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3 Contra 009 work in progress - Update 7

Posted by on August 6, 2016 in Contra News (eng)

Originally posted on ModDB by d-ce on Aug 6th, 2016

 

Hello dear friends!

 
As usual we are bringing you some insight into our progress. It would be a shame if Summer would go without some new fancy update right!? So, without much intro, let's get to it.
 
USA Super Weapon general got long awaited and expected tank unit, Centurion tank!
 
centurion.jpg
 
Centurion is energy depending, rank 1 tank, which needs to be purchased through general's powers. This means, if you want him, you will need to spend one science point. Centurion consumes 2 energy points, and without energy he is shut down. His special hovering locomotor allows him to drive over water and cliffs. Fires energy shots which cannot be deviated by ecm. Centurion is good to deal vs. any rank 1 tank, but also, with upgrades at rank 3, he can improve his armor, and weapon. But, while improving weapon, he will need even more energy, specifically he will need 3 energy points in total to be online. So, be careful, this is a tricky unit. Standing near Ion Plant will give him additional +50% damage bonus, because he will consume energy directly from Ion Plant.
 
centurion_bonus.jpg
 
Depending on your enemy, you will be able to choose whether you go standard with defenses, or you purchase this fancy tank. Mostly recommended vs. generals who do not rely too much on infantry.
 
Demo general's Ratel
 
Ratel.jpg
 
Ratel is a fine piece of technology designed for Demo general, available at rank 3. His main weapon can pierce through any rank 1 unit and deal significant damage to stronger units, for example Emperors. But, his main role is his secondary weapon, suicide pack, which is designed specifically to destroy huge vehicles like Emperors. Ratel's armor allows him to survive 2 Emperor shots, perform suicide attack and destroy Emperor. Additional ability is to transport 6 units (cannot fire from inside), which can survive suicide attack, and deal extra damage. Ratel is not a salvager, but he can be upgraded with many upgrades.
 
Stealth general's Ratel II
 
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This ratel variant is made specifically for stealth general. Available at rank 3, Ratel II is a sneaky bastard who lures his targets into trap. Ratel II is stealth by default, while standing still and shooting. He reveals himself only when moving. His special ability allows him to fire a jamming beam which makes enemy unit unselectable, while remaining stealth he also fires primary machinegun and deals significant damage to target. Targeted vehicle is helpless, cannot return fire because Ratel II is stealth, and also cannot force fire because cannot be selected. Only scout unit, or another can help you if you find yourself in trap. Since he is smaller, he can transport only 2 units (cannot fire from inside). Also, he is not a salvager.
 
Another big thing, is change in Laser general's gameplay. 
Laser general's units are no longer upgradeable through different lasers, they get better lasers with each rank. Basically, all laser units start with blue laser, while progressing through veterancy they improve to green, orange and finally red lasers. Advancing with laser units now pays off more than waiting and purchasing upgrades, I like to call this rampage gameplay. The more units your unit kills, the better weapon it gets. We all know each veterancy rank improved slightly weapon for each unit, but for laser units, this is very noticeable, both visually and gameplay-wise.
 
lasers.jpg
 
Some additional stuff is given to laser. New Laser Training power, available at rank 3, makes all laser units start with green laser. For this general, most important upgrade is Training upgrade from strategy center, which makes laser units gain experience twice faster.
 
 
Another small addition are generals flags on GLA Factory structures. No longer you will have to click on worker or factory to find out which general it is, you can simply look at flag.
 
gla_flags.jpg
 
I recommend you to follow Persun's youtube channel. He is our tester and he uploads videos of our games every week, as well as many other walkthrough videos. Our last 2v2 game will show you laser gameplay and Ratel in-game. It was a great game, take a look at it:
 
 
Thanks to our new members, Marakar and Teteros, we have more intense and mixed games. Before I end this update, Predator wants to leave a message too.
 
- Hi people, Predator here. Just want to keep you up to date on what's going on with other aspects of the mod, the ones which I'm responsible for. I have fixed some big AI issues, working on Challenge and Campaign as much as I can, and improving some cameos as well. Some people have requested new multiplayer maps, containing usable Boss technologies, but sadly, I don't have enough time in my hands for them... If you have interesting ideas in mind and would like to make cool maps like these, feel free to send me a PM. Show me what you've made and I may include it in the next release. I have a physical part done for an AOD map by the way (but no scripting). It's been sitting on my PC for years. Also, I would appreciate if anyone experiencing problems with the Contra Launcher (the "Could not launch Contra" error in particular) contacts me. I have made some changes to it, but need someone who had problems with it to test if it works for him now. Thanks guys.
 
There are some new features that are in progress, which will be shown in the next updates. Until then, stay tuned!

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5 Hecthor Doomhammer's OpenRA 1vs1 Tournament (tm)

Posted by on June 13, 2016 in

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From now on it's go time!
In this topic after this post we can discuss everything related to the tournament, but first, the Bracket!
 
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Note that this bracket is no longer up for change.
 
Tournament round rules:
 
Round 1: Cycle (bo3)
Players pick 3 different countries to play. Any, Any(Allies) and Any(Soviets) are not allowed. A player cannot pick a country he already played in this round.
 
Quarter Finals: Random (b03)
Players Pick ANY. not Any (Allies) or Any (Soviets) nor a specific country
 
Semi Finals: Stronk (b05)
Players pick 1 single country, preferably their strongest and stick wit that for the entire round. Any, Any(Allies) and Any(Soviets) are not allowed.
 
Bronze Match & Finals: Mirror (all 5 matches)
All 5 matches of this round will be played as Mirror Matches. Order of the country selection are:
France - Ukraine - England - Russia - Germany
While the winner of the round will be decided as B05, all 5 matches will be played
 
Timeframe:
 
- The Tournament will consist of 2 weekends starting July 2nd. Ending July 10th
 
- First match (Kwendy vs Anjew) will start on July 2nd at 10:00 AM GMT
 
- Match 1, 2, 3, 8 & 9 will be held on Saturday July 2nd starting at 10:00 AM GMT
 
- Match 4, 5, 6, 7, 10 & 11 will be held on Sunday July 3rd starting at 10 AM GMT
 
- Semi Finals will be held on Saturday July 9th, starting at 10:00 AM GMT
 
- Bronze Match & Finals will be held on Sunday July 10th starting at 10:00 GMT
 
Map pool
 
- The first player in the match up will decide the first map
- The other player will decide the 2nd map
- For B05, rinse and repeat for map 3&4
- The final map will be decided by me via Random Number Generator
 
The maps are:
- Behind The Veil
- Dual Cold Front
- Keep Off The Grass 2
- Man To Man
- Ore Lord
- Side Step
- Singles
- Warwind
- Winterstorm
 
- Should a 1vs1 Red Alert map out of the Mapmaking contest win, This map will be the 10th map in the pool.
 
Additional info:
 
- Tournament officials: Hecthor Doomhammer, FiveAces, SoScared, Ripsn, Jazz_KCS
 
- Commentators & Spectaors: Hecthor Doomhammer, FiveAces, SoScared. No other Spectators allowed!
 
- Mumbleserver: [64H] Multiplayer
 
- Technical support: Jazz_KCS (perhaps co-commentator, is allowed to spectate)
 
 

0 Fields of Battle

Posted by on June 6, 2016 in D-Day News

It's June 6th, D-day! This day also marks the 14th anniversary of the D-day mod. To celebrate I've created map sized screenshots of five new maps that will be included in D-day's next release, along with information about other maps in development.



Axis:
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Click to enlarge: 19mb

A four player tournament style map set in an urban harbour shaped like a swastika. This map served as a test bed for the new sets of urban cliffs & features multi-levelled areas & tunnels. Note: The use of a swastika layout might be somewhat controversial, however the shape creates a balanced yet interesting design & is currently my favourite map to play on.       
 

Allied:
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Click to enlarge: 30mb

A five player map in the shape of the Allied star & circle.

Mountain Guns: 6 player
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Click to enlarge: 29mb

Mountain Guns is a remake of my favourite C&C Generals map of the same name. This map served as a test bed for the new sets of rock cliffs & features multi-layers cliff faces. Note: The road & bridge graphics will be replaced in the near future.


River Valley: 6 player
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Click to enlarge: 30mb

A long six player map featuring a winding river through a valley. It also features a train line weaving in and out of the mountains along the edge of the map.


Island Roulette: 8 player
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Click to enlarge: 55mb

An extremely large eight player map of a circular island with separate areas for each player connected to a central mountain.  


I have several other maps in various stages of Development for D-day...

No Man's Land:
A World War 1 themed map with a large network of trenches, that players can occupy & fight over.

Train Duel: (wip name)
A two player map featuring buildable armoured trains & two loops of track that run parallel to each other in the center of the map.

World War:
A large map based on the world map.

Corregidor:
A large island map based on the US base on Corregidor in the Philippines.

Paris:
A large map of the French capitol, featuring the Eiffel tower at the center.

Washington DC:
Large map of the US capitol, featuring many famous landmarks & monuments.

Soviet:
Counterpart to the Axis & Allied maps. I haven't decided on an exact layout yet, but this will be the first snow map in D-day.


Lastly I would like to point out that all of these maps are subject to change. Some of the graphics will be replaced in the near future & new terrain that is currently in development will be added. So you can expect the maps to have more details when they are included in the next release.

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8 Contra 009 work in progress - Update 6

Posted by on June 5, 2016 in Contra News (eng)

Originally posted on ModDB by ThePredatorBG on Jun 6th, 2016
 
Welcome back to another Contra update.
 
We haven't been resting all that much since the previous update. Dce making new gameplay changes and creating new models as well as testing all new changes online with Persun, and me fixing some bugs and working on maps.
 
A few new models were made for Cybernetic general. We present you the "Angel" walkers:
 
Angels.jpg
 
From left to the right:
 
- Remiel - anti-infantry walker which will replace Crab robot at rank 3
 
- Uriel - anti-tank walker which will replace Spider Tank at rank 3
 
- Hadriel - artillery walker which will replace Dominator at rank 3
 
Units have kept their former units' weapons and got a secondary weapon, Advanced Scan Systems.
 
Advanced scan systems are purchased with Advanced Data Transmission upgrade. It gives Angels a scan beam, which lowers targeted units' armor by 20%.
 
We will continue with model updates.
 

 
Here comes a trailer for the much anticipated Flame challenge mission. General Bao has risen from hell. Will you be able to endure the heat, general?



As you can see, heroes got new abilities which come very handy in battle.

Burton - can swim, and attack in water. With our own animations, Burton can now pass any obstacle in any map. Come across water and plant explosives on important enemy structures.

Terminator - due to his mechanical body, he can't swim, but he can now avoid being crushed by tanks, also, he can crush infantry as well as some obstacles. His size is visually increased too.

Lotus - is able to create holographic image of herself. This hologram is controllable by the player, can distract enemy defenses and units. Giving Lotus ability to escape, or provide diversion. Hologram has life time, and great armor.

Jarmen Kell - can create sandstorm, which covers him and nearby units. Enemies cannot see units, it is great for attacking or escaping. Enemy units also fire automatically at the storm, so your units can escape very easily. On snow maps, sandstorm is displayed as a snow mist.


That's it for now. Hope you enjoyed the update. Stay tuned!

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2 Heroes and Experimentals (PP News #1 | 4/6/2016)

Posted by on June 4, 2016 in Project Phantom News

First in series of (semi)regular media and progress updates, detailing progress as the mod moves towards it's eventual public release.

WEBSITE UPDATES
 
Coalition Structures page has been online for a while now. Further structure and unit descriptions will appear there as well over time, so keep an eye out for those.

coalition_structures_thumb.png
(Click for full size)
 
RETURN OF THE HERO INFANTRY
 
Hero infantry are something of a staple of Command & Conquer. While Project Phantom departs from C&C lore- & setting-wise, it still pays homage to it on several aspects. Hero infantry are one of those things, with each faction having their own - with a small twist. Each of the three factions has three heroes available, but only one can be present on the battlefield at a time under ownership of a single player. This introduces an element of choice where you need to make a decision on what type of infantry you want to use at any particular time. On a side note, computer opponents will quite happily disregard this one out of three rule and should you choose to let AI run it's course without restraints by enabling AI Cheats, will even somehow manage to bring in clones of the heroes.
 
heroes.png
(Blue eye icon is an indicator icon for detector unit. Wave icon means amphibious movement)
 
Blastwave, Starfire and Soundburst | Khan, Tokamak and Sweeper | Pariah, Ontos and Poltergeist
coalition_heroes.png dominion_heroes.png phantom_heroes.png
(Blastwave original model by ImP_RuLz and Starfire, Khan, Sweeper and Poltergeist by Holy_Master)
 
Backgrounds of the heroes (yes, they are characters despite the generic codenames) will be explored in future lore updates as well as the website faction infantry pages.
 
 
INTRODUCING EXPERIMENTAL UNITS A.K.A STOLEN TECHNOLOGY
 
Another element present in original Red Alert 2 and Yuri's Revenge that returns in Project Phantom is ability to spy enemy laboratory structures and acquire stolen technology which unlocks new units. In Project Phantom, these units are referred to as Experimental Units. These powerful units require you to acquire stolen technology from enemy laboratory structure and vehicle factory, as well as own your own factions' vehicle factory, laboratory and tier 4 support structure. These ludicrous requirements counterweigh the fact that experimental units are extremely powerful and can only be constructed in quantities of one of each at a time, and come with considerable price tags. They alone won't win games for you, but combining them with your other units gives you significant advantage over your enemies, especially considering each of these weapons has been designed keeping in mind the strengths and weaknesses of your faction as well as the one you stole the technology from.
 
For now, you can have a peek at three of the nine experimental units, all of which are acquired by stealing technology from Western Coalition.
 
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Durandal Satellite Laser | Typhoon Blast System | Helios Fusion Cannon
exp_durandal.png exp_typhoon.png exp_helios.png
(Durandal base by SaneDisruption, Typhoon body by Lefthand)
 
 
NEW TERRAIN DISCOVERED
 
Those who have followed the mod for a while might be aware that Project Phantom replaces the terrain graphics with new ones and also adds new terrain pieces to use on the map. Currently this includes three theaters, Temperate, Desert and Tundra. Recently, tiles in temperate and desert theaters have gotten some minor facelifting whilst tundra got a significant overhaul and brand new, bare & rocky aesthetic. Some of these terrain enhancements and additions can be seen in a large montage image provided below.
 
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(Click for full size)
 
 
FOLLOW PROJECT PHANTOM
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27 Mental Omega News Bulletin #24 (2/06/2016)

Posted by on June 2, 2016 in Mental Omega APYR News

This time we're keeping it short and sweet while we finish up details on the vanilla sides and almost approach the end of designing first batch of Foehn features.
 
I've recorded several videos recently, one promo which features all of Mental Omega Superweapons and three AI-only skirmish matches which involved all of the vanilla sides' subfactions in Mental Omega. Thanks to recent developments it is possible for me to become an observer of an AI-only game and with proper Mental AI Boosts an absolute mayhem has taken place. AI-only skirmishes are completely different than human ones, they're highly explosive and full of units and constant action, at least as soon as the War Factories are placed.
 


All Yuri's Epsilon subfactions & Confederation on '(4) Eternal Alliance'



All Soviet subfactions & Euro Alliance on '(4) Double Patrol'



All Allied subfactions on '(3) Mystery Town'


There are some new features, changes and details we haven't shown before in these videos. What needs to be addressed first, is that the economy booster buildings in Mental Omega (Ore Purifier, Industrial Plant and Cloning Vats) all function as a single Oil Derrick, which is a thing that was introduced back in the 2013 release. The only difference now is that thanks to Ares DLL the money those buildings provide is visually presented in the form of small animation. Foehn's economy booster building will have its unique function but also act as a single Oil Derrick as well.
Side-specific updates include the following:
 
THE ALLIED NATIONS
  • The Allied subfactions receive a unique Tier 3 infantry each. USA gets the Riot Trooper, Euro Alliance gets its Sniper back in skirmish and Pacific Front receives a redesigned Suppressor with new looks by Holy_Master who uses experimental chrono technology to reverse the damage of enemy units.
  • The Allied Cryocopter in action with its abilities to freeze and immobilize moving objects while also heavily decreasing the durability of any object under its influence. This freezing effect is not instant, it requires time to fully take effect and the size of its visual changes depending on the size of the target.
  • The Allied Hummingbird requires an Experimental Warpshop to be built and unlike Cryocopter, its effects are quick and instant. It is the fastest jet in the game and its time warp weapon, which halves both speed and firepower will affect all targets in a selected area, instead of a single object. It does not work against buildings though.
  • The Euro Alliance Coordnode, mentioned before, replaces the old Comet Fence and will increase firepower of defenses nearby by 10%.
  • The Pacific Front gets a new support power called Hunter-Seeker which essentially works like the GDI one in Tiberian Sun. If you construct 5 Robot Ops Control Centers, you can fire 5 Hunter Seekers at once for the same price. It is the maximum amount of H-S drones that you can release.
  • The Black Widow support power, available from the Tech Center, will release an unmanned stealth aircraft which will send jamming signals that decrease the effectiveness of enemy defenses and disrupts the signal of anti-aircraft defenses, making your aircraft nearby resist more damage, as shown by the small green circles around them. With a very strong armor, the Black Widow will also be able to tank in plenty of anti-aircraft fire before it is redirected at your other aircraft.
  • The Robot Tank will now use lasers against its targets, making it an early anti-infantry weapon on par with Terror Drones and Stingers.
  • New design for the Pacific Front's basic tank Kappa. Its strength & speed stats have been "swapped", it is now lighter but just as fast as the Robot Tanks and Tsurugis.
  • The redesigned USA Basswave becomes a Red Alert 3-styled Athena Cannon which connects to the Mercury Satellite to coordinate powerful orbital laser strikes with a short pre-delay. When a Mercury Strike support power is used nearby your Athena Cannons, it becomes easier to recalibrate the orbital weapon, which increases the unit's firepower for a short period of time.
  • As a sidenote, the Battle Fortress, being a unit of Pacific Front will lose its scottish accent.
THE SOVIET UNION
  • All Soviet subfactions receive a Tier 3 jet which can release smoke screen over its enemies, called the Dustdevil. The smoke screen will decrease the enemy accuracy, which will result in less damage being dealt to your units. The Latin Confederation still keeps its unique Smoke Bombs support power, the duration of which is much longer.
  • The Latin Confederation's new Fury Drone can be deployed to dig into the ground and become unseen to the enemies. When an enemy approaches, it will launch itself at it and explode violently, dealing plenty of damage to the target and anything nearby. It does not replace the Terror Drone.
  • The Latin Confederation also receives the Arsonist, which is a Tier 3 infiltrator who can set enemy buildings on fire and disguise as the enemy soldiers.
  • The Fury Drone and the Arsonist replace Latin Confederation's unique Drakuv and Hijacker. The Hijacker is no longer a Soviet unit, while the Drakuv becomes available to all Soviet subfactions. It is accessible through a support power that can only be accessed when both Field Bureau and a lab has been built.
  • Updated Drakuv Prison Vehicle can abduct enemy troops which have been wounded in battle and escort them to the Field Bureau. If the player sends them to the Field Bureau, he will get the ability to train the imprisoned soldier type. However, if a Spy infiltrates the Field Bureau, access to that technology will be lost.
  • The Saboteur's radiation field created upon his explosion has been removed to reduce its effectiveness in killing Dogs & Spooks.
  • China receives a new support power called the Wallbuster, which is an earthquake-generating missile fired from their unique laboratory, the Atomheart. The Wallbuster is extremely effective against enemy defenses and will destroy any walls it touches.
  • All Soviet subfactions receive the Iron Guard which is a small Iron Curtain that turns all vehicles nearby invulnerable with short delays where these units are suspectible to damage. Only two of these can be built at once, after you construct the Iron Curtain itself.
?THE EPSILON ARMY
  • The Epsilon Dog is replaced with the Spook, a terrifying creature which.. does everything a man's best friend can do.
  • The Epsilon Aerodome gives access to two jets, one of them being the Dybbuk-Attacker, which can continuously fire its A.R.O. projectiles at ground targets, however no longer without an ammo limit. It is a very fast jet which is effective against enemy armor. The other one, is a high tech Dybbuk-Evolver available after a Cloning Vats is built. It drops a series of bombs filled with gas, the particles of which trigger a mutation reaction on the soldiers killed in battle. It is also relatively effective against all other targets.
  • With the chaos gas tech for Epsilon no more, the Weaver has been repurposed into the Bloatick, which is a walking poisonous bomb, quite effective against all sorts of targets, especially in large groups. The Scorpion Cell's Molebomb support power has been replaced with the Bloatick Trap which deploys several of those anywhere on the battlefield.
  • A new support power for the PsiCorps, the Magnetic Beam is a weapon fired from.. the sky, I guess, which will trap and slow down all metallic units. It is active for a short period of time and can be moved around the battlefield just like any other unit, in a similar fashion to C&C Generals Particle Cannon.
  • Virus is no longer a stolen tech unit and is available to all Epsilon subfactions after they construct the Cloning Vats.
  • The Stalker loses its immobilizer weapon. It is replaced with a special projectile that upon firing at enemy infantry, will heal your troops around that specific soldier, which is especially effective when Brutes, Bloaticks or any other short range infantry is involved in the battle. The infantry immobilizer tech became a Foehn weapon.
  • The Invaders can now shut down the power plants again, however they will only be able to shut down a single power instead of the entire base power grid. Nuclear Reactor users beware!
  • Not exactly shown in these videos I think, Headquarters receive a new Tier 3 stealth mine, the Genomine which releases the mutating gas upon exploding.
  • Headquarters also receive a mobile stealth generator in the form of the Hazequad. Just like the Chimera Core, it can only turn units & infantry invisible.
  • The Rage Inductor support superweapon has been modified and will no longer kill your infantry. Instead, it will heal them rapidly and will work on a larger area.
Please keep in mind that, as usual, everything is a subject to change.

And here's the aforementioned Superweapons video, which includes Foehn's Blasticade and the Great Tempest. Nanofiber Sync and Harbinger are not superweapons, but they're shown here as well.



 

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If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists, 3D & SHP Artists, Mission Scripters and Voice Actors.
Single contributions are also welcome and will speed up the development of the mod.
 

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1 Girls und Panzer units

Posted by on May 28, 2016 in D-Day News

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The tanks of Ooarai Girls High School storm into D-day with a new set of units from the hit anime series Girls und Panzer. These rare units can only be obtained by collecting the bonus crates that randomly appear on the battlefield. So hunt them down & take out your enemies in style!
 

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For those who are not familiar with Girls und Panzer here is the official trailer.

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0 Japanese GUI and buildings

Posted by on May 25, 2016 in D-Day News

The Japanese are back with a new sidebar and several new buildings, which when built give you access to new superweapons. Also in this screenshot is a new style of cameo, which replaces the monochromatic sepia coloured cameos previously used with full colour renders. Lastly this was taken on a new map that I will be posting more about in the coming weeks, along with several others.


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Click to enlarge


Jap_bark.jpg
This is a new more historically correct version of the barracks, based on a structure built by the Japanese on Saipan.


Jap_sru.jpg
The Special Research Unit is a chemical weapons lab that gives you the ability to build chemical spreading tanks and use the Contaminate superweapon. Which releases a large gas cloud that will slowly damage any units or buildings within it's area.

Note: I was reluctant to add this building/support weapon due to the sensitive nature of Japan's use and research of chemical/biological weapons. Because of the sensitive nature tho, Japan's use of such weapons during the war isn't widely known. I thought this might be a good way to raise awareness and possibly inspire players to research about it themselves.


Jap_sau.jpg
The Special Attack Unit gives you the ability to build kamikaze units, as well as accesses to the MXY7 Ohka superweapon, a specialised piloted rocket equipped with a large warhead.   
   

Jap_joc.jpg
The Joint Operations Centre Is used by the post-war Japanese Self Defence Force sub-faction to coordinate with their American allies and call in B-47 Stratojet airstrikes on enemy targets.

Note: The JSDF as it's name implies is a defensive force and as such doesn't have any large or long range offensive weaponry. They instead rely upon their American allies to support them if they enter into a war.

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1 Eiffel Tower

Posted by on May 24, 2016 in D-Day News

Continuing on with French theme from the last news post. I've started work on a new skirmish map of Paris, at it's center is the world famous Eiffel Tower.  

eiffel02_s.png
Click to enlarge

The map is still a work in progress & I haven't started on the north-west side of the river Seine, which will feature the equally as big Palais de Chaillot.

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1 Generic Defences

Posted by on May 16, 2016 in D-Day News

Here is a set of generic defences that can be built by all sides in D-day: Barbed wire, sandbags, gates & trenches.

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Click to enlarge

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