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Command & Conquer™: Yuri’s Revenge™

LATE BREAKING NEWS FROM THE FRONT

Copyright 2001 Electronic Arts Inc. All rights reserved.
Westwood Studios™ is an Electronic Arts™ brand.

Version #: 1.001

November 12th, 2001

For latest news and updates visit WWW.WESTWOOD.COM

- - TOP SECRET - -

Commander:

Thanks for your continued participation in the global war effort against the madman Yuri. Our boys at the Lab have come up with some modifications for your arsenal that should improve your battle experiences. Review the following bulletin from Command Headquarters with great care. Commit it to memory. Your understanding of these could be crucial to your victory or defeat on the battlefield!

Good Luck.

--President Michael Dugan

CHANGES & FEATURE UPDATES:

General: • To maximize game performance for all game modes, it’s best to set the game’s resolution to 640 x 480 pixels. The higher the resolution setting, the slower the game’s performance, especially on lower end PCs.

• Another way to maximize WOL game performance is to never adjust the Internet Connection Slider (in WOL Options Screen). The game determines the optimal setting before starting the battle. This is often confused by users in believing moving this slider will increase the game’s speed, which it does not.

• PCs with more than one CD Rom device caused the game to launch slowly. This has been fixed.

Units & Structures: • Sometimes the Con Yard would disappear if it was captured by Yuri Prime, and then Yuri Prime was killed while the Con Yard was being packed up. This has been fixed by not allowing the player to deploy/un-deploy the Con Yard in this situation.

1. Sometimes an exiting vehicle would be stuck on the edge of the War Factory causing the War Factory to become unusable if the vehicle were chrono’d just as it was about to come out of the structure. This will no longer happen.

• Oil Derricks did not animate on some maps. This has now been fixed.

2. Sometimes an exiting Robot Tank may be stuck on the edge of the War Factory and causing the War Factory to become unusable, if the Robot Control Center was destroyed just as the tank was about to come out of the structure. This will no longer happen.

3. If a vehicle being repaired by a Repair Depot was chrono’d to a new location, that vehicle would continue to be repaired even though it was no longer on the Repair Depot. This has been fixed.

• The player could sell a vehicle that was being repaired on an Allied Repair Depot, unlike the Soviet Repair Depot. Now, the player can’t use either type of Repair Depots to sell vehicles.

4. Infantry were allowed to interact (garrison, un-garrison, engineer, and C4) with a building that was being chrono’d by a Chrono Legionnaire. Doing so would disrupt the chrono effect. These will no longer be allowed.

5. If the enemy units garrison/un-garrison a building, Boris’ laser designator could be interrupted and the MiGs called off. This will no longer happen.

6. Using the Genetic Mutator on any infantry on a bridge killed the infantry rather than being transformed to Brutes. Now, the infantry will be turned into Brutes.

7. If the player placed an infantry unit with a Crazy Ivan bomb on it into a Battle Fortress, waited for the timer to tick down, then deployed the infantry, the bomb would be gone. Now, the bomb will explode right after the infantry exits the Battle Fortress.

8. If any unit that can attack from within a Battle Fortress was placed in a Battle Fortress, then into an Amphibious Transport, then moved elsewhere, the player would still retain the ability to attack from the location where the Battle Fortress was loaded, even though the unit is no longer there. This has been fixed.

9. The Air Force Command HQ can no longer have rally points.

10. Now you can set the Naval Yard’s rally point while it’s being placed/constructed.

11. Using a Magnetron to levitate, and then drop, a vehicle over a high bridge, would cause the vehicle to fall through the bridge and land on the water below. Now, the vehicle will no longer fall through the bridge.

12. Sometimes, the Magnetron would become confused and continuously pick up and drop an enemy vehicle. This has been fixed.

13. A Squids could be pulled onto land if it was chrono’d or magnetron’d while attacking a vehicle. Now, a chrono’d squid will be killed; a magnetron’d Squid will let go.

14. If a Slave Miner were dropped into water, the freed Slaves would turn neutral instead of joining the player that freed them. Now, the slaves will join the player that freed them.

15. Sometimes, when a Battle Fortress full of infantry was deployed, the infantry would become uncontrollable as they walked back where they came from or attack the enemy’s base. This has been fixed.

16. When a vehicle carrying additional units was sent into a Grinder, the player would receive money only for that vehicle. Now, the player will receive money for all units it’s carrying, too, including Terror Drones.

17. Sometimes a stray unit would get stuck in a Grinder, causing the Grinder to become unusable. This has been fixed.

18. When a Yuri Clone was loaded into a Battle Fortress, then mind controlled an enemy unit, and that Battle Fortress was sent into a Grinder, the player could still control that mind-controlled unit even though the Yuri Clone had already been destroyed. Now, the mind-controlled unit will be returned to its previous owner.

19. In a multiplayer game, if the host loaded a Yuri clone, Yuri Prime, or Psi Commando into a Battle Fortress, then mind controlled enemy units, then ordered this Battle Fortress into a Grinder and exited the game, the guest’s game would receive an internal error. This has been fixed.

20. If a hero unit (Tanya, Boris, Yuri Prime) was placed into a transport, and that transport was destroyed on water, the player would not be allowed to make another one of these units. This has been fixed.

21. The planes from the Allied Aircraft Carrier could be made to attack out of range targets if you switch targets while it’s firing its missiles. Now, this will no longer be allowed.

22. Yuri Clone’s psychic blast used to harm nearby Yuri Prime units. Now, Yuri Prime is immune to Yuri Clone’s psychic blasts.

23. When a GI or Guardian GI was affected by the Chaos Drone’s gas, the owner of that unit could still continue to deploy and un-deploy it. This will no longer be allowed.

24. The AI-controlled Yuri Prime would never sell off the captured buildings. Now, the AI-controlled Yuri Prime will sell off any building it captures.

25. The production of the Navy Seal unit will now be accompanied with an audio announcement as it comes out of the Barracks.

26. The LAX building can now be garrisoned in multiplayer games.

27. Deployed Guardian GIs had problems harming the Paratroopers. Now, the Paratroopers will take damage.

28. An elite Magnetron’s firing range was a bit shorter than a standard Magnetron. It now has the same range.

29. The Gattling Cannon’s ground-target attack range has been slightly increased.

30. Boris’ attack cursor and attack action on the occupied Tank Bunker was reversed. Now, whenever Boris attacks an occupied Tank Bunker, the MiGs will be called.

31. Tanya used to be allowed to attack the vehicle inside the Tank Bunker. This will no longer be allowed.

32. The Soviet’s Spy Plane and MiGs have been made more durable.

33. An IFV loaded with infantry could be made to look like a standard IFV by building a wall around it, then deploying it. This will no longer be allowed.

34. The Rhino Tank’s build speed has been slightly decreased.

35. The Siege Chopper’s cost has been slightly decreased.

36. The Slave Miner’s cost has been slightly increased.

37. If ordered from the Structure Tab, the Slave Miner now builds slightly slower. However, if ordered from the Units Tab, the Slave Miner now builds slightly faster.

38. The Chaos Drone now costs slightly more, builds and shoots slightly slower.

Multiplay:

• Trainers that remove the game’s shroud will no longer work. If any such hack is detected, the game will be forced out of sync and the cheater will be logged for corrective action.

• Sometimes, if the host had quit out of the game channel right after it was created, the client would become stuck in the lobby and unable to respond at all. Now, the client will time out and properly return to the lobby.

• All screens that might experience slow Internet connection now have an active indicator to inform the user that the system has not locked up during lengthy waiting periods.

• The Clan Abbreviation column in the WOL lobby has been expanded to accommodate longer names/text.

Other:

• Using large font can result in some shell screen issues. For example, text position on the buttons could be off, start positions and team fields could be off in the drop-down selection boxes, etc. To correct this, set your system font to the standard/small font. [Desktop ( Properties ( Appearance ( Scheme ( Windows Standard].

• If you are using Windows 2000, or Windows XP, or systems with multi-processors, and you experience problems with the movie’s audio, then set the system’s audio Hardware Acceleration down to the Basic setting (under Audio Properties).

README ARCHIVE SECTION

Command & Conquer™: Yuri’s Revenge™

LATE BREAKING NEWS FROM THE FRONT

Copyright 2001 Electronic Arts Inc. All rights reserved.
Westwood Studios™ is an Electronic Arts™ brand.

Version #: 1.000
August 30th, 2001

For latest news and updates visit WWW.WESTWOOD.COM

- - TOP SECRET - -

Commander:

Welcome back! Thank you for extending your tour of duty. Your outstanding service is greatly appreciated by the High Command and people all over the World. Due to the chaotic disruptions caused by Yuri’s psychic technologies, the following information must be kept classified until you are ready for action. Review the following bulletin from Command Headquarters with great care. Commit it to memory, so you can be decisive and victorious out on the battlefield!

Good Luck.

--President Michael Dugan

GENERAL CHANGES & FEATURE UPDATES

General: 39. In the Game Option screen, the Game Resolution setting only sets the in-game (battlefield) resolution. The game shell screen resolution is locked at 800 by 600 pixels.

40. With the Short Game selected, Yuri’s Slave Miner is excluded from the winning condition.

41. Now all players can see the infantry pips of any fortifiable civilian building, regardless of which player garrisons it.

42. When a unit is mind controlled, all players will see the initial mind-control line from the controller to its victim.

43. The T (unit-type select) and P (all-unit select) hot-keys will automatically exclude units inside of a Tank Bunker.

44. In Red Alert 2, sometimes a game would not end if the last remaining unit were in a mind-controlled vehicle. Now, if this should happen, the unit inside will be automatically killed, and the ex-owner of the captured unit will be declared the loser.

45. Tab-flash-for-readiness has been updated. The following features will only flash the tab for a bit to inform the player when fully charged: Spy Plane, Force Shield, Psychic Reveal.

46. If playing behind a firewall, the preview maps do not get transmitted to other players.

Units & Structures: 47. Magnetron can only levitate vehicles, not infantry.

48. The Brute is not allowed inside of an IFV. However, the Brute is allowed inside other transports, but only as a passenger.

49. The Hero units (Tanya, Boris, and Yuri Prime) are not allowed to use their special attack from within the Battle Fortress.

50. Kirov spinning every time it acquires an order/target is now fixed.

51. Setting waypoints for planes from within the radar map has been disabled.

52. Floating Disc will auto target and shoot any base defenses that are powered (i.e. Prism Tower and Tesla Coil). However, the Floating Disc will not auto target and shoot any base defenses that are not powered (i.e. Pillbox and Sentry Gun).

53. Psychic Dominator permanently “captures” its victims rather than just mind controls them for a short duration. Once a unit has been psychic dominated (purple halo on the unit), it can never be mind controlled again.

54. Yuri Prime and Yuri Clone’s psychic blast do not harm friendly units.

55. Cloning Vats allow the player to make a second Hero unit (Tanya, Boris, and Yuri Prime).

Multiplay:

56. In the Westwood Online Quick Match and Quick Co-op games, the Super Weapons setting is always on, and the Crates setting is always to off.

57. In Team Alliance game mode, you must set your teams at the start. Once the battle has started, you are not allowed to switch alliance.

58. In Land Rush game mode, the Yuri player begins with a few Attack Dogs among his starting units.

59. In Skirmish: Battle mode, all AI players start out on the same team fighting against the human player.

Other:

60. Known problems with the Cirrus Logic 5464 video card: 61. Systems with this device may experience the following problems: low frame rate, slow movie playback, and audio distortion.

62. Known problems with USB sound devices: 63. There seems to be some sort of conflict with USB sound devices. If using these devices, the game may load with no audio. Examples of such devices: the Altec Lansing ADA70 USB Speakers, Microsoft Digital Sound System 80 USB.

64. Known problems with Ensoniq SoundScape and OPTI 82C 931: 65. Systems with this device may experience the following problems: some random audio stuttering and popping in game and movies.

66. Information from the previous Readme files still applies. Please review the archive section below for additional information.

Command & Conquer: Red Alert 2™

LATE BREAKING NEWS FROM THE FRONT

Copyright 2000 Electronic Arts Inc. All rights reserved.
Westwood StudiosTM is an Electronic ArtsTM brand.

Patch 1.006

May 25th, 2001

For latest news and updates visit WWW.WESTWOOD.COM

--------------------------------------------TOP SECRET--------------------------------------------

Commander:

Thanks for your continued participation in the war effort. We have been able to make some modifications to your tactical display that should improve your experiences on the battlefield.

Good Luck.

--President Michael Dugan

------------------------------------------------------------------------------------------------------------

GENERAL CHANGES

Fixes: 67. Chrono IFV no longer loses its target when selecting a target further than his firing range. Now it moves within attack range and fires without losing focus at any moment. 68. Modified official maps are not transferred over Internet games. 69. If a player disconnects 3 times in one game for durations more than 25 seconds each, the game will finish and be awarded to the non-disconnector at the 3rd time. 70. If walls or other buildings block the Soviet Barracks exit, no unit is built even if the user has a Cloning Vat. The cost is refunded to the player. 71. No other infantry units other than those with explosives can blow up buildings when joining to a Tanya command waypoint.

WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS

New Features 72. NAT (Network Address Translation) and Firewall support (Notice: See Firewall & NAT Support later on this document)

Fixes

73. In 4 player Internet games, Red Alert 2TM now behaves correctly and continues the match with the remaining players when the host loses connection. 74. The game now behaves correctly by continuing 4 player Internet games when the host gets disconnected from his ISP but is able to reconnect in time. 75. In-game chat, whenever the user types a message longer than a screen width the text is transmitted and displayed properly.

FIREWALL AND NAT SUPPORT

Red Alert 2TM now automatically supports firewalls and network address translating (NAT) while playing on Westwood Online.

Note: in this document the term “firewall” is used to refer to both firewall and “network address translation” products.

The following hardware/software was used in testing:

Hardware: Linksys BEFSR11 / BEFSR14

Netgear RT311 / RT314

DLink DI-701 / DI-702 SonicWall Tele / Soho2

Software: Windows 98 ICS (Internet Connection Sharing) Sygate Home Networking 4.0 NAT32 Plus 1.4 (build 1-16-01)

Even if your firewall was not listed, it is likely that it will work with this patch. Many firewalls have the same behavior.

Automatic Firewall/NAT support

Red Alert 2TMnow automatically supports the above firewalls out of the box, with no need to configure esoteric settings on the firewalls, such as port forwarding, triggers, static mapping or any of the other complicated settings that might otherwise be needed.

Support is complete and transparent, including the following features:

1. Supports hosting or joining any game when behind a firewall. 2. Supports multiple players behind the same firewall; if you have more than one system on a home LAN sharing a cable modem, DSL or other connection you can now play against each other or against other players on the Internet.

Now when a game is launched on Westwood Online, you will see a “Connecting To Other Players” dialogue box. Here you will be able to see your connectivity to the other players in the game. If any player cannot establish a connection with another, the game will not launch. A message will appear explaining who is having difficulty connecting.

It is necessary on some firewalls to wait for packets to be received from other players before trying to connect. If your firewall has this behavior, you will need to enable “Send Delay” in the network options. From the main menu, select “Options” then “Network”. Using this setting may cause connection problems with other players if used unnecessarily. Please refer to your firewall documentation to see how your firewall operates. (note: Netgear firewalls model numbers RT311 & RT314 were found to require this setting during our testing)

Note to firewall manufacturers: if your firewall products are not among the tested firewalls we’d love to hear from you! Contact gameresearch@westwood.com in Westwood Studios

Manual Firewall/NAT support

In addition to the automatic firewall support features listed above, we have included an advanced setting for advanced users that can be used if all else fails. From the main menu, select “Options” then “Network”. Under the “Internet Firewall Settings” section you’ll see a “port number” option, which can be used to instruct Red Alert 2TMto always use the port specified here. You should use a port number between 1024 and 65535. Every computer that you want to play the game on should be given a different port number if they are all behind the same firewall.
To return to the automatic mode, remove the port number from the “port number” edit box.

If you specify a port for Red Alert 2TM to use then you will have to manually configure your firewall with static IP and port forwarding to route packets to the correct computer. Each firewalls configuration method is different so consult your firewalls documentation for instructions on how to do this. You will probably have to assign a static IP to each computer connecting to the firewall otherwise the static forwarding rules may not work after restarting a computer or firewall.

Dual Network Cards in Windows 98

A Windows 98 client can only have one gateway at a time. This means that if you are running Red Alert 2TM in a Windows 98 machine that has 2 or more network cards you will need to get sure that the traffic is going through the right one. The best way to do this is disabling all network cards except the one who gives you the connectivity to the Internet/LAN. Otherwise you can have connectivity problems when running Red Alert 2TM.

FINALALERT 2™ SUPORT AND TIPS

FinalAlert 2TM is a mission editor for Red Alert 2TM. It can be downloaded from www.westwood.com free of charge. Westwood Studios and the original FinalAlert developer have been hard at work adding and improving functionality. Here are some of the items we’ve been working on.

• Framework mode is now included.

• Allows raising and lowering of tile placement heights.

• Randomizes land tiles within the editor to improve open area aesthetics in the map.

• Fixes bugs for raising/lowering terrain. FinalAlert 2™ used to create map holes that are very difficult to detect and fix. Framework mode helps with this a great deal also.

• Includes an indication of current terrain height.

• Includes an indication of current ore/gem count on map.

• Includes Uninstall.

• Increased time allowed on Westwood Online to transfer maps between players. Now up to 3 minutes.

• Only allows FinalAlert 2 ™ map sharing in non-tourney games.

• Allows sharing of map names.

• Includes random tree placement tool.

• Optimizes the FinalAlert 2 ™ map load times, especially when there are lots of custom maps in the game folder.

• Red Alert 2TM will not add starting spots to a FinalAlert 2 ™ map if it has 2 or more predefined starting spots.

76. Red Alert 2TM now can now use maps created with FinalAlert 2 ™ in all game modes.

• Allows map names to appear when using FinalAlert 2 ™ (User created) maps.

Please note: When a custom made map is transferred to a guest player, it will not become available in the map listing until Red Alert 2TM is restarted. Therefore, if more than one game is going to be set on a custom map, it is recommended that the guest(s) quit the game after the first match (once the map has been transferred). Otherwise the map will be transferred every time a new game is started.

Command & Conquer™: Red Alert 2™

LATE BREAKING NEWS FROM THE FRONT

Copyright 2000 Electronic Arts Inc. All rights reserved.
Westwood Studios™ is an Electronic Arts™ brand.

September 23, 2000

For latest news and updates visit WWW.WESTWOOD.COM

- - TOP SECRET - -

Commander:

Thank you, for joining up. Your service will not go unrecognized. Please take care to read the following bulletin from Command Headquarters so that you are fully briefed on the current situation. Due to battlefield conditions, certain information must be kept classified until you are ready for action.

Good Luck.

--President Michael Dugan

1. WINDOWS 95/98/NT/Millenium

1.1. Microsoft DirectX 1.2. Microsoft Office Toolbar 1.3. Windows NT 4.0 1.4. Windows ME

2. TROUBLE SHOOTING

2.1. Known Video Card Issues 2.2. Known Sound Card Issues 2.3. Known Direct X Issues 2.4. Gateway Computer Users 2.5. Virtual Memory Settings 2.6. Known RealPlayer Issues 2.7. AutoPlay 2.8. 16 bit CD-ROM drivers 2.9. CD-Changers and Multi-Drivers 2.10. Choppy movie performance 2.11. Power Saving Mode 2.12. Periodic Slowdown 2.13. Game Updates and Patches 2.14. Connection Speed Slider 15. Dual Network Cards and IPX Issues: 16. Firewall Issues 17. Network Address Translation (NAT) Games:

3. GAMEPLAY INFO & UPDATES

3.1. Engineers 3.2. Rankings for Ladders and Tournaments over Westwood Online 3.3. Quick Match over Westwood Online

1. WINDOWS 95/98/NT/Millenium

1.1. Microsoft DirectX:

Command & Conquer: Red Alert 2 is a Microsoft DirectX application. Version 7.0 of Microsoft DirectX is included on the CD and you have the option to install it when Command & Conquer: Red Alert 2 is installed.

Under some early versions of Windows 95, DirectX 7.0 cannot be installed directly from the Command & Conquer: Red Alert 2 installer. If this occurs, please run DXSetup.exe located on the CD in the DXSetup folder.

If you make use of this feature of Microsoft Office and it appears over the game screen when playing Command & Conquer: Red Alert 2 you will have to disable the Office Toolbar before playing.

1.3. Windows NT 4.0:

Command & Conquer: Red Alert 2 requires Service Pack 3 or later versions to be installed in order to work with Windows NT 4.0. Please conta

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