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~ The C&C Guild Staff

4 Autumn Update

Posted by predator_bg on September 1, 2014 in Contra News (eng)

Welcome back to Contra. It's been a long time. Some people thought we are dead, others thought we are having a super nice vacation. Unfortunately, we were not on a vacation, but fortunately we are alive. That's enough about us. You came here to hear about Contra, right?

First, we'll start off with some new models. Dcesarec presents you the new US drones pack.
From left to right: Zodiac Drone, Stinger Drone, Battle Mechanic, Jet Sniper Drone, Scout Drone and Hellfire Drone.


Second, we have fixed Observer interface. Coordinates now properly match the new interface, which was introduced in 008 beta. Generals' icons are now displayed instead of vanilla faction icons.


The general's portrait can be seen when a player is selected.


Third, we have a new launcher for Contra. Contra now works in conjunction with other mods. But that's not all. You can switch between new and vanilla soundtracks, new and vanilla unit voices. Language and start options are easily selectable too. Made by Predator_BG.


And finally, a new trailer for the upcoming 008 final (big thanks to SmokeMelvin)!


We have recently started testing Contra online to find any bugs and imbalanced stuff. Challenge maps are also being tested. We hope you enjoyed this update. We are not dead.

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0 Contra 008 Beta 2 released!

Posted by predator_bg on September 1, 2014 in Contra News (eng)

Originally posted on ModDB by ThePredatorBG on Jan 1st, 2014


Happy New Year to all of you!!! We are happy to inform you that Contra 008 Beta II release is ready!



Greetings fans! After turbulent last few months, we have made this release for all of you. As posted before, we guess you all know what is happening with our team, and with Contra mod.

Still, we have raisen from dust and put a lot of effort to make this true... and probably even better.

As it is stated in credits (if you watch them in-game), you will see a special section with credits for people who made this version happen.

We'll say once again:

- Anubis_theDark
- Zeke_Dlyoung
- VectorIV
- Javellin Cos
- Anto111ka
- Kris (moddingrocks)

And of course our former members which contributed a lot for 008:

- Andrey [Creator] Pestryakov (mod author)
- Gundamwen
- Lil Tasman
- Casojin
- S_P_R
- EvGamer
- Annihillator

And now, current team which holds this project not to fade away, and who decided to take everything in their own hands:

- dcesarec
- Predator_BG (a.k.a. ThePredatorBG on Mod DB)

We both made almost everything new, that you will see and enjoy. We both had to learn many new things, spent many days and nights to make this come true. It has been almost a year since the first Beta. That's because we (dcesarec and predator) decided to continue over the official release about 1-2 months ago.

Now, download, play, have fun. This version is made for enjoying multiplayer, playing challenge and skirmish
Also, post feedback, so we can quickly fix things which we missed. And so we can make a decent story and release FULL version sooner.

We still take offers for help and get in team... because Contra will live!

Some art and sounds were taken from:
Warhammer 40,000: Dawn of War – Dark Crusade
Total Annihilation
Men of War: Condemned Heroes

We suggest using GenTool v6.2 for better experience.
Note: We are not the makers of this software.


These are all changes, ranging from 008 Beta to 008 Beta 2.
Russian translation: Redsys.ru

Bugs fixed:

- Tech buildings block projectiles. Fixed.
- Saturn and Nemesis did not have hero signs on mini-map. Fixed.
- Yan Wang could not attack helicopters. Fixed.
- Music was not playing. Fixed.
- Flame general Artillery Training cameo had wrong coordinates. Fixed.
- China Bunkers had missing cameos. Fixed.
- Tank Hunters fire missiles from their feet. Fixed.
- USA Missile Defender had a visual glitch with feet. Fixed.
- Some maps were not available in multiplayer. Fixed.
- Some GLA units use English voices. Fixed.
- Some GLA voices were missing. Fixed.
- Some GLA voices were delayed after unit action. Fixed.
- Medic Droid was affected by Exoskeletons, but upgrade icon was missing. Fixed.
- Nuclear Battlemaster was affected by Nuclear Tanks, but upgrade icon was missing. Fixed.
- Cyborg uses Ranger voice for building capturing. Fixed.
- Terminator uses Burton voice when planting charges. Fixed.
- Raven uses Comanche voices when destroyed. Fixed.
- Internet Centers use Command Center preview sound. Fixed.
- Omega Cannon could be attacked by light weapons. Fixed.
- GLA Worker had selection glitch. Fixed.


- Power production at game start removed.
All USA:
- Command Centers have more health and are limited to one at a time.
SW general:
- Dozer moves 20% faster.
- Security Systems upgrade added.
- Hybrid Engine upgrade moved to Command Center.
- Tomahawk Storm has +20% more firepower.
- Web Defense System removed.
- Heavy Construction Dozer requires Strategy Center and rank 3.
- Saturn is now a unit built at War Factory in order to eliminate all bugs.
- Blackout Missile System is built by Dozer only (was Saturn only).
- Garrisoned infantry in Fire Base and SSM Site auto-heal. The point of auto-heal was to give infantry inside those defenses a chance to survive since they get killed by everything in Contra. Don't try to kill infantry with anti-personnel weapons. Focus your fire on the building.
- Cyclone range increased.
AF general:
- Dozer moves 20% faster.
- Security Systems upgrade added.
- Hybrid Engine upgrade moved to Command Center.
- Hydra (EMP Artillery) removed.
- Colossus was changed. Sparrowhawk flies around Colossus and fires missiles at enemies around it. There is a designation effect on the targeted unit.
- F16XL firepower increased slightly.
Laser general
- Dozer moves 20% faster.
- Security Systems upgrade added.
- Hybrid Engine upgrade moved to Command Center.
Cyber general:
- Cyborgs move as fast as other infantry from the start. After Exoskeletons upgrade, they move +50% faster.
- Cyborgs are resistant to toxins and radiation. They take damage very slowly.
- Drone Controllers' drones have 50% less life time.
- Nemesis has less speed, more health and more firepower
- Pegasus is armed with one bomb. Firepower and particle effect from Contra 007 have been returned.
- Cepheus shoots one shell with double firepower and double reload time.
- Cyborg Drop, Missile Cyborg Drop and Medic Drop have been removed.
- Cylon firepower increased, armor decreased.
All China:
- Command Centers have more health and are limited to one at a time.
- Airfield is available at rank 3.
Nuclear general:
- Radioactive Shells and Chain Guns upgrades moved from Internet Center to War Factory.
- Nuclear Battlemaster health was decreased by 10% and the chance to fire a nuclear shell has been returned (all the same as in 007).
Infantry general:
- Minigun upgrade moved from Internet Center to Barracks.
- Chain Guns upgrade moved from Internet Center to War Factory.
- Sniper is now stealth while moving.
- Troop Crawlers move 10% faster.
- Mongoose removed.
- Dragon Tank range is now the same as other Dragon Tanks (was less). It also fires continuously now.
- J-10 costs $1100 (was $1750), but also has 30% less health
Flame general:
- Fire Wall and Thermite Shells upgrades moved from Internet Center to War Factory.
- J-10 removed.
- MiGs have 2 missiles instead of 4. Missiles don't spread anymore.
- Artillery Barrage has a slight flame effect, not for destruction, but for possible fuel ignition.
Tank general:
- Fire Wall, Black Napalm and Improved Autocannon Shells upgrades moved from Internet Center to War Factory.
- J-10 costs $1500 (was $1750), but also has 30% less health. A strike of 4 J-10s creates a firestorm (was 6).
All GLA:
- All Bomb Trucks are stealth while standing still and moving.
- All Angry Mobs are as usual. Cost returned, build time reduced, built at Barracks.
Demolition general:
- Efreet is stealth while standing still and moving.
- Airfield holds 3 planes instead of 4.
- Cockroach jump/boost into suicide action was removed.
Stealth general:
- Hazael damage increased by 30%.
Toxin general:
- Bomb Truck removed.
- Default Toxin Rebel's firepower was lowered to match other generals' infantry. Also, he doesn't clear buildings anymore.
- Toxin Rebel gains the ability to clear buildings with Anthrax Gamma (Difosgen) upgrade.
- Toxin Pump upgrade was moved from Black Market to Barracks.
Assault general:
- Katyusha was moved at rank 3.
- Dana was moved at rank 1.
- Sneak Attack general's power was moved at rank 3.


- USA Thor 3D model inserted.
- USA Laser Turret 3D model was changed.
- USA Annihilator 3D model was changed.
- USA Cyborg 3D model was changed.
- USA Super Weapon Burton (Splinter Cell) 3D model inserted.
- USA Air Force Burton (Duke Nukem) 3D model inserted.
- USA Seraphim 3D model inserted.
- USA Nemesis 3D model size increased.
- USA Phobos 3D model inserted.
- USA Cepheus 3D model inserted.
- USA Lancer 3D model inserted.
- USA Female Ranger 3D model inserted (for SW general).
- USA Comanche texture was improved.
- USA Robo Raptor texture was improved.
- USA Drop Pod texture was improved.

- China infantry textures improved.
- China Sniper 3D model was changed.
- China Flamethrower Turret 3D model was changed.
- China Flame Battlemaster 3D model was changed.
- China Nuclear Battlemaster 3D model was changed.
- China Bunker's garrisoned version is easily recognizable now.

- GLA Rebels 3D models inserted.
- GLA Airfield 3D model inserted.

- New trees inserted.
- Bushes enabled.
- Ice objects added.
- Coconut objects added.

- Rocks objects' textures improved.
- Some textures in vanilla Generals have higher resolution than these in Zero Hour. Some of them were added in Contra (DrainPipe, DrainPipeFlowing, CargoLoadingCranes, damaged Chinese Command Center, damaged Chinese War Factory and some others).
- Snow version of supplies fully inserted now.
- Some Contra terrain textures were replaced with better ones.
- Some vanilla Generals and Contra terrain textures improved.

- Many cameos have been improved.
- Inserted Fixed Cameo Pack by n5p29 (thanks for making this public)

Challenge mode:

- Challenge mode enabled.
- Assault and Cybernetic challenge maps added.
- Infantry challenge map removed.
- All Challenge maps were updated. Bug fixes, balance changes, visual enhancements.


- All maps have a new depth of field (fog) effect.
- All maps have new realistic water effects.
- Some unblended tiles (terrain textures) were blended.
- Long Range Radar tech building and new Civilian Bunker were added on some maps.
Notable changes on most played maps:
- Defcon and Tournament Island were completely overhauled visually. New terrain textures used.
- Tournament Island has wider entrances now.
- You couldn't capture USA and China dozers on Europe Raptor map. Fixed.
Hostile Dawn:
- The Artillery Platforms in the middle were removed.
- The Oil Refinery in the middle was replaced with a Long Range Radar.
- There are two Reinforcement Pads now (was one Reinforcement Pad and one Repair Bay).

Other changes:

- Added new select/preview sounds for Cepheus, Azarakhsh, Communications Center, GLA Airfield, Cyborg Factory, Chemical Bunker.
- Added new voices for Saturn, Heavy Construction Dozer and Female Ranger.
- Inserted new sounds for Jihad Warrior's shotgun, Huang Zhong and Aladdin's guns.
- Many text changes. Misspellings, wrong information and conflicting hotkeys fixed.
- Shellmap from Contra 007 was returned with some changes.
- Main menu interface was updated.
- New music plays on shellmap and menus.
- GLA announcer speaks English again.

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0 Awaken!

Posted by predator_bg on September 1, 2014 in Contra News (eng)

Originally posted on ModDB by dcesarec on Nov 23rd, 2013



You see it right, we are back on track, and this time, we are making things even faster.

- I won't lie, we are having the most difficult time than ever before. Our team leader and Contra founder, Andrey Pestryakov A.K.A. Creator, is offline... both from our forums and our personal networks. He is offline for a longer period. We don't know what happened to him. But before he went offline, he told us he will start working on NeoAxis engine. To make Contra limitless... and he is planning to invest in that project too. He also gave us permission to finish Contra 008 on SAGE engine.

So now, the only remaining project team members, PredatorBG and I, are working every day in order to finish this release, to import everything. We are learning new things, and we make progress.

Our goal is to finish 008 on Christmas or New Year. It will be either second beta or full 008.
This release will be visually the best Contra version so far, and with gameplay it will be very similar to 007.

We also have great help from other people, people like: VectorIV, Zeke, Kris, Anubis, and Anto111ka. We shared some resources with them (resources which I personally made), and we share our "experience".
So, thanks to them, we are able to make huge progress!

But, we still appreciate any help. Anyone who has experience in coding is welcome in our team. We don't know how progress will flow in the next month... but we will give our best.

Now, I will show you some in-game pics... so you can judge by yourself what we have done in only a few days:









Noticed new water, ground, bushes, flowers, trees and units?? This all is awaiting for YOU!

Not only this... new menu interface is completely inserted, new infantry models which are now easily recognized...

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0 Summer Update

Posted by predator_bg on September 1, 2014 in Contra News (eng)

Originally posted on ModDB by dcesarec on Jul 3rd, 2013


After a first 008 beta release, we continued our work on many mod aspects. Such as improving graphics, fixing bugs and adding some new models. Lately, team is busy with RL problems, but we will show you some of the work that has been done. Work will continue in order to give full 008 release which will be playable and enjoyable as 007 is, even better, with less possible bugs, with best graphics we can give.

What all is in progress now?

There are still bugs left to be fixed, and there are still graphics to be improved. Some models, vegetation, and new lighting environment. Also, new menu interface was not inserted in first 008 beta release properly, so you can expect full new menu interface.

So when can we expect full 008 release?

Not sure at the moment. I personally think it could be done by the end of this year, because not many things left to be done. Even next beta release could be considered as full release. This all depends on our free time and things we can achieve in this summer.

So, when, and will be second beta then?

Again, not sure, I hope in autumn or at the end of summer. But that is just my personal opinion, please note that!!!


I also have an announcement for all Contra fans.

Maybe some of you are familiar with this... but lately, Contra project team is discussing about Contra future. And, the conclusion is...

that we don't see a bright future for Contra mod anymore...........

on this old engine!!! :)


What does this mean???

This means that we want to move Contra mod on a better engine. We are sick and tired of old generals engine limitations (we can't insert all units we want), graphics (we are limited with polygons and textures size), bugs (unfixable engine bugs), lags (without a reason), mismatch, cheating players (those are the worst, I meet them very often) and such....
So, we are nesting, we are searching for a better host. So far, some of the engines are considered as hosts. RA3 engine, NeoAxis engine, and some others. We know it will be hard work and long project which has its own risks. It could turn out great, or it could turn out bad. But we will give it a try. We see Contra as an awesome game in future because we have skills and will to do that. Perhaps we will expand our team too, so stay tuned if we post that we need more people!
Don't worry, before we start doing that, we will give you 008 version finished.


Please note that all those things which I have posted now can be changed in any time. Anything can happen with our members because we all are struggling for better life.


But, enough of text now. Let me give you some pictures.


First, we have improved old Battlemasters. I love those tanks, but they had old texture. So, this is Flame general's Battlemaster:



If we improve Flame general's Battlemaster, it's only fair then to improve Nuke Battlemaster too:



Next, my favorite improvement is Cyborg unit, still under question. Like it to see it in Contra :D



My first rebels for Contra were not so great job. With time I improved my skills, so I have made new rebels too. Now they match to their cameos. From left to the right you see Demo Rebel armed with grenades, normal Rebel armed with machine gun and Toxin Rebel armed with a toxin gun and protected with gas mask.



We didn't show you new USA ranger before, right? He also has new machine gun too. They will have some variants in order to be better recognized on maps.



New GLA Airfield is made too. Old GLA Airfield was not so great model.



And, here are some screens with new vegetation too, you can see new water too. On most played maps in multiplayer games:








With this, I am ending this summer update. For all of you who don't know where to play Contra online, use Tunngle. Both 007 and 008 versions are played there in their rooms. So, join us!

I hope that soon will be one new update too which will show you new bushes, new lighting environment, new ground textures and few models that left to be done!

So, until next update, enjoy Contra and CYA! ;)

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0 Japanese Amphibious Tanks

Posted by Mig Eater on August 15, 2014 in D-Day News

You thought I was done with Japanese tanks!? Well think again because there are plenty more to come :p Japan was the only country during the war to operationally use mass produced tanks that were specifically designed to be amphibious. These tanks are now buildable in D-day, allowing Japan strike swiftly on both land and sea.

To see more information, diagrams and photos of these units click on the images to go to their Wiki pages.

The SR I-Go was the Imperial Japanese Army's second Amphibious tank design, the prototype was finished in 1934. It was a large box shaped vehicle separated into several watertight sections, this gave it the ability to stay afloat even if the hull had been penetrated in one or more places. Testing showed it was quite buoyant but it's 70hp engine was only able to propel it to a max speed of 9km/h after a long period of acceleration. The steering in water was also unreliable in anything other then calm waters. Because of these reasons development was stopped an work moved on to a new design.

SR Ro-Go
Following the failure of the SR I-Go work quickly moved onto a completely new design. It was a smaller more compact vehicle using a new Horstmann type suspension system, a boat shaped bow was used to increase acceleration and two propellers with rudders were used greatly increasing performance in water. A small amount were built in 1935 and sent to China, one of them was later captured in Manchuria by Soviet troops.

Type 2 Ka-Mi
The Type 2 Ka-Mi was he Imperial Japanese Navy's first amphibious tank. Based on the Imperial Japanese Army's Type 95 Ha-Go, it was heavily modified with a completely new welded hull with rubber seals making it watertight. Large hollow pontoons were attached to the front and rear to make it buoyant, the pontoons could be quickly detached by the crew from within the tank once it had reached land, sometimes they were kept attached to add an additional layer of armour but this reduced maneuverability. Production of the Ka-Mi started in 1942 after Japans initial amphibious attacks in the pacific. Soon after Japan was forced onto the defensive so the Ka-Mi was never used in it's original role, instead they were mainly used to support isolated garrison on small islands, often being dug into the ground and used as pillboxes.

Type 3 Ka-Chi
With the success of the Type 2 Ka-Mi the Imperial Japanese Navy started work on designing a larger vehicle with stronger armor and armament. To speed up development many parts from the new Type 1 Chi-He were used. Type 3 Ka-Chi entered service in late 1943 but by 1944 Japan was on the defensive and there were no planes for future amphibious assaults so production of the Ka-Chi was a very low priority, only 19 were built by the end of the war in 1945.

Type 4 Ka-Tsu
Experiences during the beginning of the war showed that landing craft were quite vulnerable to attack and were not suited to resupplying Japanese garrisons on smaller island that were cut off from supply. So in 1943 work started on an armored amphibious cargo tractor that could be transported by submarine to the besieged islands. The prototype was ready by the end of 1943 and was tested until March 1944. Soon after plans were made to use the Ka-Tsu to attack Allied ships anchored in atolls that were protected by the outer reefs. The Ka-Tsu however could simply drive over the reef and then back into the water on the other side to attack the now vulnerable ships. Several vehicles were modified and successfully tested but the war ended before the plan could be carried out.

Type 5 To-Ku
A further development of the Type 3 Ka-Chi, the To-Ku used an improved sloped armour layout to increase protection. The 47mm Type 1 cannon was moved from the turret to the hull and replaced with a 25mm Type 95 gun. The front pontoon was lowered so the 47mm cannon & the bow machine gun could be used while it was in water. Some sources state that a single prototype was completed before the war but no photographic evidence has been found.

I'm going to take a break from units for awhile and work on some new terrain and maps next, so look out for that in a week or two.

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4 Nod Banshee

Posted by Madin on August 7, 2014 in Tiberian History News

The omen of death

The Banshee never made the impact that was expected during the 2nd Tiberium war.
Admittedly this is partly due to the extensive combined GDI & Forgotten attacks that focused on Nod's Banshee production facilities. But also, Nod's pilots never got the best out of the advanced 'alien' technology.


Well the dimensional rift has afforded Nod another opportunity, the Nod Banshee is back and this time Kane is determined to get the best out of this potentially fearsome piece of 'alien' technology.
The good news is that Nod's understanding of alien technology has greatly increased since the 2nd Tiberium war, thanks in no small part to the Scrin invasion.

Aircraft signature scan

The first example of this increased understanding is the fact that Nod are better able to utilise the remarkable target/threat scanning capabilities of the Banshee.
Nod scientist estimate that the Banshee is capable of identifying and prioritising 7 trillion different targets (at the same time) over a distance of 1 light year!



Naturally Nod tactical command are using a fraction of the full ability, however such is the intelligence gathering power of the Banshee, Kane himself has demanded that usage of the target scanner be restricted, if GDI somehow got their hands on this information it could be disastrous.
Using the target scanner will reveal all relevant aerial targets on the battlefield (through the fog of war) for a limited period of time.

Elite armour

While the nature of the present conflict means that the Banshees have been immediately deployed on the battlefield, steps are being takien with a view to providing an upgrade path for expected future discoveries.



One item that will be ready almost immediately is the armour that the elite guard of Kane had on their Banshees during the 2nd Tiberium war. This armour provides a nice boost in resistance against all damage types, and is available to all Banshee squadron commanders.



Transpulse plasma

Nod scientist working inside top secret temple facilities have made great progress in fully unlocking the secrets of the Banshee. Has expected the Banshee had several configurations (similar to earth aircraft) and these attack/defence and scout based configurations were adjusted has needed by the Scrin. In terms of the apparent Banshee 'successor' the Storm rider (yet another ridiculous GDI designation) the simple fact is that like earth based war weaponry, the Scrin like to constantly update and refresh their war machine. One hypothesis suggests that the reason for their apparent continuous change is that they do not want their army becoming too familiar with the weaponry in case of rebellion! Which frankly sounds far fetched, but would explain why they seem tactically ineffective despite their tremendous numerical and technological advantage.


One forsaken weapon that scientist have 'unlocked' is the Transpulse plasma. Apparently this weapon was used in a gunship type Banshee configuration. The Transpulse plasma can ricochet of larger targets which causes smaller burst of plasma to hit additional targets!


Difficult to capture in a still! The FX are not final!

How did the Scrin manage to get intelligent re-targeting of plasma, based on a fraction of the original burst? Nod scientist are still working on an explanation, although one theory suggest that the actual Banshee itself detects the ricochet burst and redirects it at a enemy target. Whatever the facts are, it works, and will soon be available for Nod Banshee pilots to use.

Future upgrades

While Nod scientist have been unable to recreate the Scrin force field technology, they have had limited success in accessing and enabling the locked force field on the Banshee.
Nod research on the Scrin force field suggest that its effectiveness in Scrin battles varies wildly and depends on a huge number of variables. In some arenas the Scrin force field is completely impervious, while in others it is so ineffective that they do not bother with it at all. Apparently the Scrin are surprised by the lack of effectiveness of their force field in solar system based battles.

Nod scientist believe that the ridged inflexibility of Scrin command, which includes their habitual 'locking' of Scrin vehicles and operators, prevents them from learning from battle experience and making the required adjustments. Again this is apparently done to prevent possible revolt, however Nod scientist have found that by allowing a pilot to gain extensive battle data with an unlocked Banshee, eventually a force field will be constructed which takes into account the various damage types experienced during battle! This force field has proved at least twice has effective in comparison to the Scrin capitol ships force fields!


"Now we ready!"

It goes without saying that this kind of 'growth' is the most interesting avenue when it comes to alien technology. Kane has demanded that full disclosure is maintained when it comes to future discoveries concerning Banshee abilities and additional configurations, we can only hope that that information makes its way to the battle field.

Listen to the wailing! look up and see the omen of impending GDI doom!



"Where's that GDI armour hiding!"

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0 We come in peace (July 2014 update)

Posted by mevitar on July 22, 2014 in Doom Desire News

And again, over half of a year has passed since the last news update of Doom Desire. This time i worked solely on Vintarids, although everything took me much more time than i thought it would...

Some people always held the belief that an advanced civilisation can't be malevolant or stay in a permanent state of war, as otherwise it would destroy itself. "Our space brothers" were supposed to have left all wars behind them long time ago.
When they finally came, the truth ended up worse than nightmares created by Hollywood. Not only they seemed to deliberately torture and torment humans, but they were also proven to be impervious to gunfire, as if bullets went through them. Some even started to believe that the invasion is just a grand-scale illusion and everyone is just hallucinating.
Still, for all but the most delusional ones, it was very clear that humanity just became an endangered specie.

Vintarid Rethan Assimilator and Vintarid Kerzer Frayer
sml_201401_ret.png sml_201402_ker.png

Rethan: Hovering slightly above the terrain, Rethans sweep over the ground with their tentacles, absorbing energy from any living being that comes nearby. They are also capable of absorbing Crystalline.
Kerzer: Kerzer is the main ground infantry support unit for the Vintarids. Very durable for their appearance, they are still expendable and should be expected to see in large numbers.

Vintarid Dedara Retriever and Vintarid Cleaver
sml_201404_ded.png sml_201405_cle.png

Dedara: Ever since the Vintarids appeared, people in remote settlements started to disappear, never to be seen again. Few of those that remained told stories about trees that grew up during a night, only to disappear few days later, with whole families gone missing.
Cleaver: With the Vintarid assault came strange meteorites that either exploded inair, razing everything below, or fell to the ground where they grew a strange, tentacle-like appendage.

Vintarid Base Defenses

Retaking locations conquered by the aliens proved to be a task that only Essence is capable of, but even for them, it's not an easy one. Not only the aliens always seem to be aware of any incoming attack, they are also impossible to take by surprise. Any attempt to assault their position ends up with the attack force stopping to respond to orders, and either vanishing forever, or turning against their former allies.

There's also a video of them in action.

For the end, I decided to post some WIP civilian units, but untextured for now (just so you know how many of them are planned).

Until next time.

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0 Ares 0.7 Released!

Posted by OmegaBolt on July 4, 2014 in C&C Guild News

Yes, the next version of Ares is now available in a stable and nicely packaged form thanks to our hero AlexB, including Windows 8 fixes (no, not fixing the operating system itself, that is beyond the project!), new modding abilities and a reworked manual. Get ready for the next wave of Ares powered mods!

Hello guys,

Today is Ares 0.7 release day! Ares 0.7 fixes a few memory issues that were affecting all operating systems, but that had a habit of crashing on Windows 8. They all have been fixed, so this Ares version is more stable than ever. Of course, there are also some new features, like the customizable score screen graphics and themes, and several old ones like the Drop Pod and Hunter Seeker super weapons. Another bunch of features is related to the Cyborg Reaper's Splits missile logic, which has been implemented in Ares, and which needed Ranged and ProjectileRange to be implemented as well. It's all there, and now it is possible to recreate the Cyborg Reaper's missiles in YR (not the net-thrower weapon, though).

There are lots of more small features, like better support to create landmines, prevent units from scattering when repaired by a warhead, treat civilian units as enemies, and custom airstrike voices. You'll find them in the documentation, which has a new What's New page where you can easily see what features were added recently. Even if it does not show bugfixes for the original game, there were some of them, too. The inefficient aircraft smoke lookup has been replaced by a new system with customizable smoke animations and probabilities. And of course, lots of internal Ares code was updated. The Migration Guide in the manual lists only one item, and this time you need to take no steps to upgrade.

Regarding the documentation: It is in a transitional state. The table of contents got longer and longer and items on the same topic were spread over the entire length. This will hopefully be sorted out soon. As of now, the search feature will no longer display formatting texts, but almost only the pure text you see on a page. This should make it easier to find the right page.

That's it for today. Happy Modding!

Website: http://ares.strategy-x.com/
Announcement: https://launchpad.ne...ouncement/12808
Download: https://launchpad.net/ares/+download
Documentation: http://ares-develope....com/Ares-docs/

Ares is an engine expansion project designed to improve the original game's performance and stability and provide extra utility for modders. Ares is an open source project and welcomes contributions from C++ developers and always requires more active testing! Head over to the forum on Project Perfect Mod to take part.

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0 American Bulldogs.

Posted by Mig Eater on June 13, 2014 in D-Day News

This news post looks at the American Post-War family of vehicles based on the M41 chassis. The M41 Bulldog and M42 Duster have actually been in D-day for sometime, however their voxels were very inaccurate and in desperate need of replacing. As I was redoing them I thought I'd also make several other units based on the M41 too (including some non-American variants that I'll post at a later time :p ).

If you want to see more information and pictures on any of these units click on the images to go to their D-day wiki pages.

M41 Walker Bulldog
Designed to replace the M24 Chaffee development started in 1947 on the T37, which used a new experimental rangefinder and British fire control system. While advantageous this experimental system was deemed too complex and in need of further development. With the outbreak of the Korean War in 1950 the need for a new tank to replace the M24 Chaffee was even greater as it was struggling to defend against the enemy T-34/85 tanks. So work quickly moved onto the T41E1 which used a new rounder turret and simplified rangefinder, it was rushed into production in 1951 as the M41 Little Bulldog. It was soon renamed the Walker Bulldog after US Army General Walton Walker who died in a traffic accident in 1950 while in Korea.

M41A1 Walker Bulldog
The M41 Walker Bulldog was rushed into production in 1951 to fight in the Korean War, some had even arrived in Korea before official testing had finished and the design standardised. Because of this the design suffered from several flaws, the M41A1 was put into production in 1954 in hopes to fix these issues. The original electrical turret traverse system was deemed to slow and so it was replaced in the M41A1 with a new hydraulic system which not only increased the turret's rate of turn but was also more compact and allowed more rounds to be stored in the turret. Another problem was that debris could get stuck between the tracks and fenders and cause the tracks to be thrown off the wheels and damage the tank. To fix this the side skirts were removed, track defectors were added under the fenders and the fenders were also rounded off on the ends. Over 2,300 M41A1 Walker Bulldog's were built and used until 1969 when it was replaced by the M551 Sheridan. Many were then sold to other countries where they were further upgraded with bigger guns and more powerful engines, some of these tanks are still in service today.

M42 Duster
The M42 Duster was designed in 1952 to replace the M19. The twin 40mm Bofors guns used on the M19 were still an effective anti-aircraft weapon system though, so the M41 was simply modified to use the turret from the M19. In 1963 the M42 was removed from front line duty and replaced with the medium range HAWK missile system. However in the 1966 the US Army in Vietnam lacked any close anti-air defense and so the M42 was recalled back into service, the North Vietnamese air force however never became a threat. The M42 was instead used to great success as a ground support vehicle, its 40mm guns being able to deal heavy damage to unarmoured targets.

Built to replace the M41 in 1953, the M44 was based on a reversed M41 chassis with the engine at the front and the fighting compartment at the back. It used the same 155mm howitzer as the M41 but instead of being in the open it was now placed within an armoured crew compartment.

Development of the M52 started in 1951 along with the M44. Both used the same chassis, which was modified from the M41. Unlike the M44 the M52 used a fully inclosed turret equipped with a nuclear, biological and chemical protection system so it could be used on a contaminated battlefield. Development dragged on for several years an went thorough several prototypes. One of which put the ventilation system next to the engine exhaust, which resulted in dangerous level of carbon monoxide being vented into the turret! By 1955 all the problems were worked out and the the M52 was put into production. Over 680 were built and many were later sold to other countries who still use them today.

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28 Hecthor Doomhammer Livestreams

Posted by Hecthor Doomhammer on June 11, 2014 in C&C Guild News

Hello every one, my name is Hecthor Doomhammer and welcome to another strea...... ... Wait, I'm not streaming now.
Any way. For those who don't know it yet, I do livestreams of a couple of C&C mods, such as Mental Omega, YR: Red-Resurrection, Attacque Supérior and Generals: Rise of the Reds on my twitch channel The streams usually last for 2 hours per stream.
In this topic I will post updates on when I stream which mod.
Mental Omega is done currently on wednesdays at 18:00 GMT (daylight saving) together with Zenothist, who streams on The mentalmeisters channel and if your connection is up to it, you can view both streams side by side on our shared Kadgar basically allowing you to view the streams from 2 different perspectives, as Zenothist and myself are always observing/playing in the same games. Of course you as players are more than welcome to jump into our hosted games.
YR: Red-Resurrection, Attacque Supérior and Colony Wars are done on fridays, also at 18:00 GMT (daylight saving).
YR: Red-Resurrection is publicly available here which means you can join us as players on stream. Usually I try to stream this mod once per month. If demand gets high enough, this might change in the future,
Attacque Supérior is currently not available to the public, so the streams that we do of it, are basically a showcase of progress Graion Dilach makes in his mod. And once this mod is released to the public, of course you can jump in as players. I try to stream this mod once per month, but it depends on the progress that has been made in between streams, so there is a chance that in a given month there will not be an AS stream.
Colony Wars made its debut on July 11th 2014 on my channel Because it's still in Pre-alpha stage, it's not available to the public and just as with Attacque Supérior, we'll try to bring something new to showcase with every stream as development continues and hopefully I'll stream this once per month as well.
On other fridays on occasion, I do stream Mental Omega. I usually have a different co-commentator, or even multiple co-commentators and during these streams, I tend to me more laid back, relaxed and I may even play different background music.
Generals: Rise of the Reds is streamed on Sundays, at either 13:00 GMT or 14:00 GMT, depending on who my co-commentator is (daylight savings) and these streams are of the internal beta 1,85, which currently doesn't have a scheduled public release. In the future, once this version does get released, most streams will revolve around 1,85, but I've received word that from time to time I'll end up doing a pre-release 2.0 stream, to showcase new stuff.
In the info section of my channel, which you can find below the video window, I have posted lots of information about what I stream, when I stream and some of the images will lead to different links. So please take your time to look around and click on those images and links I've posted there.
One very important link is the Schedule and Countdown which I update after every stream, given I know what I end up streaming next, which shows you a countdown on when the next stream is.
I also have a Facebook page where I always post updates on anthing related to streams o videos I make.
Also, my Twitter is always up to date on what's going on.
I even have my own subforum on SWR Productions (forum currently down) where I post all sorts of updates, and where you can ask questions and give feedback.
Lastly, my Youtube channel is where all streams, except for some Friday MO streams, are uploaded as well.
So I hope to see you all on wednesdays, fridays and sundays.
Hecthor Doomhammer

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