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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 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!

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0 Mental Omega 3.3.6 is available for download!

Posted by Speeder on November 19, 2021 in Mental Omega APYR News

A newspost two weeks late, but a newspost nonetheless: after many months of mapping and scripting, our modding team - Mentalmeisters - is happy to announce that the end of our two-act campaign for Red Alert 2 is now available for download! Version 3.3.6 is out! Remember, it is a patch for the base release of Mental Omega 3.3.0, so make sure to have that one first!
 

mdbheadx.png

 
This retold story of the conflict between the Allies, the Soviets and Yuri's Epsilon has reached its finale, with a set of brand new 9 massive and complex singleplayer missions. With this final addition to Act Two, the Mental Omega campaign now consists of 133 missions total: 97 singleplayer and 36 for cooperative.
 

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Mental Omega Patch 3.3.6 (Manual Update)

 

 
- Allied Mission 23: Withershins
- Allied Mission 24: Hamartia (Finale)
- Soviet Mission 23: Fatal Impact
- Soviet Mission 24: Death's Hand (Finale)
- Epsilon Mission 23: Reality Check
- Epsilon Mission 24: Babel (Finale)
- Foehn Mission 05: Vanishing Point
- Foehn Mission 06: The Remnant (Finale)
- Foehn Special Op: Time Capsule
 
To celebrate this major campaign-concluding release, we've recently released a new trailer. Check it out!
 

 
As always, there's been many balance changes, new units, structures and powers added to the tech tree, as well as additional bugfixes and visual enhancements. See the full changelog here for more information.
 

promo_deathshand.1.png

Yuri's Grand Kremlin Palace and the Black Guard

 

 
As such, as of version 3.3.6, Mental Omega includes:
 
- A completely new faction: The Foehn Revolt
- Free multiplayer services through CnCNet5
- 12 subfactions with their own unique sets of units
- 16 unique stolen tech units, 4 per faction
- 97 single player missions, including a campaign for Yuri
- 36 cooperative missions explicitly for 2 players
- 22 challenge maps for solo or 2 players
- a challenging AI, and an overly challenging AI
- new skirmish/multiplayer maps, around 650 total
- new skirmish/multiplayer game modes, 21 total
- heavily updated visuals & sound effects
- new soundtracks, unique for each side
- properly working save/load functions!
 

promo_babel.png

Yuri's Tower - The Mental Omega Device

 

 
The complete list of everyone involved to both larger and smaller extent in making Mental Omega 3.3.6 a reality is available here. This is a work of a team with some of the most excellent mission scripters in the Command & Conquer modding community, and I'd like to thank each and everyone involved for sticking around for all these years and making this happen. Thank you!
- Speeder
 
The next update, 3.3.7 will mostly contain bugfixes, further balance changes and optimizations. While I'd love to announce the next chapter of this story immediately, currently I'd prefer to make no such promises.
 
We all thank you for being a fan for all these years!
For now however, this is it. The war is over!

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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).
‚Äč- 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:
New_TS_sidebar_icons.png

- 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.
Nod_new_tech_tree.gif


- Now is possible to mix Resources from Tiberian Sun and Red Alert 2 with the new Map Editor:
CnC_Reloaded_-_RA2_and_TS_resour.png

- Added an initial attack delay for Magnetrons.
Magnetron_-_testing_new_weapon_2.gif

- 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:

https://forums.revor...ures-changelog/

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0 Desert Combat - Contra Tournament

Posted by predator_bg on February 23, 2021 in Contra News (eng)

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Greetings Generals

Following the growth of the Contra Mod community & the wonderfully balanced fun gameplay it offers, the very first tournament has opened for signups.
 

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Date, Time and Location

Desert Combat will be on Sunday, 28th Feb beginning at 16:00 GMT. We will meet in the Contra Tournaments network on Radmin immediately after you check-in.

 

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One map will be played per round.

 

  • Tournament Desert / Map for Round 1
  • Lagoon Day / Map for Round 2
  • Barren Badlands / Map for Round 3
  • Gorge Drought / Map for Finale

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**** ALL REPLAYS MUST BE SAVED! ****



Desert Combat will be a SINGLE ELIMINATION. All rounds will be BO3 up to the Semi-Finals which are a Bo5. There is no 3rd place match.

Minimum participants: 8
Maximum participants: 16
 

Registration

All you need to do to register for this tournament is to post your in-game name & Discord name in the registration topic (also linked below). Only register if you're going to be able to show up on the day of. Registration officially closes on Saturday, 27th Feb at 20:00 GMT.
 

Check-in

The check-in period will be between 15:00 and 16:00 GMT, at which point the brackets will be drafted and made official. There will be an official check-in thread that will open at 15:00. To check-in: simply post in the check-in thread and include your in-game name if it's different than your forum name. If you check in and you don't participate, you may be banned from any tournaments for 30 days. If you can't play, don't check-in. Only players that are registered will be allowed to check-in. Only checked in players will be in the bracket. If you have a situation that would cause you to not be able to check-in, but you can still participate then message Leikeze.

You will have 15 minutes to begin your games after the brackets are posted. Brackets will likely be posted by 16:05, but this depends on how late players check-in. You must start your games by 16:15 or you will be disqualified.


If you're early then you're on time. If you're on time then you're late. And if you're late you're disqualified!

There is simply no fun in sitting around waiting on people, so the 15 minutes is the maximum grace period allowed in between all rounds. Failure to appear at any stage of the event will result in a forfeit. Extreme circumstances can be discussed with event staff.

If you need to take a break in between games, inform your opponent and the Referee. At most, five minute breaks will be allowed and only if needed. Maximum one break per round. If a player is found to be abusing this freedom or failing to inform the necessary parties or not returning on time, you will be disqualified at Referee discretion.
 

Streaming

All matches will be streamed. So do not start playing until you and your opponent have arranged with a streamer.

In case the streamer causes bad lag, you may choose to play without one, however, you must then send the replay after each match to a streamer so that they can stream the matches.
 


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Register / Discuss

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0 Contra 009 FINAL Patch 3 Hotfix

Posted by predator_bg on January 27, 2021 in Contra News (eng)

Welcome to another update! A small hotfix patch has just been released!

 

NOTE: This hotfix includes cosmetic and solo play changes only, so it is not required to keep playing online! You will not get a mismatch if some players have the hotfix, but others don't.

 

Contra Launcher will ask you to download and apply the hotfix, so you don't have to bother doing it manually.

 

There's not quite too much more to say or show, so here's a straight link to the changelog: https://www.moddb.co...angelog-part-23

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0 Contra 009 FINAL PATCH 3 released!

Posted by predator_bg on December 31, 2020 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).

 

Lancer_Render.jpg

 

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.

 

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infantry.jpg

 

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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!

 

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0 C&C: Reloaded 2.2.0

Posted by FS-21 on December 17, 2020 in C&C:Reloaded News

C&C: Reloaded 2.2 released with latest CnCNet support and tons of changes.

The most noticeable changes of this release are:
- Ares upgraded to the latest version 3.0.

- Added a new Yuri naval unit: Mini-Submarine. Early game unit for Yuri wich is capable to do Kamikaze attacks if emerges to the surface (deploy mode):

CnC_Reloaded_Yuri_Minisub.gif

- Added a new secret unit for the civilian Tech Lab: Nod Reckoner. Is based from the unit in TW: Kane's Wrath but with small changes: It is a vehicle that deploys permanently into an infantry bunker. In vehicle mode it can't carry soldiers:

CnC_Reloaded_Nod_Reckoner.gif

- Another secret unit for the civilian Tech Lab: Redeemer. A massive mech that shoot a powerful laser that split in multiple lasers when hits enemy vehicles. It has a pair of anti-air missile pods:

CnC_Reloaded_Nod_Redeemer.gif

- Bounty game option (not game mode). When you kill enemies you receive money.
- Meteors game option. Every few minutes meteors fall randomly in the map. Can be combined with the Ion Storms game option.
- Helipads can be used to sell aircrafts like the Service Depots.
- Now 5 units can be queued at once when shift-clicking the sidebar icon.

 

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/

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0 Contra 009 work in progress - News Update 17

Posted by predator_bg on December 14, 2020 in Contra News (eng)

Hello everyone!!!
 
A lot of time passed since our last update, but this doesn't mean we stopped working on the mod.
This year was weird and strange for all of us, we can agree on that.
 
Current situation caused unpredicted stuff in our real life, but still we try to find time and inspiration for continued work, even though most of the times it doesn't turn out as we wanted.
 
All of you were kind to us, supported us, and once again you voted for us and helped us achieve TOP 100 in MOTY.
Please, throw a vote for us one more time, so we might have a good score in top 100 too -> https://www.moddb.co...he-year-awards/
 
This means a lot for us, and in order to return a favor we decided to post an article about progress.
 
Besides dozens of balance changes, there are also many visual updates and improvements.
Here are some of them....
 
- All USA factions (besides Cybernetic general) got new Machine gun defense structure. Patriot turret was universal defense, effective vs all types of units (infantry, vehicles, aircraft, structures) and often it was used and abused for early rush, in combination with cheap structures like Barracks with upgraded Security Systems. This often lead to early game deciding moments with building Patriot near enemy supplies (mostly vs China). In order to change this, and make game more fair, Patriot defense is now barely effective vs infantry units (such as RPG-s), and none of the USA structures benefit from Security Systems, except Supply Center (Security Systems damage is increased since it can be only used on Supply Center). New Machinegun defense is cheap and does not consume power. It is effective only vs. infantry and light vehicles. Can be upgraded with Flashbangs to stay effective in the later stages. Rushing with USA dozers is harder now, since you need to combine both Patriot and Machinegun defense to cover all targets.
 

11.2.jpg

 

- Most of the visual changes were focused towards Laser general, and his unique way of playing. Unlike all other generals (except Cybernetic general), Laser general favors gaining experience the most. Basic laser powered units, with each veterancy state change too. We saw it in patch 2 already, but now laser colors are corrected, experience gaining through destroying targets is harder (currently you need 20% more EXP pts for rank up). Laser powered units do have help gaining veterancy, and it is through 3 generals powers. Veterancy generals powers are linked and accessible at rank1, rank3, and rank5 game phases by the cost of 2pts each.
Biggest change is their visual update, which helps you determine which laser damage currently they have (red, green, blue, violet).
 

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- Besides laser visuals, Microwave tank got a makeover too, since he was using Avenger's basis.

 

66.1.jpg

 

- Many changes were done to Super Weapon general as well. We are very proud of Saturn's makeover. Besides just a visual update, he has a new weapon. He fires a new beam which has huge potential to freeze targeted vehicles, so in general he fires Ice beam.

 

77.1.jpg

 

- But we didn't forget other generals too. China infantry general was mostly changed in order to be more balanced, and more appealing to player. Helix is replaced with new helicopter, Harbin.

Harbin has speed and cost of Thor, but health of Helix. His basic weapon is a small machine gun, but his main characteristic are the bunker slots (currently 2).

 

99.1.jpeg
 


Some in-game screenshots. New Saturn:

New_Saturn.jpg

 

 

Updated Sturm-S model and skin: https://media.moddb...._comparison.jpg
 
Redone Phobos chassis. As the chassis suggests, Phobos is now a hovering unit, thus can traverse water: https://media.moddb...._comparison.jpg
 
In the end of this update, we want to answer you on the most asked question:
"when patch 3 will be released"
 
The answer is:
"we are hoping, and we are targeting upcoming holidays (during or shortly after) to be perfect for patch 3 release"
 
There is still work left to be done, but we will try to make these holidays a bit better for all of us. We all deserved this.
 
If you still wish to support us, and help us, feel free. We are grateful, and supporters will be credited in upcoming release.
 

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0 C&C: Reloaded 2.1.0

Posted by FS-21 on December 3, 2020 in C&C:Reloaded News

C&C: Reloaded 2.1 released with latest CnCNet support and tons of changes.

The most noticeable changes of this release are:
- Save / Load games fixes. Specially the missing name of some TS missions.

- Apocalypse tank replacement in the alternative Soviet tech tree.
Unlike the standard Apocalypse tank it has no air weapons. Enemy units that are being grinded can't move and/or attack.
Grinded mode produces money when the enemy unit is destroyed:
CnC_Reloaded_RA3_Soviet_Apocalypse.gif
 

- Nod receives naval anti-air support with the Hydra submarine.
It has 2 working modes: surface and submerged.
=> In the surface (default behaviour) it can hit ground and air targets with the twin missile pods.
=> When submerged it switch the missiles with waterproof missiles that function like torpedoes.
CnC_Reloaded_Nod_Hydra_Submarine.gif

 

- Added 2 units available at the civilian Tech lab:
-> Mobile EM-Pulse. The old TS:Firestorm unit with a portable EMP cannon. Until the charge is full it can't fire.
-> Guardian tank. When deployed it paints targets making them a 50% more vulnerable.
CnC_Reloaded_RA3_Guardian_Tank.gif

- Added the EMP Cannon for GDI and Nod. This Super Weapon has a limited attack range around the structure like in Tiberian Sun.

- Added the "Free for All" Game Mode. No alliances allowed.
- AI tweaks, fixes and 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/

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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.

TS_fire_in_CnCR.png

 

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

CnC_Reloaded_Super_Ion_Cannon-mi.gif

 

- Added the new alternative tech tree for the GDI, based on the Tiberium Wars vehicles with a Tiberian Sun skin:

CnC_Reloaded_TW_Dream_Team.gif

- 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:

Ants_family.png

- 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:

MapTool_with_90_profiles_for_CnC.png

- 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/

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