• Isol-IIID

    Due to unknown causes, some unit/structure descriptions in the official website usually won't update after some of their parameter or function changes are done. Here will list all description inconsistencies.

    When some inconsistencies corrected, this blog will update.

    In fact, Tanya uses laser rifle against ships. It's Navy SEAL who uses C4 against them. See original link

    • Black Widow requires not only Tech Center but also Air Force Command Headquarters to use.

    • Sonar Pulse only requires Allied Naval Shipyard to use since version 3.3, neither support power page nor tech tree describe this correctly.

    See original link

    The official description incorrectly states that the Chronoshift will kill infantry, which is possibly a leftover from version 3.3.2…

    Read more >

    Tech Levels

    April 4, 2020 by PACERRECAP

    Based on version 3.3.4

    3.3.5 is (supposedly) incoming but I'm not sure if I have time to update this page by then. I'm writing this as a blog to prevent potential version consistency issues. Feel free to append a copy to the Gameplay section if you see fit.

    A unit or structure's tech level is defined by TechLevel= in the INI.

    Originally, the Techlevel system is meant to serve as tech tree. A unit can only be trained if the player's TechLevel is equal or greater than the unit's. While structures increases the player's TechLevel upon being built.

    This was later scrapped in favor of the prequisite system, which allows for more complicated tech tree logics. In terms of tech tree implementation, the prequisite system in RA2 and MO is designed to be…

    Read more >
  • Loxionse

    Weapon Types

    January 20, 2020 by Loxionse


    All bullet type projectiles.

    Light Class - The gun who shoots multiple projectiles in one attack.

    Basic Class - The gun who shoots single projectile in one attack.

    1. Light Class
      1. Machine Guns
        1. Machine Pistol
        2. DSR-80 MG
        3. PPSh 41
        4. Heavy Trooper's HMG (unnamed)
        5. Type-42K HMG
        6. HK5 UMP
        7. KPV 14.5mm MG
        8. M2 Browning HMG
          • Ranger
          • Humvee
        9. 12.7mm DShK MG
          • Halftrack
          • Tigr APC
          • Vulture
        10. "Cerberus" MG
        11. "Vulcan" MG
        12. "Vesuvius" HMG
        13. 12.7mm Minigun
        14. Modified AKM
        15. M60 MG
        16. Arnie Frankenfurter's Minigun (unnamed)
        17. Cyborg Vanguard's Chaingun (unnamed)
        18. Tengu's MG (unnamed)
        19. 30mm Cannon (HMG)
        20. HMG (Altered Adaptation System)
        21. MG (Adaptation System) 
          • Stryker IFV
          • Archon AMC
          • Tsurugi Powersuit
      1. Gatling Guns
        1. Gatling Tank's GG (unnamed)
        2. Gatling Cannon's GG (unnamed)
      2. Very Heavy Machine Guns
        1. Knightframe's VHMG (unnamed)
        2. Buzzard'…
    Read more >
  • Fortranm

    All 3.3.4 Skirmish modes categorized into inheritance trees based on their rule sets. Just for fun.

    Read more >
  • Fortranm

    About a year ago, I learned that Speeder personally wanted pre-3.0 contents "hidden" and "buried". In the past few months, Speeder has expressed his discontent towards the fact that this wiki was documenting pre-3.0 contents by (jokingly, I thought) asking "how do I officially denounce the wiki on Wikia :/". Yesterday, we had this conversation:

    Hi please nuke MO1.2/2.0 stuff from MO wiki thanks So that you can make it official after that's done? :P That depends, can you export/import it? export/import? All that content, can it be moved outside of a wikia-owned wi ki

    By this point, we need to make a decision. Do we continue documenting pre-3.0 contents here, or do we make a separate wiki for that?

    In my honest opinion, the way pre-3.0 cont…

    Read more >
  • Fortranm

    Now that all entries on the old Epsilon templates have a page, it is a good time to add the rules regarding adding old contents on the Content policy page.

    Up to now, BotRot and I generally followed these rules, in the order of decreasing priority (the rules higher up on the list always taken precedence over the ones lower on the list):

    1. Official names

    2. Internal register names

    3. Sprites/appearances (for structures only)

    4. Functionality (within the same series only, unless it's for support powers or superweapons)


    1. Different iterations of Apocalypse Tanks are listed together regardless of their internal IDs.

    2. Sea Sled is listed under Piranha Minisub/Old because they share the same internal IDs.

    3. Obviously, the same structure spr…

    Read more >
  • Fortranm

    This is a list of all paired units that share the same internal name by not the official name. For the sake of consistency, even the ones that are obviously direct successors are listed, unless they are MCVs or amphibious transports.

    The most counterintuitive ones are probably [PTROOP], [APOC], and [MAMM], and the latter two have been dealt with.

    As noted, the succession order of Palace and Atomhart currently on the site isn't actually following either official name or internal name, but I think it is fine to determine succession order of structures via physical appearance since the sprites of structures generally don't change as much across different versions.

    [ENFO]:Enforcer(1.2) - Siege Cadre(3.0)
    [CCOMAND]:Chrono Commando(1.2) - Cry…

    Read more >
  • Fortranm

    As some of you might have noticed, I edited the 4 unit templates for v2.x and moved certain units around in the past few days. I think it's better to clarify my thought process and hopefully reach an agreement with everyone else interested in documenting 1.2/2.0 contents.

    Here is the flowchart on how I assigned the faction allegiance to hidden/stolen tech units, in order of decreasing priority: 1. If the archived official websites assigned a side to the unit, then the allegiance mentioned there is used.

    • Example: The stolen tech infantry from v1.2 can be trained from any barracks by any subfaction, but the v1.2 site assigned each of them to a side based on the structure that needs to be infiltrated.

    2. If the unit has a "RequiredHouses" tag th…

    Read more >
  • Fortranm

    Matinoz has videos of 4 missions from 3.0 Alpha before it was rebooted. There is no legitimate (if any) way to play them at this point, but it might be nice to document them as scrapped content.

    Gentle Execution
    Enemy of a Choice Read more >

    Build time calculation

    February 10, 2019 by PACERRECAP

    This should have been a single response rather than a full blog post. I'm only putting it here for the sake of future improvements or references.

    Unlike the garrison ROF where it is possible to reach frame-level precision by creating a reference group which fires once per frame, there's no way of doing so here since one cannot build two structures/units at exactly the same moment. The starting and ending timestamp of the building time must be read manually from the SW countdown timer, leading to an error of no less than 0.5 seconds = 7.5 frames. Therefore the result cannot be "proven" accurate, but the algorithm is undoubtably corrrect.

    The following algorithm is deducted by debugging game.exe from vanilla RA2.

    • Multiply the structure/unit's Cos…

    Read more >
  • Hamsterrides

    How urgent is 2.0 content needed, given the times between 3.3.X updates? Are wiki contributors generally concerned about previous versions' content? We have the old MO database on archive, so page creation would be pretty easy.

    Read more >

    2018-10-17: updating page according to changelog modifications

    Comparison of the RulesMO files reveals lots of changes which are not mentioned in the changelog. Here are some changes which impacts gameplay the most:

    Only listing changes not on the changelog Ordered by importance inside each section

    • TeamRetaliate=no => yes
      • When a strike team member is attacked. The entire team will retaliate instead of only the member itself.
    • Units on the hunt will now retaliate.
    • AIAutoDeployFrameDelay=15,25,100 => 1,1,1
      • A.I. GIs and GGIs deploys faster when guarding an area.
    • TotalAITeamCap=50,75,100 => 100,75,50 (brutal, medium, easy)
      • Increased A.I. team cap. This is more likely a fix which makes harder A.I.s more challenging.
    • AISafeDistance=15 => 28
    • AIFriendlyDistance…

    Read more >
  • Isol-IIID

    Many times I have discovered that many players are controversial about the locations of Cooperative missions due to lack of loading screens (cannot accurately locate), so I will explain the origin of the controversial locations here.

    2. Good Old Times: Though no any infomation about location is given in this mission now, but the old briefing during version 3.0 pointed out that the location is North Mexico.

    4. Enforcers: Mission descriptions and mission texts only point out that the location is in North Africa, there is no clear positioning.

    5. Technologic: Mission descriptions and mission texts do not give any information about the location at all. The location is in Poland is derived by the Polish flag next to Tech Missile Silo in the lower …

    Read more >

    Using CNCMaps Renderer version 2.3.1: Github, JPG encoding quality 80.

    The XML will not be disclosed because it contains some of the you-know-whats.

    After some nerdy debugs, I found out the reason of the crash. Some files in expandmo96.mix are OBSOLETE with incorrect sizes and palettes. Listing the external MIX in reverse order (i.e. 99 - 96) fixes the crash.

    I patched the Renderer to bypass one exception which crashes the program. The patch is trivial in nature, however under GPL v3, any modification of the source code should be make public:

    Read more >

    First of all, I'd like to thank AlexB whose advices and insights greatly assisted this research.

    Garrisoning has always been a significant mechanism in Red Alert 2. Although easy to comprehend, the precise numeric value is much harder to calculate than anticipated. Few documentation can be found on this topic, moreover these hardly ever fit to test results. This blog will go deep and deduce the precise formula.

    In this blog we're talking about infantry garrisoning only. Tank Bunker's ROF is trivial.

    During gameplay, one might notice that each unit in a building takes its turn to fire, regardless of their respective ROFs. For example, even though a GI fires almost three times faster than a Knightframe, garrisoning them inside the same building …

    Read more >
  • Nikitazero

    About fan-made missions

    September 28, 2018 by Nikitazero

    Recently I've noticed about the popularity of fan-made missions for Mental Omega APYR. Though these missions are non-canon to the MO lore, they are quite interesting to play due to its own mechanics, and even some of them became the basis of certain official missions (such as Nightcrawler).

    In regards on whether they should be included in the MO Wiki, I'll have to run a vote to decide it, which can be seen below. I've also edited the WarBox template and adding a new FanMade template in advance.

    UPDATE: All admins and content moderators have decided against adding fan-made missions to MO APYR Wiki, so it's decided that it's a no. However, I did agree with Ollerus' suggestion to add the fan mission which official missions are based on, so I'll a…

    Read more >
  • OllerusMO

    Hello there. This time I'd like to announce the fandom project in Chinese MO community. Yes, there's finally a MO Chinese Wikia after one year's construction.

    The Chinese wikia is bascially a translation of the MO APYR Wiki, well, at least some of it cuz it doesn't have well-organized pages yet. The Chinese wikia has most of the units pages and all of the missions/challenges pages done, while we're still continuing the contruction. The site was announced to public after the release of 3.3.4.

    Everyone is welcome for visiting the site and contributing to it. Long live Mental Omega APYR!

    Read more >
  • Nikitazero

    Patch 3.3.4. is here!

    September 24, 2018 by Nikitazero

    The 3.3.4 "summer patch" is finally released as Summer 2018 is about to end.

    As before, you can download it automatically through the Mental Omega client, or if somehow you can't, the manual patch can be downloaded here.

    As with the 3.3.3 patch, the 3.3.4 patch was released just as a developer playthrough video of The Great Beyond is released, where the Revolt's story continues as more about them is revealed:

    As before, the patch's changelog can be seen here.

    Read more >

    Using CNCMaps Renderer version 2.3.1: Github, JPG encoding quality 80.

    The XML will not be disclosed because it contains some of the you-know-whats.

    Read more >
  • J23k4z

    Build Time investigation

    September 14, 2018 by J23k4z


    Investigation 1: Validation of Game Speed cheat sheet from this blog post.

    Iron Curtain takes 6 in-game minutes (360 in-game seconds) to recharge. Timers in game speed 2 are the closest to real time but still run a bit faster. According to the table, it will take 360 / 1.042 = 345.489 seconds in real life to recharge at Game Speed (GS) 2.

    Measuring the time taken for iron curtain to recharge at GS2 using stopwatch (human error +-0.2s), T =  5 minutes 45 seconds (345 seconds) in real time, and therefore the measured result appears to be in agreement with the table.

    Investigation 2: General build time multiplier

    In MO, infantry has a build time multiplier of 0.65 and buildings have a build time multiplier of 1.25, dictated by


    Read more >
  • Ferb123

    One step at a time. -Reaper Don't know why GI, Rocketeer and Chrono Legionnaire icons get more space.

    |groupA1 = Infantry

    |contentA1 =

    Read more >
  • Bot Rot

    The wiki would benefit greatly if there are pages that explain game mechanics that aren't fully explained in official sources. More important since such game mechanics aren't exactly the same in vanilla RA2/YR. Would be a fine addition for both new and veteran players.

    Possible pages:

    • Veterancy
    • Detectors
    • Firepower/Speed/Armor Modifiers
    • Status Effects (e.g. Frozen, Suppressed)
    • Build time modifiers
    • Garrisoning
    • Power
    • Credits (as in money)
    • Shroud
    • Armor Types (e.g. Big Defensive Structure, Medium)
    • High Ground
    • Crates
    • Artificial Intelligence (behavior)
    • Barrels (Would be nice for an April Fools page though)

    Those community members who have innate knowledge on the insides of the mod (more than just playing it), especially exact values, are recommended for this.

    Read more >
  • Isol-IIID

    Mini Icons of Act 1

    July 14, 2018 by Isol-IIID

    Three picture are used in version 3.0 as loading screens. In version 3.3, they are no longer used as each mission has its own loading screen now.

    Read more >
  • Isol-IIID

    Since finding that there was a very early loading screen of Nobody Home (presumably published in 2015) that pasted on the page of this mission, I had a plan to upload all the loading screens. All the loading screens are placed here.

    All Covert Operations had their own loading screens before 3.3.4, but in 3.3.4, all loading screens except Archetype have been simplified to a single special format (see bottom). However, the abandoned loading screens will be back in 3.3.5,

    Read more >
  • CyborgGOAT

    I've been digging 3.0 for it's secrets and i have found this odd looking vehicle.

    Likely a Unused Unit for china but what purpose does it do or what it's name?

    Read more >
  • YayofHearts

    Can we have arsenal pages for each factions, just like in the rotr wiki? I would really appreciate it if there is a convenient way to see what each faction have.

    Read more >
  • OllerusMO

    Mission panorama, as its name suggested, is the preview of the full map, made by a Map Renderer programme. I've noticed that wikia only has seldom of these images. While I've already made an album for them in the Baidu Tieba community (that album is obsolete now), I decide to make the same album in wikia. Of course, these images may contain spoiler contents of these missions. As a result, I post them to my blog for now, and you can see if they need to be put in the pages. All the campaign mission previews here come from their newest version. This album will also be updated when there're new missions released and old missions updated.

    For cooperative mission panoramas, see here.

    Read more >
  • Isol-IIID

    Note: This page is obsolete now and is replaced by Colors.

    Recently I've noticed that some people are a bit confused about the color's usage, so I'll make a summary about it here to let all of us basically clear the situation.

    All colors are listed below:

    Faction Major Color Minor Color Color 3 Color 4 Color 5 Color 6 Color 7 Color 8
    Allied Nations Blue Cyan Neon Blue Dark Blue Light Blue N/A N/A N/A
    Soviet Union Red Orange Tan Maroon Brown Crimson N/A N/A
    Epsilon Army Purple Magenta Lime Dark Purple Light Purple Pink Orchid N/A
    Foehn Revolt Teal Jade Mint N/A N/A N/A N/A N/A
    Other colors Yellow Khaki Gold Black(Black) Green Dark Green N/A N/A

    Major Color is the represnt color of each faction and also the 1st color in co-op missions (except Allied, it uses NeonBlue instead…

    Read more >

    The term "Ivan Bomb Logic" gains its name from Crazy Ivan's unique attack pattern in Red Alert 2. When a weapon uses this logic, it attaches some sort of bomb to its target which detonates and deals damage after a preset fuse time.

    In vanilla Red Alert 2 and Yuri's Revenge, this logic is hard-coded to only apply to Crazy Ivan's bomb (with a special tag IvanBomb=yes). Ares Platform further developed this mechanism, allowing several Ivan Bomb Logic weapons to co-exist with different fuse time, bomb damage and warhead.

    The following units possess weapons with Ivan Bomb Logic (based on version 3.3.3):

    Unit & weapon Damage Fuse (frames) Max Damage per Frame Notes
    Crazy Ivan bomb 400 440 0.91
    • Destroys bridges
    • Defusable by Engineers
    • ROF = 50 (this is n…

    Read more >

    This is a topic debated since long ago. Many believe that the subfactions of MO3.3 cannot fit to a perfect S-A-I model. However in my opinion, they can, and they fit quite well.

    Strength: Subfactions boasting significant HP advantages over its comrades. These factions utilize slow but heavily-armored and heavily-armed forces, and usually lack a real siege tank due to game balance.

    • China
    • European Alliance
    • Epsilon Headquarters
    • Last Bastion

    Agility: Subfactions with well-rounded multipurpose units. Such subfactions trade armor for mobility while maintaining high firepower. These are token A-move subfactions and more than often related to the word "imbalanced".

    • Russia
    • United States
    • PsiCorps
    • Wings of Coronia

    Intellect: Subfactions which favor softening th…

    Read more >

    In modding, "Superweapon" not only stands for the ability provided by each faction's $3000 ($2500) and $5000 buildings, but also includes everything that is not fired from units and appears as an sidebar icon - the support powers.

    In vanilla Red Alert 2. Superweapons only appear in the forms of Nuclear Missile, Invulnerability, Weather Storm, Chronoshift, American Airborne and Tech Airfield Paradrop. Yuri's Revenge introduces more weapons such as Spy Plane and Force Shield. However the A.I. behavior of these are hard-coded.

    Thanks to the Ares Platform, more A.I. behavior options are introduced in the form of SW.AITargeting. Combined with AIRequiresTarget and AIRequiresHouse to help A.I. determine a proper target (for example EM Pulse against veh…

    Read more >
  • J23k4z

    Information consistency

    April 8, 2018 by J23k4z

    Here is a list of in-game data that contradicts with the information from the official MO website. I hope this list will help to track and sort out the inconsistencies.

    Last updated: 17 Oct 2018


    • Tanya uses her laser rifle on ships, not C4 (website description)
    • Tanya strength is 200 not 180 (changed in 3.3.3)
    • Norio strength is 270 instead of 265 (changed in 3.3.2)
    • Riot Troopers are actually not immune to dogs
    • Stallion strength is 330 not 320
    • Cryocopter range is 10.5 instead of 10 (3.3.2)
    • Humvee's passenger survival rate is not listed
    • Destroyer strength is 600 not 575
    • Coordnode power changed to -50 from -40 (3.3.3)
    • Navy SEAL strength is changed to 150 from 140 (3.3.3)
    • Warhawk's armor is actually medium not light (f_medium)
    • Navy SEAL range changed to …
    Read more >

    Blog based on game version 3.3.3.

    The Infantry Only mode is a game mode specially designed for pure infantry combat. Since its introduction, its rules file has received numerous patches in order to maintain game balance. Actually, the Infantry Only mode has attained reasonable balance suitable for multiplayer games. It offers a chess-like playstyle much different from either standard Mental Omega skirmish or original Red Alert 2.

    I personally find this game mode so well designed that it deserves some detailed record on the wiki. However putting everything in the Game Modes page seems out of place compared to other game modes' brief introductions. Please find below a summary of all rules exclusive to this game mode.

    • Player gains access to all…

    Read more >
  • Nikitazero

    Now that I've finally become the wiki's bureaucrat, I just want to announce that I have promoted Bot Rot and Arya Snow into the wiki's new admins and content moderators.

    With that settled, the wiki's administration is now clear. I hope that with this, our wiki will be better in the future.

    Read more >
  • Nikitazero

    Recently I was aware that the wiki's reputation being not that good, especially on MO's Discord community (thanks to Bot Rot who had told me such) who considered the wiki to be "untrustworthy". Therefore, in order to make the wiki looked better in the MO community, I've decided to initate a major overhaul and reform program over the wiki to fulfill our goal as a credible and trustworthy information source for Mental Omega APYR (since there's no word at all about the official wiki, but that disclaimer on the main page will remain until there are any update on the official wiki's status).

    As some of you might know, I've announced an upcoming election for new admins for the wiki. The election, however, had to be cancelled since I've already pinp…

    Read more >

    Campaign timeline of the Third World War based on canon resources of Mental Omega version 3.3.3.

    Some missions cannot be merged with the rest and are therefore kept in separated lines. The vertical position of the missions doesn't necessarily stand for chronological order.

    • According to the campaign order, the President should already have been killed in Happy Birthday. However this is not mentioned in the Allied briefings until much later in Hammer to Fall.
    • In Bad Apple there're two unused lines which say: The President wants us to proceed with caution, therefore you can only have 15 of the same soldiers at a time. This hints that Bad Apple might take place before Happy Birthday. So long as the quote is removed from the game, it can't be deeme…

    Read more >
  • Nikitazero

    Patch 3.3.3 is out!

    March 9, 2018 by Nikitazero

    Mental Omega Patch 3.3.3 is released after quite a long delay.

    As before, you can download it automatically through the Mental Omega client, or if somehow you can't, the manual patch can be downloaded here.

    The patch was released just as a developer playthrough video of Nobody Home is released, which finally give a glimpse on how the Foehn Revolt came to be:

    As before, the patch's changelog can be seen here.

    Read more >

    After having been defeated on the fortress maps for several times, I took some time to look into the range bonus mechanics of Mental Omega. The system itself is identical to Yuri's Revenge, but MO introduces many more new weapons to look into.

    Some ingame weapon receives a range bonus when fired from a position higher than its target. A weapon benefits from such bonus only if:

    • Its projectile has SubjectToElevation=yes and is not an airburst projectile.
    • The weapon has Lobber=no, the payload is not fired in a hyperbolic trajectory.
    • Neither the weapon carrier nor the target is an aircraft.
    • The weapon does not have Warhead=Special, it is not a rocket/drone launcher.

    If all these cases are met, the weapon will receive a range bonus when firing onto l…

    Read more >

    Name Affiliation Remarks
    Tesla Russia In RA universe, Nikola Tesla works for the Soviets
    Nuclear power & Irradiation Russia -> China Discovered by RU then emphasized by CN
    Iron Curtain Russia Since Red Alert 1.
    Flak ??? FlaK (FlugabwehrKanone) is a German word invented in WWII. It shouldn't even have appeared in the RA universe since Einstein erased Hitler from time
    Smoke warfare Latin Confederation

    Flame weapon Russia Since Red Alert 1, despite the fact that CN possesses Armadillo, heavier version of Borillo
    Incendiary weaponry Latin Confederation To be distinguished from flame weapons, incendiary weapons leave flames on the ground
    EMP China Tesla Tank and Volkov's EMPs are only side effects and not exploited on purpose
    Cybernetics Russ…

    Read more >

    Name Affiliation Remarks
    Prism European Alliance

    Mercury Railgun United States This might include other satellite utilities such as Satellite Scan
    Weather Control European Alliance The Weather Storm Device Project is initiated by EA and finished by PF
    Robotics Pacific Front The Robot Tank's laser weapon comes from US arsenal, while its hull is made in PF
    Thermal Inversion Pacific Front

    Chrono European Alliance

    Laser (red) United States

    Flashbang United States

    Cryo Pacific Front

    Name Affiliation Remarks
    Rocketeer Pacific Front Type-42K HMG corresponds to typical Japanese nomination style which stands for either 42 Showa Era (1967) or imperial year 2642 (1982), while the latter fits well to the timeline. And Norio.
    Gap Generator European…

    Read more >
  • Nikitazero

    Upcoming new admin election

    September 14, 2017 by Nikitazero

    Because I am now handling two wikis for two different CnC mods at the same time, this Mental Omega APYR Wiki and the Rise of the Reds Wiki, I am considering to elect a new admin for the wiki to handle everything in my absence.

    However, as I didn't have the bureaucrat rights yet for this wiki, I have requested to be granted bureaucrat rights for the Mental Omega APYR Wiki so that I can promote a user to a new admin. Until then I have to wait.

    For now, to all active editors in the Mental Omega APYR Wiki, just keep editing and remember to follow the wiki's policies and guidelines so that I might pick any of you as fitting and promising candidates for the admin position.


    Read more >
  • CyborgGOAT

    just asking if this wikia will add information from 2.0 as old content or not? 

    Read more >

    Mental Omaga uses the original RA2/TS armor type system. However based on the original system, Mental Omega introduces lots of special armor cases in order to enable various unit abilities, such as hazard immunity, clear garrison, Quetzal Shield and Haihead sibling's rapid healing.

    There are a total of 11 basic armor types in Red Alert 2 and Mental Omega. Among which 3 types are designated for infantry, 3 for vehicles, aircraft and warships, 3 for structures, and 2 special types.

    Armor Type  Description Notable Users
    None Infantry without protection Dogs and Spooks, Engineers
    Flak Soldiers with basic armor GIs, Flak Troopers, Rocketeers, Huntresses, Tanya, Norio, Morales, Yunru, Libra, Malver
    Plate Heavily armored troopers designated to…

    Read more >

    20180311: This bug has been fixed in version 3.3.3, the following note is now obsolete.

    20171103: Corrected Foehn EMP to its official name Blackout. The title is impossible to edit though.

    Foehn's Blackout can cause a bug which disables production permanently even after the Blackout effect is over.

    This note is based on Mental Omega version 3.3.2.

    The bug can be produced by Blackout effect from any sources including Haihead Blackout Missile support power, Raccoons's beam and Ramwagons' deploy weapon.

    The lock down happens at the moment when the Blackout effect on a production structure wear off:

    • If its owner is low on power at this moment, the structure will be "locked" (disabled permanently). A disabled structure can neither be assigned ready poi…

    Read more >

    Malver's appearance in mission Obsidian Sands has long been a myth. Some on the forum reports spotting Malver appeared out of nowhere and slew Libra and Rahn with ease. Some even claims that he's invulnerable. By studying the map files, this blog presents you the ultimate response to this question.

    For better comprehension, basic knowledge on Red Alert 2 INI format and map system is required. This wiki helps: [1]

    The blog is completely based on officially released files and does not contain any leaked or encrypted data. Releasing leaked/decrypted/modified files is forbidden by MentalMeisters.

    Spoilers Alert:

    Too late :D Malver appears on this map, but only the best (or luckiest) players can see him.

    Obsidian Sands is a mission released in 3.3.2. It…

    Read more >
  • Nikitazero

    After a long wait, Mental Omega Patch 3.3.2 is finally released!

    You can download it automatically through the Mental Omega client, or if somehow you can't, the manual patch can be downloaded here.

    The patch was released just as a developer playthrough video of Obsidian Sands is released:

    The patch's changelog can be seen here.

    Read more >
  • Nikitazero

    A developer playthrough video on the upcoming Soviet mission, Power Hunger, was released.

    What do you think about the mission?

    Read more >
  • Nikitazero

    On the wiki

    July 10, 2017 by Nikitazero

    To all editors of MO Wiki, first I want to apologize for my relatively long absence since I was pre-occupied with other activities, although I remain watchful to the wiki nonetheless.

    Because recently a certain person is adding leaked information about unreleased missions (see Paranoia's edit history), I've decided to disable unlogged edits on the MO Wiki, which means that only registered and logged users who can edit here, while unlogged users can only see the wiki but not edit them in any way. I also want to remind that no matter whether they are valid or not, NEVER add any leaked information on MO until they can be confirmed by official releases; violators will be punished harshly.

    I've also enabled the chat feature just in case anyone wa…

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  • Eric.gleek


    Due to the recent changes in Stone Cold Crazy's wiki page , I added a new section to point out any errors found in some missions, the Errata section. Please watch of videos containing Mental Omega campaign playthoughs to point out errors and record in a one mission's wiki page at a time.

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    Game Speed 0 1 2 3 4 (normal) 5 6
    Frame per (real) second 10 12.5 15.625 20.833 31.25 62.5 ∞
    in-game/real speed ratio 0.667 0.833 1.042 1.389 2.083 4.167 ∞

    1 ingame second = 15 frames


    A Nuke takes 10 in-game minutes (600 in-game seconds) to recharge. That is equal to 15 * 600 = 9000 Frames.

    Which means it will take 9000 / 31.25 = 288 seconds (4.8 minutes) in real life to recharge a nuke at game speed 4, or 720 seconds (12 minutes) at game speed 1.

    PACERRECAP (talk) 22:12, July 27, 2017 (UTC)

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