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6 Project Phantom - 2012

Posted by Starkku on January 21, 2012 in Project Phantom News

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Project Phantom - 2012

Been quite a while, eh? Yeah, I thought the same. This newspost will bring you some media and other small things that'll hopefully show where the project is headed towards. The title does not only reflect the fact that this is first newspost of the year, it also means I am aiming for first public release during this year.

Website

Project Phantom website has been brought up-to-date, with new unit & structure profiles that come with in-game screenshots, some extra visual appeal to the layout of the site and new 'Media' section which currently mainly has few screenshots of the mod.


Media

Let's start from one of the more important aspects of this progress/media update. As you can see from the screenshot below, several Dominion structures have had a graphical makeover, replacing the recolored Westwood assets with all new artwork, and rest of them are to follow in future. This change has also altered the way some of the structures work, as well. In-depth detail on individual units & structures can be found on website. Another thing to note is currently work-in-progress Tundra theatre, a collaboration between me & m666 of Final War fame that will eventually replace Arctic theatre.

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Click on the image to view it in a full size.

And no, I am not going to limit this graphical overhaul just to Dominion structures, other sides will also get makeover, in due a time. Phantom Power Core shown in image below.

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Click on the image to view animation of the structure. It looks bit better in-game than in this, to be fair.

This of course means that mod is going to have some civilian/misc. eye candy as well, here's pictures of some doodads and those country flag things in-game, respectively.

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Click on the images to view them in a full size.

And finally, 3 misc. screenshots from website Media section that were taken during beta testing online games of Project Phantom.

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Click on the images to view them in a full size.


What's next?

In near future you could expect more media and showcases, in form of screenshots and possibly video footage as well. Mod content I am currently working on, aside from already mentioned structure graphic overlay & Tundra theatre along with other terrain improvements, involve technology branches, support powers and stolen technology. On top of that, I've been trying to do some map work, replacing some not-so-good or otherwise unfitting maps with more interesting ones. All of this will be showcased eventually too, in one form or another.


Final notes

Project Phantom is also currently looking for people capable of filling following roles in development.

- Infantry Artist.
- Mapper
- Concept/Promotional Art Creator.

More information available here.


Until next time.

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1 Kitty Killers

Posted by Mig Eater on January 15, 2012 in D-Day News

Throughout the war the Germans had a technical advantage over the Allies with their Zoo of armoured vehicles, the Americans tried their hardest to close this gap but all of there efforts weren't ready before there superior numbers overwhelmed the German warmachine. You can now though put down the rabid German animals with the best the Americans had to offer.


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The Pershing was originally designed to take on the Tiger tank, but by the time it was ready for combat Kingtigers where roaming Europe. To combat this new threat one of the prototype Pershings was upgunned with a more powerful 90mm cannon & rushed to France for field testing. Once there armour salvaged from a destroyed Panther tank was added, which brought it on par with the Kingtiger. The crew then went looking for prey but they only knocked out one Tiger tank before the war ended.

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A post war upgrade of the M26 Pershing, most of the improvements are internal tho (engine, gun, armour thickness etc), so to differentiate it from the M26 in-game I gave it a tiger stripe paint scheme, which was used during the Korean War to "scare" the enemy.

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The T28 (aka T95) is probably the most unique tank built during World War II. Originally designed to breakthrough the bunkers of the Siegfried Line. It's heavy armour, impervious to any know gun at the time meant it could drive right up to the enemy's defences & blast away. The Siegfried Line was breached before it was ready tho so thoughts turned to using it in the invasion of Japan but again the war ended before it could be put to use.
PS: This is the third time I've made a vxl of this tank & I'm still not happy with it XP

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The first true heavy tank design since the M6 at the beginning of the war. It was used to test several types of engine & a experimental parallax rangefinder which in theory would have given it the ability to fire accurately at long ranges but it proved to be unreliable in anything other then perfect weather conditions.

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The last of the war time heavy tank designs, the T34 used the same layout as the T29/T30 but equipped with a new 120mm cannon. The experience gained from working on the T34 was later used to help design the T43/M103 heavy tank.

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20 Winter Update 2

Posted by Creator on January 14, 2012 in Contra News (eng)

Many discussions were about if super weapon general needs a super unit. And if yes then what should it look like? Super weapon general has her unique play style – to build defenses near enemy and attack by building defenses closer and closer to enemy base. At last, final decision was made. The thing you see on the render is walking fortress. Yes it is fortress because it can sustain direct hit of a nuclear missile and it is walking – with 2 legs. It is very complex to destroy it – it repairs itself and builds structures like a construction dozer. Its disadvantages are relatively weak firepower and very slow movement speed. It moves slower than infantry. Its usage is very similar to super weapon general play style – to move forward slowly and build defenses around itself.
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Nemesis is new fighting vehicle for cyber general. It is not decided yet if it is a 3-rd rank or 5-th rank unit. But, in any case, it will be universal attack flyer with good armor, ability to attack both ground and air targets and slow movement speed.
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Yet another cyber general unit is Harbinger cargo helicopter. It will replace Chinook. It will be absolutely equal to Chinook by its functions, but will be slightly faster.
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New 3d model for laser general “Omega” cannon.
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And at last, here are a couple of models for maps and missions. There units won't be buildable, but you will see them on some multiplayer maps and in single player missions. First model is China armored train. It has radar, ECM, antiaircraft turrets, dual nuke cannon and two Overlord turrets on board. In addition, it rams and crushes everything on its way. It will be strong enemy.
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The second model is neutral bunker, which can be found on some maps. It is just a conventional building with good armor. In contrast to other buildings, you can't clear it by destroying garrisoned enemy infantry with fire, poisons and other antipersonnel weapons.
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0 Desert rats

Posted by Mig Eater on January 12, 2012 in D-Day News

Here is a preview of the new desert terrain I've been working on. Most of the RA2 tile sets have been reskinned, but there are lots of new sets that I still want to add.

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Part of a new map based on the Suez canal, it's the first new desert map & still very much a WIP.

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One of the standard RA2 maps so ignore the buildings & trees, but shows the new cliffs well.

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0 One for the Laser lovers!

Posted by Madin on January 8, 2012 in Tiberian History News

After the non-stop culling of all things laser there is at last some good news for fans of focused light based weapon systems!

The dimensional rift has finally provided a laser based weapon, and it's another classic!

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The Nod Laser Tower is back!

But the strange thing is that lots of generals are not too pleased...
You see, Nods excesses with laser weaponry in the 3rd Tiberium war meant that GDI was forced to find specific solutions to solve Nods lasers. In fact Nod used so many laser weapons that GDI devoted most of their 'counter-strategy' RD money on counters for lasers. They were successful.... very successful actually, indeed many Nod generals had complained that putting so much focus on one type of weapon type would backfire and boy were they right.

These generals were rather pleased with the forced reduction of laser weapon production that came about after the death of general Townes and the destruction of Nods primary Laser RD facility.

The recently reintroduced robotic turret was preforming surprisingly well. And considering that it did not draw any power from bases, these generals are wondering what purpose a power hungry static defence could serve in the current environment.
They have a point. The Laser Tower will not be nearly has potent against vehicles now that GDI has learnt so much in countering lasers.

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But it must also be acknowledged that the Laser Tower was a passable anti-infantry defence has well.
The problem here is that while the laser beam fired is very potent vs infantry, GDI now attack in much higher squad numbers then during the 2nd Tiberian war.
And because the Laser Tower needs a small cool-off period in between each shot in order to prevent over heating, it is easy to see this defence being overrun.

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No worry, the famous Nod strategic defence centre have come up with a solution.
For those generals whose base commanders have lots of power and who can afford to build extra Laser Towers to allow them to be equally effective vs light vehicles and infantry squads, they can simply keep the defence at default.
For those base commanders who are happy with their turrets preforming the anti-vehicle role and who are more concerned about being overrun by Composite armour upgraded GDI squads, there is an upgrade:

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The Blue Beam upgrade is a refit which introduces a redesigned focusing crystal that concentrates on a narrower band which does more damage to organic matter, rather than the current crystal which is biased towards damaging metal and metal composites.
This reduced focus reduces the power consumption, but rather than lower the required power of the Laser Tower, instead the researchers have instead used the saved power to launch a triple burst beam.
This should make all the difference when dealing with large GDI or Scrin infantry groups.

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As you can no doubt tell the redesigned crystal comes at a price, the Laser Towers upgraded will no longer be effective vs vehicles (at all).
There will be no forced roll-out of this upgrade, it is up to base commanders whether they chose to apply for it or not.

Laser Tower in game action!



Blue Upgraded in game action!


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0 Here's an old Silo for Nod!

Posted by Madin on January 4, 2012 in Tiberian History News

Here is a Tiberium Silo I modelled and textured based of old Tiberian Dawn FMVs and renders.

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"Fill 'em up!"

Has I have said before, I do not model often. So for my last 2 models to have been Tiberium silos is kind of interesting!

That is probably were the interest ends though, because as usual there is no real need to build silos except in certain missions were it is required.
Nods silo is slightly more sturdy than GDIs version, so at least you can have that assurance...

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"That's more like it!"

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3 Bar Hummel...

Posted by Mig Eater on December 25, 2011 in D-Day News

Merry Xmas all! I've got a few presents for you :p A few new American units & a look at some of the maps I have been working on. The website has also been updated with a new look, most of the American & German unit pics have also been redone to to the new standardised layout.


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Aerodrome:
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I started this as a test for some new pavement tiles, wasn't long before I had a finished map tho.

Cross Roads:
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One of the first maps I ever made for D-day, I have had to redo it every time I change the terrain so I have many versions of it, I doubt that this will be the last tho.

Close Quarters:
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This map is split into four different sections each with its own theme.

Autobahn:
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I was inspired to make this map after seeing this picture of an unfinished autobahn junction.

Cityscape:
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This is a remake of my favourite C&C map, Cityscape from TS. I obviously made a few changes to make it fit in with a 1940's theme :p

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0 Twisted Insurrection Public Beta 3 Re-Issue Released!

Posted by Aro on December 24, 2011 in C&C Guild News

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Due-to the extraordinary progression on the staff patches and builds of Twisted Insurrection, there has been over 190 changes and additions to Twisted Insurrection: Public Beta 3 which featured 239 Changes and additions since Public Beta 2. With this in mind, we are more than pleased to announce Twisted Insurrection: Public Beta 3 Re-Issue!

The Public Beta 3 Re-Issue features major game-play and balance changes along with fixing several bugs in the original Public Beta 3 release (including a fix for the Final TI Map Editor), there are also new multiplayer maps, campaign/challenge missions, several updates and changes to the campaign as a whole, revamped AI, units available and several performance enhancers to specific maps and the mod in general which results in less lag! For a full view of the changelog and all of the new additions and features, visit the download topic.


Twisted Insurrection: Tiberian Dawn - Nod Victory

The year is now 2019. The Tiberian World now stands with a very uncertain fate. The two most powerful and influential forces on the planet are trapped in a never ending dead lock of war and combat. Whilst the Global Defense Initiative has suffered many blows and military defeats, the faction itself still stands strong and has shown the world its amazing ability to endure harsh punishments and has recovered much lost ground. The Brotherhood of Nod has struggled and triumphed over its enemies, only for its victory to be short lived by the death of Kane the Messiah, causing an ever lasting deterioration through the Brotherhood and leading to defeats and chaos amongst the large faction. With the end of the First Tiberian War comes the dawn and age of a new, second Tiberian War, with new terrifying possibilities and potential. The fate of Earth lies dangerously unknown. Welcome to the Twisted Insurrection commander.

"Sir... I fear an Insurrection is imminent..." - Anonymous

Read the full Twisted Insurrection Story here.

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Download Twisted Insurrection: Public Beta 3 Re-Issue Here!



Players should read the instructions on how to install to avoid any issues, as well as the known bugs and issues thread to prevent any confusions and false bug reporting. The Twisted Insurrection team would like all bug reports to be filed in this forum in order to keep the forum organization.

On the 27th and 28th of December, several C&C players will be playing their favorite C&C games online to help boost CNCNet publicity, these games also include Twisted Insurrection. For a chance to play online against other Twisted Insurrection staff and fans, join in the fun on the 27th and 28th by running CNCNet.exe and clicking NETWORK on the TI Main Menu! Note that you can play online at any time with ease provided there are other TI Staff/players online and available.

For more information on Twisted Insurrection, check out our pages around the web!

Twisted Insurrection Official Website
Twisted Insurrection PPM Forums
Twisted Insurrection ModDB Page
Twisted Insurrection Facebook Page


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0 Alliances, Generals 2, and other such Christmas cheer...

Posted by Nighthawk on December 23, 2011 in C&C Guild News

Hello everyone,
Insert some sort of Christmas sentiment here.

I know I'm a bit late to the recent outpouring of C&C news, however EA decided to release all of its announcements right in the middle of my uni exam season, when I was spending most evenings huddled in a human-free corner of the weather-beaten library building.

So I have not one, but two, new C&C games to talk about...

Firstly, Generals 2. It's a game that I know many were hoping wouldn't come along... but yet knew at the back of their minds that EA was inevitably going to crank it out at some point.

Thankfully, EA's dalliance with mobile crawler bases looks to have been a C&C4-only endeavour, and Generals 2 will return to the classic base building gameplay we all know and love. However, as of yet, no-one's said whether Generals 2 will continue to use the Starcraft-esque Dozer system like its prequel, or the Construction Yard system of the core C&C games. My money's on the former. While a Conyard system would appease the more "seasoned" members of the playerbase like myself, they're unlikely to deviate from the standard laid down in Generals, and even if they did, the complaints they'd get from the Generals-centric community would be unreal.

In terms of storyline, we've got three factions dancing about the battlefield - the GLA (which we were unlikely to see the back of, really), the European Union (which judging by the current Eurozone economy, I find slightly amusing), and an unknown third faction (which I would guess to be either China or some other Communist-centric amalgamation). The campaign kicks off with some sort of global summit aimed at ending world conflict... which the GLA subsequently blow up, killing just about all the of major world leadership. This apparently leaves just the military generals (name drop) of each country left to sort things out.

Looking at the trailer, I see Hum-vees, a GLA Quad Cannon, some equivalents of the Crusader and Scorpion Tanks, a GLA Supply Truck, and some Orca-like helijets, so not too much deviance in there from the Generals standard.

It also might interest you to know that this game is being developed by BioWare, the same company behind Star Wars Knights of the Old Republic and Mass Effect, two of my favourite RPG games. How they'll compare in the RTS business, I can't say, but I know they like to go into detail in their games' backstories.

However, we are a modding community, and I have to say that as of yet, things aren't looking good in terms of modding Generals 2. The game isn't built on SAGE or RNA or anything like that, but is actually being developed on the Frostbite 2 engine - the same engine EA has used on Battlefield 3. As of yet, DICE (the company behind the engine) has said they're not releasing modding tools for Battlefield 3 due to the engine's complexity, so I'll be honest, the future's not looking that bright for modding Generals 2.

But the possibility's not completely ruled out... yet.


And that brings me to the second C&C game recently announced. Unfortunately, going through Generals 2 first is likely not going to make this one sound as good, but here goes.

C&C Tiberium Alliances is a browser-based massively multiplayer online instalment in the Tiberian series. Yes, it is still a strategy game, don't worry. And even better, it will be free to play. No messy and expensive subscriptions like other online MMOs. However, there will be purchasable bonuses at some point after general release.

It will run on HTML 5, and is officially compatible with the current versions of Internet Explorer and Mozilla Firefox. They're a bit more sketchy on Google Chrome support at the moment.

Current sides seem to be just GDI and Nod, with the Forgotten (named in the info as simply "the mutants") as some sort of mutual enemy. The objective is to build alliances with other players and control as much global territory as you can. A single player mode has been mentioned, but it sounds like EA don't particularly want to play it, and have really been touting the multiplayer interactivity of the game. From what I can see in the trailer, the GDI seem to be closely adhering to their C&C3 unit list. Nod wasn't really shown.

Regardless, this will mark the first time the C&C franchise has entered the massively multiplayer arena in RTS form since the joys of C&C Sole Survivor back in the 1990s.

Will either of these two games prove to be the saving grace of the C&C franchise? Or is it doomed to destroy itself under the weight of standardisation and "Generals fanboys" ?

Time will tell. Sooner or later, time will tell...

Nighthawk.
CNC Guild Leader.


Addendum: I've also taken this opportunity to do a little forum-related sprucing up.

Our C&C4 forum was never really used... in fact, it was never used at all except for my introduction topic. So I've removed it. I've also opened a joint discussion forum for Alliances and Generals 2. The continued existence of these will be evaluated based on their success.

The Guild site has also been updated to handle articles, downloads, and anything else for the two new games.

If there's really a desire to bring back the C&C4 forum, I will do so, but otherwise, it's tried, it's failed, and it's consigned to the dustbin of history.

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2 Alternate Warfare - Plans for 2012

Posted by ravage on December 14, 2011 in Alternate Warfare News

Hi guys, sorry for the repost, this is just to patch up the last one i hastily posted at moddb. Well firstly, I want to thank you all for helping us making it into top 100, please keep tracking us, because Alternate Warfare needs you to become better! Secondly, 2011 is nearly gone and holidays is coming, we are still working hard to get ready for a comeback with fresh gameplay mechanics at the new beginning. So, here's a peek at what's coming up:

- Electronic Warfare, Countermeasure and more:

Building on the foundation of the good old "Damage vs Health" combat mechanics, Alternate Warfare will bring in perceivable defense mechanism such as countermeasures to enhance the system further, adding more realism AND gameplay by introducing electronic weapons that deals "passive damage" to the enemy.

All units and structures with electronic abilities will be able to either use them actively, passively, or both. While actively functioning, it will have a stronger and larger effective radius than passive mode, and can detect Adv. stealthed enemies which passive weapons cannot. However the unit itself will in turn be detected by passive electronic units due to the strong signal it emits. Passive electronic weapons have smaller effective radius to targets other than its actively functioning counterparts, but will not be detected by other scanners at long range.

For example: The Radar Station and the Mobile Electronic Sensor (MES) can both work passively or actively. The active function of the Radar Station increases its sight and stealth detection radius, while also providing combat bonus to nearby units. But actively working Radar Stations can be easily detected by MES, which can use its active function to disrupt the Radar Station, disable it and thus nullifying the combat bonus. However this will in turn makes the MES vulnerable to anti-radiation missiles launched by enemy Electronic Warfare Aircraft (EWA, which can only work passively in the planning).

Meanwhile, conventional unit abilities will also be presented in a new light. Smokescreen, for one, will receive increased defense bonus. However stealth-revealing abilities will be able to reveal units cloaked by smokescreen, hence remove their defense bonus.

And that is only a slice of what we have in store for you all. More electronic weapons and countermeasure methods will unfold as we progress further. We hope they can bring the tactical and strategic of RTS games to a new height.

- Husk/POW recycling system. Refunds will be provided by retreating husks, and POWs can provide players experience points. We still haven't decided on this though, so it may not appear in the final version if we think it doesn't suit this TC very well.

- More new neutral structures and units.

- And of course, finish with the USA and starts planning for the USSR.

All right, that's all for now. I wish you all a happy New Year, and hope EA will provide Mod support for the Generals 2...see you in 2012!

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