If you're looking to discuss the mod, leave feedback, report a bug or a crash or looking for players to play with, join the Project Phantom Discord Server as well.
Features:
3 playable factions with full-fledged arsenals.
Western Coalition: A well-rounded army with access to reinforcements and upgrades. Special technologies: EMP, Non-Absorbing Shield Generators
Eurasian Dominion: Focus on heavily armoured vehicles and large area weapons. Special technologies: Radiation, Chaos, Mind Control
Phantom Imperative: Mobile units with light armour, high firepower and expensive prices. Special technologies: Teleportation, Stealth, Absorbing Personal Shields
3 experimental tech unlocks per faction, that player is locked in for rest of the match after making a choice allowing them access to an experimental unit and a complementary support power.
Capturable tech buildings and mercenary faction buildings that unlock additional, themed units & structures.
Over 200 skirmish & multiplayer maps.
Three players (human or AI) vs. AI challenge maps.
One cooperative mission.
What's Next
For a while the focus will likely be on fixing any bugs found, possible balance tweaks etc. There will eventually be content expansions replacing the placeholder buildings currently used, add additional maps like challenges and also the long-awaited singleplayer missions.
It has been a while since I've last posted a formal update for this mod. Regardless, work on this project has continued even during silence and keeps going relatively strong, and I do have few things to share.
Website Project Phantom website has been updated with a new layout. Many of the pages are still under construction, and I'll be sure to keep everyone updated when they go live.
Discord
For those who may have missed it, Project Phantom does have an official Discord server that can be used for discussing the modification, receiving updates regarding it first in the line and eventually it would hopefully serve as a multiplayer hub as well.
Showcases
A while back I posted an article about various UI / UX improvements in Project Phantom, be sure to check it out if you already have not.
There's also a new showcase video, showing off some units & buildings in Project Phantom. It can also be viewed on ModDB.
As mentioned prior, development has been going on relatively strong, regardless of occassional pauses and challenges. With that in mind, I have the following announcement to make.
Early access version of Project Phantom will be released during Summer 2024 Exact release date will be made known closer to launch
So what will be in this first release?
Good question. Right now, we are looking at the following set of features.
Three new factions - Western Coalition, Eurasian Dominion and Phantom Imperative, with complete arsenals full of new units, buildings and support powers (albeit many buildings will use graphics that can be deemed as 'placeholders').
Three 'mercenary factions' - Fist of Titans, Crimson Crown and Excelsus Group, that have capturable buildings that provide various support powers and units to players who capture them, alongside the classic set of neutral tech buildings including capturable base defences.
A large number of new map props and other miscellaneous buildings.
Three reworked terrain tile theaters, Temperate, Tundra & Desert, with significantly expanded tilesets from the original game, including fully integrated urban tilesets and a basic interior tileset.
Around 160 standard skirmish/multiplayer maps, some old and some new.
Island Combat game mode, which is constrained to maps with water-locked islands.
Scavengers game mode, where you start with a Mobile War Factory and are required to collect powerup crates for units and funds - your factory can reverse-engineer any vehicles found (including technology trucks for aerial vehicles) to unlock them as buyable units.
One scenario for Hold the Line game mode, where up to 4 players (human or AI) are pitted against waves of AI-controlled enemies that scale based on number players in game, with objective to protect a critical structure from the said enemies.
A preview of Crimson Crisis scenario, where players are tasked protecting an Energy Research Lab against waves of Crimson Crown units.
Challenges game mode, where 2 players (human or AI) are pitted against three AI-controlled enemies in specific scenarios that have unique modifiers in play and odds stacked against the players. Initially Challenges mode is going to come with three scenarios, one against each of the factions.
A preview of one of the Challenges, called Thunderhill Challenge where players are challenged by the nigh-impenetrable defenses of a W.A.R.D research base.
A single Cooperative mission, testing the waters out, where two Coalition commanders are tasked with eliminating a Dominion mining outpost.
Preview of co-op mission Motherlode, where a small squad of Coalition forces is sent on an infiltration and elimination mission to a Dominion mining base.
C&C: Reloaded 2.5 released with focus in new single player missions and gameplay balance changes.
The most noticeable changes of this release are:
- Added a single player campaign for the Yuri faction. "Yuri Resurgence" contains 13 missions empowered with owr skirmish AI and new EVA voices for making the missions objectives more easy to understand (Special thanks to the original author Concolor1 for this great experience).
- Nod Centurion was replaced by the Avatar mech. 3 researchs will let the player the possibility to improve the new mech. Centurions will return in a future version.
- Silos game option mode is back! Last time it lasted few hours but now is the definitive return. Not only the refineries could work as slow strategic as in Tiberian Sun, Silos were added to all the factions, including the 3 RA2 factions:
- Updated Phobos library to the latest development snapshot with additional features.
- Updated CnC-Draw library to version 6.0.
- Added RA2 subtitles to brief & sidebar videos (English, Spanish & Russian).
- Updated Russian translation, specially the interface and the new Yuri campaign (special thanks to Green Eyesman).
- Now cannon weapons (usually fired by tanks) works like in Red Alert 1. This means that the units in movement will have less chance to be hit by a cannon projectile.
A decade has passed since the beginning of the Mental Omega storyline with the release of Act One, featuring 12 missions for Allies, Soviets, and Yuri's Epsilon each, on November 29, 2013. Over the years, we've rolled out numerous patches that expanded the narrative into Act Two and additional Special Operations, featuring missions that delved into new stories of the factions originating in Red Alert 2, but also introduced our original fully playable side - the Foehn Revolt - in version 3.3.0 in 2016.
The climax of the story of Allies, Soviets, and Yuri in version 3.3.6 released on October 30, 2021, marked the culmination of years of dedication from many talented individuals—ardent fans of Red Alert 2 and the works by Westwood Studios. As the authors of this campaign, we were more than happy to see the wide participation of players in it throughout the years. The combined Act One and Act Two storyline resulted in a massive 133-mission-long campaign, available for everyone to play for free.
Now, a new war looms on the horizon. The state of the world is dangerously unknown, and thus it falls upon the technologically advanced Foehn Revolt to navigate the uncertainties of the outside. Their mortal enemy, Yuri, has achieved the seemingly impossible, forcing the Revolt to employ warfare strategies and futuristic weapons developed in the isolated time-space in Alaska. The horrors that await them will be for you to discover in Act Three of the Mental Omega storyline - "New Horizon" - now in development.
After a much needed development break, the Mentalmeisters are now crafting the next chapter of the Mental Omega saga. The upcoming campaign - a sequel to "Red Dawn" and "Epsilon Era" - is an ambitious collaborative effort involving veteran mission designers from the community with extensive experience in Red Alert 2 map creation. This time, just like we did with Act One, we intend to release all missions of Act Three simultaneously when they are ready. The new story of the Foehn Revolt will arrive packed with gameplay changes, new additions and improvements, which we will be unveiling to you over time.
The most crucial addition, which should come as no surprise to those who follow the developments in our modding community, is the inclusion of Phobos — the Ares-compatible extension for the Red Alert 2 Yuri's Revenge engine created by Starkku, Kerbiter, Trsdy, Morton, Belonit, among others. This inclusion enables us to introduce a plethora of new advanced functionalities into the game, further information on which will be revealed in the upcoming dev logs. If you'd like to learn more about this revolutionary modding tool right now, head over to their GitHub.
We are also very happy to announce the formation of the Mental Omega Animated Cutscenes Project team, lead by Baozi and consisting of Brick, Alex, hhhh, Lobsan3 and Noah. This team will solely focus on crafting animated CGI cutscenes for the Mental Omega story, an example of which we present to you today.
Both the Mentalmeisters and the MOACP teams are now actively seeking new members. We, as the Mentalmeisters, are explicitly looking for INFANTRY ARTISTS and MISSION SCRIPTERS, while the MOACP team is recruiting those skilled with CGI to assist with the creation of new models and animating the cutscenes: STORYBOARD, 2D, 3D and RENDER ARTISTS. We are both also looking for MUSICIANS who'd like to contribute additional music for the projects.
C&C: Reloaded 2.4.1 released with focus in AI improvements and gameplay balance changes.
The most noticeable changes of this release are:
- Updated Phobos library to the latest development snapshot with additional features.
- Updated Ares library to version 3.0p1.
- Updated CnC-Draw library to version 4.9.0.0.
- Replaced the old AI system for selecting AI Teams in multiplayer. Now AI can't cheat prerequisites.
- Added 2 new single player maps. These 2 are Tiberian Sun demo missions.
- Enabled a placement preview of the structures.
- Soviets now can choose between Tesla Coil or the Tesla Tower, But once you build one type you won't be able to build the alternative until you sell all the Teslas. Similar to Tech Center/Tech Lab logic.
- Replaced the old GDI Orion ship. Now it uses the EMP cannon for forcing the submerged units to emerge and then attack with the cannon. Previously it was a support unit.
A newspost two weeks late, but a newspost nonetheless: after many months of mapping and scripting, our modding team - Mentalmeisters - is happy to announce that the end of our two-act campaign for Red Alert 2 is now available for download! Version 3.3.6 is out! Remember, it is a patch for the base release of Mental Omega 3.3.0, so make sure to have that one first!
This retold story of the conflict between the Allies, the Soviets and Yuri's Epsilon has reached its finale, with a set of brand new 9 massive and complex singleplayer missions. With this final addition to Act Two, the Mental Omega campaign now consists of 133 missions total: 97 singleplayer and 36 for cooperative.
Mental Omega Patch 3.3.6 (Manual Update)
- Allied Mission 23: Withershins
- Allied Mission 24: Hamartia(Finale)
- Soviet Mission 23: Fatal Impact
- Soviet Mission 24: Death's Hand(Finale)
- Epsilon Mission 23: Reality Check
- Epsilon Mission 24: Babel(Finale)
- Foehn Mission 05: Vanishing Point
- Foehn Mission 06: The Remnant(Finale)
- Foehn Special Op: Time Capsule
To celebrate this major campaign-concluding release, we've recently released a new trailer. Check it out!
As always, there's been many balance changes, new units, structures and powers added to the tech tree, as well as additional bugfixes and visual enhancements. See the full changelog here for more information.
Yuri's Grand Kremlin Palace and the Black Guard
As such, as of version 3.3.6, Mental Omega includes:
- A completely new faction: The Foehn Revolt
- Free multiplayer services through CnCNet5
- 12 subfactions with their own unique sets of units
- 16 unique stolen tech units, 4 per faction
- 97 single player missions, including a campaign for Yuri
- 36 cooperative missions explicitly for 2 players
- 22 challenge maps for solo or 2 players
- a challenging AI, and an overly challenging AI
- new skirmish/multiplayer maps, around 650 total
- new skirmish/multiplayer game modes, 21 total
- heavily updated visuals & sound effects
- new soundtracks, unique for each side
- properly working save/load functions!
Yuri's Tower - The Mental Omega Device
The complete list of everyone involved to both larger and smaller extent in making Mental Omega 3.3.6 a reality is available here. This is a work of a team with some of the most excellent mission scripters in the Command & Conquer modding community, and I'd like to thank each and everyone involved for sticking around for all these years and making this happen. Thank you!
- Speeder
We all thank you for being a fan for all these years!
C&C: Reloaded 2.3 released with latest CnCNet support and tons of changes.
The most noticeable changes of this release are:
- Phobos upgraded to the latest version 0.2 (Release Candidate).
​- Updated cnc-ddraw library from version 1.3.9.0 to 1.4.0.0
- Updated MapTool to the version 2.0.0.3
- Added the FA2 Map Editor (& adapted for C&C: Reloaded). Can be located in the sub-menu Mod Tools, along with other mapping tools.
- Added a new side selection option in skirmish/online menu: Random NO YURI.
- Added new translations for the XNA CnCNet Client (in-game translations will come in future releases):
---> Russian
---> Traditional Chinese
---> Simplified Chinese
---> Spanish
- New production clock animation in the sidebar.
- New sidebar icons for GDI & Nod structures:
- Added the new alternative tech tree for the Brotherhood of Nod, based on the Tiberium Wars units with a Tiberian Sun skin and two new structures: the Battle Lab (enables the tech tree) and the Mech Factory.
- Now is possible to mix Resources from Tiberian Sun and Red Alert 2 with the new Map Editor:
- Added an initial attack delay for Magnetrons.
- Now the GDI Firestorm Defense will be available without the Super Weapons option enabled.
- Added 26 new Multiplayer maps.
- Improved multiplayer AI.
If somebody is interested to read the full changelog, please visit here:
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.
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.
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.