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

1 Contra 009 work in progress - Update 9

Posted by predator_bg on June 6, 2017 in Contra News (eng)

Originally posted on ModDB by d-ce on Jun 06th, 2017

 
Hi everyone!
 
This time, we made a special treat for all of you. Before showing renders with descriptions as usual, we put a bit more effort and made little trailer video about this update. 
 
CAUTION!
 
Holding onto something while watching video is highly recommended, due to much awesomeness which causes your ass falling on the ground!
 
 
Now, let's explain what we saw.
 
- first, there is a new cool thing for Laser general. His Power Plant structures got unique upgrade, Laser Fences which can be upgraded from rank1. Laser fences will protect Power Plants from sabotage, and capturing by killing any infantry which comes very close. It also provides additional health to structure. But upgrade is not cheap, and drains one power point.
 
cores_render.jpg
 
- defense cores are special vehicle units for Super Weapon general, which can be produced from Command Center. From left to the right, Patriot, Ion and Grendel. As we saw in video, they can be deployed in their respective defense structures. Their cost is equal to defense structure and half of the Dozer price. In balance order, they are vulnerable, and especially in deploying phase which takes around 7 seconds. Defense cores are great at reducing micro, and capturing more zones on map. Carrying them by Chinook and deploying multiple at the same time, is much easier than building each structure with one Dozer.
 
- Atlas defense structure is already shown:
And now you saw it in game, with new weapon projectiles.
 
weather_render.jpg
 
- Weather manipulation device, is actually replacement for Blackout Missile System. More or less, it acts the same, but more visual effect is given, and will be even more. It also deals a bit more damage.
 
- Thing which is not shown in video, is Gatling addon for Patria
 
 
gatling_render.jpg
 
In order to balance Infantry vs. Airforce matchup, minigun upgrade for minigunners is moved to rank 3, while Gatling upgrade affects Machinegun Patria both visually and with firepower. 
 
And last but not least, is visual improvement on all USA structures, thanks to PredatorBG who took some time and effort to improve them for all of us: Click
 
We would also like to thank Hecthor Doomhammer who gave great review of Contra mod.
 
 
That's it for this update, see you soon!

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6 Hecthor Doomhammer Tries Contra

Posted by Hecthor Doomhammer on May 14, 2017 in Contra News (eng)

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It's time to bring the Command & Conquer: Mod Spotlight back to a Generals - Zero Hour mod.
This mod was highly requested back in 2015 when I first announced I was interested in doing these Mod Spotlights and now it's finally time to dive in BLINDLY!
 
Over the course of 4 weeks (with 1 week me being away) I will 
take a good look at what Generals: Contra has to offer.
I can already tell from the 5 minutes I looked at this mod to see it it would work, that I've got my work cut out for me.
 
Tonight, May 14th 2017 at 20:00 CET / 18:00 GMT I'll have a good look at what treatment the GLA Faction received.
Since Contra introduces 1 new General per faction, I'll go over the vanilla Generals first and save the new one: Assault, for last.
 
For this momentous occasion I've created a countdown here. 
 
Hope to see you all then on my channel on Twitch TV!

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0 Atlas Base Defense

Posted by predator_bg on April 16, 2017 in Contra News (eng)

Happy Easter everyone!
 
This time we didn't make a news article, since there are not many visually finished changes, but we do have one new unit ready.
 
Atlas.jpg
 
"Atlas" base defense replaces the old SSM artillery defense for Super Weapon general at rank 3.
 
Cost and build time are the same, it can hold up 4 infantry like before. But it lost ability to clear toxins and acids.
Also, it doesn't fire rockets anymore, instead it fires Power Bullets which can be upgraded both with Emmiter upgrade and EMP explosions.
 
Bullets are currently not deviated by ECM field.
 
Stay tuned for the upcoming Update with more news and fancy stuff!

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11 Command & Conquer: Mod Spotlight Streams

Posted by Hecthor Doomhammer on March 21, 2017 in C&C Guild News

Greetings every one,
 
In June of 2015 I made this video:
 
I wanted to have a series where I look at some mods for Command & Conquer: Generals - Zero Hour and showcase what they did with the game.
 
However, after I finished the first spotlight, which can be watched Here and Here And due to life interfering, this was all I could do in the aforementioned form.
 
However, wit my life currently having a bit of a schedule, as well as always regretting not being able to finish this, I've decided to get back into it in a new form, as well as expand with more Generals / Zero Hour mods.
 
But that's not all.
In my latest vlog, around the 6 minute mark I eventually show that I'm interested in even more mods for Generals Zero Hour
 
Mods thus far confirmed
Crazy mod
Contra
CNC Untitled
Vietnam: Glory Obscured
Wargames: Zero Hour

Operation: Firestorm

 

 
Are there mods missing? Hook me up on any of the links posted at the bottom.
DO NOT RESPOND IN THIS TOPIC. THIS TOPIC IS PURELY FOR ME ANNOUNCING THE STREAMS
 
But guess what? There is STILL more.
In the same vlog, I announce that I will be branching out into mods for Red Alert 2 / Yuri's Revenge
 

Mods confirmed thus far

Cannis Rules
Mooman's Rules
Red Resurrection
Robot Storm
EASB Hour
Red Alert 2: Reborn
It Came From Red Alert

YR: Zero Hour

 

 
Once again, if there is a mod you want me to showcase, links down below.
 
A few things to note
- I will NOT be doing any campaigns or challenges

- I will NOT be doing any PVP

- No matter which mod, I will take 1 Sunday PER FACTION
- Depending on how many factions a mod has, each Spotlight will take X Sundays

- If a mod does not have a publicly available version, I will not be showcasing it

- There may be personal reasons for me not to showcase a mod that you suggested
- I will switch up which game I focus on. 1 spotlight Gen / ZH, then Ra2/YR, etc

- I will do my confirmed mods first

- The order may vary
 
The livestreams will of course be held my channel on twitch
 
Want to suggest a mod?
Twitter: Follow me
Email: hecthor.doomhammer@yahoo.com
ONCE AGAIN, DO NOT POST ANY SUGGESTIONS IN THIS TOPIC
 
Now onwards with the announcements!

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0 Tigers of the World

Posted by Mig Eater on March 13, 2017 in D-Day News

The Panzer VI Tiger is arguably the most famous and recognizable tank in the world, becoming the icon of the German tank forces of World War II. It's use was not limited to the German army though, several other countries used or planed to use Tigers during and after the war. Here are a few of them.

For more information and pictures click of the unit names to visit their D-day Wiki pages.



Type 4 Tiger
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In April 1943 the Japanese sent 12 army officers led by Colonel Ishide to Germany to inspect and test their latest tank designs. The Japanese where quite impressed and negotiated to buy four of the tanks and their related documents and blueprints, the PzKfw III Ausf.J, PzKfw III Ausf.N, PzKfw V Panther Ausf.D and PzKfw VI Tiger. They hoped that they could be reverse engineered and the technology incorporated into Japanese designs. One of the PzKfw III's was dissembled and along with the documents transported back to Japan via submarine. February 1944 the Tiger tank was moved to Bordeaux in France so it could be prepared for transport. With the worsening war situation and then the Allied Landings in France it became impossible to transport the tank to Japan. In September 1944 the Japanese decided to give the tank back to the Germans where it was soon destroyed fighting in Belgium.

Note: The Germans charged the Japanese twice the normal price for the tiger. So in keeping with historical accuracy in D-day the price of the Type 4 is double that of the German version.


PzKpfw VI Tiger
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In May 1944 the Germans gave 10 PzKpfw VI Tiger tanks to the Hungarians and then a further 3 more as a birthday gift to the Hungarian Inspector of Engineers Laszlo Hollósy kuthy. They served in the Hungarian 3rd Tank Regiment, where in July they took part in the battle for Galizien district in Southern Ukraine. By December 1944 only 4 of them where still active, the fate of the final 4 is unknown but they where presumably destroyed during the Soviet invasion of Hungary.



T-VI-100
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During the course of World War II Soviet forces where able to capture many German tanks in various states of disrepair, if at all possible they would be put into services against their former owners. These tanks generally had a short life span due to limited spare parts and ammunition. In an effort to help elevate the later problem several projects where started to refit the German tanks with Soviet weapons. One of these was the T-VI-100 which replaced the PzKfw VI Tiger's 88mm KwK36 L/56 with the 100mm D10 which was used on the SU-100 and later the T-54. As the war progressed the Soviets where able to produce an ample amount of tanks so the need to refit the German tanks diminished and the project was cancelled in 1945.



T-41/75N
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After the war a single Tiger tank was recovered from the battlefield and repaired by Skoda for use as a test bed for fitting their prototype 75mm A18 cannon. The A18 was originally built for use in the T-25 medium tank, the T-25 however was never put into production and it wasn't till now that the Skoda team could test it in a suitable vehicle. While the 75mm A18 was less powerful then the original 88mm KwK36 it was fitted with an auto-loader and drum magazine witch greatly increased the tanks rate of fire. Currently there are no known photographs of this unusual modification.

Note: To simulate the auto-loader and drum magazine this unit has a limited ammunition supply that can be fired quickly but then takes some time to reload.



Tiger 131
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Tiger 131 is the only working PzKfw VI Tiger tank in the world, it currently resides in Bovington Tank Museum and features as the main star in the museum's yearly tank festival. Tiger 131 was constructed in February 1943 at the Henschel factory at Kassel and was then sent to Tunisia in North Africa. On 20th April 1943 it took part in the battle for Djebel Djaffa hill, during witch it received several hits form British Churchill tanks that jammed the turret and gun, as well as injuring the driver and gunner. The crew then bailed out leaving their disabled but still intact tank for British forces to capture. The tank was repaired using parts from other knocked-out tigers and sent back to Britain where it was displayed as a war trophy in various locations around the country for the rest of the war. In 1951 it was then donated to Bovington Tank Museum who put it on static display for the next 40 years. In 1990 it was then removed for restoration which involved a complete disassembly and reassembly of all it's parts. As well as fitting it with a new engine from a Tiger II, as the original had been cut in half for display at the museum. The restoration of Tiger 131 was finally finished in 2003, becoming the only tiger tank in the world to be restored to working condition.

Note: Because of the uniqueness of this tank and in homage of the fact it is the only working Tiger in the world, only one Tiger 131 can be built at a time.

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0 Contra 009 work in progress - Update 8

Posted by predator_bg on February 26, 2017 in Contra News (eng)

Originally posted on ModDB by d-ce on Feb 26th, 2017

 
Hi folks!
 
It's been two months since we released Contra 009 Beta 2 version, and we can only say that we are very happy with your feedback, and with approximately 100 downloads per day.
 
We are also glad to see more people being active on Tunngle and our Discord channel. We apologize for not being active there, since we are occupied with our work for Contra, but you can discuss things there with some other people, and arrange games.
 
As you guys play and report bugs, we fix them and improve things. 
We fixed obvious Ratel II overpowered state, Centurion bonus damage and so on. Everything with purpose to make game even more balanced and enjoyable.
 
But we also proceeded with our scheduled work. It's important to note that this is not a patch update as some people are thinking, but a news update. Let's get to it.
 
This time we are more focused on GLA. 
 
- GLA Chemical general got a new structure, Chemical Lab, which replaces both Defiler and Bunker.
 
lab.jpg
 
Chemical Lab holds important upgrades for Chemical general. This is also the only structure which can spill toxins around, on your demand. Lab can launch both toxin and acid clouds anywhere on the map. Structure is available at rank 3, but requires Palace.
 
- Next one is Demo Scorpion
 
scorp.1.jpg
 
It was about time to change the old model right? We are focused on Demo general, since he has serious problems dealing with other generals. Demo Scorpion has better primary damage, and his standard suicide weapon. But, new addition is the demo charge, which Scorpion leaves on the ground when destroyed (not suicided). Demo charge can deal serious damage to tanks and infantry. It is a very good addition when your forces are retreating, or when attacking. Demo charges will block enemy units from advancing forward, or from chasing your units.
 
- All GLA generals got one version of Technical which replaces all old variants.
 
tech.jpg
 
This means also for GLA Chemical general. Chemical general now has Wasp available from rank 1, as AA unit. And Technical is now conventional rank 1 transport unit. His weapons are fixed now and get proper bonus from salvages.
 
- Last but not least, is visual update for China Bunkers. Previously, their garrisoned versions just had additional housecolor blocks, which were ugly. Now, it is improved with sandbags and wires.
 
bunk.jpg
 
I suggest you to subscribe and to follow Persun's channel, you can see good testing games between us there. You can also see new updated things even before article here.
 
There were some awesome games lately, which you should see:
 
 
 
 
 
 
 
A few errors, possibly causing mismatch errors have been found. We are testing for mismatches as well.
 
ThePredatorBG analyzed and fixed some errors in Skirmish and Challenge AI, as well as usual bug fixes.
 
Hope you enjoy, and see you next time!

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1 Ansaldo Magrini Mangiapan

Posted by Mig Eater on February 25, 2017 in D-Day News

It's been quite awhile since I posted any new D-day news, that doesn't mean I've been sitting idle tho. I have lots of new (& old but unreleased) content to post, which I plan to start churning out on a weekly basis. To start things off tho here is a little known WW1 tank for the Italians.

Ansaldo Magrini Mangiapan
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The Ansaldo Magrini Mangiapan was designed in 1916 by major Magrini as a "mobile fort" and was one of Italy's first tank designs. It featured multiple sets of tracks to help it traverse the crater filled battlefields of no-man's land. To power these tracks there were four 200hp engines in the centre of the tank which then drove two electric motors at the front and back, propelling this massive 70t vehicle to an estimated 20 km/h. It also unusually for that era featured two rotating turrets equipped with 76mm (some sources state 75mm or 105mm) cannons, as well as having multiple machine guns fitted around the hull. The design was approved by the direzione generale del regio esercito but was cancelled soon after because of the high cost and feasibility of such a complex design. Instead interest moved to the Fiat 2000 and purchasing tanks from France and Britain.

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1 Another (sort of a) Progress Update (PP News #4)

Posted by Starkku on February 24, 2017 in Project Phantom News

Since the mod has been in (sort of) a testing phase for a while now there hasn't been a lot of significant content updates and that kind of shows in these newsposts. Not a lot of new stuff, more wrapping up things shown over past few months in one nice package.

 

UNIT SHOWCASE VIDEOS
 
For those who have not yet seen them, the conclusion of both the Hero Spotlight and Experimental Weapons Test showcase series are available for viewing at Youtube.

Hero Spotlight #3

 
Experimental Weapons Test #3

 
There's also a picture with all of the Experimental Units shown on it, combined with a chart that displays under what conditions you get each of them. Stolen technology involves infiltrating both a tier 3 laboratory structure and a vehicle factory, as a reminder.
news_exprfin_thumb.png
 
 
OTHER PROGRESS
 
A little while ago the fourth terrain theater to be included in Project Phantom besides Temperate, Tundra and Desert was revealed. The so-called Gloomy theater combines certain elements from both Temperate and Tundra, featuring withered landscapes combined with urban environments consisting primarily of darker pavement and unique cliff-face tiles.
news_gloomy_thumb.png

When initially announcing the mercenary factions, it was stated that capturing Crimson Crown's Technology Vault grants access to one of three unique units, depending on your chosen faction. However, in testing most of these unique units were deemed redundant, not unique enough or simply not worth it at all. As a result, capturing the Vault will now instead grant players who have any tier 3 laboratory building and vehicle factory an access to Blackout Signal Inhibitor, a mobile unit limited to one per player that generates a jamming signal with significant radius that blocks use of enemy support powers and superweapons, as well as jams radars and captured Satellite Centers. In addition to this, Blackout can also detect cloaked units at ranges higher than any other unit capable of doing so and use an electromagnetic interference weapon to stop a single, EM-susceptible unit from working at all.
 
Technology Vault also grants Prototype Disruptor Towers, that use a similar but slightly different type of jamming signal to generate blank spots in enemy radar views to shroud the area in their vicinity. They are deployed via a support power, and will eventually, due to being unstable prototypes, explode upon itself regardless of if they are being fired upon (this is displayed via a timer bar under the structure itself to all players).
 
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Lastly, to round out the capturable base defenses roster, there is an addition of a heavy-duty anti-air defense in form of Missile Bunkers, which work more effectively against slower-moving, heavily armored aircraft than fast ones such as fighter jets.

 

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That's all of it for this time. I have something bit bigger planned for the next news post, so keep your eyes out for that.


FOLLOW PROJECT PHANTOM
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0 Tiberian History: Release 8

Posted by Madin on February 13, 2017 in Tiberian History News

Tiberian History: Release 8 is here!

 

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New additions:

GDI

Rocket Troops Ren: Good value all purpose troops! (replaces Tiberium wars Missile Squad)
Sidam TDFMV: Clear the skies with this effective unit!
ORCA TD: The classic unit, that has a new twist! (replaces Tiberium wars ORCA)
Mammoth IV TT: Unfathomable power, pray for your enemy!

 

ReleaseVIII_GDI_03.jpg

  Nod

Flame Trooper Ren: Burn them with fire! (replaces Tiberium wars Black Hand)
Flame Tank Ren: Burn everything! (replaces TD Flame Tank)
Stealth Tank Ren: They cannot hit, what they cannot see! (replaces TS Stealth Tank)
Communications Center TD: Provides radar! (replaces Tiberium Wars Operation Center)
C-130 Ren: Delivers seed tiberium! (replaces Tiberium Wars Armageddon bomber)
Nod Pyramid TS: Launches the Nuclear missile! (replaces Tiberium Wars Temple of Nod)

 

ReleaseVIII_Nod_01.jpg


  Music

A pleasant mix of Tiberian Dawn, Renegade and Tiberian Sun tunes, including some pulsating action track mixes!

Known issues:

  • Same EA code bug, were anything which tints an object, will tint everything near the object.
  • The GDI Jackhammer sometimes has animation issues due to the way it was coded, this does not effect the weapons performance.
  • Both the GDI Sidam and Nod Linebacker will always prefer aerial targets over ground targets. Further more, if an aerial target is within the weapon range of these units, it will not be possible for you to target ground units until the aerial units are destroyed. This can cause issues (ie if an enemy aircraft is parked at an airfield), but this is a work in progress.

Installation

Please note that previous versions are not required. There is no need for you to remove existing versions.

  1. Make sure that C&C3; is updated to version 1.9!
  2. Unpack the file.
  3. Inside the file will be a 'readme' file and a folder named 'TiberianHistory'.
  4. Cut and paste the 'TiberianHistory' folder into your 'Command & Conquer 3 Tiberium Wars\mods' folder, which should be in the 'My documents' section of your computer (typically 'C:\Documents and Settings\Username\My Documents\Command & Conquer 3 Tiberium Wars\Mods').
  5. If you get an overwrite* warning click 'yes'.

These instructions assume that you have a Windows XP PC with administrator rights. Ask the community for help with other set-ups.

*This new version does not overwrite the previous C&C history mod file, due to it having a different file name (so you can play the old version if you prefer it!)

For in depth addition analysis and hints, visit the official Tiberian History Hints and Tips page: http://forums.revora...313-hints-tips/

For discussion, bug posts, and general suggestions make a post at the forums here: http://www.moddb.com...n-history/forum

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9 Mental Omega News Bulletin #27 (4/02/2017)

Posted by Speeder on February 4, 2017 in Mental Omega APYR News

So, in case you missed the big news, Mental Omega 3.3 has been released over a month ago.
 
First of all, I'd like to express my sincere thanks to everyone involved in the development of this new version, most notably: AlexB, the current developer of Ares DLL, Nooze, the designer of majority of the new side's visuals, World Beyond, the artist behind new side's soundtrack, Rampastring, the developer of the new client, Mevitar, ONEX, Azri_Apoc, the designers of majority of new mechanical units, Seoras, De'Lante, for voicing so many units added after 3.0 and also Toveena, Alstar, Lovalmidas,  Cesare, Sandman, Esther, iForce, Martinoz, Ollerus, Nolt for designing maps, missions, various story and gameplay elements and of course lots and lots of testing. For the full list of credits please visit this section of our website. Thank you, you made it possible to take this project this far!
 
The new release adds an entirely new faction - the Foehn Revolt - to the previously heavily modified vanilla sides from Command & Conquer Red Alert 2 Yuri's Revenge, which were already divided into 3 subfactions each, the new one being no exception. Haihead, Wings of Coronia and the Last Bastion are the subfactions of Foehn and each comes with its unique units, buildings, support powers and heroes. There are also new additions for the Allies, the Soviets and Yuri's Epsilon, as well as new missions, skirmish maps and game modes.

 

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What's also important is that the new release makes use of Rampastring's client, originally created for Dawn of the Tiberium Age mod, which allows us to do some interesting things. The most important thing this client has given to Mental Omega, is the possibility to use version 5 of CnCNet for multiplayer services. Since the release, there've been many players on our server with the amount of players peaking at around 150 at times. According to Rampastring, there've been 44 000 unique users of the client in a month since the release, which I think is nice for a mod.
 

The new Mental Omega version arrived with an updated soundtrack, to keep the tradition of giving each of the factions a unique one. The soundtrack for the Foehn Revolt is an album called "Mindshell" created by World Beyond, which is available for download on his Bandcamp page in best quality. You can also listen to it on his YouTube channel.

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Now would be a good time to discuss what's ahead.

We are aware there is a group of players who can't start missions at all, this is one of the fixes that will be included in 3.3.1 in a form of an Ares DLL update. Initial 3.3 release did not contain all of Act Two missions, so there's more of those to come for sure. We have several missions more already finished, but they require additional polish and internal tests before they are included in one of the Mental Omega updates. Speaking of those, we've been following your feedback and comments in all places possible and so here's a proposed changelog for the first mod update, for which there is no date just yet. Keep in mind this is not final, discuss it here.

 

Patch 3.3.1 Changelog

 
One thing we want to expand for sure and already in patch 3.3.1 is the Challenges mode. These are quite fast and fun to make and it seems like many people are trying their best not to lose those battles. These challenge maps are made with an uncontrolled difficulty mindset, meaning that don't expect a balanced fight getting into those. Remember that you can adjust the difficulty and handicap of challenge maps using standard skirmish settings, and like with everything else, there's three difficulty options and the additional Mental AI toggle, which replaced the Meteor Shower mode in 3.3.
  

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New additions to the arsenals of Mental Omega factions are a possibility but not a priority right now, but if you have suggestions in regards to what you'd like to see next in the mod, let us know.
 
That's all for now, stay tuned for more announcements! 

 

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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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