Hello, and welcome to the C&C Guild - the definitive resource for Command & Conquer modding. You can find a wide variety of articles and resources within this site and the forum to help you whether you're just new to the modding field, or even if you've been around a while longer. In addition, we also have a plethora of (hosted) mods which range from simple balancing patches to large-scale total conversions.

To log in to the site, please click "Log In" above and use your Revora Forums account. When logged in, you'll be able to contribute your own articles to the site. Further info can be found in the forums. Also, if you want to be hosted here yourself, give Revora's Hosting Portal a visit to send off an application to us. For anything else, details of how to contact us are in here. Thanks, and have fun.

~ The C&C Guild Staff

0 Project Phantom v.1.1 Update Released

Posted by Starkku on December 17, 2025 in Project Phantom News

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Project Phantom v1.1 update is now out!

Download:
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Additional downloads like music are available at: https://projectphantom.net/download

 

Overview of changes from 1.0
Full changelog available at: https://projectphant...changelog/#v1-1
 
• Significant number of bugfixes.
 
• Major balance changes to units & buildings, especially to Experimental Units.
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• Tweaks and balance changes to support powers.
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• Additional features to jet aircraft like support for guard & waypoint mode and new buildable jets for all three factions.
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• Cleanup of mercenary faction arsenals and new additions.
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• New and overhauled game lobby options.
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• A new Challenge map to tackle.
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• A number of new Standard maps to play on.
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• Support for playing custom missions through the client.
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• Chinese localization option.
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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.

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0 Project Phantom Development Update Summer 2025

Posted by Starkku on June 15, 2025 in Project Phantom News

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Development is still under way for next version of Project Phantom, numbered 1.1, following the initial release from last September. It was initially scheduled to be released during last year but several factors have unfortunately contributed to it being delayed significantly beyond the initial planned release window. Below is some more info on the changes and additions that will be introduced in this version.
 
Artwork Updates
 
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Some units and buildings, including Subjugator, Coalition Laser Cannon and Phantom Research Lab have received a facelift.

In addition those with keen eyes can notice some adjustments to offensive support powers in the preview for Research Lab, they now all have same warning animation (with some color differences) and sound.

There has also been some updated animations, particularly for muzzle effects on gun and cannon weapons of all types.

Experimental Unit Improvements

There have been balance changes to almost all experimental units as well as their associated support powers. Below is a sneak peek at some of the changes.

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Experimental tech unlock options also no longer benefit from multiple factory build time bonus and can only be placed within fixed distance from a friendly Construction Yard.

Other Gameplay Additions & Changes

Jet Changes
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Jet aircraft are now allowed to use waypoint and guard mode. Not all jets will be able to automatically pick targets in waypoint or guard mode, but those that do will scan nearby area automatically for them when in either. Unlike other types of units, guard mode is not persistent on aircraft, meaning that once assigned, the unit will return to idle mode upon returning to airfield or if there was no suitable target found when assigned to guard mode - this may change in future.

Jets also no longer self-repair while in air but repair at rate corresponding to rookie-level self-repairing on vehicles for free when docked.

Some may also notice there have been some additions to the factions' airforce.

Tank Drop and Usurper Shock Tank
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Tank Drop no longer drops Oppressor Tanks but a new Usurper Shock Tank with electricity-based weapon much like Shock Troopers or Shock Pylon. Usurper is more effective against infantry than Oppressor but performs considerably worse against buildings and base defenses - making Tank Drop less effective as a surprise base killing tool but potentially more effective for anti-unit harassment. Additionally all Dominion tier 1 vehicles - that is Oppressor, Tyrant and Usurper now share the destruction horde firepower bonus that was previously exclusive to Oppressor and the effect duration now replenishes for all stacks when new stacks are added to the effect. Usurper also gains a weapon range bonus near friendly Shock Pylons.

Usurper is not buildable except if reverse-engineered in Scavenger mode.

Mercenary Faction Additions & Improvements
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Fist of Titans arsenal has had bit of a cleanup and facelift. Mercenary Motor Squad and Deliver Crocodile Tank/Vulture Copter have now been merged into one support called Mercenary Strike Force and Mercenary Troops now delivers some of the Fist of Titans infantry periodically at the Outpost free of charge. Savage is no longer trainable at the outpost due to being a mostly redundant pick over the main factions' basic infantry, but in exchange some of the vehicles have acquired new abilities.

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Crimson Crown now uses similar Experimental Unit system as the main factions, offering two choices - the existing Blackout Signal Jammer that has been improved and the new Desecrator MLRS crowd control weapon. Both of these choices also unlock a new support power to use alongside the unit.

In addition, Crimson Contract has been split into two support powers with fixed unit loadouts, with the second one requiring a T3 laboratory and some Crimson Crown units have received tweaks to make them bit more interesting to use.

 

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Excelsus Research Lab will now unlock a new buildable unit in form of Sentinel Utility Truck if a T3 laboratory is also owned. Sentinel can repair damaged vehicles & structures as well as boost armour strength of nearby base defenses and detect cloaked enemies.

In addition, Excelsus Research Lab itself can now be found on more maps.

Some general misc. improvements & balance changes

  • Transports can now load in units without them having to queue up first - they will however still need to exit one by one.
  • Credits generation rate for T4 structures and Oil Derricks has been reduced from 100 to 75 credits per 10 in-game seconds.
  • Scout infantry attacks have been normalized and will now deal damage on same frame of their attack animations.
  • Map reveal support powers now temporarily fully decloak enemies that are in the area of their activation.

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

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Merc Alliance is a new 'fun'-type game option that enables players to pick a mercenary faction to choose at game start that permanently unlocks their technology for player's use for duration of the game - this choice cannot be changed later. Any support powers that would deliver units at the mercenary HQ building will instead deliver them at coordinates considered the player's base center.

New Maps
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Mortarmouth Challenge pits players against Dominion commanders fielding large amount of artillery weapons, ranging from tech defenses that cannot be recaptured by players (including the brand new Artillery Bastion) to Marauders and Brimstones and even the fearsome Ironblight.

In addition, there are new skirmish/multiplayer maps.

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Final Words

There is currently no set release date for the update, however it will be revealed once it is more certain that the planned release can be delivered in that time window. Currently, this is a rough outline of what you can expect. Many of the new features were enabled by either Phobos Engine Extension or a new version of the CnCNet spawner DLL using same technology as Phobos does.

  • A large number of balance tweaks and bugfixes
  • Changes to experimental units, to balance out more outstanding ones and make the less interesting ones more desirable choices
  • Some new units and/or support powers across the factions, including new jet aircraft for all factions
  • QoL improvements like improved jet aircraft behaviour, faster transport loading etc.
  • Overhaul of mercenary faction arsenals & bonuses
  • New and overhauled game lobby options
  • 1 new Challenge map
  • 12 new Standard skirmish maps.
  • Updated version of World Altering Editor included, with bugfixes and new features
  • Support for multiplayer save / loading (currently only one multiplayer game session is preserved at a time, may change in future)
  • Built-in custom mission support in game client

Yes, you read that last one right.

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Expect to hear and read more about the upcoming update in the near future.

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0 C&C: Reloaded 2.5.1

Posted by FS-21 on December 27, 2023 in C&C:Reloaded News

C&C: Reloaded 2.5 released with focus in new single player missions and gameplay balance changes.
 

The most noticeable changes of this release are:

- Added a single player campaign for the Yuri faction. "Yuri Resurgence" contains 13 missions empowered with owr skirmish AI and new EVA voices for making the missions objectives more easy to understand (Special thanks to the original author Concolor1 for this great experience).

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- Nod Centurion was replaced by the Avatar mech. 3 researchs will let the player the possibility to improve the new mech. Centurions will return in a future version.

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- Silos game option mode is back! Last time it lasted few hours but now is the definitive return. Not only the refineries could work as slow strategic as in Tiberian Sun, Silos were added to all the factions, including the 3 RA2 factions:

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- Updated Phobos library to the latest development snapshot with additional features.
- Updated CnC-Draw library to version 6.0.
- Added RA2 subtitles to brief & sidebar videos (English, Spanish & Russian).
- Updated Russian translation, specially the interface and the new Yuri campaign (special thanks to Green Eyesman).
- Now cannon weapons (usually fired by tanks) works like in Red Alert 1. This means that the units in movement will have less chance to be hit by a cannon projectile.
 

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

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0 Mental Omega Act III now in development!

Posted by Speeder on December 7, 2023 in Mental Omega APYR News

A decade has passed since the beginning of the Mental Omega storyline with the release of Act One, featuring 12 missions for Allies, Soviets, and Yuri's Epsilon each, on November 29, 2013. Over the years, we've rolled out numerous patches that expanded the narrative into Act Two and additional Special Operations, featuring missions that delved into new stories of the factions originating in Red Alert 2, but also introduced our original fully playable side - the Foehn Revolt - in version 3.3.0 in 2016.
 
The climax of the story of Allies, Soviets, and Yuri in version 3.3.6 released on October 30, 2021, marked the culmination of years of dedication from many talented individuals—ardent fans of Red Alert 2 and the works by Westwood Studios. As the authors of this campaign, we were more than happy to see the wide participation of players in it throughout the years. The combined Act One and Act Two storyline resulted in a massive 133-mission-long campaign, available for everyone to play for free.
 

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Now, a new war looms on the horizon. The state of the world is dangerously unknown, and thus it falls upon the technologically advanced Foehn Revolt to navigate the uncertainties of the outside. Their mortal enemy, Yuri, has achieved the seemingly impossible, forcing the Revolt to employ warfare strategies and futuristic weapons developed in the isolated time-space in Alaska. The horrors that await them will be for you to discover in Act Three of the Mental Omega storyline - "New Horizon" - now in development.
 

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After a much needed development break, the Mentalmeisters are now crafting the next chapter of the Mental Omega saga. The upcoming campaign - a sequel to "Red Dawn" and "Epsilon Era" - is an ambitious collaborative effort involving veteran mission designers from the community with extensive experience in Red Alert 2 map creation. This time, just like we did with Act One, we intend to release all missions of Act Three simultaneously when they are ready. The new story of the Foehn Revolt will arrive packed with gameplay changes, new additions and improvements, which we will be unveiling to you over time.
 

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The most crucial addition, which should come as no surprise to those who follow the developments in our modding community, is the inclusion of Phobos — the Ares-compatible extension for the Red Alert 2 Yuri's Revenge engine created by Starkku, Kerbiter, Trsdy, Morton, Belonit, among others. This inclusion enables us to introduce a plethora of new advanced functionalities into the game, further information on which will be revealed in the upcoming dev logs. If you'd like to learn more about this revolutionary modding tool right now, head over to their GitHub.
 

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We are also very happy to announce the formation of the Mental Omega Animated Cutscenes Project team, lead by Baozi and consisting of Brick, Alex, hhhh, Lobsan3 and Noah. This team will solely focus on crafting animated CGI cutscenes for the Mental Omega story, an example of which we present to you today.
 

 
Both the Mentalmeisters and the MOACP teams are now actively seeking new members. We, as the Mentalmeisters, are explicitly looking for INFANTRY ARTISTS and MISSION SCRIPTERS, while the MOACP team is recruiting those skilled with CGI to assist with the creation of new models and animating the cutscenes: STORYBOARD, 2D, 3D and RENDER ARTISTS. We are both also looking for MUSICIANS who'd like to contribute additional music for the projects.
 
## Contact Speeder / MMs: mental.omega.apyr@gmail.com
## Contact Baozi / MOACP: hanpibaozi@outlook.com
 
Make sure to follow mentalomega.com and our social channels for updates on the "New Horizon", soon™.
You can also join our Discord server, which has recently reached a milestone of 10000 members.
 
Mental Omega is back. Stay tuned for much MOre.

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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.
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- Enabled a placement preview of the structures.
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- 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.
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- 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.
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If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/
 

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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!
 

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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.
 

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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!
 

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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!

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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).

 

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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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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 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.
 

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- 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.

 

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- 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.

 

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- 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).

 

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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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