили ядерные реакторы на скале, и не получилось бы пройти через деревья к ядерным реакторам. К тому же игра 2000 года выпуска, а тогда во многих играх были скрытые миссии или скрытые комнаты, как например в игре Doom или serios sam
@@JamesBond-hk2mp "if this were so, then they would simply have installed nuclear reactors on the rock, and it would not have been possible to pass through the trees to the nuclear reactors."
You can't reach the reactors without modifying the map.
It has been known for a while that such a stunt would crash the game when such a building is coded to leave Rubble like the civilian buildings, IIRC.
And even if there'd be no rubble, it might have generated path-finding problems in the long run.
"In addition, the game was released in 2000, and then in many games there were hidden missions or hidden rooms, such as in Doom or serios sam"
That's what we call easter eggs :)
@@CnCDune я не понял про обьяснение про IIRC. и щебень. Сори, перевод корявый в переводчике, а сам я не понял что за щебень
@@JamesBond-hk2mp When you destroy civilian buildings, buildings you can't build, then they leave something on the ground that you can't build on. That is rubble.
Rubble becomes problematic at times.
It is known that, should you place two civilian buildings in such a way that they overlap, and then destroy any one, the game crashes.
I think the same happens when you have a building that leaves rubble destroyed on terrain that wasn't designed to handle rubble.
But then again, player-buildable buildings were never supposed to leave rubble, and the game doesn't crash if you do place a building on impassable and unbuildable cliffs, so I'm not sure what's going on.
It's most likely WW wanted that area playable, but then changed their minds, but didn't bother changing the position of the reactors.
I used to capture the barracks and train Engineer to cap war factory and build tanks lol
And also if you cap the ore refinery
And build miners from factory you Can get the gems
I capture everything! Include Nuclear Missile!
@@SITUVNgcd
It was very fun
@@SITUVNgcd and used it to destroy the other missile. I done it too.
same lol
Why are we all watching these after so many years? I ain’t intending to stop either hahah.
I'm surprised these games are still popular. Kind of convinced all of you guys are bots
albasuna then you too mate, beep bop
Tesla Col detected : CAUTION EXTREMELY DANGER
tg : just run into and destroy it like a boss :v
similer like just run into war miner
For RA2 like me. That how we do it. Harder, better, faster, stronger.
Mission Control: "Infiltrate Soviet Tech Center."
Tanya: *detonates nuclear power plants
Mission Control: "You did it wrong, but somehow achieved the correct result..."
Reminds me of the "special" Chrono Miners you can place in final alert 2 (the map editor) they can't collect ore but they can be mind controlled and then they instantly chrono to wherever you click and unlike chrono legionnaire these miners have 0 phase in delay. You can set them on a looping waypoint and they will chrono around it very fast creating lots of the chrono effects and lagging the game to shit. You can also waypoint them over lots of enemy infantry and watch as they instantly crush them all.
If anyone's interested in seeing it
czcams.com/video/QGKeSN8SwPA/video.html
THERE ARE MORE MYSTERIES THAT EVEN I DIDN'T KNOW
I like the call those Red miners “Horvesters.” In the base game their file name is “horv” as opposed to “harv” like the standard war miners. Horvesters are miners that look like they are depositing ore into a refinery and they are only used as placeholders in missions. As miners they only hold 10 to 20 credits worth of ore or gems.
Nice video as always, no matter how long this game is out their always seems to be a new Easter egg being discovered
Some random designer in 1998: Seems I still have that nuclear reactor in the game that we used for that part of the mission we scraped. I just clean that up after the weekend. It is not like somebody would ever know if I would forget.
Ore miner here,
or miner here?
or miner here?
War miner here
@Dušan Xmetov Yeah, your'e right.
Enemy: Kirov reporting.
Me: Left the game.
When You play against brutal enemy who is Soviet and attacks you with a flak track filled up with enginers and Your mcv gone.
@@danielszikora1345 you damm right.even 10 solders cannot stop them to going through it.
In ra2 missions where you have lot of defenses and you want to keep them still operational, you place nuclear reactors outside of the radar but in the map so the player can't see them. Can't venture a guess why the miners were placed there however.
Tesla Coil: *is very dangerous*
Tg and Tanya: YEET
The nuclear missiles in this level are unusually powerful too, unlike the kitten fart nukes you run into later on.
their payload has been edited. you can do the same in rules.ini file, but it takes some messing around
Such a Long Time since I played the game and you still find new stuf in this game, that’s so fantastic! Keep up your great work!
hey man want some anthrax?
Nice to see you make video again
I prefer to use the engineers
To capture everything capturable
Including the nuke silos.
Maybe, Ore Miners have to be present on the map or otherwise the A.I. is shutting down due to some bug?
don't know if miners really important even the skirmish AI seems just fine without miners
@@irugelgumiho5195 No way, Skirmish AI absolutely cannot get along just fine without miners. If you blow up all their miners, they tend to get confused, and just stop working.
Never notice that effect on campaign mode, but in skirmish A.I. will build miners to replace the lost...
@@indahf.freztiyana824 Maybe, that is the problem. If there aren't any miners here from the start, the A.I. will build some. And then you have a miner standing right in the middle of the base, which is bad for Tanya.
@@wjzav1971 Theoretically, that could be true.
But what's also true is that the AI, especially campaign AI, is very dumb.
The AI won't do anything in missions unless you explicitly tell it to.
That should include miner replacement.
The "patrols" are just spawned at mission start, rather than actively trained/built, and judging from the look of things, the AI's production triggers aren't active for the whole mission; otherwise any lost patrols would be immediately replaced.
So the AI is basically sleeping, while patrol teams are spawned and given a script to follow, nothing else.
On the other hand, what you said could also be true: if the AI has been enabled, yet has miners that just can't harvest, it'll never attempt replacement and selling parts of the base.
What doesn't make sense however is why the no back miner was used instead of the real one, like we see for team orange.
Then there's the fact that team brown has no miner anywhere.
What's important here is that AIs have several "layers". That's technically wrong, but it'll do for this explanation.
You can tell the AI to activate, but it won't do anything unless you either A) set specific teams to be built when specific conditions are met or B) when at least one skirmish trigger is activated on a per-mission basis.
Then there's the AI IQ levels: using those you tell the AI if it can replace lost miners, sell buildings, repair damaged buildings (or sell them when in red health), among other things.
It's not even an easter egg, its simply safety insurance that AI wont run out of power.
The miners though?
@@placid2739 A safety insurance that AI will not make any additional miners. This mission would be a mess if AI suddenly made a miner and wiped out your entire team because you were too close.
@@Alstar Now this explanation actually makes sense.
i think u can capture the Nuclear reactors but u must complete you object then the map expand
That'd only happen if the map also expands to the right, rather than just upwards.
Test the movie star units.
Its clear you were intended to capture the war factory and barracks to help you on the mission, for that you need resources. If the AI miners were working, then they would greedily gobble up most, if not all, of the (VERY limited) resources before you reach the base.
They more than likely wanted them to be sitting in the base, idle, as a prop, but as you saw, if you shoot them, they'll suddenly become active and go mine, eating up the resources meant for you.
As to why they don't shoot? The weapon was most likely edited out in the rules.ini section of the map, because they could accidentally kill Tanya, both by shooting her and running her over.
The plants are obviously there to support the 3 Nuclear missile silos.
The ordinary War Miner still has its weapon, it hasn't been removed.
The weird War Miner (also known as War Miner (no back)) has no weapon in the first place.
@@CnCDune Good point. I actually forgot that unit existed in the Rules.ini file.
The War miner is not mining anything, it just goes over the ore and comes back to dump nothing.
that is a very very weird unit indeed.
It's classified as a Harvester, but it has no storage listed in its stats. So a harvester with no storage can't mine anything, but you can't fault the game for trying...
Placeholder unit.used for original miner docking showing or it will be blank
@@linglin92 While that part is true, it doesn't explain why the no back miners exist the way they do: not just an entry in the art code, but a full vehicle in the rules too.
Also, why placed in an inaccessible part of the map?
Possibly because they was have some plans for them, but scraped it and were too lazy to remove them completely.
Notice how some of the Soviet buildings (barracks, I think?) spawn GIs instead of Conscripts?
@@LNgKhoi Wait, really? Is that after or before you capture them? If you capture them, that's obvious, you're allied.
But before? That would mean the Barracks' owning house is listed as being on the Allied side.
I would say that is more the work of shoddy coding than anything else...
Yeah I've seen those too in the editor when I opened the map, and I also had no clue as for why they were there. Pretty interesting isn't it.
They're the "UnloadingClass", the vehicle graphics that are used for when miners are unloading/docked with a refinery.
The only question is why they needed to be completely coded as a separate unit rather than just code the graphics.
And what they're doing on an inaccessible part of the map.
@@CnCDune Yeah I noticed the "Unloading Version" of the miners, and I have a theory as for why they exsist as a seperate unit. When unloading, you may notice that the miner doesn't shoot. Maybe that's made to prevent the miners to shoot other units while unloading for some reason. Just a theory.
@@Hamentsios10 That is the effect, not the reason, unfortunately.
I think the reason it comes without a weapon is to ensure the docked miner doesn't have a chance of chasing enemy units when provoked.
While the unloading harvester can be prevented from chasing enemy units by giving it a speed value of 0, WW might have decided that for the off chance the unloading miner switches from "turn back into regular miner then harvest" to the hunt mission, which would never resolve itself unless the provoking unit has been destroyed or it might remain stuck.
This kind of game theory is rather fascinating.
@@CnCDune Yeah that could work too
Only reason the nuclear reactors would be there is to power these bases. It’s impossible that the red soviet base runs on 3 Tesla reactors. Same goes for the Browns and Oranges. Btw, who are the Browns? Like, who do they represent? Purple is for Vladimir, that’s for sure.
They're just to signify different bases/AIs, don't read too much into it.
The colors could have been just red/orange/brown for all three AIs rather one red, one orange and one brown, and it wouldn't make any difference.
2:56 i was wondering that miner was called war miner(noback).
Every comment I see “probably so the ai dont go nuts”. Sure but you forget that this might be a nod towards the nuclear disaster that was Chernobyl. The four miners representing the contaminated fire trucks and only three nuclear power plants showing that one blew up since reactor number 4 blew up in Chernobyl its only my theory on it tho let me know what you think.
I always liked with the help of engineers to capture the first base, order a couple of combines, a couple of dozen ,,Rhinos" and ,,quietly" destroy the other two bases. And for showing the easter eggs ,,Spasibo" as a conscript would say.
The war miners trying to run you over was so funny
I didn't even know about the GIs and the engineers
You should have captured the ore refinery while a ore miner was docking, to see if they are actually mining or just pretending to!
I tried but it didn't work.
That was possible in C&C1 and C&C2. In RA2, YR and Ares, the miners simply stop unloading.
Do note that this trick is near impossible to pull off because of short the unloading time is. I modified the time to ridiculously high value and tried a few times, yet still couldn't get a miner to change sides while docked to a refinery.
I can't recall but got into my mind now. Can we build Kirovs with captured wf and lab?
u need a radar too
So i'm guessing at the start of the mission the ore miners might be teleported to that part of the map in a "save state" gets me to thinking just how advanced the Red Alert 2 engine really is.
This game is almost twenty years old and people still find secrets.
Makes me wish, I were a fly on the wall when the campaign maps were created.
They've been pre-placed there and are in sleep mode; they won't ever act of their own accord and stand still and not attack anyone.
Unless you're tg :P
So glad ppl are still poking around and playing this wonderful game
SCP-4359: "War miners"
Object Class: Euclid
Special Containment Procedures...
i got an answer to why the war miners are there. They are the ones from all the empty refineries on the map. They were just moved there and they didn't remove them. The other two miners might move if you trigger the last part of the mission aka their base to activate
The war miners are probably there to stop the AI from selling its bade in an attempt to replace "lost"/unexisting miners.
Pre-placed refineries don't spawn miners unless explicitly coded to.
Miners only spawn when actively building a refinery, not placing it on a map via map editor.
But you might be right about the orange miners, although those are in sleep mode too and won't wake up on their own without a map script.
They seem like they could be there to make sure that the map/mission functions correctly and the AI doesn’t do anything unpredictable
two of the miners had a mid frame "dumping ore" animation.
i dont know how high those miners are but they probably drank something from the nuclear reactor lol
I wonder if they are there because the AI might get confused if it has no Miners...
Such hidden things aren't that uncommon in strategy games. Often serving for scripting related things. To keep the AI functioning accordingly, etc
Off-map reactors for example might be implemented in cases where the AI needs to be powered despite not having the power for it. e.g. having a LOT more tesla coils than the little plants could really give.
The miners idk. Might be to sustain a system. Seen placeholder units in games that are kept on the map for the sole purpose of keeping a faction from being "dead". The red miners may be kept to prevent the AI from trying to replace them. The orange miners...hmm. Do believe that there is a easter egg on the map that gives neutral units soviet don't attack. Might be that the miners are there to keep those active as a dirty hack to include it.
If I remember right the base RA2 ai automatically tries to make a miner for each refinery on the map which might explain why there are 4 of them
Don't forget that the second base belong to the orange AI. So placeholder war miners block AI from building new ones for both Soviet armies on this map
These power plants and tanks are in almost every map to act as place holders during testing so there is a “viable enemy” so a default victory does not occur. So the power plants are owned by a third party, hostile to the player, and act as “unit and production.” They prevent an unwanted victory by capturing both nuke reactors.
The war minors are there to prevent the AI from building more, and the reactors are to make sure the AI has enough power. This is no easter egg seeing as players can not reach it without modifying the map...
I've been thinking of anything you may or may not have reviewed yet, and I saw you haven't hit the Spy yet. Got any plans to go over his mechanics?
Not sure yet. If I find anything unique or interesting I will definitely make something.
@@tsiripas You might not want to use the rules I sent you; that one makes spies rather obsolete and just enables Stolen Tech to be built for the player from the get go. And we all know the AI is too dumb to use anything that isn't listed in its code :P
Boy, it's SCP time if it does anything outside the codes!
Seems like that part of the map was meant to be out of bounds, for providing power for the base and spawnpoints for the miners.
I like how game is too old but people still like it like me
My explanation is that the warminers are moved Out of bounds.you See the enemy Bases have raffineries but No miners. and the Reactors are there to Power the Silos and all the Teslacoils i guess
Huh, that is hilarious and weird...
Although fun fact is that the Ore Miner unloading is a separate unit from the standard ore miner...
Aaaaahh, i love those red alert 2’s resource taker, i forgot what it name it was, god so amazing. Somebody else have a fav unit?
this is totally mind blow
suddenly the refineries and the ore in the map make sense
What happens, when you infiltrate the lab and the map gets larger?
Nothing. There is no change regarding the miners and reactors.
As I'm sure somebody else has said, the miners spawn with the refineries and are then moved out of bounds so they aren't part of the mission. The nuclear silo ensures the enemy bases have power without having to program the level differently.
Miners only spawn with Refineries when those Refineries are built, not pre-placed like in all campaign maps.
tg already mentioned that area is inaccessible in the base game, meaning the Miners moving to the inaccessible cliff is impossible.
It is possible if you make the scripting and editing necessary, but that hasn't been done for this mission.
In addition, the Silos have been coded to not drain any power for this map.
When I say the miners move, I mean teleported by code. I didn't know miners didn't spawn with preplaced refineries. They must be there so the AI doesn't give up for lack of mining capability.
I'd be curious if you could beat the mission simply by destroying the miners and forcing the AI to surrender.
@@himothaniel That last one would need to explicitly scripted: "if no miners then sell everything and send all units after enemy".
By default, the campaign AI does absolutely nothing at all; not building troops, no base building...
I'm not sure if the AI would ever attempt to replace miners that it loses.
What do you mean "teleported by code"? Teleportation triggers/scripts do exist, but IIRC that would require a fully charged Chronosphere. And as we saw in the video, these no back miners can't teleport like the Allied ones.
As stated, these no back miners are pre-placed. No teleportation, script or unit, is involved here.
@@CnCDune camp ai sell anything if the HP is red and out of funds until you set never sell(you need to set every building for it).those miners are mentioned to prevent ai building miners at start.
Also only one building ai won't sell is deployed conyard form mcvs,ai even try to repair it if damaged(same as a building captured by ai.both won't sell and repair tag is on,but structures built by ai won't)
@@linglin92 "you need to set every building for it"
That is a VERY dumb way of doing it. Just dabble with the IQ settings and instead set SellBack to a value higher than what the MaxIQLevels has. That will prevent the sell-behaviour by the AI (unless the IQ levels have already been modified by the map).
I'm not sure about the rest, but I have my doubts. This would need more testing.
perhaps the miners are there so the AI doesn't attempt to build more?
yes
Those Soviets are up to something!
Maybe if you unlock all the zones of the map they will do something
Good job, tg!
DAMN this game never ends :3
Those miners were hilarious lol
How can you know this :D, that's awesome !
My guess about this is that they included the miners for the AI. If they dont want the AI gathering and training units, they can put miners to make sure that the ai doesn't train more. The reactors are obviously there so that you cant shut down the teslas without destroying them. Shit like that's common in maps like these
My best guess is that maybe it was going to be apart of the mission where you could destroy the power plants so that the nukes don't have power to operate and the miners were there to protect them since they can shred infantry.
These are "empty trucks". Notice how these have their ore box lifted.
OUR MINER HERE?
Is it possible to use engineers to capture the barracks, battle lab and oil refinery and then build a yuri to mind control 1 of those war miners to see if they do in fact collect a full batch of cash in the short time they were mining?
It had to be related to mission scripting. I guess those nuclear power plants were just a safety option so enemy base will have energy all the time. Or those buldings and miners were just something they forgot to remove after releasing the game and in those times there were no patching via internet.
Tanya: *shot ore miner*
Ore miner: how about you get ran over instead.
also marry chrismas
Don't mess with soviet war miner
i dont know why but the pikachu was gold.
I always knew there was more to this map, thanks for satisfying my curious brain hah.
W8 Tanya wasnt uncrushuble in RA2 basic?
nope. didn't have vehicle C4 either.
Can i play multiplayer in RA2 yuri reveng ?
Yes, you need the CnC net launcher.
that explains them having power despite me destroying every single reactor
Hehe. I know cow to resque in this mission, but that soldiers don't:-)
*S H A K E I T B A B Y*
tg the path can be unblock by capturing war factory with engineer near the crashed airplane, create rhino tank and destroy those trees, problem solve!
Khairi Luo but the path is blocked by cliffs not trees
Great vedio
I would like to see if engineers captured the war factory and battle lab what units would be available
In the bottom left corner there were Jet soldiers
*sees neutral war miner*
tanya: let's shoot it and see what happens
*war miner starts trying to kill tanya*
tanya: *surprised pichachu face*
I shook
Try discovering orange, then attacking the miners.
lol, why are the red ones stuck in the "ore dumping" position? xD Looks so silly ^^
Oh.. great ..
lots of rts's use off map items to run the ai characters. for power, upgrades, whatever. lots of that in sc2 i know.
you can prob have them collect the money then capture the refinery?
I see that miners in many survival maps but i never see were they come from
They're just spawned via map triggers at a specified waypoint.
No need for building tons of refineries for tons of miners then. :)
Tanya the best💔
That's why I can't scout that area. I tried to full scout the map.
4:02 Tanya killed by ore miner trying to destroy it.
I thought hero units cannot be crushed by vehicles
@@tling321 That's YR. This is standard RA2.
I think thouse miner were made so the AI cant run out of money. They constantly give AI some coin without actually collecting ore.
The miners backs are hunched. Why?
That's the unloading graphic used when Miners dock to the Refinery. For some reason, WW made a full vehicle, codes and all, out of it.
What's odd is what they're doing there.
I'm gonna guess those were assets that weren't used in the final build, maybe because having those War Miners actually collecting ore for the AI might cause the AI to start producing units like tanks that Tanya cannot deal with (in RA2).
I wonder if its possible for you to "capture" those War Miners by sending an Engineer into the Ore Refinery as they deposit the ore.
Wonder if there are other missions in the game that can reveal more easter eggs with the map editor.
There are plenty of surprises in WW's maps. Shoddy trigger names, for one :P
Unfortunately, you can't capture miners in RA2 like you used to be able to in C&C1 and C&C2.
You might think it has to do with the short unloading time, but it doesn't.
Even if you were to modify the game so that the unload takes much longer than it should, capturing the refinery just stops the miner from unloading; it doesn't change sides.
tg two questions !! How did you remove the lag that yuri's revenge usually has on your computer? Why does it usually get slower over time? second, does the mouse hang on my pc and I cannot select six-part of the screen! How do I solve that? please make a video explaining all that!
360p gang
Any idea what the nuclear reactors power?
I am not certain but maybe it's a Chernobyl refernce.
I thought Tanya is supposed to be uncrushable
Thats red alert 3
hecksters423 she is crushable in red alert 2 but not in yuris revenge
I thought Tesla Towers one-shot Tanya! Wow
This is probably played with a fanmade patch that balanced the game greatly. For starters, Tanya can actually C4 tanks like she can in YR and is invulnerable to being crushed. In the vanilla game, Tesla Coils will one shot Tanya no matter what rank she is at.
@@SoldierOfFate Not really.
The map has modded Tanya and given her 50 more HP than the base YR game.
tg is using the base game, no patches.
I did send him an altered rules, but I made sure not to change anything aside from enabling new stuff rather than modifying existing units.
@@CnCDune It's been over 10 years since I played RA2, but if there was one memory that stood out for me, it was the fact that Tesla Coils one-shot Tanya in the vanilla game. I've had it happen to me on this map and Free Gateway.
@@SoldierOfFate Odd, that never happened on my end. Is one of us lacking a patch? I have the maps patched to 1.003. I'm guessing you have 1.006?
@@CnCDune Yes, since that was required to run YR properly.
Weird.
3:30 the driver isn't there
strange? why Hollywood leave that harvest truck there with some un working building(nuclear power plant”)