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~ The C&C Guild Staff
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 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!
0 Contra 009 work in progress - Update 11
Posted by predator_bg on December 16, 2017 in Contra News (eng)
Originally posted on ModDB by ThePredatorBG on Dec 16th, 2017
Welcome back to Contra, dear generals! This will be an unusual update. This time, we will present you some of the improvements we made to the Skirmish AI. Let's go!
Since 009 Beta 2 release, many players, including me, were disappointed from the AI which was even more broken than the first Beta. It was time to get my hands on it. I started studying and testing AI. After fixing all the major bugs, I got interested in scripting some unusual, special AI behaviors.
What you see below is the Insane AI building a Hadron Collider near your base. I could have kept this one a surprise, but I'm sure many people will still not expect or forget about the AI being able to do it. This hidden attack is performed only by Insane AI on official 1v1 maps, suitable for building Hadron Colliders.
Next up, we have AI deploying AA Radars on their way.
Shandian and Centurions performing overwater attacks. Sounds dangerous, huh?
Troop Crawlers! More trouble.
Tank AI utilizing Bixies.
And dropping heavy tanks behind enemy lines.
A sneaky BTR-50 creating a Sneak Attack in my base.
Assault AI using the Rig Launcher to dig tunnels on its way.
AI will call paradrop support powers in their base. This prevents them from sending their paradrops on suicide missions.
We are also very proud to announce that Contra is much more stable than before. While playing online together, we noticed some suspicious situations (e.g. Nuke Battlemaster having a high chance of causing mismatch in the first few minutes of the game). Every mismatch we were suspicious about was later tested and if confirmed, we went over and fixed it. The most common cause was the following case: Many units had a minimum attack range glitch. If their minimum attack range was too low and they were ordered to attack close to their location, they used to fire a shot which would not register properly. It actually detonates at the bottom left corner of the map and therefore the game considers it a mismatch. Fixing this one drastically reduced mismatch errors. It is shown below.
More such stability fixes include Leonidas mismatch fix, Squid Drone crash fix, Strategy Center Battle Plan switching crash fix, and a very rare crash found by PeRSuN caused by a garrisoned Laser Defender shooting close enough to damage the building he was in.
Fixes to some texture shaders such as those used on parachutes, particle and AI optimizations improve overall performance. On top of all that, we have ContraVPN in active development by tet, which is as lag-free as possible. It will be integrated with 009 Final once it comes out.
That's all for now. Thank you for making us part of the top 100 mods in this year's MOTY competition. We hope we got you excited once again!
Consider joining our Discord channel if you're up for some online games or just hang out with us.
4 West Germany
Posted by Mig Eater on March 20, 2017 in D-Day News
I am proud to announce the addition of West Germany to D-day as a new sub-faction. They will be playable in the Post-War time frame as an alternative to the Third Reich. While the normal Third Reich faction makes use of prototypes and paper projects designed during the closing stages of World War II in a hypothetical scenario where the war continued on. The West German faction on the other hand uses equipment developed in the 1950's and 1960's for the newly established Bundeswehr, as in our real timeline. The addition of this sub-faction lets players create Cold War scenarios gone hot as you stand with you American and British Allies to fend off a Soviet invasion of Europe. Access to the West German sub-faction is done in the same manner as the American Marines sub-faction, where after deploying your construction vehicle you are given the choice of two factions to pick from. Once chosen you will not be able to change sub-factions for the rest of the game.
Here is a more in depth look at the units available to the West German sub-faction. As usual for more information and pictures click on the unit name/animation to view their D-day Wiki page.
Unimog 404
Development of the Unimog series of trucks started in 1946 as a truck that could also be used as an agricultural tractor allowing great versatility for farmers struggling in the post-war period. The first prototype was ready at the end of 1946 and after trials and adjustments was put into mass production at the end of 1947. In 1951 Daimler-Benz bought the Unimog company and in 1953 launched two new versions, the 401 and 402. In 1955 with the formation of the Bundeswehr Daimler-Benz designed a new 404 version of the Unimog truck specifically for military service. Production started that same year and continued until the 1980s, with various upgrades being made over the years but still keeping the same rugged and proven design of the original. The civilian version of the Unimog also continued to evolve over the years and remains in production this day.
Note: In game the Unimog 404 is used as a supply collection vehicle
Schützenpanzer HS.30
The Schützenpanzer HS.30 was a infantry fighting vehicle developed by the Swiss company Hispano-Suiza for the Bundeswehr in the 1950's. It was the first armoured vehicle to be developed for Germany after World War II. Unlike other armoured personnel carriers that were in use at the time the HS.30 was fitted with a turret equipped with a 20mm auto-cannon. This gave it the ability to engage enemy infantry and unarmoured targets, making it arguably the worlds first infantry fighting vehicle. The HS.30 was authorised for production before a prototype was ready and tested. This meant that early production versions suffered from many problems, especially with the engine and transmission which were originally designed for a lighter vehicle. This rush into production along with an inordinate order of 10,000 vehicles (much more than what was required) raised some suspicions. An investigation revealed that personnel associated with the procurement process and several politicians had received in total over 50 million Deutschmarks in bribes for their support of the HS.30, creating a scandal within the German government. Eventually the early problems with the HS.30 were worked out and the order reduced with only 2,176 being built between 1958-1971.
Flakpanzer HS.30
The Flakpanzer HS.30 was an anti-aircraft system developed by Hispano-Suiza on the base of the HS.30 infantry fighting vehicle. Two different prototypes where built in the mid 1950's, one using duel 20mm guns and the other fitted with a larger turret equipped with duel 30mm cannons. Neither of the designs were put into production, further information is limited and the fate of the prototypes unknown.
Spähpanzer Ru 251
The Spähpanzer Ru 251 was designed in 1960 to replace the M41A1 Walker Bulldog that the Bundeswehr had been using in the reconnaissance role. Prototypes where built in 1963/64 and underwent testing, it was however decided to cancel the project as the newly deployed Leopard 1 tank was just as if not more capable of fulfilling the intended reconnaissance role. Documents related to the development of the Ru 251 are still considered classified material by the Bundeswehr and the surviving prototype is kept in a secure storage facility, as such there is only basic information available and a few photos from during it's testing. Recently someone working at the storage facility managed to take and release several photos of of the prototype tho, marking the first time it has been seen in several decades.
Kanonenjagdpanzer
In the mid 1950's the newly formed Bundeswehr put out a request for a new tank destroyer. The German companies Henschel and Hanomag jointly worked on a design together, as well as the Swiss company MOWAG. In 1960 both had finished prototypes that where given to the Bundeswehr for trials. The Henschel and Hanomag design was chosen and in 1965 was put into production as the Kanonenjagdpanzer. In the 1970's the Soviets introduced new Soviet tanks with thicker amour, this rendered the Kanonenjagdpanzer's 90mm cannon obsolete. Plans were made to refit the Kanonenjagdpanzer with the 105mm L/7 cannon to combat this new threat, instead it was decided to remove the gun a fit the Kanonenjagdpanzer with an anti-tank missile system on it's roof, this new modification was called the Raketenjagdpanzer Jaguar.
Leopard 1
Development of the Leopard tank started in 1956 as a part of a joint project between Germany, France and Italy to create a new standard European tank (a.k.a. the Europa-Panzer). In 1960 Porsche, Rheinmetall (Germany) and AMX (France) submitted prototype tanks for evaluation. Disagreements in the design and manufacturer of the tank put a strain on the project and political changes in France further exacerbated problems. So Germany and France decided to end the partnership and continue development of their own designs independently. For Germany Porsche's design was chosen and after a second prototype and a limited run of 50 pre-production vehicles it started mass-production as the Leopard tank in 1964. The Leopard went on to also became a huge success on the export market, being bought by many European countries thus largely fulfilling it's originally intended role of being a standard European tank. While being largely replaced by the Leopard 2 in Europe the Leopard 1 is currently still in active service in several South-American countries.
Light Artillery Rocket System
The Light Artillery Rocket System or LARS was a multi-barrelled rocket launcher fitted on the back of a Magirus 6x6 truck. It could fire 36 110mm rockets which could be fitted with various warheads ranging from anti-personnel, anti-tank and parachute equipped mines. Development started in the mid 1960s and it came into service with the Bundeswehr in 1969. In the 1980s the system was upgraded by changing to a new armoured MAN 6X6 truck which is know as the LARS 2, with the original design becoming the LARS 1. In 1998 LARS was replaced in front line service with the American M270 MLRS but two hundred of them are still in reserve storage.
EWR VJ 101C
During the Cold War the West German Airforce expected their airfields to be a primary target in any conflict with the Soviets. To counter this they planned to adopt a mobile strategy with heavy use of new VTOL aircraft that in a time of war could be operated from makeshift runways or the autobahn. To fulfil this new strategy Heinkel (VJ 101A), Messerschmitt (VJ 101B) and Bolkow all submitted different designs for a new VTOL fighter/interceptor. Instead of making the three companies compete for the production contract the Defence Ministry encouraged them to work together, so in 1959 the three of them joined together to create the EWR (Entwicklungsring Süd) consortium. The new jointly designed VJ 101C incorporated the best features from the original concepts, with Heinkel's wing mounted engine pods and Messerschmitt's fuselage lift fan being combined to provide the aircraft's VTOL capability.
In early 1960 a rudimentary test rig was built to test the feasibility of the VTOL engines, a skeletal prototype was then built and in May 1961 underwent testing on a telescopic column. Work continued on improving this prototype and in March 1962 it was able to fly freely on its own. With the success of these tests a full prototype (X-1) was built and flew for the first time on April 10th 1963 and the first transition from vertical to horizontal flight was achieved on September 20th 1963. On September 14 1964 the X-1 prototype crashed and was destroyed during take-off, it was later found that a roll rate gyro had been installed backwards causing the autopilot to malfunction. A second prototype (X-2) completed in mid 1965 and along with fixes to the autopilot it also featured newer engines fitted with afterburners, it achieved its first VTOL flight on October 22th 1965. Testing of the X-2 prototype continued for several more years and plans were made for construction a larger and more advance EWR VJ 101D design, however changes in strategic requirement meant that interest in the EWR VJ 101 diminished and in 1968 the project was cancelled. The X-2 prototype survives to this day and can be found in the Deutsches Museum in Munich.
Following the cancellation of the VJ 101 EWR continued work on several conceptual designs (The AVS project in partnership with Boeing and the EWR A 400 STOL Design Study), these slowly evolved the original VJ 101 design and culminated into the Panavia Tornado.
Focke Wulf Fw-860
The Fw-860 was an unique VTOL aircraft designed in partnership between Focke Wulf and the French company SNECMA, the French version being known as the AP 519. While most VTOL design used lift fans or rotating engines to achieve vertical flight the Fw-860 instead would take off and land on it's tail, in a similar fashion to a rocket. This tail-sitting method while requiring complex landing gear had advantages of needing less complex VTOL engines, saving wight and space within the aircraft making it possible to produce a more compact design. A major problem with this design though is that the pilot's view is restricted to looking up vertically at the sky when taking-off/landing, to solve this the nose section of the Fw-860 would be able to rotate 90 degrees giving the pilot an unrestricted horizontal view. This unusual aircraft never left the concept stage and work instead moved to more traditional VTOL designs.
Dornier Do-31
The Dornier Do-31 was a VTOL transport aircraft designed to be used along with the EWR VJ 101 VTOL fighter plane as part of West Germany's mobile defense strategy. Development of the Do-31 started in 1959 with a test rig being completed in 1962 which was used for several years to work out the problems with this large and ambitious design. Three different prototypes were then completed during 1967. The first prototype (Do-31E1) was only fitted with Bristol Pegasus engines for testing the standard horizontal operations and flew for the first time on February 10th 1967. The second prototype (Do-31E2) was used for static ground tests and never flew. The third and final prototype (Do-31E3) was fitted with both Bristol Pegasus engines and the Rolls-Royce RB162 lift engines and was capable of full VTOL operations, its first flight was during July 1967 and the first vertical take-off was achieved on November 22nd 1967. During the 1969 Paris air show the Do-31E3 gave a demonstration, during which it set world records for speed, distance, altitude and speed and duration over a course. The Do-31 remains the only jet powered VTOL transport aircraft ever built and as such these records have yet to be challenged. Unfortunately for this unique aircraft changes in strategy and the high cost of the project lead to its cancellation in 1970. Dornier also put forward a proposal for a larger civilian passenger version called the Do-231 but couldn't find any airlines interested in purchasing it so it failed to leave the drawing board. Two of the prototypes still exist today, Do-31E1 can be found displayed at the Dornier Museum in Friederichshafen and the Do-31E3 prototype is located within the Flugwerft Schleissheim aviation museum in Oberschleißheim. The second prototype Do-31E2 was scrapped soon after the project was cancelled.
15 Contra 009 Beta 2 Released
Posted by predator_bg on December 26, 2016 in Contra News (eng)
Merry Christmas and Happy New Year!
Hi everyone, as promised, we are releasing yet another version of Contra mod.
A year has passed by since the last beta version, and we made a lot of changes. As usual we have made many new things for you guys to discover and enjoy. Improved old and bad things, fixed bugs, and added new stuff for you to play with. Two brand new Challenge maps are available: Demolition and Flame.
Before actual download link, there are few new visual improvements to show, so let's start.
USA Laser Avenger tank
Old Avenger model got replaced with new one, but it is not just visual update. New Avenger has only one weapon, which is of course anti air, but he got new hybrid armor. Armor which is resistant to RPG missiles more than usual AA unit, and also resistant to Jet Missiles. You could say, it is combination of regular tank, and anti-air tank.
USA Air Force's Black Hawk
In order to balance generals' powers, we did some changes there too. So Air Force general's Shockwave Bomb is removed, and replaced with SEAL drop. SEALs are dropped by 3 stealth Black Hawks, which are very well armored too. This power is available at rank 5.
USA Air Force's Navy SEAL
So as explained above, SEALs are dropped by stealth Black Hawks. All together 9 Seals, very well armored and equipped with M32 grenade launcher effective vs all ground targets. They come as a good support, or ambush attack from behind. In future, SEALs will get the ability to swim, and place explosive charges on structures. They are also stealth while not moving or shooting.
GLA Toxin Pump
GLA Toxin general's demo traps are replaced with toxin pumps now. This nice little thing can spill both toxin and acid (despite of the name) around itself and damage nearby units. It is manually controlled. Acid damages pump and destroys it, but if you purchase Neutralizers upgrade at rank 3, pump won't damage itself anymore. Of course, both toxin and acid can be even more upgraded to bring more damage. Plant those things on map, pollute everything and enjoy watching your enemy dying slowly. Toxin pump is stealth, and can be destroyed by any unit.
Last but definitely not least, is improvement on GLA structures. PredatorBG took some time to improve GLA textures, and with this, all structures look much better.
This is render of GLA assault general's Temple
No more yellow boring walls, now we have nice looking bricks.
And here is a picture of all GLA structures together:
Before you download and start playing, please read these most important gameplay changes, and avoid unpleasant surprises
- all USA Valanx units now come with already upgraded TOW (but nerfed) weapons
- all USA Valanx units passengers cannot fire from inside anymore
- all USA Laser generals units, can go through rampage from game start, meaning, they upgrade lasers individually with experience
- all GLA tunnels no longer have a mounted weapon, and don't give free tunnel defenders, but they are much cheaper and built very fast
- all GLA command trucks are limited to 1
- you can reach rank 6 now, which gives you additional 3 science points which you can spend on your general's powers
...for complete changelog article, visit this link:
Complete changelog
And now, finally download link:
Now, we will take some rest from working on new version, and we will be available for online playing with you. So, we are inviting you to join us in Tunngle and play with us, if you see us there, feel free to challenge anyone for a game.
Contra 009 Tunngle room screenshot
We would also like to thank some youtubers, which helped us in promoting Contra, with posting their videos. Either on multiplayer or challenge games. Visit their channels, and watch some good videos:
Persun (our tester and balance advisor)
MasterofRoflness
BurakkiD
Irwe3
GeneralsGentlemen
westwood
And a few more final words, about our future plans. So next release will be Contra 009 FINAL. Which will have some finished things from this version, and fixed bugs. This 009 Beta 2 is almost as complete as 009 FINAL would be, but we decided to release it under beta code name, in order to give you guys something for holidays. We plan to release 009 FINAL in 2017, if our RL goes as planned.
We would like to thank you for all support, and for voting on MOTY. Keep in mind, we are just 2 people that are working on all aspects of this mod. We have RL same as you guys have.
See ya next time!
0 Mercenary Factions & Unit Showcases (PP News #2)
Posted by Starkku on September 8, 2016 in Project Phantom News
Time for the second Project Phantom semi-regular newspost.
UNIT SHOWCASE VIDEOS - HERO INFANTRY & EXPERIMENTAL UNITS
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
WEBSITE UPDATES - MERCENARY FACTIONS
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.
FOLLOW PROJECT PHANTOM
20 Mental Omega News Bulletin #26 (27/08/2016)
Posted by Speeder 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.
6 Mental Omega News Bulletin #25 (25/07/2016)
Posted by Speeder 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.
2 Heroes and Experimentals (PP News #1)
Posted by Starkku 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.
WEBSITE UPDATES
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)
RETURN OF THE HERO INFANTRY
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
(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.
INTRODUCING EXPERIMENTAL UNITS A.K.A STOLEN TECHNOLOGY
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
(Durandal base by SaneDisruption, Typhoon body by Lefthand)
NEW TERRAIN DISCOVERED
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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