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 2024 Status Update
Posted by Starkku on April 11, 2024 in Project Phantom News
It has been a while since I've last posted a formal update for this mod. Regardless, work on this project has continued even during silence and keeps going relatively strong, and I do have few things to share.
Website
Project Phantom website has been updated with a new layout. Many of the pages are still under construction, and I'll be sure to keep everyone updated when they go live.
Discord
For those who may have missed it, Project Phantom does have an official Discord server that can be used for discussing the modification, receiving updates regarding it first in the line and eventually it would hopefully serve as a multiplayer hub as well.
Showcases
A while back I posted an article about various UI / UX improvements in Project Phantom, be sure to check it out if you already have not.
There's also a new showcase video, showing off some units & buildings in Project Phantom. It can also be viewed on ModDB.
As mentioned prior, development has been going on relatively strong, regardless of occassional pauses and challenges. With that in mind, I have the following announcement to make.
Early access version of Project Phantom will be released during Summer 2024
Exact release date will be made known closer to launch
So what will be in this first release?
Good question. Right now, we are looking at the following set of features.
- Three new factions - Western Coalition, Eurasian Dominion and Phantom Imperative, with complete arsenals full of new units, buildings and support powers (albeit many buildings will use graphics that can be deemed as 'placeholders').
- Three 'mercenary factions' - Fist of Titans, Crimson Crown and Excelsus Group, that have capturable buildings that provide various support powers and units to players who capture them, alongside the classic set of neutral tech buildings including capturable base defences.
- A large number of new map props and other miscellaneous buildings.
- Three reworked terrain tile theaters, Temperate, Tundra & Desert, with significantly expanded tilesets from the original game, including fully integrated urban tilesets and a basic interior tileset.
- Around 160 standard skirmish/multiplayer maps, some old and some new.
- Island Combat game mode, which is constrained to maps with water-locked islands.
- Scavengers game mode, where you start with a Mobile War Factory and are required to collect powerup crates for units and funds - your factory can reverse-engineer any vehicles found (including technology trucks for aerial vehicles) to unlock them as buyable units.
- One scenario for Hold the Line game mode, where up to 4 players (human or AI) are pitted against waves of AI-controlled enemies that scale based on number players in game, with objective to protect a critical structure from the said enemies.
A preview of Crimson Crisis scenario, where players are tasked protecting an Energy Research Lab against waves of Crimson Crown units.
- Challenges game mode, where 2 players (human or AI) are pitted against three AI-controlled enemies in specific scenarios that have unique modifiers in play and odds stacked against the players. Initially Challenges mode is going to come with three scenarios, one against each of the factions.
A preview of one of the Challenges, called Thunderhill Challenge where players are challenged by the nigh-impenetrable defenses of a W.A.R.D research base.
- A single Cooperative mission, testing the waters out, where two Coalition commanders are tasked with eliminating a Dominion mining outpost.
Preview of co-op mission Motherlode, where a small squad of Coalition forces is sent on an infiltration and elimination mission to a Dominion mining base.
- Various quality of life, bugfix and other engine improvements, courtesy of Ares Expansion DLL and Phobos Engine Extension.
- Full integration with the CnCNet client, allowing easy access to multiplayer games and easy download of mod updates.
- Bundled installation of two map editors, a version of the legacy FinalAlert 2 map editor as well as Rampastring's modern World Altering Editor.
- Installer software with compatibility with all releases of Yuri's Revenge.
I hope to have some more news to share about Project Phantom's development and the upcoming early access release in near future, but for now, I'm out.
0 Mental Omega Act III now in development!
Posted by Speeder on December 7, 2023 in Mental Omega APYR News
0 Desert Combat - Contra Tournament
Posted by predator_bg on February 23, 2021 in Contra News (eng)
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.
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.
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
**** 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.
0 C&C: Reloaded 1.5.3 (minor update)
Posted by FS-21 on June 12, 2020 in C&C:Reloaded News
C&C:Reloaded 1.5.3 released with minor AI teaks and 2 new (old) game modes:
- Assault
- Capture The Flag.
In both modes the player's base will have a flag that must be protected at all costs because if it is destroyed (Assault) or captured (Capture The Flag) the player loose.
Only the Capture The Flag game mode needs online/LAN for playing.
Currently there are 19 adapted maps of these modes but more maps will be adapted in the future.
Full download available at:
https://www.moddb.co...c-reloaded-v153
If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/
2 C&C: Reloaded 1.4.0
Posted by FS-21 on April 1, 2020 in C&C:Reloaded News
C&C:Reloaded 1.4.0 released with latest CnCNet support and tons of changes.
If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/
The installation instructions is simply:
1) Create a new folder.
2) Extract all the content of the compressed download into the new folder.
3) Run the "RUN ME FIRST - C&C Reloaded installer.exe" or copy these YR game files (Yuri's Revenge must be updated to the 1.001 or it will not work):
- gamemd.exe (version 1.001, from original CD, The First Decade or The Ultimate Collection release, if it isn't the original file Ares might fall and the game will not work properly). - ra2.mix - ra2md.mix - language.mix - langmd.mix - expandmd01.mix - binkw32.dll - blowfish.dll
Optional files for a better game experience (specially for campaigns):
- thememd.mix - movmd03.mix
3) Run "CnCReloadedClient.exe", configure the settings and play offline single player or online multiplayer on CnCNet.
It isn't an April Fool's Day joke.
1 Contra 009 FINAL PATCH 2 released!
Posted by predator_bg on December 17, 2019 in Contra News (eng)
Just before Holidays, we decided to finally release long awaited Patch 2 for Contra 009 FINAL!
We know that patch 1 was long time ago and you expected patch 2 earlier this year, but we packed so many things into this that at the end it was worth waiting.
This Holiday special bundle includes: reported bug fixes, new artwork, new voices, new general's powers, fixed AI, new maps, new launcher and new VPN!
- So, let's start with bug fixes and in-game changes!
To avoid huge list in this important article, you can read full changelog by following this link: https://www.moddb.co...angelog-part-21
- Just some of the new artwork!
A lot of in game stuff is changed, from units, effects, to game menu interface. Most of the beautiful stuff you will experience while playing.
However, as usual, here are some new renders of redesigns:
As seen in official videos, Valanx is replaced with Hummer variants. There are 2 random variants with snow version.
Super Weapon and Air Force generals use Hummer-based Avenger
Old Seraph mech is redesigned with concept similar to other angel type units!
GLA Marauder tank is now using its original Zero Hour concept, but much more detailed and improved!
Most of the "spawn" generals powers in game are balanced in such way, that they are dropped by planes. This change affected GLA and for this purpose small cargo plane has been made. Corvus will drop demo traps, acid, toxins and tunnel drillers.
China Gatling defense is also improved visually!
- Contra is richer by one new dimension now, thanks to voice actors and amazing job they did for so many units: Matthew Vanston (1, 2), Trench Dog, Forrest McGilvray, Connor Miranda (1), Cari Scholtens, TryToEpic (1, 2), Kinsmarck (1), Greekas, Caroline Sawatzki, Maelstrom (1)
- Contra Launcher has been reworked to support a new VPN. Once again you have everything you need with one control panel:
- Now you can also support us and our work. Contra is larger than before, and includes many collaborators and skilled people who share and sacrifice their free time in order to expand and improve this mod. All the support will be a reward used for further projects!
At the end, once again we want to say thanks to all the good people who voted for Contra in the last MOTY.
It's always good to see that hard work is appreciated, and so it can be this year too.
Contra is already in second round and we are happy for this, but feel free to vote once again and help us score better!
0 Contra 009 FINAL PATCH 1 released!
Posted by predator_bg on February 24, 2019 in Contra News (eng)
Welcome to another Contra update! Patch 1 for 009 Final has just been released! Changelog: https://forums.revor...opic/?p=1097535
0 Patch 2.2.11 out now!
Posted by OmegaBolt on February 13, 2019 in Tech Center News
It's been a couple of months since the last patch for YR Red-Resurrection and in that time some significant changes have been made. Since the release of 2.2 I have been reworking countries that I felt were lacking, and the last of those was the United Kingdom, who have finally been given the attention they need in this release.
Calling in reinforcements from around the empire, the British Army is bolstered with special units capable of turning the tides of battle. Furthermore they gain the Pintail and Pop Shell, which replaces the Arms Jammer, and the Battle Fortress has been reworked.
Not only have the UK received additions however, Yugoslavia gains the Ironsmith, an infantry equipped to render your tank divisions unstoppable! As always, new maps have been added as well.
If you're interested in how those maps get made you can watch a timelapse of myself creating Close Encounter (2)! Remember to subscribe on YouTube for additional content.
Of course there are many balance changes, bug fixes, additional maps and more! Here's an overview of the entire patch:
Big Features
Reworked the United Kingdom, altering existing units and removing and replacing others, including-
- The Colonial Bureau for the UK on T2. Provides units at intervals depending on your tech tier; the Skitter on T1 - a fast amphibious harassment unit equpped with mines, the Gurkha on T3 - a steadfast versatile soldier and the Wildcat at T4 - a long range anti-unit artillery.
- The Pintail for the UK. An aircraft available at T3, replaces the Arms Jammer. Attaches a bomb to enemy vehicles that jams their weapons, and the weapons of surrounding vehicles, for 45 seconds.
- The Pop Shell support power for the UK. Spawns a tank bunker anywhere on the map, allowing you to fortify an area on the fly!
- The Ironsmith for Yugoslavia. And infantry on T3 who can attach charges to friendly vehicles which double their armour when activated!
- A new client feature; the Pick Random Map button, available in skirmish and multiplayer. Selects a random map based on the number of participants in the game.
- 7 all new maps in skirmish and multiplayer.
- A dozen reworked existing maps for more interesting strategies and improved balance.
- Many balance adjustments and bug fixes.
You can view the full changelog here.
The patch can be downloaded and manually installed, if you are unable to use the client updater for whatever reason.
Remember you can always join our Discord for active discussion and first-look at every upcoming patch!
2 Contra 009 FINAL - Official trailer
Posted by predator_bg on December 11, 2018 in Contra News (eng)
Dear all!!!
We want to thank you for voting for Contra in this year's MOTY.
Thanks to you, again, we are in second round. As a part of gratitude we made a short, but very tasty trailer for the stuff you can expect very, VERY soon
We hope you enjoy it, but also, vote once again for Contra so we can get even better results in MOTY second round! http://www.moddb.com/mods/contra
See you soon!
0 Patch 2.2.10 released!
Posted by OmegaBolt on November 24, 2018 in Tech Center News
Patch 2.2.10 has been released, this time with the major theme being revitalising naval combat. Two new units have been added for that - the Gunboat and Zhaba - and existing units have been reworked, moved around on the tech tree etc. Hopefully it feels more well structured, chunkier and satisfying to play on the seas.
Europe has also received another dose of adjustments, with the addition of the Quantum Lab and Crackdown power, making them a bit more versatile and less rigid in their playstyle. Screenshots of those changes can be seen below.
Big Features
- REWORKED NAVY, including a new ship for both the Allies and the Soviets as well as rebalanced and reworked existing units for more sensible battles on the seas.
- NEW CONTENT FOR EUROPE: the Quantum Lab on T2, which now provides the Quantum Leap ability, and Crackdown, a T3 power that equips GIs with riot gear!
- NEW CONTENT AT THE SECRET LAB: the Magnetron! On T3, it now slows units to a crawl, and attaches a magnetic effect to them further slowing other nearby enemies. A highly useful support unit.
- Lots of big reworks to existing maps with a navy focus, helping to further flesh out that area of the game.
- 7 brand new, high quality maps for multiplayer!
- Updated campaign missions to support the new navy as well as fix a few issues and adjust unit availability.
- Lots of balance adjustments to existing units and bug fixes.
You can view the full changelog here.
YouTube Content
As always, the YouTube channel has been continually updated with new content - and that will continue! Subscibe to the channel for updates on every video.
The patch can be downloaded and manually installed, if you are unable to use the client updater for whatever reason.
Remember you can always join our Discord for active discussion and first-look at every upcoming patch!