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0 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


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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0 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.


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.
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.

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).


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.





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.

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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!




New additions:


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!




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)




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.


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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7 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.



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.


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.


Proposed 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.


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! 



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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0 GDI Orca

Posted by Madin on January 6, 2017 in Tiberian History News


Once again the dimensional rift as replaced a current unit with a historic version of the unit, once again the main interest are, "what will the set-backs be? and can the classic technology be modernised?

Well the first bit of good news is that the pulse scan has been integrated into the Orca. The pulse scan is invaluable in flushing out Nod Stealth tanks, and support missions against high tech Nod adversaries would have been extremely difficult without it.

As usual though, powerful factions have had their say on how they think the Orca should be improved, and in order to insure that all parties are appeased, tactical command have approved two major upgrade packages that implement a wide array of suggestions.

The Hunter



Steel talons wanted their Orcas to perform mop-up operations. Steel talons typically get air support from Orca bombers, after which they role through and fatten everything!
The Orca is not required during combat, but rather after the main engagement, to seek, and hunt out any survivors. As Steel talons can easily deal with most enemy vehicles and structures due to their impressive firepower, it is highly likely that infantry will make up a portion of the enemy leftovers. And so Steel talons upgrade kit includes a Gatling gun, with a reasonable amount of ammo.

"Where's those Nod rocket troopers?"

Steel talons expect that the 'hunter-seeker' operations will last a while, and so extra ammo is also a part of their upgrade package.

Zone Operations Command



There was never going to be any mystery to ZOCOM's demands. The only question was whether their demands could be met, and more importantly, how cool a ZOCOM refitted classic Orca would look!
Zone Command have managed to refit the classic Orca with the ceramic armour that they made famous, and also even more iconic, the sonic grenade launchers.

You do not want someone who knows how to control this beast, attacking you!

As always, ZOCOM are all about going into enemy 'hot-spots', dealing quick high damage, and quickly retreating. They more often then not complete their mission.

General information

For those who have played Tiberian History: Release 7, the Orcas will no longer benefit from the Hard point upgrade. Instead when you purchase one of these upgrades, you will get the extra ammo.
This bypasses the infuriating 'double upgrade' ammo exploit.
Both upgrades are unlocked by building the Technology center (ie Tier 3), to give your opponent time to prepare.


As you upgrade individual Orcas, you can mix and match your upgrades!


The Orca gun ammo is also limited, and has to be reloaded at the Orca pad.

Thanks to Black_Drakon for the Orca model and texture!

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0 Release 8 - Trial #2

Posted by Madin on January 1, 2017 in Tiberian History News

Release 8 Trial #2 Intro

So as an introduction into what will be a very controversial potential addition, I am going to explain my mindset when I first thought of adding this unit.

I was just doing general CnC image browsing and I came across the Tiberium twilight GDI defensive Crawler (not deployed), and I thought "you know what that does not look bad!"
I remembered that a Kane's Wrath mod had added a GDI Offensive Crawler, and while I do not like the look of the Offensive Crawler, I immediately went back to Tiberian Sun firestorm and thought about GDI's mobile Warfactory. At that point my thinking was that I would look into adding the defensive Crawler as a high healthed mobile Factory, in the spirit of the Firestorm mobile War factory.
At this point I had never played any CnC4 at all, so the idea of adding CnC4 gameplay to TiberianHistory never came up (as stated the idea of a mobile unit factory was thought of well before CnC4).

Eventually I realised that If I wanted sound files etc, I would have to purchase CnC4, which I did.

So those who are looking for CnC4 gameplay will be somewhat disappointed.
So now the question is, did anything get carried over in terms of the abilities of the CnC4 defensive Crawler?



  1. The Crawler can self repair in both deployed and un-deployed modes.
  2. The Crawler is able to repair vehicles (and when upgraded structures) in a small radius around it.
  3. The Crawler can be upgraded twice (the upgrades lead into each other).
  4. The Crawler will be able to deploy infantry and vehicles (the list has not been decided yet).
  5. The Crawler will get its defensive gun when upgraded!

Presume that anything not listed is not in the mod.


The Crawler is a high level reinforcement power (Tier IV at the Space Command Uplink) that drops off the infamous defensive Crawler. You can drop it anywhere (were there is space!) on the battlefield.
You will only be allowed one Crawler per team (the support power is greyed out after deployment).





The Crawlers primary purpose is as a mobile unit factory (infantry and vehicles, although it will be a small selection that is yet to be decided). The secondary function is to act as a repair post (deployed only).



It is designed to be used in the front line, and as such it has a lot of health (at least the same as a Con yard when deployed, at least 3/4 of an epic unit when mobile).



Further functionality can be added via a couple of upgrades.


The first available upgrade, will upgrade your Crawler to tech level II. The main feature of this upgrade is the defensive turret that gets added. While this turret is not even close to an upgraded AGT or the monstrous Jackhammer, because of the sheer health of the structure that it is placed on, it will do a lot of damage!



The second important feature is a significant increase in the repair power and radius of the Crawler. If you plan on using your Crawler on the front line, this is a vital upgrade (it will also effect the Crawlers self-repair).




Once the first upgrade has been purchased, the second upgrade 'Tech level III' will become unlocked.



This upgrade is certainly not as big a jump as the first upgrade, however:

  1. It doubles the barrels on your defensive tower, effectively doubling the damage!
  2. It adds a large stealth detection radius, handy if you are facing Nod.
  3. Increases the shroud clearing radius.
  4. It halves the amount of time that it takes to produce units at the Crawler!



The defensive turret will only appear on the deployed Crawler. The stealth detection and increased vision will be on both deployed and mobile states.
Please be warned that the Crawler upgrades only apply to your current Crawler. If it is destroyed then you will have to repurchase the upgrades, so please consider this.

Trial info

As before this is being trialled, so it might not make it into release 8. However I will say that the only thing that will stop me from using this is extensive bugs that effect the mods gameplay. It is a lot more likely that this will make the main roster then the Nod trike for example. If it does not make it, and if there are not too many bugs, I will include it as a rare crate item for you to try it out.


I would like to thank all those who are leaving the mod, for your support over the years. I understand and respect your decision, I will not try to change your mind. Please understand that adding this does not mean that I like CnC4 (having played it it is worse then I ever could have imagined!), but from a gameplay perspective, this interest me too much not to add it.

Thanks to Gunship_Mark_II for the Drop pod code and FX!

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11 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 :D

  • 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)

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!

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0 Release 8 - Trial #1

Posted by Madin on December 23, 2016 in Tiberian History News

Release 8 Trial #1



The name 'Scavengers' was applied to the numerous groups who, while not part of the Nod military machine, were willing to do various acts against GDI (which included frequent attacks) ... for a price.

While their equipment was not up to the standards of Nod's main military, they easily matched Nod's 'Raider' squads, and in some cases surpassed them.
While these groups would typically be referred to as mercenaries, because of the much more localised, and mostly unprofessional nature of the Scavengers, and because they often operate within their gangs (often bike gangs), they are considered a sub-category of mercenary.

The fact that many of these groups refuse to identify themselves with Nod is actually of benefit to the brotherhood, as it means that there is plausible deniability of Scavenger activities against GDI. Nod often claimed that the Scavengers were 'grass-root' insurgents, all while providing them with weapons, ammunition, and cash!

Do not underestimate the Scavengers capabilities!





The Scavenger support power will be a new reinforcement power that will be added to the Nod Air tower.
It cost $3000 and drops off 4 'Assault bikes'. Please note that this support power is the only way to get these units!




The main feature of these trike's is the triple mortars at their rear, which provide excellent anti-infantry and anti-structure performance. A couple of small calibre machine guns are also attached on either side of the trike, in case any infantry get too close!






The Scavenger style is the same as Nod raiders, hit-and-run. Pick off weaker targets, and harass the opponent!


Trial info

The reason that this is being called a trial, is that I am unsure about the implementation of this unit. So I am literally trying it out to see if I like it. If I come up against any major issues during testing, I will remove this unit from Release 8's main roster and relegate it to a crate item (so you will still have a chance to try it out).




There will be at least one more trial item, and it will cause controversy!

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0 Some PProgress (PP News #3)

Posted by Starkku on November 9, 2016 in Project Phantom News

So what's up with Project Phantom currently? The news-silence has been mostly due to the mod currently being in a beta testing phase, with most focus going on to polishing gameplay and finishing some graphical assets rather than showcasing. Thought I'd rectify that a bit, however.


The second part of Experimental Weapons Test is now available. This one features a bonus clip showing an unit from the previous installment that has been through quite significant changes based on feedback.

Experimental Weapons Test #2

There is also the second part of Hero Spotlight which was uploaded earlier on.

Hero Spotlight #2

This leaves only one part left of both Hero Spotlight and Experimental Weapons Test - which should hopefully appear during coming weeks.


I was initially planning on bringing the website up-to-date gradually as time goes by, but as the mod is currently going through a playtesting phase I figured trying to keep the website up-to-date at this point would be colossal waste of time, and therefore it will be brought fully up-to-date at once much closer to the release of first public beta version some time in (hopefully near) future.


One of the big recent additons/changes to Project Phantom is adoption of the new game client created by Rampastring of Dawn of the Tiberium Age. This allows Project Phantom to be played over CnCNet and provides several other neat features especially for game setup. Below is a small teaser of how the client currently looks.

news_clientmain_thumb.png news_clientsetup_thumb.png

Those with keen eyes might have spotted an unit in the bonus clip segment of the new Experimental Weapons Test video that has not appeared anywhere before. This unit is Liberator AMOS, an artillery unit used by the Western Coalition. Armed with dual mortar guns that can unleash a rapid barrage of moderately inaccurate shells on enemy units from a range. In addition, it sports a third gun that occassionally fires an EMP ordnance as well which will incapacitate enemy vehicles and defences without adequate countermeasures installed.


Few structures have also had their placeholder artwork replaced with brand new ones.

Dominion Training Camp

Dominion Battle Lab

Phantom Shadow Conduit
Phantom Shadow Conduit is an important but expensive Phantom structure that cloaks nearby units and grants specific units ability to cloak regardless of their position on the map. However, if you lose all Shadow Conduits or go on low power, those units will lose their cloaked status until another one is constructed or base power is restored. In team games, you can benefit from your allies' Shadow Conduits.

And for those who might have missed it on ModDB, Facebook or Twitter earlier this autumn, there is the following.

Phantom Singularity Catalyst
Phantom Singularity Catalyst is Phantom's superweapon structure that provides access to Singularity Collapse superweapon.

Until next time.

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

Posted by Allied General on September 22, 2016 in AG Bunker News

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 "SeĆ²ras" Exley  (known for his excellent voice acting work in Rise of the Reds, Mental Omega and several other mods within the ModDB  community).

Game Assets
Due to real life issues (in terms of work and dead computers), the asset creation process for AGSA has been rather slow moving (glacial even) but I'm hoping to showcase some new screenshots in the upcoming months as the creators I am working with have access to new equipment and software. 

Special Thanks
I would like to thank the superb support of the modding community in the creation of AGSA. Especially Starkku (creator of Project Phantom) for video editing and advice for the project. 

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