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!

Inqubi, the leader of Combined Arms, has been busy recently in order to release Combined Arms 0.91 - Pre Release #1. As a Pre-Release, it needs tests and feedback. It is not finished.

Anyway, 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 are the updates from Combined Arms 0.91 - Pre Release #1:

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Features:

  • Chapters 4 and 5 of the single-player campaign.
  • Many improvements to existing missions.
  • Added co-op variants of Duality and Containment.
  • Increased the variety of unit types AI uses to attack within the campaign.
  • Restored old color picker to allow darker colors.
  • New music track, Recon Remix.


Balance:

  • Concussion applies -25% speed and -50% rate of fire reduction (instead of -45% speed and -33% rate of fire) - affects (H)MLRS Hammerhead Missiles, Sniper, Siege Tank, Aurora, Sonic Tower, MAD Tank.
  • Reduced (H)MLRS damage vs. heavy armor. Reduced turret turn rate. Reduced AA range, projectile speed, and maximum tracking range.
  • Increased Hypersonic missile accuracy.
  • Increased Hailstorm missile damage vs. buildings/defenses.
  • Increased Mothership main weapon damage (and improved visual effects).
  • Increased Tank Destroyer damage vs. light armor.
  • Reduced rearm times for all aircraft.
  • Increased Hind/Apache/Venom/Longbow/Orca/Comanche vision by 1.
  • Increased range of Hind/Apache/Venom by 0.5.
  • Reduced reload time for Nighthawk Cryo Missiles.
  • Reduced cost of Heavy Flame Tank from 1100 to 1000. Increased speed slightly.
  • Increased Flame Tank speed slightly.
  • Reduced Rocket Soldier AA auto attack range by 1 (halfway between the two previous values).
  • Increased Enlightened EMP duration from 6s to 10s. Increased splash damage.
  • Increased JumpJet range slightly.
  • Yuri/Mastermind gain experience from slaves, gain +1 capacity per veterancy level, and +1 range when elite. They can now release slaves by right-clicking them.
  • Reduced Intruder damage vs. heavy armor slightly.
  • Use TankBuster damage type for Snipers (reduced damage vs. non-tank heavy units, increased vs. tanks).
  • Increased Veil of War cooldown from 3 minutes to 4 minutes. Reduced radius slightly.
  • Reduced the "veiled" debuff effect from 50% range reduction to 20% (Veil of War, Gap Generators). Direct gap generator beam applies 40% range reduction.
  • Increased XO range and damage vs. heavy armor slightly.
  • Increased range of base IFV by 1.
  • Increased range of rocket IFV by 0.5.
  • Increased range of Raider APC by 1.
  • Increased Vulcan range by 0.25.
  • Increased Darkener Tank turn rate and turret turn rate.
  • Frenzied units no longer take increased damage, but after frenzy wears off, they have reduced speed and rate of fire for 10 seconds
  • Gryo Stabilization buff no longer affects Titan missiles. Effects of the buff reduced by 25% (so +75% range, +75% reload time, down from 100%).
  • Thief no longer slowed by Heavy Hazmat Suits upgrade.
  • Reduced Tripod/Reaper Tripod speed slightly.
  • Increased Tesla Tank range by 0.5.
  • Increased Leecher price from 900 to 950. Reduced speed slightly.
  • Reduced V2 price from 900 to 800.



Fixes/Misc:

  • Fixed AI stopping all production on Easy/Normal difficulty. Improved low cash handling.
  • Fixed Spectre being replaced by Howitzer when repaired.
  • Fixed LSTs built by the player in mission 5 being uncontrollable.
  • Fixed crash in mission 11 caused by destroying Nod Airstrip before the southern base is cleared.
  • Make walls other than concrete/biometallic no longer block projectiles.
  • Fixed Grenadiers/Engineers standing with their arms in the air.
  • Lowered selection priority of Mobile Sensor and Mobile Stealth Generator.


You can check more information about Combined Arms by visiting the ModDB Profile, and Discord Channel. Combined Arms is available for download Here. And this is all for today! Enjoy Combined Arms and provide your feedback about it so it can get better.

One vision, one purpose! A new version of The Second Tiberium War has been released recently by Ever_Valiant. For those who are not acquainted with it, The Second Tiberium War  is a modification for Command & Conquer: Tiberian Sun that improves upon the atmosphere and gameplay to strive for the maximum potential of the game. Here are the updates from The Second Tiberium War 2.8 - Regenesis:

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Update 2.8 - Regenesis Release!
(Mar 13, 2023)

Update 2.8 is here! You may now play the long-awaited campaign finale to the Second Tiberium War! It's been a long journey, and I hope you all enjoy the hard work I put into the project.

When I first began working on a redesigned campaign, I never thought I'd ever finish it. I created a layout in photoshop years ago of this huge campaign story with in-game cinematic missions and epic plot twists that told the story from both factions' perspectives. I then stood back and looked at it and said, "there's no way I'd ever be able to make this. What the heck am I thinking?", But I'm glad I stuck to it.

This project was started in May 2012 when I began tinkering with Tiberian Sun: Firestorm in Tibed. The first thing I did was add the Cabal tech structures to the game, and since then never stopped. I didn't even know how the add a new icon to the sidebar, let alone anything else. But with anything in life, if you keep at it and don't give up, you can achieve anything. I hope you enjoy the completed campaign, and if there are any issues or (I don't think that's supposed to happen) moments, please post it below, and I will address it as soon as possible.

So is this the end?..........



Campaign

The Campaign finale is complete now, consisting of chapters 8 & 9. The final mission is also available and can be played by either faction. I’ve also remade cinematic 3 - Mystery Revealed to match the new content and have revamped a few earlier missions that needed it.

Campaign 17 - Atrocity


Campaign 18 - In the Dark
[img=600]https://www.moddb.com/mods/the-second-tiberium-war/images/campaign-18-preview[/img]

Campaign 19 - Regenesis



The Basilisk
A new addition to the Brotherhood’s arsenal is the Basilisk, a dedicated Anti-aircraft unit, and apc which is the new go-to unit to defend against air assaults.



Veteran Upgrades
Due to Tiberian Sun limited hitpoint regeneration, I've reworked all veteran upgrades.

  • Veteran Rank 1: Move Faster, Greater Sight, Regenerate Hitpoints
  • Veteran Rank 2: Defense Increased, New Weapon / Greater Firepower, (any unique bonus that unit receives)



Briefing and Loading Screens

I've remade all the score, briefing, and loading screens in high quality and have designed them to look great no matter what resolution you play at!




Multiplayer Maps

We have a few new maps for you to enjoy, as well as some remasters of previous ones.

District 7 (4 players)


Warmere Lake (4 players)


Chemical city (4 players)



Major Changes:

Chapter 8 & 9 including:

  • Mission 17 - Atrocity
  • Mission 18 - In the dark
  • Mission 19 - Regenesis (GDI)
  • Mission 19 - Regenesis (Nod)
  • Cinematic 5 - Destiny's Call
  • Cinematic 6 - Revelation
  • Cinematic 2 - The Master Plan Improved
  • Cinematic 3 - Mystery Revealed Remade
  • Mission 1 is slightly easier
  • Mission 3 is slightly easier
  • Mission 4 modified
  • Mission 11 is more difficult


Multiplayer/Skirmish Maps:

  • District 7 (4) New!
  • Warmere Lake (4) New!
  • Chemical City (4) New!
  • Atlantis now has ramps to water.
  • Crater Conflict cleaned up.
  • Scorched Oasis remastered
  • Avalanche remastered
  • Highway 42 remastered


New Units

  • Added Basilisk for Nod, replaces heavy apc.
  • Added Semi Truck (Gastank)
  • Added Bio-weapon Truck (Campaign only)
  • GDI and Nod construction yards and MCVs have been separated
  • Smaller infantry available just follow the readme in TSTW/MIX/Scaled Infantry folder


Minor changes:

  • Orca fighter and Banshee damage increased by 20%
  • Disruptor speed reduced from 4 to 3
  • Terror Flame tank now self-repairs
  • Raider can no longer fire upon aircraft
  • Phoenix has 10% more hitpoints
  • Nod AA pulse cannon damage increased by 20%
  • Stealth tank deals 15% more damage but has 5% fewer hitpoints
  • Terror Flame tank rate of fire increased (not damage dealt per second)
  • Terror Flame Tank explosion improved to imitate a compressed gas explosion
  • Repair bot receives promoted bonuses if promoted by crates
  • Stealth Tank Icon Improved
  • Reworked all veteran upgrades.
  • Green and Blue Tiberium fona now available on Tundra Maps
  • Overcast and Mutant Gloom atmosphere lighting lowered
  • Tiberium Eruption no longer spawns Tiberium.
  • Loading and briefing screens visually improved and now work with any size resolution.
  • Temperate tree's cleanup up and no longer use a neon green color palette
  • Grammar improved in many missions and briefings


For further information about The Second Tiberium War, visit its Forums at PPM, and ModDB Profile. Grab the latest version of The Second Tiberium War by clicking Here. And that's all regarding The Second Tiberium War for now. Stay tuned at PPM for more news about The Second Tiberium War!

Naval v1.4 has been released!
March 14, 2023 - 05:22
Greetings, commander! Newgate-ZH, the leader of Naval, has been busy recently in order to release Naval 1.4. For those who are not acquainted with it, Naval is a modification for Command & Conquer Generals: Zero Hour that brings a set of naval multiplayer maps and replaces all factions by the naval faction. Here are the updates from Naval 1.4:

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This patch aims to improve Multiplayer gameplay and bring capital ships to the forefront of the fight.



I keep a rough log in the Map.ini of all the changes I make for each update. Here are the changes for Patch 1.4!



Patch 1.4 (The Capital Ship Update):
- Major Updates
Multiplayer / Skirmish Update: Players are given a Mobile Shipyard at the start of a match.
Rework Scrap: Salvage Corvettes collect large scrap by moving over them, sinks after a bit.
Rework Salvage Corvette: Removed the Scrap crunch weapon, added an other upgradable weapon.
Rework Harvester: Can now carry 2 infantry inside, can now rappel both Defenders and Seals.
Rework Battlecruiser: Removed the random ship with buff, added customisable upgrade system.
Rework Oil Depot: increased the cost to 3.2K, while allowing us to make as many as we want.
Flagship: Added into the files, is a big Battleship and hyperspace capability, one allowed.
Destroyer: Added into the files, is a small Battleship with Missile pods that you can swap.
Corvette Hangar: Added into the files, place that makes corvettes and dozers, uses 2 power.
Navy Heavy Bomber: Added into the files, Special Power bomber that drops one Heavy Torpedo.
Navy Probe: Added into the files, missile launched scout, crashes 2 minutes after deployed.
Special Powers: Added Heavy Torpedoes, Marine Frigate Drops, Probes and Camera Zoom button.
Camera Zoom Button: Zooms out to get an improved view of the battlefield on the open ocean.

- Balance Updates
Nerfed the Marine Frigate's Ion Cannon Turret damage, no longer as strong as an Ion Cannon,
buffed the health of the Guardian Control Center, buffed the Support Frigate repair radius,
removed that stupid "Dock" feature from Support Frigates that I added from the last update,
Slightly buffed Ion Cannon Tower range, Increased the price of Class Research quite hugely,
fixed a few little tiny bugs relating to performance and the playability of a couple units.
Slightly buffed the Salvage Corvette unupgraded Damage, made this text form a pretty block,
Probably a lot of little things that I adjusted but forgot to document so are lost to time.

ADDED CAMPAIGN LORE! GO AND FIND THEir FILES IN BOTH The Sarum Pass AND The Fields Of Plaz!


Here are a couple of images of the new things













Release Video





You can find more information about Naval by visiting the Official Website. Download the latest version of Naval Here. And that's all for now! Have fun and enjoy Naval!

G-E, the leader of Scorched Earth, has been busy recently working on it and shared its progress report with us. For those who are not acquainted with it, 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 is what was posted about it:

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Working on more things.


For further information about Scorched Earth, visit the Topic at PPM Forums, and ModDB Profile. And that's all for now!

Hello ladies and gentlemen! G-E has recently packed his RA2 INI Scripts in one big G-E's RA2 INI Scripts Mega-Pack for March 2023. For those who are not acquainted with it, G-E's RA2 INI Scripts is a set of TCL scripts designed to validate several aspects of the .ini files from Red Alert 2 and Yuri's Revenge. It includes tools such as AICheck, AIClean, MapClean, SoundCheck, SoundClean, and MapKill. Here are the goodies that come with G-E's RA2 INI Scripts Mega-Pack for March 2023:

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G-E's Combined RA2 ini scripts pack README
====================================

This pack contains:
- AICHECK 8.1f
- AICLEAN 5.8c
- MAPCLEAN 3.0
- SOUNDCHECK 3.0a
- SOUNDCLEAN 1.4
- MAPKILL 1.1


EACH SCRIPT WILL HAVE TO BE EDITED! That is, every *.tcl in the package must undergo at least some configuration to set the basic parameters, like the RA2 directory, to run with your installation, and crucially any mods. In some cases, additional .cfg files will need to be customized for purposes, such as the one that comes with AICLEAN, to get the best results.

NONE OF THE SCRIPTS READ THE MIX FILES! Every referenced ini file used by a script must be extracted for parsing first, then those filenames and locations need to be specified in the header of the script. In the case of RA2 and YR mod installations in parallel, each script can only be set to handle one at a time, not both. However, as each script has its own internal settings for filenames and paths, this means you can make copies of the script, with modified copies of the batch files pointing to them. In this way, you could have a set of scripts working with RA2, and a duplicate set working with YR in the same place. The scripts that have an external configuration file could share if there's no particular incompatibility with goals, but they can also be cloned.

Every script comes with one or more batch files to run them. The batch files will be specified in their own document section below. In a few cases

For most of the scripts to work, rules.ini, art.ini, and ai.ini (or YR equivalents) must be extracted from the ra2.mix/ra2md.mix, even if not modified for the particular mod being checked/cleaned. For SOUNDCHECK, sound.ini must also be present, but audio.idx should also be extracted for it to be more thorough, that file is located within the audio.mix, which is located within the language.mix, not ra2.mix.

NONE OF THE SCRIPTS CURRENTLY SUPPORT ARES #INCLUDE FUNCTION. Any included files with relevant code should be merged back into their parent files for proper parsing. As a rule, Ares features are not supported; there are no current plans to support include, nor the distributed nature of the lists it allows with un-denominated additions. A future version of AICLEAN might have the option to merge all the included files into the original file arrangement, but as of now, it doesn't support the feature either.

Ares and CNCNet clients are able to use custom ini and map filenames, and this practice is perfectly acceptable to all the included scripts since each filename is defined within the script header. As long as they use proper ASCII-safe filenames and paths, all the scripts should be able to access them as well. When using any of the helpful batch files for scripts that scan multiple maps in one go, such as for MAPCLEAN, simply update or make copies of the batch files, with the correct file mask for your client.

THE RESULT OF RUNNING EACH SCRIPT ISN'T WHAT IS SEEN ON SCREEN. What you see is merely a parsing indication. Basic errors or conversions are reported purely to get a sense of what they are doing and are by no means the important part, rather it is the log file created that matters. Although you configure each script to the file paths and ini filenames within the scripts, the resultant log output will be written where the script is located. For this reason, it is usually best to extract the scripts to the directory where the game/mod itself resides.

These scripts are the result of ongoing sporadic efforts and have evolved as RA2/YR modding itself has evolved. Any support for Ares, Phobos, Kratos, or anything similar is off the table, as each of them seems to be a moving target in terms of what's right or wrong. Plus I'm not sure how reasonable it is to break up the script into blocks
that only operate when specific extensions are available/active. It seems best to use Ares' own internal debugger function in such case, or at least to catch everything outside the scope of Westwood's programming.

Every script will require ActiveTCL's tclsh runtimes:
> http://www.activestate.com/activetcl/downloads

Each script has a dedicated notes section below, which should describe in more detail basic operation, as well as any usage that may not be listed within the script header out of a desire to keep the header concise, or is an odd use case that rarely comes up.


You can check more information about G-E's RA2 INI Scripts by visiting the Its Topic at PPM. You can grab the latest version of G-E's RA2 INI Scripts by clicking Here. And this is all for today! Enjoy G-E's RA2 INI Scripts and provide your feedback about it so it can get better.