Hello, and welcome to the C&C Guild - the definitive resource for Command & Conquer modding. You can find a wide variety of articles and resources within this site and the forum to help you whether you're just new to the modding field, or even if you've been around a while longer. In addition, we also have a plethora of (hosted) mods which range from simple balancing patches to large-scale total conversions.
To log in to the site, please click "Log In" above and use your Revora Forums account. When logged in, you'll be able to contribute your own articles to the site. Further info can be found in the forums. Also, if you want to be hosted here yourself, give Revora's Hosting Portal a visit to send off an application to us. For anything else, details of how to contact us are in here. Thanks, and have fun.
~ The C&C Guild Staff
0 Project Phantom v.1.1 Update Released
Posted by Starkku on December 17, 2025 in Project Phantom News
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Project Phantom v1.1 update is now out!
Download:

Additional downloads like music are available at: https://projectphantom.net/download
Overview of changes from 1.0
Full changelog available at: https://projectphant...changelog/#v1-1
• Significant number of bugfixes.
• Major balance changes to units & buildings, especially to Experimental Units.
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• Tweaks and balance changes to support powers.
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• Additional features to jet aircraft like support for guard & waypoint mode and new buildable jets for all three factions.
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• Cleanup of mercenary faction arsenals and new additions.
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• New and overhauled game lobby options.

• A new Challenge map to tackle.
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• A number of new Standard maps to play on.
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• Support for playing custom missions through the client.

• Chinese localization option.


And more! Read the full changelog on PP website for full list of changes.
Future
Project Phantom development will continue beyond version 1.1. Plan is to get first campaign missions out in the next non-patch release and address any bugs and major balance issues in patch release(s) much quicker than it took 1.1 to come out.
0 Project Phantom Development Update Summer 2025
Posted by Starkku on June 15, 2025 in Project Phantom News

Development is still under way for next version of Project Phantom, numbered 1.1, following the initial release from last September. It was initially scheduled to be released during last year but several factors have unfortunately contributed to it being delayed significantly beyond the initial planned release window. Below is some more info on the changes and additions that will be introduced in this version.
Artwork Updates
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Some units and buildings, including Subjugator, Coalition Laser Cannon and Phantom Research Lab have received a facelift.
In addition those with keen eyes can notice some adjustments to offensive support powers in the preview for Research Lab, they now all have same warning animation (with some color differences) and sound.
There has also been some updated animations, particularly for muzzle effects on gun and cannon weapons of all types.
Experimental Unit Improvements
There have been balance changes to almost all experimental units as well as their associated support powers. Below is a sneak peek at some of the changes.
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Experimental tech unlock options also no longer benefit from multiple factory build time bonus and can only be placed within fixed distance from a friendly Construction Yard.
Other Gameplay Additions & Changes
Jet Changes

Jet aircraft are now allowed to use waypoint and guard mode. Not all jets will be able to automatically pick targets in waypoint or guard mode, but those that do will scan nearby area automatically for them when in either. Unlike other types of units, guard mode is not persistent on aircraft, meaning that once assigned, the unit will return to idle mode upon returning to airfield or if there was no suitable target found when assigned to guard mode - this may change in future.
Jets also no longer self-repair while in air but repair at rate corresponding to rookie-level self-repairing on vehicles for free when docked.
Some may also notice there have been some additions to the factions' airforce.
Tank Drop and Usurper Shock Tank
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Tank Drop no longer drops Oppressor Tanks but a new Usurper Shock Tank with electricity-based weapon much like Shock Troopers or Shock Pylon. Usurper is more effective against infantry than Oppressor but performs considerably worse against buildings and base defenses - making Tank Drop less effective as a surprise base killing tool but potentially more effective for anti-unit harassment. Additionally all Dominion tier 1 vehicles - that is Oppressor, Tyrant and Usurper now share the destruction horde firepower bonus that was previously exclusive to Oppressor and the effect duration now replenishes for all stacks when new stacks are added to the effect. Usurper also gains a weapon range bonus near friendly Shock Pylons.
Usurper is not buildable except if reverse-engineered in Scavenger mode.
Mercenary Faction Additions & Improvements
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Fist of Titans arsenal has had bit of a cleanup and facelift. Mercenary Motor Squad and Deliver Crocodile Tank/Vulture Copter have now been merged into one support called Mercenary Strike Force and Mercenary Troops now delivers some of the Fist of Titans infantry periodically at the Outpost free of charge. Savage is no longer trainable at the outpost due to being a mostly redundant pick over the main factions' basic infantry, but in exchange some of the vehicles have acquired new abilities.
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Crimson Crown now uses similar Experimental Unit system as the main factions, offering two choices - the existing Blackout Signal Jammer that has been improved and the new Desecrator MLRS crowd control weapon. Both of these choices also unlock a new support power to use alongside the unit.
In addition, Crimson Contract has been split into two support powers with fixed unit loadouts, with the second one requiring a T3 laboratory and some Crimson Crown units have received tweaks to make them bit more interesting to use.
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Excelsus Research Lab will now unlock a new buildable unit in form of Sentinel Utility Truck if a T3 laboratory is also owned. Sentinel can repair damaged vehicles & structures as well as boost armour strength of nearby base defenses and detect cloaked enemies.
In addition, Excelsus Research Lab itself can now be found on more maps.
Some general misc. improvements & balance changes
- Transports can now load in units without them having to queue up first - they will however still need to exit one by one.
- Credits generation rate for T4 structures and Oil Derricks has been reduced from 100 to 75 credits per 10 in-game seconds.
- Scout infantry attacks have been normalized and will now deal damage on same frame of their attack animations.
- Map reveal support powers now temporarily fully decloak enemies that are in the area of their activation.
Game Options Additions

There are now several new game options that can control availability of certain features in battle such as garrisons, tech defenses and support powers / superweapons.

Merc Alliance is a new 'fun'-type game option that enables players to pick a mercenary faction to choose at game start that permanently unlocks their technology for player's use for duration of the game - this choice cannot be changed later. Any support powers that would deliver units at the mercenary HQ building will instead deliver them at coordinates considered the player's base center.
New Maps
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Mortarmouth Challenge pits players against Dominion commanders fielding large amount of artillery weapons, ranging from tech defenses that cannot be recaptured by players (including the brand new Artillery Bastion) to Marauders and Brimstones and even the fearsome Ironblight.
In addition, there are new skirmish/multiplayer maps.
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Final Words
There is currently no set release date for the update, however it will be revealed once it is more certain that the planned release can be delivered in that time window. Currently, this is a rough outline of what you can expect. Many of the new features were enabled by either Phobos Engine Extension or a new version of the CnCNet spawner DLL using same technology as Phobos does.
- A large number of balance tweaks and bugfixes
- Changes to experimental units, to balance out more outstanding ones and make the less interesting ones more desirable choices
- Some new units and/or support powers across the factions, including new jet aircraft for all factions
- QoL improvements like improved jet aircraft behaviour, faster transport loading etc.
- Overhaul of mercenary faction arsenals & bonuses
- New and overhauled game lobby options
- 1 new Challenge map
- 12 new Standard skirmish maps.
- Updated version of World Altering Editor included, with bugfixes and new features
- Support for multiplayer save / loading (currently only one multiplayer game session is preserved at a time, may change in future)
- Built-in custom mission support in game client
Yes, you read that last one right.

Expect to hear and read more about the upcoming update in the near future.
0 D-day's 23rd Anniversary and rebirth
Posted by Mig Eater on June 6, 2025 in D-Day News
Its June 6th D-day, this day marks the 81st Anniversary of the Allied landings in Normandy, launching the liberation of France during World War 2. But this day is also the 23rd Anniversary of the D-day mod for Red Alert 2.

It has been quite some time since I last posted any updates for D-day (7 years in fact!). The lack of updates was mainly from being burnout from social media and online activity in general, for several years I didn't do anything online at all. I however continued my work on D-day during my time offline. I've added over 200 new units to the mod, along with new buildings and terrain. I also added a completely new country to D-day, which I'll post more about in a future update. I've also incorporated the Phobos and Kratos engine expansions into D-day, which I've used to add many new and exciting features and abilities to the mod.
I plan to start posting updates on D-day more regularly but, as you can imagine I have a huge backlog of new things to post about tho. To start things off I've updated the D-day website, the unit list of every country has been updated, with some sides having a few small changes and others some quite significant ones. For example the American Marine Corps sub-faction has been expanded and the British pre and post war units have been reworked.
New pages have been added for Poland, China, Sweden and Czechoslovakia too, so you can finally see some of their new units and what I have been mainly working on over the past few years.

Here is a preview of a few of the new units from these countries.
Polish PZL P.11
Chinese M4A4 Sherman

Swedish EMIL 58 "Kranvagn"

Czech 152mm ShKH-TVP

0 C&C: Reloaded 2.5.1
Posted by FS-21 on December 28, 2023 in C&C:Reloaded News
C&C: Reloaded 2.5 released with focus in new single player missions and gameplay balance changes.
The most noticeable changes of this release are:
- Added a single player campaign for the Yuri faction. "Yuri Resurgence" contains 13 missions empowered with owr skirmish AI and new EVA voices for making the missions objectives more easy to understand (Special thanks to the original author Concolor1 for this great experience).
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- Nod Centurion was replaced by the Avatar mech. 3 researchs will let the player the possibility to improve the new mech. Centurions will return in a future version.
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- Silos game option mode is back! Last time it lasted few hours but now is the definitive return. Not only the refineries could work as slow strategic as in Tiberian Sun, Silos were added to all the factions, including the 3 RA2 factions:
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- Updated Phobos library to the latest development snapshot with additional features.
- Updated CnC-Draw library to version 6.0.
- Added RA2 subtitles to brief & sidebar videos (English, Spanish & Russian).
- Updated Russian translation, specially the interface and the new Yuri campaign (special thanks to Green Eyesman).
- Now cannon weapons (usually fired by tanks) works like in Red Alert 1. This means that the units in movement will have less chance to be hit by a cannon projectile.
If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/
0 Mental Omega Act III now in development!
Posted by Speeder on December 7, 2023 in Mental Omega APYR News



0 Announcement about news posting.
Posted by predator_bg on September 5, 2022 in Contra News (eng)
As you may have noticed, there haven't been any news posts here for more than a year. Development has never stopped, we just stopped posting here.
So, follow us on ModDB and Discord instead for the latest stuff!
0 Mental Omega 3.3.6 is available for download!
Posted by Speeder on November 19, 2021 in Mental Omega APYR News

Yuri's Grand Kremlin Palace and the Black Guard
Yuri's Tower - The Mental Omega Device
0 C&C: Reloaded 2.3.0
Posted by FS-21 on May 8, 2021 in C&C:Reloaded News
C&C: Reloaded 2.3 released with latest CnCNet support and tons of changes.
The most noticeable changes of this release are:
- Phobos upgraded to the latest version 0.2 (Release Candidate).
- Updated cnc-ddraw library from version 1.3.9.0 to 1.4.0.0
- Updated MapTool to the version 2.0.0.3
- Added the FA2 Map Editor (& adapted for C&C: Reloaded). Can be located in the sub-menu Mod Tools, along with other mapping tools.
- Added a new side selection option in skirmish/online menu: Random NO YURI.
- Added new translations for the XNA CnCNet Client (in-game translations will come in future releases):
---> Russian
---> Traditional Chinese
---> Simplified Chinese
---> Spanish
- New production clock animation in the sidebar.
- New sidebar icons for GDI & Nod structures:
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- Added the new alternative tech tree for the Brotherhood of Nod, based on the Tiberium Wars units with a Tiberian Sun skin and two new structures: the Battle Lab (enables the tech tree) and the Mech Factory.

- Now is possible to mix Resources from Tiberian Sun and Red Alert 2 with the new Map Editor:

- Added an initial attack delay for Magnetrons.
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- Now the GDI Firestorm Defense will be available without the Super Weapons option enabled.
- Added 26 new Multiplayer maps.
- Improved multiplayer AI.
If somebody is interested to read the full changelog, please visit here:
0 Contra 009 FINAL PATCH 3 released!
Posted by predator_bg on January 1, 2021 in Contra News (eng)
Happy New Year everyone!
Thank you for voting once again in this year's MOTY!
We made it to honorable mentions, and that's a good sign that people still love and support our work.
As promised, Patch 3 is here!!!!
We've worked hard, especially this month, to make even more content. As usual we worked on all aspects, visuals, balances, voices, bug fixes, everything to improve previous version and to give something new, as we heading towards our final goal = Contra which will have everything in its best!
There are many people who are working with us freely, artists, testers, voice actors, mappers. They are all respectively listed and credited in Credits!
With every update, we also share sneak peak of new stuff. We will respect tradition!
USA Cybernetic Lancer Droid model was not well received by many people as it didn't fit rank 1 drone army. Lancer benefits from AP Bullets upgrade (+25% damage).

We started with GLA structures in past, adding extra objects to each side to make structures even more unique. We continued with all other factions too. You will notice them in game even more.








Please, feel free to use this download button and give yourself a treat!!
And special thanks to people who support us, their names are listed in Credits! It means a lot to us!
0 C&C: Reloaded 1.7.1
Posted by FS-21 on November 8, 2020 in C&C:Reloaded News
C&C: Reloaded 1.7.1 released with latest CnCNet support and tons of changes.
The most noticeable changes of this release are:
- Re-enabled fire propagation in explosion & trees like in Tiberian Sun. Fire can ignite trees nearby and thus over time spread like a wildfire until the affected trees are burn or the fire disappear.

- New Ion Cannon for multiplayer games. The classic Ion Cannon is still used in the Tiberian Sun campaigns:

- Added the new alternative tech tree for the GDI, based on the Tiberium Wars vehicles with a Tiberian Sun skin:
- Added a remake of the first mission from the RA1 campaign "It Came From Red Alert" with RA2 graphics. In the future it will change so now consider it as a (beta) challenge. For now, depending the difficulty you'll face that mission with any of these friends:

- Added the tool MapTool for making massive map conversions without the help of Final Sun/Final Alert 2 Map Editors with +90 profiles compatible with C&C Reloaded:

- Allied artillery and the Nod experimental stealth harvester got new graphics.
- Added new Skirmish/Online Game option: "Disable Alternative Tech Trees". If set, it disables alternative tech trees, leaving available only the original tech tree of each faction.
- Added 49 new multiplayer maps
- More AI improvements.
It can be downloaded in the downloads section:
http://reloaded.cncg...downloads&t=001
If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/








