the AI is supposed to be challenging so yeah
That it certainly is.
China Expert AI rushing me in Skirmish with 2-4 Kirovs before it even builds a Battle Lab is a bit too much in my opinion. If it gets all those resource/production bonuses etc, at least it could respect the Tech-tree progression. I could clearly see it popping Kirovs out of the War factory because I found a Map-Reveal crate. So it was sending MIGs to kill my Gatling tanks and Kirovs on my base before I even got the Cloning Vats, in spite of me having 2 refineries and 4-6 Ghost miners working round the clock.
It did have an airpad, though.
No, it's just that that particular control slider exists only in skirmish games. In campaign games there is no speed slider unless you start the game with a -SPEEDCONTROL switch like "e:\Redalert2\Yuri.exe -SPEEDCONTROL" (not sure if it's Yuri.exe, gamemd.exe or what though, I keep it in a shortcut).if you were ingame in a mission
and you go to the options from there you could change speed and scroll rate aswell
or am I now being dumb? @.@
In short, if you do a clean install of RA2/YR and then add the Mental Omega mod - all campaign missions are locked at speed "FAST", no change possible.
Anyway, the problem solved itself. After I've had it with super-long loading times I tried to just start the game the old way - and it worked. I didn't know the mod overwrites and replaces game files, so instead of launching Yuri's revenge I got the Mental Omega mod, speed control and all.
It appears the mod launcher is just a mod unpacker/cleanup, but since I won't be playing vanilla RA2/YR I don't need to start it every time - just the main game exe.
I have so far made it through Allied m01 and got to the mop-up part of Allied 02 on speed 3.
I have also been overrun in Soviet m01, and a bit lost with all the new units on Epsilon 01 so I decided to Skirmish a bit more...
Are there any side-effects of not using the launcher?
As for my impressions of the mod, the uniqueness of the three sides is now a bit blurred - for example: everybody's got Air units, vs.air vs.ground and heavy defenses (gatling towers being anti-air only I found out the hard way)... no more psychic towers :-)
I don't think it's bad - it evens out the play field a bit in various situations, for example Epsilon turtle-bases are no longer such a nightmare. And the Tank Drop was just what the Soviets needed.
I like the veteran units for each Faction - makes the differences in their tactical aspects more pronounced than just having special units.
Chinese conscripts in a city map full of buildings - oh my...