Vermins of Dune: March Update!
March 23, 2023 - 03:27
Greetings, Comrade General! Daniil Hayrapetyan, the leader of Vermins of Dune, has been busy recently working on it and shared its progress report with us. For those unfamiliar with it, Vermins of Dune is a modification for the Dune mod from OpenRA, which includes the Smugglers as a playable faction. Here is what was shared about it:

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Hello guys!

I hope you all enjoyed the beta version of Vermins of Dune I released last month. Since that, I have worked on polishing the already existing content, and my estimates are

Vermins of Dune 1.0.0 will arrive before July (hopefully much sooner)



Balance
One of my focuses now will be to make the faction more balanced. I'll appreciate any help on that. Please write down in the comments how you think the balance can be improved.



Upcoming Changes


Installer
According to your feedback, the installer for some of you couldn't download game files, which prevented a successful game installation. To tackle this problem, I added an additional mirror for game data, and the mirror list is now stored on GitHub.

Also, we now finally have an installer for the Linux version!

Visuals
Several sprite polishes will also arrive in 1.0.0.

  • Smoother Radar Animation for Outpost
  • Polish for Palace Sprite
  • Loading Screen image will feel slightly less flat






Breaking Change
Custom map folder is now relocated to d2k_smugglers/1.0.0 instead of d2k/{DEV_VERSION}

Other
The update will also include some minor fixes, like polished encyclopedia entries.



For those of you that want the freshest news the soonest, this changelog is continuously updated. Please note as this changelog is updated more frequently, it might contain some nonfinal statements.


You can find more information about Vermins of Dune by visiting the ModDB Profile. And this is all we can offer for today regarding Vermins of Dune!

Inqubi, the leader of Combined Arms, has recently posted one music that will be featured on his mod, called March on Instinct 2. Of course, it is inspired by both Act of Instinct ( Tiberian Dawn) and Hell March (Red Alert 1). For those unfamiliar with it, Combined Arms is a mod for OpenRA that emulates the old Command & Conquer games gameplay and brings five factions to the battlefield: Allies, Soviets, GDI, Nod, and Scrin. It features new units and support powers for these factions. It also features new graphics and sound effects. Here is the video with the music:





You can find more information about Combined Arms by visiting the ModDB Profile, and Discord Channel. And that's all for now!

New buildings for Scorched Earth!
March 22, 2023 - 15:46
Howdy! G-E, the leader of Scorched Earth, has recently shared some buildings that were done for this project. For those unaware, Scorched Earth is a modification for Red Alert 2: Yuri's Revenge that does a massive overhaul with the game, although it retains its cannon and most existing units. AI is brutally harder and more challenging. It also features several new civilian assets, and asymmetric multiplayer maps, among other things. Here are some pictures of the recent buildings:





You can learn more about Scorched Earth by visiting the Forums, and ModDB Profile. And this is all we can offer for today regarding Scorched Earth!

Howdy! The crew from The End of Days has recently shared the USA icons and sub-faction names from their project. The End of Days is a mod for Command & Conquer: Generals Zero Hour. It adds Russia as a new playable faction and improves the original three with new units, structures, and special powers! It strives to bring an authentic real-war feeling, with a few fictional additions for more fun and diverse gameplay & tactics! It also replaces Heroes with elite infantry, and Superweapons are mostly presented as mobile ICBM Launchers like Russia's Topol-M or China's DF-41. It also innovates with purchasable subfactions at your tech center instead of the original choice of "Generals" before battle, which allows you to change your strategy mid-game to counter your opponents! Each of the 4 factions has 3 completely different subfactions to choose from. Here is the official announcement from The End of Days:

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New Subfaction icons and names: USA



For further information about The End of Days, visit its ModDB Profile, and Discord Channel. And this is all we can offer for today regarding The End of Days!

Phobos Build 34 is ready for testing!
March 22, 2023 - 02:36
Welcome back, commander! The team behind Phobos has been busy recently in order to post Phobos Build 34 for testing. Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. Here are the goodies that come with Phobos Build 34:

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Phobos development build 34 is up!

Changes compared to build 33:

New:

  • Income money flying-string display when harvesters or slaves are docking to refineries (by Trsdy)
  • Allow random crates to be generated only on lands (by Trsdy)
  • Customizable aircraft spawner spawn delay (by Starkku)
  • Customizable Cluster scatter distance (by Starkku)
  • Customizable FlakScatter distance (by Starkku)
  • Customizable debris & meteor impact and warhead detonation behavior (by Starkku, Otamaa)
  • Custom warhead debris animations (by Starkku)
  • Multiple burst shots/burst delay within infantry firing sequence (by Starkku)
  • Attached particle system for animations (by Starkku)
  • Removal of hardcoded AA & Gattling weapon selection restrictions (by Starkku)
  • Projectile SubjectToLand/Water (by Starkku)
  • Real-time timers (by Morton)
  • Default campaign game speed override and custom campaign game speed FPS (by Morton)
  • Trigger actions that allow/forbid MCV to redeploy in-game (by Trsdy)
  • AnimList on zero damage Warheads toggle via AnimList.ShowOnZeroDamage (by Starkku)
  • Including INI files and inheriting INI sections (by Morton)
  • Additions to automatic passenger deletion (by Starkku)
  • Buildings considered as vehicles (by Starkku)
  • TechnoType target evaluation map zone check behavior customization (by Starkku)
  • CanC4=false building zero damage toggle (by Starkku)
  • OpenTopped transport target sharing customization (by Starkku)
  • Vanish animation for AutoDeath.Behavior=vanish (by Starkku)
  • Add limbo object tracking to AutoDeath.TechnosExists and AutoDeath.TechnosDontExist (by Starkku)
  • Detonating Detonate.Warhead at the firing building instead of the target cell (by Starkku)

Vanilla fixes:

  • Improved the statistic distribution of the spawned crates over the visible area of the map. (by Trsdy, based on TwinkleStar's work)
  • Break the mind-control link when capturing a mind-controlled building with an engineer (by Trsdy)
  • Fixed the range for a number of debris spawned by Warhead to use MaxDebris instead of MaxDebris - 1 (by Starkku)
  • Fixed LandTargeting=1 not preventing from targeting TerrainTypes (trees etc.) on land (by Starkku)
  • Fixed NavalTargeting=6 not preventing from targeting empty water cells or TerrainTypes (trees etc.) on water (by Starkku)
  • Fixed NavalTargeting=7 and/or LandTargeting=2 resulting in still targeting TerrainTypes (trees etc.) on land with Primary weapon (by Starkku)
  • Fixed an issue that causes attached animations on flying objects not to layer correctly (by Starkku)
  • Restored EVA_StructureSold for buildings with UndeploysInto (by Trsdy)
  • Allow MCV to redeploy in campaigns (by Trsdy)
  • Allow buildings with UndeploysInto to be sold if Unsellable=no but ConstructionYard=no (by Trsdy)
  • Fixed infantry without C4=true being killed in water if para dropped, chronoshifted, etc., even if they can normally enter the water (by Starkku)
  • Fixed WaterBound=true buildings with UndeploysInto not correctly setting the location for the vehicle to move into when undeployed (by Starkku)
  • Allow more than 5 AlternateFLH entries for units (by ststl)
  • Buildings with CanC4=false will no longer take 1 point of positive damage if hit by negative damage (by Starkku)
  • Buildings with a primary weapon that has AG=no projectile now have an attack cursor when selected (by Starkku)
  • Weapons with AG=no projectiles can no longer fire at any ground targets, instead of only being prevented from firing at ground cells (by Starkku)

Phobos fixes:

  • AutoDeath support for objects in limbo (by Trsdy)
  • Fixed shield animation being hidden while underground or in tunnels fix not working correctly (by Starkku)
  • Restore the MindClearedSound when deploying a mind-controlled unit into a building loses the mind-control (by Trsdy)
  • Reimplemented the bugfix for jumpjet units' facing when firing, discarding the inappropriate JumpjetTurnToTarget tag (by Trsdy)
  • Fixed RadSiteWarhead.Detonate not detonating precisely on the affected object (thus requiring CellSpread) (by Starkku)
  • Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)
  • Gunner=true transports now correctly change turret if a passenger is removed by PassengerDeletion (by Starkku)
  • PassengerDeletion.Soylent now correctly calculates refund value if the removed passenger has no explicitly set Soylent value (by Starkku)
  • Animation Weapon with Damage.DealtByInvoker=true now uses the invoker's house to deal damage and apply Phobos warhead effects even if the invoker is dead when a weapon is fired (by Starkku)
  • Superweapon Detonate.Weapon & Detonate.Warhead now uses the firing house to deal damage and apply Phobos warhead effects even if no firing building is found (by Starkku)
  • Fixed script action 10103 skipping the next line or running when there are no transport units in the teams (by FS-21)
  • Reordered the buttons in the retry mission dialog (by Trsdy)
  • Fixed PCX campaign loading screen issue (by Uranusian)


If you are curious about Phobos, visit the Forums at PPM, Official Website, and Discord Channel at C&C Mod Haven to obtain further information about it. Phobos is available for download Here. And that's all for now! Have fun, provide your feedback, and enjoy Phobos!

Greetings, commander! Dawn of the Tiberium Age has been recently improved with the release of Dawn of the Tiberium Age 9.9.3. For those unaware, Dawn of the Tiberium Age is a stand-alone mod for Tiberian Sun that combines Tiberian Dawn (Command & Conquer 95) and Red Alert featuring a classic mode and an enhanced mode. Here are the goodies that comes with Dawn of the Tiberium Age 9.9.3:

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Version 9.9.3:
Released: Mar 17, 2023

  • Added: New multiplayer map "Icy Ridge" and "Cliffs of Insanity" (Credits: Rampastring).
  • Changed: The "Frozen Wasteland" multiplayer map has been remastered (Credits: Rampastring).
  • Fixed: You were unable to load a saved game from the "Would you like to replay the mission?" dialog that is shown after failing a mission (Credits: Rampastring).
  • Fixed: Text triggers in several missions were cut off and only displayed partially (Credits: Rampastring).


If you are curious about Dawn of the Tiberium Age, visit the Forums at PPM, ModDB Profile, and Discord Channel to obtain further information about it. Download Dawn of the Tiberium Age 9.9 Here and then, use the auto-update tool to obtain 9.9.3. That's all, folks! Stay tuned at PPM for more news coverage on Dawn of the Tiberium Age!

Hello ladies and gentlemen! The End of Days has some interesting updates posted recently by their staff. For those unaware, The End of Days is a mod for Command & Conquer: Generals Zero Hour. It adds Russia as a new playable faction and improves the original three with new units, structures, and special powers! It strives to bring an authentic real-war feeling, with a few fictional additions for more fun and diverse gameplay & tactics! It also replaces Heroes with elite infantry, and Superweapons are mostly presented as mobile ICBM Launchers like Russia's Topol-M or China's DF-41. It also innovates with purchasable subfactions at your tech center instead of the original choice of "Generals" before battle, which allows you to change your strategy mid-game to counter your opponents! Each of the 4 factions has 3 completely different subfactions to choose from. Here is what you need to know about the progress on The End of Days:

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New Subfaction icons and names: GLA



If you are curious about The End of Days, visit the ModDB Profile, and Discord Channel to obtain further information about it. That's all, folks! Stay tuned at PPM for more news coverage on The End of Days!

Hello ladies and gentlemen! The youtuber MarkJFoxCnC has made a preview video showcasing the latest multiplayer GDI co-op campaign from Dawn of the Tiberium Age. For those unaware, Dawn of the Tiberium Age is a stand-alone mod for Tiberian Sun that combines Tiberian Dawn (Command & Conquer 95) and Red Alert featuring a classic mode and an enhanced mode. Here is the stream:





You can learn more about Dawn of the Tiberium Age by visiting the Forums at PPM, ModDB Profile, and Discord Channel. And this is all we can offer for today regarding Dawn of the Tiberium Age!