This is a sub-page of Proto:Command & Conquer: Red Alert 3/Beta 1.0-1.2.
Empire Faction#
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Main differences#
While most VFX doesn't seem to be finished, models in general appear to be the same as in the retail version, with some stuff either having early textures or not having some parts being team-colored.
All icons have yellowing silver colors instead of typical orange in the retail release. It was later recolored, but the icon borders for skills stayed the same.
Unit production buildings (Instant Dojo, Mecha Bay and Imperial Docks) don't receive bonus 25% HP upon upgrade, and the upgrade itself takes twice as long as in retail release.
Construction Yard#
Has slightly less team-plates than in retail version. Everything else seems to be the same.
Beta v1.0 |
Retail v1.12 |
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Instant Generator#
Instant Generator lacks team-plates on its "floating roofs" and its towers, as well as the red line above the door is less vibrant. It costs 200 yen (resources) more than in retail version and due to a bug it provides energy the moment it's getting unfolded rather when the "construction" is complete.
Beta v1.0 |
Retail v1.12 |
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Refinery#
Refinery's build radius is not adjusted to its sizes, which leads to three problems: it's not symmetrical (the radius is 6x6 size, while the refinery occupies only 3x4, leaving one side being 1 square bigger); it doesn't cover the entire mining route, meaning that there's no way to wall it fully and protect from terror drones; and there's no no-build squares between refinery and ore mine, which can lead to accidental walling out the entrance. It also costs 55 energy instead of 50 for whatever reasons, and its "construction" animation is not finished.
Beta v1.0 |
Retail v1.12 |
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Beta v1.0 |
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Instant Dojo#
Doors, front parts and back corners are not team-colored. Team-colored plates have different textures and lack proper glow. Everything else is the same.
Beta v1.0 |
Retail v1.12 |
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