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1 Mental Omega Playthrough - Soviet 06, Yuri 06, Allied 07

Posted by on August 27, 2015 in Mental Omega APYR News

The next three missions have been tested and recorded - the Developer Playthrough for Mental Omega missions on Mental goes on. Here's the next 3 missions with their latest updates.
 

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In Soviet Mission 06: Recharger the two heroes of Russia - Volkov & Chitzkoi - are brought into battle once more after their recent resurrection (which will be addressed in a new mission in the next release by the way) and are sent to Paris to take down the unexpecting French HQ of Euro Alliance while their forces rally on the German border. It's a tough run on Mental but you do like challenge, yes?

 

Yuri's Epsilon Mission 06: Landlocked is undoubtedly the shortest mission in Mental Omega if you do right. Can you speedrun it below 3 minutes? I think I've just set a new record. Remember - it's all about the backdoor. Speaking of 'Landlocked' - do you know which original Command & Conquer mission we based this one on?

 

Allied Mission 07: Hammer to Fall is the first of the really tough missions in Mental Omega, especially when played on Mental. However, as the unwritten rule says - missions can only become easier as we develop the mod further and so did this one. Tanya has less problems engaging enemy Desolators now and the patrols which are sent to eliminate your taskforce periodically only has one of them. It's definitely possible to complete this mission faster than I have in this playthrough though. Even I make mistakes sometimes.

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0 We're looking for an infantry artist!

Posted by on August 20, 2015 in Mental Omega APYR News

Greetings to you all! As you might be already aware, some time ago we've announced development of Side 4 for our mod for Yuri's Revenge, Mental Omega: Almost Perfect Yuri's Revenge.
 

 
While we are doing very well to complete our goal of creating a huge 72-mission campaign and designing new vehicles, aircraft & buildings for this new side plus some additional new features for the vanilla sides, we are looking for someone who'd be able to help us make new infantry units. ImP_RuLz has been working them for 3.0 Beta Revision 1 but nowadays he is MiA. 
 

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We'll probably only need a few infantry units done in the nearest future, so single contributions are also welcome. If you are working on some Red Alert 2 / Tiberian Sun modding project, we could try and help you with it in some way in exchange.
 
You'll also receive access to the currently ongoing internal beta version of Mental Omega.
 
Please PM me or write to mental.omega.apyr@gmail.com if you're interested.

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1 Mental Omega Playthrough - Soviet 05, Yuri 05, Allied 06

Posted by on August 19, 2015 in Mental Omega APYR News

Since all these fancy new features are still being worked on and added, I need to make sure none of Act One missions have been broken in the process, so in the meantime, the Developer Playthrough for Mental Omega missions on Mental goes on as I check every single mission for errors. Again. You have no idea how many times I've played these missions already so this time I'm putting this to a good use and recording the playthrough as I progress. Here's the next 3 missions with their latest updates.
 

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Soviet Mission 05: Peace Treaty doesn't change much. You still need to make place for the Psychic Beacon and defend it from the Allied assault. The "easiest method of winning" doesn't change, you can still rush the MCV which is about to appear at the very beginning, so now you know the secret of making the defense of the Psychic Beacon at least 33% easier for you.

 

Yuri's Epsilon Mission 05: Human Shield will be easier on all difficulties and the mission shouldn't take as much time as it did in the previous version. For this mission the PsiCorps Troopers are faster, you will receive access to the Raven to scout the city in search of Snipers and the Shadow Ring will certainly make some situations easier. There will be no more hidden EMP Mines on the map.

Allied Mission 06: Beautiful Mind has been slightly tweaked to make it easier. The Iron Curtain itself is no longer protected with the.. Iron Curtain on Mental difficulty so there's no need to take down the orange player's power anymore. You will still heavily rely on Stormchildren and Warhawks. As a bonus, an additional Aircraft Carrier can be saved from the Soviet mind control if you do the first objective right.

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10 Mental Omega Playthrough - Soviet 04, Yuri 04, Allied 05

Posted by on August 15, 2015 in Mental Omega APYR News

The Developer Playthrough for Mental Omega missions on Mental goes on. Three new videos have been uploaded to our YouTube channel presenting the updated missions of Act One. One of them includes the reveal of a new infantry unit for the United States.
 

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In Soviet Mission 04: Side Effect the Russians see the unexpected consequences of their actions as the Pacific Front army attempts to make a landing in their homeland. A game-breaking bug which made completion of the mission impossible has been fixed for the next release.
 

Yuri's Epsilon Mission 04: Shipwrecked is a twisted scenario in which Yuri uses the magic skills of an Engineer to steal the Allied technology and use it against them in order to sink the American Aircraft Carriers and weaken Allied strength in the sea. It's an unique Allies vs Allies battle you won't see that often in the campaign.

 

In the updated version of Allied Mission 05: Bad Apple the player acquires access to the new infantry unit which is unique to the United States. The Riot Trooper is a heavily armed soldier with a long-range hi-tech grenade weapon which allows him to clear enemy garrisons while keeping the buildings intact. This logic, which debuted in Command & Conquer Generals, is now also possible in Mental Omega thanks to Ares Expansion DLL.

Subscribe to out channel if you want to be notified about the new Playthrough uploads.
 

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3 Tiberian History: Release 7

Posted by on August 11, 2015 in Tiberian History News

Tiberian History: Release 7 is here!

 

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New additions:


GDI

F-18 Hornet TD: Delivers useful support powers!
A-10 TD: Delivers the Napalm strike!
Grenade Soldier Ren: Boost the effectiveness of your Grenadier squads!
Officer Ren: Boost the effectiveness of your Minigunner squads!
Warhawk TD: A very powerful multi-role aircraft (replaces Firehawk)

 

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Nod

Artillery TS: An immense long range artillery piece!
YF-22 TD: Delivers the Mine drop support power!
Power Plant TS: Vital for your base operation! (replaces Tiberium wars Power Plant)
Missile Silo TS: Launches deadly ballistic missiles! (replaces Tiberium Chemical Plant)

 

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Music

A pleasant mix of Tiberian Dawn, Renegade and Tiberian Sun tunes, including some pulsating action track mixes!

 

Known issues:

  • Same EA code bug, were anything which tints an object, will tint everything near the object.
  • The GDI Jackhammer sometimes has animation issues due to the way it was coded, this does not effect the weapons performance.

Installation

Please note that previous versions are not required. There is no need for you to remove existing versions.

  1. Make sure that C&C3; is updated to version 1.9!
  2. Unpack the file.
  3. Inside the file will be a 'readme' file and a folder named 'TiberianHistory'.
  4. Cut and paste the 'TiberianHistory' folder into your 'Command & Conquer 3 Tiberium Wars\mods' folder, which should be in the 'My documents' section of your computer (typically 'C:\Documents and Settings\Username\My Documents\Command & Conquer 3 Tiberium Wars\Mods').
  5. If you get an overwrite* warning click 'yes'.

These instructions assume that you have a Windows XP PC with administrator rights. Ask the community for help with other set-ups.

*This new version does not overwrite the previous C&C history mod file, due to it having a different file name (so you can play the old version if you prefer it!)

 

For in depth addition analysis and hints, visit the official Tiberian History Hints and Tips page: http://forums.revora...313-hints-tips/

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2 Contra 009 work in progress - Update 2

Posted by on July 31, 2015 in Contra News (eng)

Originally posted on ModDB by dcesarec on Jul 31st, 2015

 

We are back...

 

Again, hi folks..!! This is a second update of the new Contra 009 version. As always, we are working on all segments, as much as we can. We are still lacking staff, so I'm hereby inviting anyone interested, but with some skills, at least basic ones, to join us.

 

I will show you some pics of changed things. As usual, let's start with USA.

 

- This is Mosquito drone for Cybernetic general. Mosquito drone is used as special power, and it replaces A10 Thunderbolt Strike. Mosquito drone appears as reinforcement unit, and kills enemy infantry units only. It appears in 3 levels, each level has a different number of drones (3, 5, 7). Mosquito is very useful if you fight vs. infantry general. Or you simply need some backup vs. suiciders, Black Lotus etc.

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- Next one is Shark drone. As said before, USA Strategy Centers have unique weapons when you use Bombardment Battle Plan. SW has Ion Tower, Laser has Railgun weapon, and Cybernetic has Shark drone. This drone is very useful vs. ground units. But it can be taken down with any AA weapon.

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- China also had some makeovers. As you probably saw, Zhu Rong got a new model (screenshot).

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- China Tank general got new structure. It's Overlord Headquarters. This structure is very important to Tank general. It is available at rank 3. Limited to 1 at a time, costs much, consumes power and it is revealed on the map to enemy players. But, it gives 15% discount to all Overlord based units, repairs all Overlord based units all over the map (as long as it exists). It also grants upgrades for Tank general, such as Uranium Shells, and Nuclear Tank upgrade. Structure can be captured and used by other China generals.

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- Some GLA improvements. This is new Scorpion model. All 3 salvage variants.

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- And new Bomb Truck with his Bio Bomb and High-Explosive Bomb variations.

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Don't think this is all what we have done, as I said before, there are plenty more of changes in game balance, upgrades, and even particles. We test the new version every day and try to bring as much polished version as possible. So, I won't list all changes, because they are subject to change while testing. Also, you saw new animals and stuff, which will also appear on official maps (here).

 

- I would like to point you to a Contra 008 FINAL tournament, register here: Contra 008 FINAL tournament

 

Good players from this tournament will be able to join us in our every day new version testing, playing with us, suggesting new things and much more.

As for the end, I think I can say that the next update will be public 009 Beta release. So enjoy what we have done so far, apply for the tournament, test your skills, meet new people and wait for the new release ;)

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3 Unsere Rettung (July 2015 update)

Posted by on July 28, 2015 in Doom Desire News

Time has come for a new Doom Desire update.

Paladin Imbris and Ultor
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There's a story a certain old guy may tell you, about cars you left to rust.

Essence Thanatos Gunship and GAIA Landship
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Thanatos: The Thanatos Gunship uses same propulsion system as all Essence aircrafts, based on electromagnetic acceleration of charged air and plasma. Its reactor allows the heavy aircraft to stay inair, still leaving enough extra power for its anti-tank laser.
GAIA: Old landship concept revived, it's a mobile fortress that's meant to allow Essence keep secure safespots everywhere they move. Armed with lasers, long range AA missile launchers, and a giant ion accelerator, it has all the firepower needed to move through hostile territories.


Vintarid Rha'tor Dream Master
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Before a war, politicians use propaganda to prime civilian population for their plans, so they get their support. But who needs propaganda, if you can control people's dreams... If your own dreams fight against you, and make you more susceptible for hostile influence, how can you fight?

Lastly, in April, Essence scientists came to a very important, yet very horryfing question: how do you defeat time traveling, hyperdimensional aliens with guns and bullets anyway? The answer is... you don't.
So they decided to get some help, and summon Ancient Eldritch Abominations to fight the aliens for us!
Ia! Ia! Cthulhu Fthagn! Ph'nglui mglw'nfah Cthulhu R'lyeh wgah'nagl fhtagn!

Hmm... seems they summoned the wrong one...
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That one didn't seem to be particularly willing to help either...

No biggie, though. As they say, if you can't get an Eldritch Abomination to help you...
just build yourself a giant war machine instead!

Essence Phanerunos (click to enlarge)
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Until next time.

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5 Mental Omega Playthrough - Soviet 03, Yuri 03, Allies 04

Posted by on July 24, 2015 in Mental Omega APYR News

The Developer Playthrough for Mental Omega missions on Mental, stage three. As such, three new videos have been uploaded to our YouTube channel presenting the next missions of Act One.
We're 1/4th done.  

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Not that many changes were done to Soviet Mission 03: Happy Birthday except for the standard 'making things easier on Easy & Normal' and additional reinforcements to make the mission go faster, especially in the base vs base stage. There are still many surprises waiting for Morales on Mental so keep watch and make sure he isn't ambushed by the enemy.
 

Yuri's Epsilon Mission 03: Scrapyard has been somewhat modified - there are less explosive barrels and traps in the oil fields which make the risk of blowing up all Oil Derricks too soon a smaller one, as you can even see in this video. The barrels around one of the Oil Derricks explode violently but don't destroy the Oil Derrick. Acquiring $10000 on Mental in a reasonable amount of time is still tricky.

Allied Mission 04: Heaven and Hell has been updated heavily. The most important change is a bugfix: the mission will now end properly once you eliminate the primary structures in the Soviet base after you're done with all other objectives. Tanya replaces the Navy SEALs and there's a Medic with Engineer joining her at the very beginning of the mission.

Placement of some obstacles has been modified to create a challenge for laser-powered Tanya, including Buratinos that you should probably not approach with her but take out with your Rocketeers. A safe passage through the enemy territory for the Rocketeers will be revealed by a Stormchild so that you don't have to guess where enemy anti-aircraft defenses are anymore.

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0 Mental Omega Playthrough - Soviet 02, Yuri 02, Allies 03

Posted by on July 16, 2015 in Mental Omega APYR News

The Developer Playthrough for Mental Omega missions on Mental continues further. Three new videos have been uploaded to our YouTube channel presenting the next missions of Act One
 

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The changes to Soviet Mission 02: Golden Gate include additional reinforcements in the form of Borillos filled with Pyro soldiers, in order to make the base sweeping phase of this mission faster. What's even more important is that in BR1 it was quite easy to "confuse the mission scripts" with the order of completing the objectives. All continuity errors should be fixed in the next release.
 

Yuri's Epsilon Mission 02: Accelerant gets the most changes on Easy and Normal difficulty, as it is one of the more difficult and micro-heavy missions in the Epsilon campaign, and it's just misson number 2! The Satellite Hack Center will be placed right next to the capturable Allied Barracks, there will be less surprises like SEALs blowing up bridges and you'll get less enemies to deal with.
 

Allied Mission 03: Road Trippin' gets the new repairable Concrete Bunkers, but also Borillos in the Latin Confederation's attack force. Since the attempt to make this mission rely on "Stormchildren supposed ability to take down enemy aircraft" turned out to be a problem, that part of the mission has been removed - Stormchildren no longer can fire at aircraft in this mission.

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0 Mental Omega Playthrough - Soviet 01, Yuri 01, Allied 02

Posted by on July 13, 2015 in Mental Omega APYR News

The Developer Playthrough for Mental Omega missions on Mental continues. Three videos have been uploaded to our YouTube channel presenting the next missions of Act One. Once I am done with recording all 36 missions I will immediately start previewing the missions of Act Two as well.
 

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The changes to Soviet Mission 01: Bleed Red include removing the possibility of capturing an Allied Barracks way before you receive control over the Soviet base. You will no longer have to send a unit back to the outpost to assume control and you will also receive additional reinforcements in the form of Rhino Tanks for the first objective, making the mission go faster on all difficulties.
 

Yuri's Epsilon Mission 01 Peacekeeper doesn't change much, however there is one important modification which will help you complete the mission on Mental. Capture two Tech Turrets near the Satellite Hack Center so that you can feel safer later in the mission where the Hack Center becomes a target of the Allied forces. Mind control as many Abramses as possible.
 


Allied Mission 02 Eagle Fly Free has a slightly updated layout as I was never satisfied with the cliff work on this map. They now look better as their shapes have been more randomized and there are less straight lines which never look good for natural cliffs. Misc adjustments were made to the amount and placement of units on the map, additional tips added on how to proceed to achieve the best results.

Not only MOre mission playthroughs will soon be posted on our YouTube channel but also videos which will reveal the Side 4 units, structures, support powers and superweapons, so why not subscribe?

 

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