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 Atlas Base Defense

Posted by predator_bg on April 16, 2017 in Contra News (eng)

Happy Easter everyone!
 
This time we didn't make a news article, since there are not many visually finished changes, but we do have one new unit ready.
 
Atlas.jpg
 
"Atlas" base defense replaces the old SSM artillery defense for Super Weapon general at rank 3.
 
Cost and build time are the same, it can hold up 4 infantry like before. But it lost ability to clear toxins and acids.
Also, it doesn't fire rockets anymore, instead it fires Power Bullets which can be upgraded both with Emmiter upgrade and EMP explosions.
 
Bullets are currently not deviated by ECM field.
 
Stay tuned for the upcoming Update with more news and fancy stuff!

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4 Command & Conquer: Mod Spotlight Streams

Posted by Hecthor Doomhammer on March 21, 2017 in C&C Guild News

Greetings every one,
 
In June of 2015 I made this video:
 
I wanted to have a series where I look at some mods for Command & Conquer: Generals - Zero Hour and showcase what they did with the game.
 
However, after I finished the first spotlight, which can be watched Here and Here And due to life interfering, this was all I could do in the aforementioned form.
 
However, wit my life currently having a bit of a schedule, as well as always regretting not being able to finish this, I've decided to get back into it in a new form, as well as expand with more Generals / Zero Hour mods.
 
But that's not all.
In my latest vlog, around the 6 minute mark I eventually show that I'm interested in even more mods for Generals Zero Hour
 
Mods thus far confirmed
Crazy mod
Contra
CNC Untitled
Tidal Wars
Vietnam: Glory Obscured
Wargames: Zero Hour

Operation: Firestorm

 

 
Are there mods missing? Hook me up on any of the links posted at the bottom.
DO NOT RESPOND IN THIS TOPIC. THIS TOPIC IS PURELY FOR ME ANNOUNCING THE STREAMS
 
But guess what? There is STILL more.
In the same vlog, I announce that I will be branching out into mods for Red Alert 2 / Yuri's Revenge
 

Mods confirmed thus far

Cannis Rules
Mooman's Rules
Red Resurrection
Robot Storm
EASB Hour
Red Alert 2: Reborn
It Came From Red Alert

YR: Zero Hour

 

 
Once again, if there is a mod you want me to showcase, links down below.
 
A few things to note
- I will NOT be doing any campaigns or challenges

- I will NOT be doing any PVP

- No matter which mod, I will take 1 Sunday PER FACTION
- Depending on how many factions a mod has, each Spotlight will take X Sundays

- If a mod does not have a publicly available version, I will not be showcasing it

- There may be personal reasons for me not to showcase a mod that you suggested
- I will switch up which game I focus on. 1 spotlight Gen / ZH, then Ra2/YR, etc

- I will do my confirmed mods first

- The order may vary
 
The livestreams will of course be held my channel on twitch
 
Want to suggest a mod?
Twitter: Follow me
Email: hecthor.doomhammer@yahoo.com
ONCE AGAIN, DO NOT POST ANY SUGGESTIONS IN THIS TOPIC
 
Now onwards with the announcements!

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4 West Germany

Posted by Mig Eater on March 20, 2017 in D-Day News

mdb_wger01_s.png


I am proud to announce the addition of West Germany to D-day as a new sub-faction. They will be playable in the Post-War time frame as an alternative to the Third Reich. While the normal Third Reich faction makes use of prototypes and paper projects designed during the closing stages of World War II in a hypothetical scenario where the war continued on. The West German faction on the other hand uses equipment developed in the 1950's and 1960's for the newly established Bundeswehr, as in our real timeline. The addition of this sub-faction lets players create Cold War scenarios gone hot as you stand with you American and British Allies to fend off a Soviet invasion of Europe. Access to the West German sub-faction is done in the same manner as the American Marines sub-faction, where after deploying your construction vehicle you are given the choice of two factions to pick from. Once chosen you will not be able to change sub-factions for the rest of the game.

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Click to enlarge
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Here is a more in depth look at the units available to the West German sub-faction. As usual for more information and pictures click on the unit name/animation to view their D-day Wiki page.


Unimog 404
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Unimog.jpg

Development of the Unimog series of trucks started in 1946 as a truck that could also be used as an agricultural tractor allowing great versatility for farmers struggling in the post-war period. The first prototype was ready at the end of 1946 and after trials and adjustments was put into mass production at the end of 1947. In 1951 Daimler-Benz bought the Unimog company and in 1953 launched two new versions, the 401 and 402. In 1955 with the formation of the Bundeswehr Daimler-Benz designed a new 404 version of the Unimog truck specifically for military service. Production started that same year and continued until the 1980s, with various upgrades being made over the years but still keeping the same rugged and proven design of the original. The civilian version of the Unimog also continued to evolve over the years and remains in production this day.

Note: In game the Unimog 404 is used as a supply collection vehicle


Schützenpanzer HS.30
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Hs30.jpg

The Schützenpanzer HS.30 was a infantry fighting vehicle developed by the Swiss company Hispano-Suiza for the Bundeswehr in the 1950's. It was the first armoured vehicle to be developed for Germany after World War II. Unlike other armoured personnel carriers that were in use at the time the HS.30 was fitted with a turret equipped with a 20mm auto-cannon. This gave it the ability to engage enemy infantry and unarmoured targets, making it arguably the worlds first infantry fighting vehicle. The HS.30 was authorised for production before a prototype was ready and tested. This meant that early production versions suffered from many problems, especially with the engine and transmission which were originally designed for a lighter vehicle. This rush into production along with an inordinate order of 10,000 vehicles (much more than what was required) raised some suspicions. An investigation revealed that personnel associated with the procurement process and several politicians had received in total over 50 million Deutschmarks in bribes for their support of the HS.30, creating a scandal within the German government. Eventually the early problems with the HS.30 were worked out and the order reduced with only 2,176 being built between 1958-1971.


Flakpanzer HS.30
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Fp30.jpg

The Flakpanzer HS.30 was an anti-aircraft system developed by Hispano-Suiza on the base of the HS.30 infantry fighting vehicle. Two different prototypes where built in the mid 1950's, one using duel 20mm guns and the other fitted with a larger turret equipped with duel 30mm cannons. Neither of the designs were put into production, further information is limited and the fate of the prototypes unknown.


Spähpanzer Ru 251
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Ru251.jpg

The Spähpanzer Ru 251 was designed in 1960 to replace the M41A1 Walker Bulldog that the Bundeswehr had been using in the reconnaissance role. Prototypes where built in 1963/64 and underwent testing, it was however decided to cancel the project as the newly deployed Leopard 1 tank was just as if not more capable of fulfilling the intended reconnaissance role. Documents related to the development of the Ru 251 are still considered classified material by the Bundeswehr and the surviving prototype is kept in a secure storage facility, as such there is only basic information available and a few photos from during it's testing. Recently someone working at the storage facility managed to take and release several photos of of the prototype tho, marking the first time it has been seen in several decades.


Kanonenjagdpanzer
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Kanon.jpg

In the mid 1950's the newly formed Bundeswehr put out a request for a new tank destroyer. The German companies Henschel and Hanomag jointly worked on a design together, as well as the Swiss company MOWAG. In 1960 both had finished prototypes that where given to the Bundeswehr for trials. The Henschel and Hanomag design was chosen and in 1965 was put into production as the Kanonenjagdpanzer. In the 1970's the Soviets introduced new Soviet tanks with thicker amour, this rendered the Kanonenjagdpanzer's 90mm cannon obsolete. Plans were made to refit the Kanonenjagdpanzer with the 105mm L/7 cannon to combat this new threat, instead it was decided to remove the gun a fit the Kanonenjagdpanzer with an anti-tank missile system on it's roof, this new modification was called the Raketenjagdpanzer Jaguar.


Leopard 1
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Leo1.jpg

Development of the Leopard tank started in 1956 as a part of a joint project between Germany, France and Italy to create a new standard European tank (a.k.a. the Europa-Panzer). In 1960 Porsche, Rheinmetall (Germany) and AMX (France) submitted prototype tanks for evaluation. Disagreements in the design and manufacturer of the tank put a strain on the project and political changes in France further exacerbated problems. So Germany and France decided to end the partnership and continue development of their own designs independently. For Germany Porsche's design was chosen and after a second prototype and a limited run of 50 pre-production vehicles it started mass-production as the Leopard tank in 1964. The Leopard went on to also became a huge success on the export market, being bought by many European countries thus largely fulfilling it's originally intended role of being a standard European tank. While being largely replaced by the Leopard 2 in Europe the Leopard 1 is currently still in active service in several South-American countries.


Light Artillery Rocket System
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Lars.jpg

The Light Artillery Rocket System or LARS was a multi-barrelled rocket launcher fitted on the back of a Magirus 6x6 truck. It could fire 36 110mm rockets which could be fitted with various warheads ranging from anti-personnel, anti-tank and parachute equipped mines. Development started in the mid 1960s and it came into service with the Bundeswehr in 1969. In the 1980s the system was upgraded by changing to a new armoured MAN 6X6 truck which is know as the LARS 2, with the original design becoming the LARS 1. In 1998 LARS was replaced in front line service with the American M270 MLRS but two hundred of them are still in reserve storage.


EWR VJ 101C
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Vj101.jpg

During the Cold War the West German Airforce expected their airfields to be a primary target in any conflict with the Soviets. To counter this they planned to adopt a mobile strategy with heavy use of new VTOL aircraft that in a time of war could be operated from makeshift runways or the autobahn. To fulfil this new strategy Heinkel (VJ 101A), Messerschmitt (VJ 101B) and Bolkow all submitted different designs for a new VTOL fighter/interceptor. Instead of making the three companies compete for the production contract the Defence Ministry encouraged them to work together, so in 1959 the three of them joined together to create the EWR (Entwicklungsring Süd) consortium. The new jointly designed VJ 101C incorporated the best features from the original concepts, with Heinkel's wing mounted engine pods and Messerschmitt's fuselage lift fan being combined to provide the aircraft's VTOL capability.

In early 1960 a rudimentary test rig was built to test the feasibility of the VTOL engines, a skeletal prototype was then built and in May 1961 underwent testing on a telescopic column. Work continued on improving this prototype and in March 1962 it was able to fly freely on its own. With the success of these tests a full prototype (X-1) was built and flew for the first time on April 10th 1963 and the first transition from vertical to horizontal flight was achieved on September 20th 1963. On September 14 1964 the X-1 prototype crashed and was destroyed during take-off, it was later found that a roll rate gyro had been installed backwards causing the autopilot to malfunction. A second prototype (X-2) completed in mid 1965 and along with fixes to the autopilot it also featured newer engines fitted with afterburners, it achieved its first VTOL flight on October 22th 1965. Testing of the X-2 prototype continued for several more years and plans were made for construction a larger and more advance EWR VJ 101D design, however changes in strategic requirement meant that interest in the EWR VJ 101 diminished and in 1968 the project was cancelled. The X-2 prototype survives to this day and can be found in the Deutsches Museum in Munich.

Following the cancellation of the VJ 101 EWR continued work on several conceptual designs (The AVS project in partnership with Boeing and the EWR A 400 STOL Design Study), these slowly evolved the original VJ 101 design and culminated into the Panavia Tornado.


Focke Wulf Fw-860
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Fw860.jpg

The Fw-860 was an unique VTOL aircraft designed in partnership between Focke Wulf and the French company SNECMA, the French version being known as the AP 519. While most VTOL design used lift fans or rotating engines to achieve vertical flight the Fw-860 instead would take off and land on it's tail, in a similar fashion to a rocket. This tail-sitting method while requiring complex landing gear had advantages of needing less complex VTOL engines, saving wight and space within the aircraft making it possible to produce a more compact design. A major problem with this design though is that the pilot's view is restricted to looking up vertically at the sky when taking-off/landing, to solve this the nose section of the Fw-860 would be able to rotate 90 degrees giving the pilot an unrestricted horizontal view. This unusual aircraft never left the concept stage and work instead moved to more traditional VTOL designs.


Dornier Do-31
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Do31.jpg

The Dornier Do-31 was a VTOL transport aircraft designed to be used along with the EWR VJ 101 VTOL fighter plane as part of West Germany's mobile defense strategy. Development of the Do-31 started in 1959 with a test rig being completed in 1962 which was used for several years to work out the problems with this large and ambitious design. Three different prototypes were then completed during 1967. The first prototype (Do-31E1) was only fitted with Bristol Pegasus engines for testing the standard horizontal operations and flew for the first time on February 10th 1967. The second prototype (Do-31E2) was used for static ground tests and never flew. The third and final prototype (Do-31E3) was fitted with both Bristol Pegasus engines and the Rolls-Royce RB162 lift engines and was capable of full VTOL operations, its first flight was during July 1967 and the first vertical take-off was achieved on November 22nd 1967. During the 1969 Paris air show the Do-31E3 gave a demonstration, during which it set world records for speed, distance, altitude and speed and duration over a course. The Do-31 remains the only jet powered VTOL transport aircraft ever built and as such these records have yet to be challenged. Unfortunately for this unique aircraft changes in strategy and the high cost of the project lead to its cancellation in 1970. Dornier also put forward a proposal for a larger civilian passenger version called the Do-231 but couldn't find any airlines interested in purchasing it so it failed to leave the drawing board. Two of the prototypes still exist today, Do-31E1 can be found displayed at the Dornier Museum in Friederichshafen and the Do-31E3 prototype is located within the Flugwerft Schleissheim aviation museum in Oberschleißheim. The second prototype Do-31E2 was scrapped soon after the project was cancelled.

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0 Tigers of the World

Posted by Mig Eater on March 13, 2017 in D-Day News

The Panzer VI Tiger is arguably the most famous and recognizable tank in the world, becoming the icon of the German tank forces of World War II. It's use was not limited to the German army though, several other countries used or planed to use Tigers during and after the war. Here are a few of them.

For more information and pictures click of the unit names to visit their D-day Wiki pages.



Type 4 Tiger
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Typ4.jpg

In April 1943 the Japanese sent 12 army officers led by Colonel Ishide to Germany to inspect and test their latest tank designs. The Japanese where quite impressed and negotiated to buy four of the tanks and their related documents and blueprints, the PzKfw III Ausf.J, PzKfw III Ausf.N, PzKfw V Panther Ausf.D and PzKfw VI Tiger. They hoped that they could be reverse engineered and the technology incorporated into Japanese designs. One of the PzKfw III's was dissembled and along with the documents transported back to Japan via submarine. February 1944 the Tiger tank was moved to Bordeaux in France so it could be prepared for transport. With the worsening war situation and then the Allied Landings in France it became impossible to transport the tank to Japan. In September 1944 the Japanese decided to give the tank back to the Germans where it was soon destroyed fighting in Belgium.

Note: The Germans charged the Japanese twice the normal price for the tiger. So in keeping with historical accuracy in D-day the price of the Type 4 is double that of the German version.


PzKpfw VI Tiger
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Htig.jpg

In May 1944 the Germans gave 10 PzKpfw VI Tiger tanks to the Hungarians and then a further 3 more as a birthday gift to the Hungarian Inspector of Engineers Laszlo Hollósy kuthy. They served in the Hungarian 3rd Tank Regiment, where in July they took part in the battle for Galizien district in Southern Ukraine. By December 1944 only 4 of them where still active, the fate of the final 4 is unknown but they where presumably destroyed during the Soviet invasion of Hungary.



T-VI-100
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Tvi100.jpg

During the course of World War II Soviet forces where able to capture many German tanks in various states of disrepair, if at all possible they would be put into services against their former owners. These tanks generally had a short life span due to limited spare parts and ammunition. In an effort to help elevate the later problem several projects where started to refit the German tanks with Soviet weapons. One of these was the T-VI-100 which replaced the PzKfw VI Tiger's 88mm KwK36 L/56 with the 100mm D10 which was used on the SU-100 and later the T-54. As the war progressed the Soviets where able to produce an ample amount of tanks so the need to refit the German tanks diminished and the project was cancelled in 1945.



T-41/75N
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Tig75.jpg

After the war a single Tiger tank was recovered from the battlefield and repaired by Skoda for use as a test bed for fitting their prototype 75mm A18 cannon. The A18 was originally built for use in the T-25 medium tank, the T-25 however was never put into production and it wasn't till now that the Skoda team could test it in a suitable vehicle. While the 75mm A18 was less powerful then the original 88mm KwK36 it was fitted with an auto-loader and drum magazine witch greatly increased the tanks rate of fire. Currently there are no known photographs of this unusual modification.

Note: To simulate the auto-loader and drum magazine this unit has a limited ammunition supply that can be fired quickly but then takes some time to reload.



Tiger 131
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131.jpg

Tiger 131 is the only working PzKfw VI Tiger tank in the world, it currently resides in Bovington Tank Museum and features as the main star in the museum's yearly tank festival. Tiger 131 was constructed in February 1943 at the Henschel factory at Kassel and was then sent to Tunisia in North Africa. On 20th April 1943 it took part in the battle for Djebel Djaffa hill, during witch it received several hits form British Churchill tanks that jammed the turret and gun, as well as injuring the driver and gunner. The crew then bailed out leaving their disabled but still intact tank for British forces to capture. The tank was repaired using parts from other knocked-out tigers and sent back to Britain where it was displayed as a war trophy in various locations around the country for the rest of the war. In 1951 it was then donated to Bovington Tank Museum who put it on static display for the next 40 years. In 1990 it was then removed for restoration which involved a complete disassembly and reassembly of all it's parts. As well as fitting it with a new engine from a Tiger II, as the original had been cut in half for display at the museum. The restoration of Tiger 131 was finally finished in 2003, becoming the only tiger tank in the world to be restored to working condition.

Note: Because of the uniqueness of this tank and in homage of the fact it is the only working Tiger in the world, only one Tiger 131 can be built at a time.

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0 Contra 009 work in progress - Update 8

Posted by predator_bg on February 26, 2017 in Contra News (eng)

Originally posted on ModDB by d-ce on Feb 26th, 2017

 
Hi folks!
 
It's been two months since we released Contra 009 Beta 2 version, and we can only say that we are very happy with your feedback, and with approximately 100 downloads per day.
 
We are also glad to see more people being active on Tunngle and our Discord channel. We apologize for not being active there, since we are occupied with our work for Contra, but you can discuss things there with some other people, and arrange games.
 
As you guys play and report bugs, we fix them and improve things. 
We fixed obvious Ratel II overpowered state, Centurion bonus damage and so on. Everything with purpose to make game even more balanced and enjoyable.
 
But we also proceeded with our scheduled work. It's important to note that this is not a patch update as some people are thinking, but a news update. Let's get to it.
 
This time we are more focused on GLA. 
 
- GLA Chemical general got a new structure, Chemical Lab, which replaces both Defiler and Bunker.
 
lab.jpg
 
Chemical Lab holds important upgrades for Chemical general. This is also the only structure which can spill toxins around, on your demand. Lab can launch both toxin and acid clouds anywhere on the map. Structure is available at rank 3, but requires Palace.
 
- Next one is Demo Scorpion
 
scorp.1.jpg
 
It was about time to change the old model right? We are focused on Demo general, since he has serious problems dealing with other generals. Demo Scorpion has better primary damage, and his standard suicide weapon. But, new addition is the demo charge, which Scorpion leaves on the ground when destroyed (not suicided). Demo charge can deal serious damage to tanks and infantry. It is a very good addition when your forces are retreating, or when attacking. Demo charges will block enemy units from advancing forward, or from chasing your units.
 
- All GLA generals got one version of Technical which replaces all old variants.
 
tech.jpg
 
This means also for GLA Chemical general. Chemical general now has Wasp available from rank 1, as AA unit. And Technical is now conventional rank 1 transport unit. His weapons are fixed now and get proper bonus from salvages.
 
- Last but not least, is visual update for China Bunkers. Previously, their garrisoned versions just had additional housecolor blocks, which were ugly. Now, it is improved with sandbags and wires.
 
bunk.jpg
 
I suggest you to subscribe and to follow Persun's channel, you can see good testing games between us there. You can also see new updated things even before article here.
 
There were some awesome games lately, which you should see:
 
 
 
 
 
 
 
A few errors, possibly causing mismatch errors have been found. We are testing for mismatches as well.
 
ThePredatorBG analyzed and fixed some errors in Skirmish and Challenge AI, as well as usual bug fixes.
 
Hope you enjoy, and see you next time!

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1 Ansaldo Magrini Mangiapan

Posted by Mig Eater on February 25, 2017 in D-Day News

It's been quite awhile since I posted any new D-day news, that doesn't mean I've been sitting idle tho. I have lots of new (& old but unreleased) content to post, which I plan to start churning out on a weekly basis. To start things off tho here is a little known WW1 tank for the Italians.

Ansaldo Magrini Mangiapan
Magrini_3d.gif

Magrini.jpg

The Ansaldo Magrini Mangiapan was designed in 1916 by major Magrini as a "mobile fort" and was one of Italy's first tank designs. It featured multiple sets of tracks to help it traverse the crater filled battlefields of no-man's land. To power these tracks there were four 200hp engines in the centre of the tank which then drove two electric motors at the front and back, propelling this massive 70t vehicle to an estimated 20 km/h. It also unusually for that era featured two rotating turrets equipped with 76mm (some sources state 75mm or 105mm) cannons, as well as having multiple machine guns fitted around the hull. The design was approved by the direzione generale del regio esercito but was cancelled soon after because of the high cost and feasibility of such a complex design. Instead interest moved to the Fiat 2000 and purchasing tanks from France and Britain.

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1 Another (sort of a) Progress Update (PP News #4)

Posted by Starkku on February 24, 2017 in Project Phantom News

Since the mod has been in (sort of) a testing phase for a while now there hasn't been a lot of significant content updates and that kind of shows in these newsposts. Not a lot of new stuff, more wrapping up things shown over past few months in one nice package.

 

UNIT SHOWCASE VIDEOS
 
For those who have not yet seen them, the conclusion of both the Hero Spotlight and Experimental Weapons Test showcase series are available for viewing at Youtube.

Hero Spotlight #3

 
Experimental Weapons Test #3

 
There's also a picture with all of the Experimental Units shown on it, combined with a chart that displays under what conditions you get each of them. Stolen technology involves infiltrating both a tier 3 laboratory structure and a vehicle factory, as a reminder.
news_exprfin_thumb.png
 
 
OTHER PROGRESS
 
A little while ago the fourth terrain theater to be included in Project Phantom besides Temperate, Tundra and Desert was revealed. The so-called Gloomy theater combines certain elements from both Temperate and Tundra, featuring withered landscapes combined with urban environments consisting primarily of darker pavement and unique cliff-face tiles.
news_gloomy_thumb.png

When initially announcing the mercenary factions, it was stated that capturing Crimson Crown's Technology Vault grants access to one of three unique units, depending on your chosen faction. However, in testing most of these unique units were deemed redundant, not unique enough or simply not worth it at all. As a result, capturing the Vault will now instead grant players who have any tier 3 laboratory building and vehicle factory an access to Blackout Signal Inhibitor, a mobile unit limited to one per player that generates a jamming signal with significant radius that blocks use of enemy support powers and superweapons, as well as jams radars and captured Satellite Centers. In addition to this, Blackout can also detect cloaked units at ranges higher than any other unit capable of doing so and use an electromagnetic interference weapon to stop a single, EM-susceptible unit from working at all.
 
Technology Vault also grants Prototype Disruptor Towers, that use a similar but slightly different type of jamming signal to generate blank spots in enemy radar views to shroud the area in their vicinity. They are deployed via a support power, and will eventually, due to being unstable prototypes, explode upon itself regardless of if they are being fired upon (this is displayed via a timer bar under the structure itself to all players).
 
news_blout_thumb.png

 

Lastly, to round out the capturable base defenses roster, there is an addition of a heavy-duty anti-air defense in form of Missile Bunkers, which work more effectively against slower-moving, heavily armored aircraft than fast ones such as fighter jets.

 

news_mbnkr.png

 

 

That's all of it for this time. I have something bit bigger planned for the next news post, so keep your eyes out for that.


FOLLOW PROJECT PHANTOM
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0 Tiberian History: Release 8

Posted by Madin on February 13, 2017 in Tiberian History News

Tiberian History: Release 8 is here!

 

118556.png


 

New additions:

GDI

Rocket Troops Ren: Good value all purpose troops! (replaces Tiberium wars Missile Squad)
Sidam TDFMV: Clear the skies with this effective unit!
ORCA TD: The classic unit, that has a new twist! (replaces Tiberium wars ORCA)
Mammoth IV TT: Unfathomable power, pray for your enemy!

 

ReleaseVIII_GDI_03.jpg

  Nod

Flame Trooper Ren: Burn them with fire! (replaces Tiberium wars Black Hand)
Flame Tank Ren: Burn everything! (replaces TD Flame Tank)
Stealth Tank Ren: They cannot hit, what they cannot see! (replaces TS Stealth Tank)
Communications Center TD: Provides radar! (replaces Tiberium Wars Operation Center)
C-130 Ren: Delivers seed tiberium! (replaces Tiberium Wars Armageddon bomber)
Nod Pyramid TS: Launches the Nuclear missile! (replaces Tiberium Wars Temple of Nod)

 

ReleaseVIII_Nod_01.jpg


  Music

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

Known issues:

  • Same EA code bug, were anything which tints an object, will tint everything near the object.
  • The GDI Jackhammer sometimes has animation issues due to the way it was coded, this does not effect the weapons performance.
  • Both the GDI Sidam and Nod Linebacker will always prefer aerial targets over ground targets. Further more, if an aerial target is within the weapon range of these units, it will not be possible for you to target ground units until the aerial units are destroyed. This can cause issues (ie if an enemy aircraft is parked at an airfield), but this is a work in progress.

Installation

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

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

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

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

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

For discussion, bug posts, and general suggestions make a post at the forums here: http://www.moddb.com...n-history/forum

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9 Mental Omega News Bulletin #27 (4/02/2017)

Posted by Speeder on February 4, 2017 in Mental Omega APYR News

So, in case you missed the big news, Mental Omega 3.3 has been released over a month ago.
 
First of all, I'd like to express my sincere thanks to everyone involved in the development of this new version, most notably: AlexB, the current developer of Ares DLL, Nooze, the designer of majority of the new side's visuals, World Beyond, the artist behind new side's soundtrack, Rampastring, the developer of the new client, Mevitar, ONEX, Azri_Apoc, the designers of majority of new mechanical units, Seoras, De'Lante, for voicing so many units added after 3.0 and also Toveena, Alstar, Lovalmidas,  Cesare, Sandman, Esther, iForce, Martinoz, Ollerus, Nolt for designing maps, missions, various story and gameplay elements and of course lots and lots of testing. For the full list of credits please visit this section of our website. Thank you, you made it possible to take this project this far!
 
The new release adds an entirely new faction - the Foehn Revolt - to the previously heavily modified vanilla sides from Command & Conquer Red Alert 2 Yuri's Revenge, which were already divided into 3 subfactions each, the new one being no exception. Haihead, Wings of Coronia and the Last Bastion are the subfactions of Foehn and each comes with its unique units, buildings, support powers and heroes. There are also new additions for the Allies, the Soviets and Yuri's Epsilon, as well as new missions, skirmish maps and game modes.

 

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What's also important is that the new release makes use of Rampastring's client, originally created for Dawn of the Tiberium Age mod, which allows us to do some interesting things. The most important thing this client has given to Mental Omega, is the possibility to use version 5 of CnCNet for multiplayer services. Since the release, there've been many players on our server with the amount of players peaking at around 150 at times. According to Rampastring, there've been 44 000 unique users of the client in a month since the release, which I think is nice for a mod.
 

The new Mental Omega version arrived with an updated soundtrack, to keep the tradition of giving each of the factions a unique one. The soundtrack for the Foehn Revolt is an album called "Mindshell" created by World Beyond, which is available for download on his Bandcamp page in best quality. You can also listen to it on his YouTube channel.

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Now would be a good time to discuss what's ahead.

We are aware there is a group of players who can't start missions at all, this is one of the fixes that will be included in 3.3.1 in a form of an Ares DLL update. Initial 3.3 release did not contain all of Act Two missions, so there's more of those to come for sure. We have several missions more already finished, but they require additional polish and internal tests before they are included in one of the Mental Omega updates. Speaking of those, we've been following your feedback and comments in all places possible and so here's a proposed changelog for the first mod update, for which there is no date just yet. Keep in mind this is not final, discuss it here.

 

Proposed 3.3.1 Changelog

 
One thing we want to expand for sure and already in patch 3.3.1 is the Challenges mode. These are quite fast and fun to make and it seems like many people are trying their best not to lose those battles. These challenge maps are made with an uncontrolled difficulty mindset, meaning that don't expect a balanced fight getting into those. Remember that you can adjust the difficulty and handicap of challenge maps using standard skirmish settings, and like with everything else, there's three difficulty options and the additional Mental AI toggle, which replaced the Meteor Shower mode in 3.3.
  

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New additions to the arsenals of Mental Omega factions are a possibility but not a priority right now, but if you have suggestions in regards to what you'd like to see next in the mod, let us know.
 
That's all for now, stay tuned for more announcements! 

 

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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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0 C&C4 Mammoth tank

Posted by Madin on January 15, 2017 in Tiberian History News

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Info

The only structure that you will be able to build the Mammoth Mk IV from is the deployed defensive Crawler. As such it does not replace the TD Mammoth tank as the main high tier mass production vehicle, instead it is considered a 'luxury' addition.
The other thing that you should know is that the only way to upgrade this Mammoth tank is to fully upgrade your defensive Crawler. Whether you consider this worth your time and money is up to you, maybe this information will help you decide.

 

Basics

The basic Mammoth Mk IV has slightly better health then the TD Mammoth, and also a slightly better self repair (it works even when the Mammoth is taking damage). The rocket pods however have a much longer reload then the TD Mammoth, and are not close to being as effective against infantry.

 

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"You cannot run!"

 

Since by the time you can build this Mammoth tank, you would also be able to upgrade your TD Mammoth with sonic grenades, deciding to build this unt might not be as simple as you think.

 

Target laser

So finally we get to something really different.
This laser can only target ground units and structures, and has two different uses. Vs infantry it operates as a dazzle laser. The effect of the laser on infantry causes them to go prone, and greatly reduces the speed and range at which infantry attack. Finally it will also do a small amount of damage to infantry. This is more useful against infantry then you might think.

 

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Vs vehicles and structures, it works as a target laser that allows all of your units to do slightly more damage to the targeted unit (10% more). Unlike the dazzle laser, the effect of the target laser stacks up to 5 times (ie up to 50% more damage to a targeted unit).
Obviously the target laser is the difference, and vs the Scrin and Nod late game units, a few Mk IV will be very handy if used correctly.

 

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The Beast!

One of the major irritations that some had with this mod, was the removal of vehicle based rail attacks. I just never liked EA's implementation.

 

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Finally GDI can have vehicle based rail attacks, but see how awkward it is to get to!
To get the beast Mammoth tank, not only do you have to have a defensive Crawler, but that Crawler has to be upgraded to its maximum level! (Tech level III).
Once you have done this all Mk IV's will have not only have rail guns, but will also have double the rocket ammo, a true beast of a vehicle, if you factor in the extra health, better repair, and target\dazzle laser.

 

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The final note, if you remember from the Crawler news article, that the final upgrade boost the production speed of your Crawler? This means that you will be able to pump out rail Mammoths at twice the speed!

I feel bad for your opponent!

 

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