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

pp-11-release-thumb.png
 
Project Phantom v1.1 update is now out!

Download:
301348.png
 
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.
experimental-changes-1.png experimentals2.png
 
• Tweaks and balance changes to support powers.
researchcomplex.gif tankdrop.png
 
• Additional features to jet aircraft like support for guard & waypoint mode and new buildable jets for all three factions.
cryojet.2.gif vortex.gif
 
• Cleanup of mercenary faction arsenals and new additions.
desec.mp4.jpg

sentinel.mp4.jpg
 
• New and overhauled game lobby options.
jQ5gQ65.png
 
• A new Challenge map to tackle.
mortarmouth.png
 
• A number of new Standard maps to play on.
new-maps-v11.png
 
• Support for playing custom missions through the client.
custom-mission.png
 
• Chinese localization option.
chinese-client.png
chinese-ingame.png
 
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.

Read the replies to this post - Write your own - Return to top

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.
 
logo.png
 
 
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.  
 
logo_pol.png  logo_roc.png logo_swe.png logo_czh.png
 
 
 
Here is a preview of a few of the new units from these countries.
 
Polish PZL P.11
Pzl11_3d.gif 
 
Chinese M4A4 Sherman
Tuji_3d.gif
 
Swedish EMIL 58 "Kranvagn"
Karn_3d.gif
 
Czech 152mm ShKH-TVP
Shkh_3d.gif

Read the replies to this post - Write your own - Return to top

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).

yuri_resurgence_missions_list.png

- 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.

Avatar_vriants_test_01.gif

- 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:

RA2_Allied_Silos.png
soviet_ra2_silo.png
RA2_Yuri_Silos.png

- 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/

Read the replies to this post - Write your own - Return to top

0 C&C: Reloaded 2.4.1

Posted by FS-21 on December 8, 2022 in C&C:Reloaded News

C&C: Reloaded 2.4.1 released with focus in AI improvements and gameplay balance changes.

The most noticeable changes of this release are:
- Updated Phobos library to the latest development snapshot with additional features.
- Updated Ares library to version 3.0p1.
- Updated CnC-Draw library to version 4.9.0.0.
- Replaced the old AI system for selecting AI Teams in multiplayer. Now AI can't cheat prerequisites.

- Added 2 new single player maps. These 2 are Tiberian Sun demo missions.
demo-ts-missions.png

- Enabled a placement preview of the structures.
place-preview.png

- Soviets now can choose between Tesla Coil or the Tesla Tower, But once you build one type you won't be able to build the alternative until you sell all the Teslas. Similar to Tech Center/Tech Lab logic.
Soviet_Tesla_Tower.gif

- Replaced the old GDI Orion ship. Now it uses the EMP cannon for forcing the submerged units to emerge and then attack with the cannon. Previously it was a support unit.
underwater-new-attack-tag.gif


If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/
 

Read the replies to this post - Write your own - Return to top

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!

Read the replies to this post - Write your own - Return to top

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.
 

222694.png

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
 
We all thank you for being a fan for all these years!
For now however, this is it. The war is over!

Read the replies to this post - Write your own - Return to top

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:
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/

Read the replies to this post - Write your own - Return to top

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

Read the replies to this post - Write your own - Return to top

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/

Read the replies to this post - Write your own - Return to top

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).
 

22.1.jpg

 

33.1.jpg

 

44.1.jpg

 

55.1.jpg

 

88.jpg

 

- 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.
 

Render9.jpg

Read the replies to this post - Write your own - Return to top