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1 AGSA News #2 (22/09/16) feat. Frank Klepacki

Posted by on September 22, 2016 in

What?! This mod isn't dead?! The funny thing about many modifications, is that creators make them in their own free time, for no financial incentive.
You may have heard of so called "mod teams" but the in reality, many modifications are single man projects, where the creator is fortunate enough to know some very talented people or is very talented themselves. 

I've been fortunate enough to know some incredibly talented people in the community which makes this news post possible. 

Paradigm EVA
I'm delighted to announce the new EVA for Paradigm, voiced by none other than the legendary Frank Klepacki!
I had the unique opportunity to hire him for the role of Paradigm EVA and as you can imagine I was really impressed with the results achieved. 
Frank Klepacki is well known for his iconic Command & Conquer music and also the legendary voice of the Commando unit in the original Command & Conquer. 

Thanks to the great talent of DonutArnold (who you may know from PPM), who is also a 3d modeller for AGSA. 
DonutArnold also created the new logo for the ESDF (European Self Defense Force) and the EVA for this faction. 

I would like to George "Se

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0 Mercenary Factions & Unit Showcases (PP News #2 | 8/9/2016)

Posted by on September 8, 2016 in Project Phantom News

Time for the second Project Phantom semi-regular newspost.
Those that follow Project Phantom in Facebook, Twitter or ModDB might be aware of the recent unit showcase videos, with first parts of the Hero Spotlight and Experimental Weapons Test series both available for view at both Youtube and ModDB, focusing on three of the total of nine hero infantry and experimental units respectively. While all of the heroes were shown in the previous newspost, this time you get to see them in action and as a bit of a teaser for future parts of Hero Spotlight, some of the heroes have had some changes to them during the couple of months.
Hero Spotlight Part 1

Experimental Weapons Test Part 1

While the updates on the faction structures/units pages have been delayed a bit in favour of the unit showcase videos, a new page has been added under Miscellanneous section, detailing the so-called Mercenary Factions in the mod. These factions are not playable per-se, mostly serving as a neutral force on the maps with few things for players to capture and make use of. The currently included factions are Fist of Titans, a loosely associated group of mercenaries and guerilla fighters primarily operating in the Eastern Europe and Crimson Crown, a large industrial corporate group with ruthless reputation specializing in mining, technology and vehicle manufacturing as well as security business.
Of particular note is Crimson Crown's Technology Vault, which besides giving access to Prototype Disruptor Tower support power, also allows construction of one of the three faction specific tier 3 units (or all of them if you happen to have factory and technology lab of each of the three factions).
Coalition Equalizer Missile System is a premium anti-air unit that can also disable ground vehicles using EMP. Dominion Svarog Ironcaster uses a special chemical compound called Iron Skin to shield your own vehicles from any damage. Phantom Hyperion Plasma Cannon is a powerful siege unit that can teleport across the battlefield and annihilate structures with it's plasma cannon.


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19 Mental Omega News Bulletin #26 (27/08/2016)

Posted by on August 27, 2016 in Mental Omega APYR News

So what are we doing these days? We are mostly testing. I know this is taking time but there's only a few of us and we're making the mod in our free time. If we were Westwood in their prime, we'd do this all in half a year probably but we're not. We're just modders.
We're testing the client created by Rampastring of the Dawn of the Tiberium Age fame who's been so kind as to help us get the next version of Mental Omega, which has now been labeled 3.3, to work with CnCNet5 and make use of other various advantages that this client provides. If you're not familiar with DTA, you should check this video to see what it's all about. We're also testing new and old missions, skirmish for bugs and crashes and of course doing some balancing since an entirely new side is now involved.
Speaking of the 4th side, the Foehn Revolt, I've prepared this short video which reveals the recent additions to the unit roster of Mental Omega in more detail. 

Mental Omega 3.3 - New Units Showcase #1

The music for this preview has kindly been provided to us by World Beyond whose music will comprise the soundtrack of the Foehn Revolt. Go and check his entire catalogue, it's great.


As I have tweeted quite recently, we've finished creating and voicing the units for the Foehn Revolt and there will be about 50 of them in its first release. After that, if we get some good ideas for new ones we will expand their tech tree accordingly. The only thing that will not expand is the stolen tech roster once it hits 16 units. And speaking of stolen tech..


The new stolen technology roster: 8 units to go.

Two additional stolen tech units have been revealed: the Allied Quickshifter and the Epsilon Salamander. The Quickshifter becomes available after the Allies have constructed their War Factory, their technology buildings and also infiltrated an enemy Allied Tech Center. There are traitors on the battlefield after all, right? People have been asking 'how do the Allies get more tech from the Allies', I wouldn't know, but hey, we all know how stolen tech works in this game. It's always a fun way to acquire some special units during a skirmish.

Allied Quickshifter by ONE X

The Quickshifter is the new chronoshifting tank which uses a missile barrage similar to that of the Aegis Cruiser. Compared to the Chrono Legio nnaire, Quickshifter deals standard damage which is something that might make it even more dangerous than the trooper. Additionally, it can target aircraft and transport a single passenger, effectively making it a chrono transport.
Thanks to Ares DLL though, this passenger is unable to leave as long as the Quickshifter is still warping in. The ridiculous oversight of chrono transports in mods that didn't rely on Ares was that a passenger could leave the chrono transport as soon as it appeared on the target cell, so imagine what was happening when that was combined with a Navy SEAL and his C4. The Quickshifter does not have this issue.

Epsilon Salamander by Azri_Apoc

The Salamander is essentially the next generation Basilisk which was possible to be built thanks to some of Foehn's advanced technology. When an Epsilon Proselyte manages to infiltrate a Foehn Cloud Piercer with the use of his Infiltrators, he receives access to their confusion ray technology, which Epsilon technicians combine with many, many A.R.O. launchers. This forms an aircraft with incredible firepower and a way to prevent enemy forces from even firing back.
The Salamander can target both ground and air units alike and has two types of confusion rays. The first one will be fired at range, with reach similar to its A.R.O. launchers. The second one will be activated below the aircraft, making all enemy units in an area below target each other instead of the Salamander or any other unit that belongs to you. Salamander is slow and its armor is not that great, however it'll be quite tricky to even damage this unit considering its eclectic weapon combination and quite a large range.
But enough about the stolen tech units, let's take a closer look at the new units of the Foehn Revolt.

Coronian Draco Tank by ONE X

The Draco is a very unique tank which acts as a basic combat vehicle for the Wings of Coronia subfaction of Foehn. While its basic speed and durability are nothing spectacular, Draco Tank has two special characteristics that make it very effective in battle. First of all, it is equipped with devices similar to those of a Jackal Racer or Sweeper which make it receive high speed boosts whenever they are nearby a Spinblade. Once a Draco has been boosted, it can outrun even the Mantis Tank of the Scorpion Cell, which is said to be one of the fastest main battle tanks in the world.
The other special feature of the Draco is the ability to detach its turret upon destruction and allow it to act as an autonomous aircraft unit. The turret is in fact a small drone which, while it won't be able to withstand too much anti-aircraft fire, might still give the Foehn Commanders the necessary edge to win an armored battle with the enemy tanks. The presence of Draco on the battlefield alone forces the enemies of the Wings of Coronia to not only rely on their tanks but anti-aircraft vehicles as well.

Haihead Diverbee by ONE X

Do not underestimate this little aircraft judging it by its size - Haihead's Diverbee is an extremely dangerous thing to see on the battlefield on the enemy side. Just like all the other aircraft of Foehn, the Diverbee makes the best of their wind control technology and never has to land on an airstrip. Once it catches on with your ground units, it will launch itself at them from a short distance and violently explode causing lots of damage to all types of armor and infantry as well.
Since Haihead focuses on dealing as much damage to the enemy forces as possible, the Diverbee is no exception. It is a flying bomb capable of destroying the lighter of tanks in just a hit and taking down the heavier ones in a combination of three or four. It is however an expensive unit which requires full technology access on the Haihead's side and can still be shot down with a relatively small amount of anti-aircraft fire.

Foehn Minermite by Mevitar

Last but not least today comes the Minermite which is Foehn's harvester of choice. Tiny, is the word that describers this miner best: it's small, it's cheap, as it costs only $700 and makes the price of the Foehn Ore Refinery go down to $1300, and as expected, it has small storage for the harvested ore, half of what the Allied Chrono Miner has. However, it is able to achieve high speeds and get additional speed boosts with the use of Spinblade, in a similar fashion the Draco Tank does.
Minermite is also capable of repairing nearby mechanical units just like the Soviet Repair Drone or an IFV/AMC/Tsurugi or Stinger with an Engineer inside. This means that if many Minermites are working in a group, they'll be quick to repair each other if the enemy is trying to destroy these little harvesters. Don't be surprised when it turns out that you'll need to include more units in your early rushes than you expected to take down at least one in a small group of Minermites with.
After updating the Factions info pages for the original sides, I've decided to update the Neutral Structures page wth new additions by Nooze as well. These are the following:

Tech Nuclear Plant by Nooze

It's a capturable nuclear power plant! What else is there to say? It provides less power than the Soviet Nuclear Reactor, as it's only 1000 units but it also explodes less violently. Considering that being on full power is even more important in the next version, capturing one of these early game might help you perform a quick tech rush. Remember that if you are on low power in the next version, your production speed will fall by 50%.

Tech Missile Silo by Nooze

This is the updated Tech Missile Silo that grants you access to a powerful Missile Strike.

Tech Academy by Nooze

This is the first in a series of tech buildings which provide the units or defenses you build with initial veterancy thanks to Ares DLL academy logic. Tech Academy gives initial veterancy to your infantry.

Tech Heavy Machinery by Nooze

Tech Heavy Machinery gives initial veterancy to your ground vehicles.

Tech Aeronautics by Nooze

Tech Aeronautics gives initial veterancy to all of your aircraft, this includes jets, helicopters, blimps, flying saucers, Rocketeers, Hornets on Aircraft Carriers, all of those things.

Tech Defense Bureau by Nooze

In Mental Omega defensive structures will also become stronger as they kill more units. We don't refer to this as 'veterancy' but simply 'upgrades' instead. With a captured Tech Defense Bureau all the defenses you build will appear with an initial upgrade.

Tech Military Docks by Nooze

Heavy Machinery doesn't give you veteran ships and neither does infiltration of an enemy factory with a spy. Capturing the Tech Military Docks however do. Note that this building is not placed on water, it is placed very close to it and that's what I recommend for mappers to do in the future.
After all, Engineers cannot swim in Mental Omega.

And that's it for today. Stay tuned for more updates and subscribe to our YouTube channel to get notified about new Unit Showcase videos.


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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3 Contra 009 work in progress - Update 7

Posted by on August 6, 2016 in Contra News (eng)

Originally posted on ModDB by d-ce on Aug 6th, 2016


Hello dear friends!

As usual we are bringing you some insight into our progress. It would be a shame if Summer would go without some new fancy update right!? So, without much intro, let's get to it.
USA Super Weapon general got long awaited and expected tank unit, Centurion tank!
Centurion is energy depending, rank 1 tank, which needs to be purchased through general's powers. This means, if you want him, you will need to spend one science point. Centurion consumes 2 energy points, and without energy he is shut down. His special hovering locomotor allows him to drive over water and cliffs. Fires energy shots which cannot be deviated by ecm. Centurion is good to deal vs. any rank 1 tank, but also, with upgrades at rank 3, he can improve his armor, and weapon. But, while improving weapon, he will need even more energy, specifically he will need 3 energy points in total to be online. So, be careful, this is a tricky unit. Standing near Ion Plant will give him additional +50% damage bonus, because he will consume energy directly from Ion Plant.
Depending on your enemy, you will be able to choose whether you go standard with defenses, or you purchase this fancy tank. Mostly recommended vs. generals who do not rely too much on infantry.
Demo general's Ratel
Ratel is a fine piece of technology designed for Demo general, available at rank 3. His main weapon can pierce through any rank 1 unit and deal significant damage to stronger units, for example Emperors. But, his main role is his secondary weapon, suicide pack, which is designed specifically to destroy huge vehicles like Emperors. Ratel's armor allows him to survive 2 Emperor shots, perform suicide attack and destroy Emperor. Additional ability is to transport 6 units (cannot fire from inside), which can survive suicide attack, and deal extra damage. Ratel is not a salvager, but he can be upgraded with many upgrades.
Stealth general's Ratel II
This ratel variant is made specifically for stealth general. Available at rank 3, Ratel II is a sneaky bastard who lures his targets into trap. Ratel II is stealth by default, while standing still and shooting. He reveals himself only when moving. His special ability allows him to fire a jamming beam which makes enemy unit unselectable, while remaining stealth he also fires primary machinegun and deals significant damage to target. Targeted vehicle is helpless, cannot return fire because Ratel II is stealth, and also cannot force fire because cannot be selected. Only scout unit, or another can help you if you find yourself in trap. Since he is smaller, he can transport only 2 units (cannot fire from inside). Also, he is not a salvager.
Another big thing, is change in Laser general's gameplay. 
Laser general's units are no longer upgradeable through different lasers, they get better lasers with each rank. Basically, all laser units start with blue laser, while progressing through veterancy they improve to green, orange and finally red lasers. Advancing with laser units now pays off more than waiting and purchasing upgrades, I like to call this rampage gameplay. The more units your unit kills, the better weapon it gets. We all know each veterancy rank improved slightly weapon for each unit, but for laser units, this is very noticeable, both visually and gameplay-wise.
Some additional stuff is given to laser. New Laser Training power, available at rank 3, makes all laser units start with green laser. For this general, most important upgrade is Training upgrade from strategy center, which makes laser units gain experience twice faster.
Another small addition are generals flags on GLA Factory structures. No longer you will have to click on worker or factory to find out which general it is, you can simply look at flag.
I recommend you to follow Persun's youtube channel. He is our tester and he uploads videos of our games every week, as well as many other walkthrough videos. Our last 2v2 game will show you laser gameplay and Ratel in-game. It was a great game, take a look at it:
Thanks to our new members, Marakar and Teteros, we have more intense and mixed games. Before I end this update, Predator wants to leave a message too.
- Hi people, Predator here. Just want to keep you up to date on what's going on with other aspects of the mod, the ones which I'm responsible for. I have fixed some big AI issues, working on Challenge and Campaign as much as I can, and improving some cameos as well. Some people have requested new multiplayer maps, containing usable Boss technologies, but sadly, I don't have enough time in my hands for them... If you have interesting ideas in mind and would like to make cool maps like these, feel free to send me a PM. Show me what you've made and I may include it in the next release. I have a physical part done for an AOD map by the way (but no scripting). It's been sitting on my PC for years. Also, I would appreciate if anyone experiencing problems with the Contra Launcher (the "Could not launch Contra" error in particular) contacts me. I have made some changes to it, but need someone who had problems with it to test if it works for him now. Thanks guys.
There are some new features that are in progress, which will be shown in the next updates. Until then, stay tuned!

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6 Mental Omega News Bulletin #25 (25/07/2016)

Posted by on July 25, 2016 in Mental Omega APYR News

This is mostly a quick heads up about all the recent more or less stealth updates on MentalOmega.com.

I have updated the information pages about the Structures, Infantry, Units & Tech Trees of the three original sides. This information now matches the state of the mod that it is currently in and will most likely be released as in the upcoming months. The Allied/Soviet/Epsilon Info pages that open the Factions information will be updated last as they'll contain lore and updated storyline details for each of the subfactions. The Foehn pages will be up shortly before the release so that the surprise is not (entirely) spoiled, and the new Stolen Tech page will appear last. There will also be a new trailer before that happens, in which you'll be able to see the Foehn subfactions in their full glory, including their bases with all their structures.
Quite an important update to these pages is the one made on the Tech Tree pages. You can now click on the icons to go directly to the object's/support power's profile.





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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5 Hecthor Doomhammer's OpenRA 1vs1 Tournament (tm)

Posted by on June 13, 2016 in

From now on it's go time!
In this topic after this post we can discuss everything related to the tournament, but first, the Bracket!
Note that this bracket is no longer up for change.
Tournament round rules:
Round 1: Cycle (bo3)
Players pick 3 different countries to play. Any, Any(Allies) and Any(Soviets) are not allowed. A player cannot pick a country he already played in this round.
Quarter Finals: Random (b03)
Players Pick ANY. not Any (Allies) or Any (Soviets) nor a specific country
Semi Finals: Stronk (b05)
Players pick 1 single country, preferably their strongest and stick wit that for the entire round. Any, Any(Allies) and Any(Soviets) are not allowed.
Bronze Match & Finals: Mirror (all 5 matches)
All 5 matches of this round will be played as Mirror Matches. Order of the country selection are:
France - Ukraine - England - Russia - Germany
While the winner of the round will be decided as B05, all 5 matches will be played
- The Tournament will consist of 2 weekends starting July 2nd. Ending July 10th
- First match (Kwendy vs Anjew) will start on July 2nd at 10:00 AM GMT
- Match 1, 2, 3, 8 & 9 will be held on Saturday July 2nd starting at 10:00 AM GMT
- Match 4, 5, 6, 7, 10 & 11 will be held on Sunday July 3rd starting at 10 AM GMT
- Semi Finals will be held on Saturday July 9th, starting at 10:00 AM GMT
- Bronze Match & Finals will be held on Sunday July 10th starting at 10:00 GMT
Map pool
- The first player in the match up will decide the first map
- The other player will decide the 2nd map
- For B05, rinse and repeat for map 3&4
- The final map will be decided by me via Random Number Generator
The maps are:
- Behind The Veil
- Dual Cold Front
- Keep Off The Grass 2
- Man To Man
- Ore Lord
- Side Step
- Singles
- Warwind
- Winterstorm
- Should a 1vs1 Red Alert map out of the Mapmaking contest win, This map will be the 10th map in the pool.
Additional info:
- Tournament officials: Hecthor Doomhammer, FiveAces, SoScared, Ripsn, Jazz_KCS
- Commentators & Spectaors: Hecthor Doomhammer, FiveAces, SoScared. No other Spectators allowed!
- Mumbleserver: [64H] Multiplayer
- Technical support: Jazz_KCS (perhaps co-commentator, is allowed to spectate)

0 Fields of Battle

Posted by on June 6, 2016 in D-Day News

It's June 6th, D-day! This day also marks the 14th anniversary of the D-day mod. To celebrate I've created map sized screenshots of five new maps that will be included in D-day's next release, along with information about other maps in development.

Click to enlarge: 19mb

A four player tournament style map set in an urban harbour shaped like a swastika. This map served as a test bed for the new sets of urban cliffs & features multi-levelled areas & tunnels. Note: The use of a swastika layout might be somewhat controversial, however the shape creates a balanced yet interesting design & is currently my favourite map to play on.       

Click to enlarge: 30mb

A five player map in the shape of the Allied star & circle.

Mountain Guns: 6 player
Click to enlarge: 29mb

Mountain Guns is a remake of my favourite C&C Generals map of the same name. This map served as a test bed for the new sets of rock cliffs & features multi-layers cliff faces. Note: The road & bridge graphics will be replaced in the near future.

River Valley: 6 player
Click to enlarge: 30mb

A long six player map featuring a winding river through a valley. It also features a train line weaving in and out of the mountains along the edge of the map.

Island Roulette: 8 player
Click to enlarge: 55mb

An extremely large eight player map of a circular island with separate areas for each player connected to a central mountain.  

I have several other maps in various stages of Development for D-day...

No Man's Land:
A World War 1 themed map with a large network of trenches, that players can occupy & fight over.

Train Duel: (wip name)
A two player map featuring buildable armoured trains & two loops of track that run parallel to each other in the center of the map.

World War:
A large map based on the world map.

A large island map based on the US base on Corregidor in the Philippines.

A large map of the French capitol, featuring the Eiffel tower at the center.

Washington DC:
Large map of the US capitol, featuring many famous landmarks & monuments.

Counterpart to the Axis & Allied maps. I haven't decided on an exact layout yet, but this will be the first snow map in D-day.

Lastly I would like to point out that all of these maps are subject to change. Some of the graphics will be replaced in the near future & new terrain that is currently in development will be added. So you can expect the maps to have more details when they are included in the next release.

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8 Contra 009 work in progress - Update 6

Posted by on June 5, 2016 in Contra News (eng)

Originally posted on ModDB by ThePredatorBG on Jun 6th, 2016
Welcome back to another Contra update.
We haven't been resting all that much since the previous update. Dce making new gameplay changes and creating new models as well as testing all new changes online with Persun, and me fixing some bugs and working on maps.
A few new models were made for Cybernetic general. We present you the "Angel" walkers:
From left to the right:
- Remiel - anti-infantry walker which will replace Crab robot at rank 3
- Uriel - anti-tank walker which will replace Spider Tank at rank 3
- Hadriel - artillery walker which will replace Dominator at rank 3
Units have kept their former units' weapons and got a secondary weapon, Advanced Scan Systems.
Advanced scan systems are purchased with Advanced Data Transmission upgrade. It gives Angels a scan beam, which lowers targeted units' armor by 20%.
We will continue with model updates.

Here comes a trailer for the much anticipated Flame challenge mission. General Bao has risen from hell. Will you be able to endure the heat, general?

As you can see, heroes got new abilities which come very handy in battle.

Burton - can swim, and attack in water. With our own animations, Burton can now pass any obstacle in any map. Come across water and plant explosives on important enemy structures.

Terminator - due to his mechanical body, he can't swim, but he can now avoid being crushed by tanks, also, he can crush infantry as well as some obstacles. His size is visually increased too.

Lotus - is able to create holographic image of herself. This hologram is controllable by the player, can distract enemy defenses and units. Giving Lotus ability to escape, or provide diversion. Hologram has life time, and great armor.

Jarmen Kell - can create sandstorm, which covers him and nearby units. Enemies cannot see units, it is great for attacking or escaping. Enemy units also fire automatically at the storm, so your units can escape very easily. On snow maps, sandstorm is displayed as a snow mist.

That's it for now. Hope you enjoyed the update. Stay tuned!

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2 Heroes and Experimentals (PP News #1 | 4/6/2016)

Posted by on June 4, 2016 in Project Phantom News

First in series of (semi)regular media and progress updates, detailing progress as the mod moves towards it's eventual public release.

Coalition Structures page has been online for a while now. Further structure and unit descriptions will appear there as well over time, so keep an eye out for those.

(Click for full size)
Hero infantry are something of a staple of Command & Conquer. While Project Phantom departs from C&C lore- & setting-wise, it still pays homage to it on several aspects. Hero infantry are one of those things, with each faction having their own - with a small twist. Each of the three factions has three heroes available, but only one can be present on the battlefield at a time under ownership of a single player. This introduces an element of choice where you need to make a decision on what type of infantry you want to use at any particular time. On a side note, computer opponents will quite happily disregard this one out of three rule and should you choose to let AI run it's course without restraints by enabling AI Cheats, will even somehow manage to bring in clones of the heroes.
(Blue eye icon is an indicator icon for detector unit. Wave icon means amphibious movement)
Blastwave, Starfire and Soundburst | Khan, Tokamak and Sweeper | Pariah, Ontos and Poltergeist
coalition_heroes.png dominion_heroes.png phantom_heroes.png
(Blastwave original model by ImP_RuLz and Starfire, Khan, Sweeper and Poltergeist by Holy_Master)
Backgrounds of the heroes (yes, they are characters despite the generic codenames) will be explored in future lore updates as well as the website faction infantry pages.
Another element present in original Red Alert 2 and Yuri's Revenge that returns in Project Phantom is ability to spy enemy laboratory structures and acquire stolen technology which unlocks new units. In Project Phantom, these units are referred to as Experimental Units. These powerful units require you to acquire stolen technology from enemy laboratory structure and vehicle factory, as well as own your own factions' vehicle factory, laboratory and tier 4 support structure. These ludicrous requirements counterweigh the fact that experimental units are extremely powerful and can only be constructed in quantities of one of each at a time, and come with considerable price tags. They alone won't win games for you, but combining them with your other units gives you significant advantage over your enemies, especially considering each of these weapons has been designed keeping in mind the strengths and weaknesses of your faction as well as the one you stole the technology from.
For now, you can have a peek at three of the nine experimental units, all of which are acquired by stealing technology from Western Coalition.
Durandal Satellite Laser | Typhoon Blast System | Helios Fusion Cannon
exp_durandal.png exp_typhoon.png exp_helios.png
(Durandal base by SaneDisruption, Typhoon body by Lefthand)
Those who have followed the mod for a while might be aware that Project Phantom replaces the terrain graphics with new ones and also adds new terrain pieces to use on the map. Currently this includes three theaters, Temperate, Desert and Tundra. Recently, tiles in temperate and desert theaters have gotten some minor facelifting whilst tundra got a significant overhaul and brand new, bare & rocky aesthetic. Some of these terrain enhancements and additions can be seen in a large montage image provided below.
(Click for full size)
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27 Mental Omega News Bulletin #24 (2/06/2016)

Posted by on June 2, 2016 in Mental Omega APYR News

This time we're keeping it short and sweet while we finish up details on the vanilla sides and almost approach the end of designing first batch of Foehn features.
I've recorded several videos recently, one promo which features all of Mental Omega Superweapons and three AI-only skirmish matches which involved all of the vanilla sides' subfactions in Mental Omega. Thanks to recent developments it is possible for me to become an observer of an AI-only game and with proper Mental AI Boosts an absolute mayhem has taken place. AI-only skirmishes are completely different than human ones, they're highly explosive and full of units and constant action, at least as soon as the War Factories are placed.

All Yuri's Epsilon subfactions & Confederation on '(4) Eternal Alliance'

All Soviet subfactions & Euro Alliance on '(4) Double Patrol'

All Allied subfactions on '(3) Mystery Town'

There are some new features, changes and details we haven't shown before in these videos. What needs to be addressed first, is that the economy booster buildings in Mental Omega (Ore Purifier, Industrial Plant and Cloning Vats) all function as a single Oil Derrick, which is a thing that was introduced back in the 2013 release. The only difference now is that thanks to Ares DLL the money those buildings provide is visually presented in the form of small animation. Foehn's economy booster building will have its unique function but also act as a single Oil Derrick as well.
Side-specific updates include the following:
  • The Allied subfactions receive a unique Tier 3 infantry each. USA gets the Riot Trooper, Euro Alliance gets its Sniper back in skirmish and Pacific Front receives a redesigned Suppressor with new looks by Holy_Master who uses experimental chrono technology to reverse the damage of enemy units.
  • The Allied Cryocopter in action with its abilities to freeze and immobilize moving objects while also heavily decreasing the durability of any object under its influence. This freezing effect is not instant, it requires time to fully take effect and the size of its visual changes depending on the size of the target.
  • The Allied Hummingbird requires an Experimental Warpshop to be built and unlike Cryocopter, its effects are quick and instant. It is the fastest jet in the game and its time warp weapon, which halves both speed and firepower will affect all targets in a selected area, instead of a single object. It does not work against buildings though.
  • The Euro Alliance Coordnode, mentioned before, replaces the old Comet Fence and will increase firepower of defenses nearby by 10%.
  • The Pacific Front gets a new support power called Hunter-Seeker which essentially works like the GDI one in Tiberian Sun. If you construct 5 Robot Ops Control Centers, you can fire 5 Hunter Seekers at once for the same price. It is the maximum amount of H-S drones that you can release.
  • The Black Widow support power, available from the Tech Center, will release an unmanned stealth aircraft which will send jamming signals that decrease the effectiveness of enemy defenses and disrupts the signal of anti-aircraft defenses, making your aircraft nearby resist more damage, as shown by the small green circles around them. With a very strong armor, the Black Widow will also be able to tank in plenty of anti-aircraft fire before it is redirected at your other aircraft.
  • The Robot Tank will now use lasers against its targets, making it an early anti-infantry weapon on par with Terror Drones and Stingers.
  • New design for the Pacific Front's basic tank Kappa. Its strength & speed stats have been "swapped", it is now lighter but just as fast as the Robot Tanks and Tsurugis.
  • The redesigned USA Basswave becomes a Red Alert 3-styled Athena Cannon which connects to the Mercury Satellite to coordinate powerful orbital laser strikes with a short pre-delay. When a Mercury Strike support power is used nearby your Athena Cannons, it becomes easier to recalibrate the orbital weapon, which increases the unit's firepower for a short period of time.
  • As a sidenote, the Battle Fortress, being a unit of Pacific Front will lose its scottish accent.
  • All Soviet subfactions receive a Tier 3 jet which can release smoke screen over its enemies, called the Dustdevil. The smoke screen will decrease the enemy accuracy, which will result in less damage being dealt to your units. The Latin Confederation still keeps its unique Smoke Bombs support power, the duration of which is much longer.
  • The Latin Confederation's new Fury Drone can be deployed to dig into the ground and become unseen to the enemies. When an enemy approaches, it will launch itself at it and explode violently, dealing plenty of damage to the target and anything nearby. It does not replace the Terror Drone.
  • The Latin Confederation also receives the Arsonist, which is a Tier 3 infiltrator who can set enemy buildings on fire and disguise as the enemy soldiers.
  • The Fury Drone and the Arsonist replace Latin Confederation's unique Drakuv and Hijacker. The Hijacker is no longer a Soviet unit, while the Drakuv becomes available to all Soviet subfactions. It is accessible through a support power that can only be accessed when both Field Bureau and a lab has been built.
  • Updated Drakuv Prison Vehicle can abduct enemy troops which have been wounded in battle and escort them to the Field Bureau. If the player sends them to the Field Bureau, he will get the ability to train the imprisoned soldier type. However, if a Spy infiltrates the Field Bureau, access to that technology will be lost.
  • The Saboteur's radiation field created upon his explosion has been removed to reduce its effectiveness in killing Dogs & Spooks.
  • China receives a new support power called the Wallbuster, which is an earthquake-generating missile fired from their unique laboratory, the Atomheart. The Wallbuster is extremely effective against enemy defenses and will destroy any walls it touches.
  • All Soviet subfactions receive the Iron Guard which is a small Iron Curtain that turns all vehicles nearby invulnerable with short delays where these units are suspectible to damage. Only two of these can be built at once, after you construct the Iron Curtain itself.
  • The Epsilon Dog is replaced with the Spook, a terrifying creature which.. does everything a man's best friend can do.
  • The Epsilon Aerodome gives access to two jets, one of them being the Dybbuk-Attacker, which can continuously fire its A.R.O. projectiles at ground targets, however no longer without an ammo limit. It is a very fast jet which is effective against enemy armor. The other one, is a high tech Dybbuk-Evolver available after a Cloning Vats is built. It drops a series of bombs filled with gas, the particles of which trigger a mutation reaction on the soldiers killed in battle. It is also relatively effective against all other targets.
  • With the chaos gas tech for Epsilon no more, the Weaver has been repurposed into the Bloatick, which is a walking poisonous bomb, quite effective against all sorts of targets, especially in large groups. The Scorpion Cell's Molebomb support power has been replaced with the Bloatick Trap which deploys several of those anywhere on the battlefield.
  • A new support power for the PsiCorps, the Magnetic Beam is a weapon fired from.. the sky, I guess, which will trap and slow down all metallic units. It is active for a short period of time and can be moved around the battlefield just like any other unit, in a similar fashion to C&C Generals Particle Cannon.
  • Virus is no longer a stolen tech unit and is available to all Epsilon subfactions after they construct the Cloning Vats.
  • The Stalker loses its immobilizer weapon. It is replaced with a special projectile that upon firing at enemy infantry, will heal your troops around that specific soldier, which is especially effective when Brutes, Bloaticks or any other short range infantry is involved in the battle. The infantry immobilizer tech became a Foehn weapon.
  • The Invaders can now shut down the power plants again, however they will only be able to shut down a single power instead of the entire base power grid. Nuclear Reactor users beware!
  • Not exactly shown in these videos I think, Headquarters receive a new Tier 3 stealth mine, the Genomine which releases the mutating gas upon exploding.
  • Headquarters also receive a mobile stealth generator in the form of the Hazequad. Just like the Chimera Core, it can only turn units & infantry invisible.
  • The Rage Inductor support superweapon has been modified and will no longer kill your infantry. Instead, it will heal them rapidly and will work on a larger area.
Please keep in mind that, as usual, everything is a subject to change.

And here's the aforementioned Superweapons video, which includes Foehn's Blasticade and the Great Tempest. Nanofiber Sync and Harbinger are not superweapons, but they're shown here as well.



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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