Hello, and welcome to the C&C Guild - the definitive resource for Command & Conquer modding. You can find a wide variety of articles and resources within this site and the forum to help you whether you're just new to the modding field, or even if you've been around a while longer. In addition, we also have a plethora of (hosted) mods which range from simple balancing patches to large-scale total conversions.
To log in to the site, please click "Log In" above and use your Revora Forums account. When logged in, you'll be able to contribute your own articles to the site. Further info can be found in the forums. Also, if you want to be hosted here yourself, give Revora's Hosting Portal a visit to send off an application to us. For anything else, details of how to contact us are in here. Thanks, and have fun.
~ The C&C Guild Staff
0 Project Phantom Development Update Summer 2025
Posted by Starkku on June 15, 2025 in Project Phantom News
Development is still under way for next version of Project Phantom, numbered 1.1, following the initial release from last September. It was initially scheduled to be released during last year but several factors have unfortunately contributed to it being delayed significantly beyond the initial planned release window. Below is some more info on the changes and additions that will be introduced in this version.
Artwork Updates
Some units and buildings, including Subjugator, Coalition Laser Cannon and Phantom Research Lab have received a facelift.
In addition those with keen eyes can notice some adjustments to offensive support powers in the preview for Research Lab, they now all have same warning animation (with some color differences) and sound.
There has also been some updated animations, particularly for muzzle effects on gun and cannon weapons of all types.
Experimental Unit Improvements
There have been balance changes to almost all experimental units as well as their associated support powers. Below is a sneak peek at some of the changes.
Experimental tech unlock options also no longer benefit from multiple factory build time bonus and can only be placed within fixed distance from a friendly Construction Yard.
Other Gameplay Additions & Changes
Jet Changes
Jet aircraft are now allowed to use waypoint and guard mode. Not all jets will be able to automatically pick targets in waypoint or guard mode, but those that do will scan nearby area automatically for them when in either. Unlike other types of units, guard mode is not persistent on aircraft, meaning that once assigned, the unit will return to idle mode upon returning to airfield or if there was no suitable target found when assigned to guard mode - this may change in future.
Jets also no longer self-repair while in air but repair at rate corresponding to rookie-level self-repairing on vehicles for free when docked.
Some may also notice there have been some additions to the factions' airforce.
Tank Drop and Usurper Shock Tank
Tank Drop no longer drops Oppressor Tanks but a new Usurper Shock Tank with electricity-based weapon much like Shock Troopers or Shock Pylon. Usurper is more effective against infantry than Oppressor but performs considerably worse against buildings and base defenses - making Tank Drop less effective as a surprise base killing tool but potentially more effective for anti-unit harassment. Additionally all Dominion tier 1 vehicles - that is Oppressor, Tyrant and Usurper now share the destruction horde firepower bonus that was previously exclusive to Oppressor and the effect duration now replenishes for all stacks when new stacks are added to the effect. Usurper also gains a weapon range bonus near friendly Shock Pylons.
Usurper is not buildable except if reverse-engineered in Scavenger mode.
Mercenary Faction Additions & Improvements
Fist of Titans arsenal has had bit of a cleanup and facelift. Mercenary Motor Squad and Deliver Crocodile Tank/Vulture Copter have now been merged into one support called Mercenary Strike Force and Mercenary Troops now delivers some of the Fist of Titans infantry periodically at the Outpost free of charge. Savage is no longer trainable at the outpost due to being a mostly redundant pick over the main factions' basic infantry, but in exchange some of the vehicles have acquired new abilities.
Crimson Crown now uses similar Experimental Unit system as the main factions, offering two choices - the existing Blackout Signal Jammer that has been improved and the new Desecrator MLRS crowd control weapon. Both of these choices also unlock a new support power to use alongside the unit.
In addition, Crimson Contract has been split into two support powers with fixed unit loadouts, with the second one requiring a T3 laboratory and some Crimson Crown units have received tweaks to make them bit more interesting to use.
Excelsus Research Lab will now unlock a new buildable unit in form of Sentinel Utility Truck if a T3 laboratory is also owned. Sentinel can repair damaged vehicles & structures as well as boost armour strength of nearby base defenses and detect cloaked enemies.
In addition, Excelsus Research Lab itself can now be found on more maps.
Some general misc. improvements & balance changes
- Transports can now load in units without them having to queue up first - they will however still need to exit one by one.
- Credits generation rate for T4 structures and Oil Derricks has been reduced from 100 to 75 credits per 10 in-game seconds.
- Scout infantry attacks have been normalized and will now deal damage on same frame of their attack animations.
- Map reveal support powers now temporarily fully decloak enemies that are in the area of their activation.
Game Options Additions
There are now several new game options that can control availability of certain features in battle such as garrisons, tech defenses and support powers / superweapons.
Merc Alliance is a new 'fun'-type game option that enables players to pick a mercenary faction to choose at game start that permanently unlocks their technology for player's use for duration of the game - this choice cannot be changed later. Any support powers that would deliver units at the mercenary HQ building will instead deliver them at coordinates considered the player's base center.
New Maps
Mortarmouth Challenge pits players against Dominion commanders fielding large amount of artillery weapons, ranging from tech defenses that cannot be recaptured by players (including the brand new Artillery Bastion) to Marauders and Brimstones and even the fearsome Ironblight.
In addition, there are new skirmish/multiplayer maps.
Final Words
There is currently no set release date for the update, however it will be revealed once it is more certain that the planned release can be delivered in that time window. Currently, this is a rough outline of what you can expect. Many of the new features were enabled by either Phobos Engine Extension or a new version of the CnCNet spawner DLL using same technology as Phobos does.
- A large number of balance tweaks and bugfixes
- Changes to experimental units, to balance out more outstanding ones and make the less interesting ones more desirable choices
- Some new units and/or support powers across the factions, including new jet aircraft for all factions
- QoL improvements like improved jet aircraft behaviour, faster transport loading etc.
- Overhaul of mercenary faction arsenals & bonuses
- New and overhauled game lobby options
- 1 new Challenge map
- 12 new Standard skirmish maps.
- Updated version of World Altering Editor included, with bugfixes and new features
- Support for multiplayer save / loading (currently only one multiplayer game session is preserved at a time, may change in future)
- Built-in custom mission support in game client
Yes, you read that last one right.
Expect to hear and read more about the upcoming update in the near future.
0 D-day's 23rd Anniversary and rebirth
Posted by Mig Eater on June 6, 2025 in D-Day News
Its June 6th D-day, this day marks the 81st Anniversary of the Allied landings in Normandy, launching the liberation of France during World War 2. But this day is also the 23rd Anniversary of the D-day mod for Red Alert 2.
It has been quite some time since I last posted any updates for D-day (7 years in fact!). The lack of updates was mainly from being burnout from social media and online activity in general, for several years I didn't do anything online at all. I however continued my work on D-day during my time offline. I've added over 200 new units to the mod, along with new buildings and terrain. I also added a completely new country to D-day, which I'll post more about in a future update. I've also incorporated the Phobos and Kratos engine expansions into D-day, which I've used to add many new and exciting features and abilities to the mod.
I plan to start posting updates on D-day more regularly but, as you can imagine I have a huge backlog of new things to post about tho. To start things off I've updated the D-day website, the unit list of every country has been updated, with some sides having a few small changes and others some quite significant ones. For example the American Marine Corps sub-faction has been expanded and the British pre and post war units have been reworked.
New pages have been added for Poland, China, Sweden and Czechoslovakia too, so you can finally see some of their new units and what I have been mainly working on over the past few years.
Here is a preview of a few of the new units from these countries.
Polish PZL P.11
Chinese M4A4 Sherman
Swedish EMIL 58 "Kranvagn"
Czech 152mm ShKH-TVP
0 Contra 009 FINAL Patch 3 Hotfix
Posted by predator_bg on January 27, 2021 in Contra News (eng)
Welcome to another update! A small hotfix patch has just been released!
NOTE: This hotfix includes cosmetic and solo play changes only, so it is not required to keep playing online! You will not get a mismatch if some players have the hotfix, but others don't.
Contra Launcher will ask you to download and apply the hotfix, so you don't have to bother doing it manually.
There's not quite too much more to say or show, so here's a straight link to the changelog: https://www.moddb.co...angelog-part-23
0 Contra 009 work in progress - News Update 17
Posted by predator_bg on December 14, 2020 in Contra News (eng)
- Besides laser visuals, Microwave tank got a makeover too, since he was using Avenger's basis.
- Many changes were done to Super Weapon general as well. We are very proud of Saturn's makeover. Besides just a visual update, he has a new weapon. He fires a new beam which has huge potential to freeze targeted vehicles, so in general he fires Ice beam.
- But we didn't forget other generals too. China infantry general was mostly changed in order to be more balanced, and more appealing to player. Helix is replaced with new helicopter, Harbin.
Harbin has speed and cost of Thor, but health of Helix. His basic weapon is a small machine gun, but his main characteristic are the bunker slots (currently 2).
Some in-game screenshots. New Saturn:
4 Mental Omega News Bulletin #31 (30/10/2020)
Posted by Speeder on October 30, 2020 in Mental Omega APYR News
So, just recently Red Alert 2 has had its 20th Release Anniversary! The game and its community's support has been going strong for the last two decades, so hopefully the trend continues through all the interesting projects that focus on this bizarre war between the Blues, the Reds and That Other Bald Guy. As I used to say, Long Live Red Alert 2, still the best game in the series. Given the success of the Remastered Collection, who knows, perhaps a revival of it is potentially on the table in the future. I'm sure you're just as curious to what the future of Command & Conquer holds as I am.
Now here's the thing. The set of final 8 missions of Mental Omega is built around a single narrative, telling one story from different perspectives. This means, they can only be released together, all at once. Due to various circumstances, as of this moment 5 out of the 8 final missions are finished. This has generally been a difficult time for all of us, and in our team we only have so much of our free time that we can spend on this project. After all, studies, work, family take precedence, especially now. We are getting to the end, but I can't exactly say when we will - these last missions are rather complex and demanding to design, and we want to make sure they work just as well as we intend them to. With all that said, everything else is ready and so we are going to release this update to you as-is.
A lot has changed since the last release, the Mentalmeisters team has welcomed new members, thanks to which a major overhaul of the entire campaign was possible. All of our singleplayer and multiplayer missions have been heavily revamped, with their visuals, script and even bits of lore reworked to various extent. We have further adjusted the difficulty of the campaigns, making sure that Easy setting, now known as Casual, becomes more accessible to everyone, while Mental retains, if does not up the challenge a bit.
In addition to this revamped campaign, we have prepared 6 new Special Operations and 1 new Co-Op, which replaces one of the previous maps. Yes, that is the name we'll be going forward with for this set of additional missions, since sometimes there's confusion between Covert Ops and Co-Ops. Do note that these Special Operations have been designed by different mappers than the ones currently working on the remaining final missions.
- Allied Special Op Mission Digital Demon
- Allied Special Op Mission Convergence
- Allied Special Op Mission Parasomnia
- Soviet Special Op Mission Trophy Hunter
- Epsilon Special Op Mission Fallen Ashes
- Epsilon Special Op Mission Split Seconds
- Epsilon Co-Op Mission Monochromatic
This update also gives all of the previous Special Ops their proper unique loading screen.
As you could expect, new Challenge maps have been designed and added to the game, four of them.
- Aberration Challenge against all 3 Allied subfactions with a tech level switcher
- Ironwall Challenge against the armies of China with a powerful experimental weapon
- Gladiators Challenge where your enemy has advanced weapon-disabling effects in use
- Judgement Challenge where a mysterious force is capable of perishing all of your bases
The skirmish map pool expansion is the biggest one yet for a single update - over 100 new maps to fight on! Many of these maps use new terrain tiles we have prepared for this patch and some of them are designed as interior.
- '(2) Below Zero', '(2) Billy Middlewins', '(2) Bone Crusher', '(2) Dawn of Dune', '(2) Dustgarden', '(2) Enormous', '(2) Future Avenue', '(2) Grimdark', '(2) Honeypot', '(2) Kingsroad', '(2) Modern Wharfare', '(2) The Pointy End', '(2) A Quiet Mesa', '(2) Ravens Pass', '(2) Red Sun Lagoon', '(2) Rock of Egypt', '(2) Sandspring', '(2) Sekigahara', '(2) Simple', '(2) Snowpiercer', '(2) Spooky Waters', '(2) Tiger Bay', '(2) Tournament Spire', '(2) Underneath', '(2) Vector Valley', '(2) Victims', '(3) Devil's Triangle', '(3) Unjust Rising', '(4) Amazonas Chi', '(4) Amazonas Iota', '(4) Amazonas Theta', '(4) Ashes to Ashes', '(4) Baked Alaska', '(4) Billy Middletwins', '(4) Border Order', '(4) Canyon Defrost' '(4) Carville's Command', '(4) City Escape', '(4) Floral Fury', '(4) Don't Mock the Croc', '(4) Dusk Till Dawn', '(4) Dutch Highlands', '(4) Einstein's Fate', '(4) Enclosure', '(4) Fallen Empire', '(4) The Hypergate', '(4) An Icebox', '(4) In Limbo', '(4) Let Them Eat War', '(4) Modern Wharfare II', '(4) Metro Midway', '(4) Nitro-Fueled', '(4) Oil in the Center', '(4) Oingo Boingo', '(4) Pac-Man Maze', '(4) Quarter Pounder', '(4) Race Base', '(4) Ravens Ravine', '(4) Roundhouse Redux', '(4) Set on Destruction', '(4) Sierra Cleave', '(4) Snowmelt', '(4) Sole Summit', '(4) Southwest Cay', '(4) Stormy Weather II', '(4) Tournament Garden', '(4) Tournament Tower II', '(4) A Town Blitz', '(4) Twilight Heat', '(4) Zen Bazaar, '(4) Zen Cellar', '(5) Civic Hustling', '(5) Dangerous Days', '(5) Lake Wise', '(5) Quinary Barrage', '(5) Ripper', '(6) Angel Island', '(6) Bifold Retreat', '(6) Billy's Full House', '(6) The Bloodiest Feud', '(6) Bluff Reflection', '(6) Boiling Point', '(6) Crystal Moon Cake', '(6) Dante's Inferno', '(6) Desert Descent', '(6) Einstein's Gate', '(6) Eviction Notice', '(6) Gold Experience', '(6) In Spitting Distance', '(6) Krakenhaven', '(6) Living Death Girl', '(6) Lost Inside Redux', '(6) Quicksand', '(6) Replica', '(6) Rogue Nation', '(6) Shrouded Canyon', '(6) Six-Assist', '(6) Verity's Hold', '(6) Vulkan', (6) Whiplash', '(6) Shrouded City', '(6) Wildfire Steppes', '(8) A Dusty Mesa', '(8) Knockdown Mega', '(8) Octagony Mega', '(8) Permafrost Mega'
As always, for a complete list of authors of the big everything see our Credits page.
It's been a while since the last update, so there's a whole lot of changes to talk about. There are many new additions, bugfixes, quality-of-life changes, in addition to the balance of the game being heavily revamped, to the point that I suggest you head to the complete changelog right away. In this newspost I will only highlight some of them.
- enhancements of the factions' arsenals include new additions such as: support powers Cryoshot, Cryospear, Black Widow Alpha, Elite Reserves, Regen Drugs, Wonder Drugs, Risen Monolith, Psychic Flash, Hijackers, Chaos Touch, Golden Wind, armory additions Warpnode, Ultra Dome, Cryomines, Hyperion, War Rig and units Siren Frigate, Mosquito Demoboat, Shock Trooper, Scourge, Ruiner, Hovracoon, Mobile Grinder, Orcinus Waveshaper, also including the completely redesigned Speeder Trike
- the red warning message telling you about the modified files between players and possible cheating has been fixed, so if you see one in multiplayer, do pay attention this time
- another important fix: infantry with attacks on deploy, such as Epsilon Adepts or Libra, should no longer get randomly stuck when performing the attack, this will surely help you in missions
- early game has been reworked; the vanilla factions receive a new building available after Barracks which unlocks some of the tech and new powers and some prerequisites have changed
- the worth of harvestable gems has been decreased by 25%, meaning that the actual gold-to-gems value ratio has been changed from 1:2 to 2:3, still crucial, just not as crucial
- Tech Secret Lab now always unlocks one very special unit returning from a previous version instead of doing a unit roulette - the new repair airship, Rejuvenator
- a new tech building Tech Protector increases the strength of mechanical ground and naval units stationed around it by 50% in a large radius, but requires 50 power units to work
- the new Superweapons dropdown allows you to choose to enable All, Minor or None of the superweapons in a skirmish/multiplayer match, replacing the old toggle
- the new Tech Defenses dropdown allows you to choose between All, Bunkers or None of the capturable tech defenses to be placed on map automatically
- the new Ore Growth dropdown allows you to adjust the growth and spread of the resources on the map, or even disable it completely if you feel like it
- the new No Garrisons toggle allows you to disable all of the garrisons inside of the civilian structures, but not the neutral Tech ones or the Battle Bunkers
- the new Global Soundtrack toggle allows you to enable the entirety of the standard Mental Omega ingame soundtrack regardless of the faction chosen, that's 69 themes
- Part 2 of the Mental Omega Soundtrack will be released alongside the new update, featuring old and new mission-exclusive music
- No Defenses is a new game mode, which completely disables and removes all defenses
- No Rush is a new multiplayer game mode, in which no weapon will work for the first 10 minutes
- Tournament 1v1/2v2 are new modes, which force a certain set of rules and could be used for future balance testing, possibly with experimental changes
- the client will now inform you on startup if any of the required files from vanilla games are missing
- all of the powered buildings now have an indicator whether they are online or not, usually a light
- you can left-click on a cameo while holding the Shift key to queue creation of 5 objects at once
- the client will now automatically delete all the debug log files from the game folder every 7 days
- owning a Tech Missile Bunker or a Tech Refinery in a Short Game no longer keeps you alive
- various additions to the map editor and terrain sets in the game have been included
- icon display for friends and the ability to put users on an ignore list were fixed
- you can now mark your status as always ready in multiplayer game lobbies
- it is now possible to use and design interior maps in any of the theaters
- you can now adjust the game speed in a singleplayer mission
- new visual markers for objectives in missions were added
- a new skirmish/multiplayer color has been added - Sky
- Destructible Rocks, woah
Again, you can see the complete list of new additions, changes and bugfixes under the following link:
Expect this update to drop within the next few weeks. Once it's out, send us all the feedback at the usual places. The final missions will be released eventually, together, but that's all I can say for now.
Stay tuned and stay safe!
If you'd like to help develop Mental Omega, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists, 3D, SHP & Animation Artists and Mission Designers.
Single contributions are also welcome and will speed up further potential development of the mod.
0 C&C: Reloaded 1.6.0
Posted by FS-21 on July 2, 2020 in C&C:Reloaded News
C&C:Reloaded 1.6.0 released with latest CnCNet support and tons of changes.
The most noticeable changes of this release are:
- Yuri Bio Warrior and Repair Disk improvements & new skills: Bio Warrior softens armor & slowdown units a 50%. In the case of the Repair Disk (added in this release) it increases the armor temporarily a 100% while is being repaired.
- Some balance changes like the new attack delay of the Psychic Tower:
- New units for detecting stealth vehicles for RA2 factions and disabling enemy radars when they are in range: The Radar Jammers
In the case of the Soviets:
In the case of the Allies
- Reworked Nod Super Weapons, disabling the Tiberium Shower and leaving a vitaminized version of the Chemical Missile as replacement.
- New game mode "Blind Assault" based on the Assault game mode but that the shroud that covers all the map regenerates in an instant making you "blind" and forcing you to explore.
- More explosions that weren't ported in previous versions and animations from Tiberian Sun were adjusted in size & ported.
- More AI tweaks.
It can be downloaded in the downloads section:
http://reloaded.cncg...downloads&t=001
If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/
0 C&C: Reloaded 1.5.3 (minor update)
Posted by FS-21 on June 12, 2020 in C&C:Reloaded News
C&C:Reloaded 1.5.3 released with minor AI teaks and 2 new (old) game modes:
- Assault
- Capture The Flag.
In both modes the player's base will have a flag that must be protected at all costs because if it is destroyed (Assault) or captured (Capture The Flag) the player loose.
Only the Capture The Flag game mode needs online/LAN for playing.
Currently there are 19 adapted maps of these modes but more maps will be adapted in the future.
Full download available at:
https://www.moddb.co...c-reloaded-v153
If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/
6 C&C: Reloaded 1.5.0
Posted by FS-21 on June 4, 2020 in C&C:Reloaded News
C&C:Reloaded 1.5.0 released with latest CnCNet support and tons of changes.
The most noticeable changes of this release are:
- Rework of the Tiberian Sun terrain (new resize method).
- Rework of Tiberian Sun objects such as infantry, structures, etc (the same new resize method from above):
- Now the dominant game resource in single player campaigns will be respected: Ore & Gems in RA2/YR missions and Tiberium in TS missions. Ore resource is optional in multiplayer maps:
- New basic GDI ship: the amphibious Paladin
- Rework of the GDI fleet & gameplay balance:
- CnCNet Players Online indicator in the Main screen:
- 54 new multiplayer maps.
- Better TS vs RA2 damage balance.
- Lots of fixes & adjustments.
It can be downloaded in the downloads section
http://reloaded.cncg...downloads&t=005
Or at ModDB:
https://www.moddb.co...c-reloaded-v150
If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/
2 C&C: Reloaded 1.4.0
Posted by FS-21 on April 1, 2020 in C&C:Reloaded News
C&C:Reloaded 1.4.0 released with latest CnCNet support and tons of changes.
If somebody is interested to read the full changelog, please visit here:
https://forums.revor...ures-changelog/
The installation instructions is simply:
1) Create a new folder.
2) Extract all the content of the compressed download into the new folder.
3) Run the "RUN ME FIRST - C&C Reloaded installer.exe" or copy these YR game files (Yuri's Revenge must be updated to the 1.001 or it will not work):
- gamemd.exe (version 1.001, from original CD, The First Decade or The Ultimate Collection release, if it isn't the original file Ares might fall and the game will not work properly). - ra2.mix - ra2md.mix - language.mix - langmd.mix - expandmd01.mix - binkw32.dll - blowfish.dll
Optional files for a better game experience (specially for campaigns):
- thememd.mix - movmd03.mix
3) Run "CnCReloadedClient.exe", configure the settings and play offline single player or online multiplayer on CnCNet.
It isn't an April Fool's Day joke.
1 Contra 009 FINAL PATCH 2 released!
Posted by predator_bg on December 17, 2019 in Contra News (eng)
Just before Holidays, we decided to finally release long awaited Patch 2 for Contra 009 FINAL!
We know that patch 1 was long time ago and you expected patch 2 earlier this year, but we packed so many things into this that at the end it was worth waiting.
This Holiday special bundle includes: reported bug fixes, new artwork, new voices, new general's powers, fixed AI, new maps, new launcher and new VPN!
- So, let's start with bug fixes and in-game changes!
To avoid huge list in this important article, you can read full changelog by following this link: https://www.moddb.co...angelog-part-21
- Just some of the new artwork!
A lot of in game stuff is changed, from units, effects, to game menu interface. Most of the beautiful stuff you will experience while playing.
However, as usual, here are some new renders of redesigns:
As seen in official videos, Valanx is replaced with Hummer variants. There are 2 random variants with snow version.
Super Weapon and Air Force generals use Hummer-based Avenger
Old Seraph mech is redesigned with concept similar to other angel type units!
GLA Marauder tank is now using its original Zero Hour concept, but much more detailed and improved!
Most of the "spawn" generals powers in game are balanced in such way, that they are dropped by planes. This change affected GLA and for this purpose small cargo plane has been made. Corvus will drop demo traps, acid, toxins and tunnel drillers.
China Gatling defense is also improved visually!
- Contra is richer by one new dimension now, thanks to voice actors and amazing job they did for so many units: Matthew Vanston (1, 2), Trench Dog, Forrest McGilvray, Connor Miranda (1), Cari Scholtens, TryToEpic (1, 2), Kinsmarck (1), Greekas, Caroline Sawatzki, Maelstrom (1)
- Contra Launcher has been reworked to support a new VPN. Once again you have everything you need with one control panel:
- Now you can also support us and our work. Contra is larger than before, and includes many collaborators and skilled people who share and sacrifice their free time in order to expand and improve this mod. All the support will be a reward used for further projects!
At the end, once again we want to say thanks to all the good people who voted for Contra in the last MOTY.
It's always good to see that hard work is appreciated, and so it can be this year too.
Contra is already in second round and we are happy for this, but feel free to vote once again and help us score better!