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	<title><![CDATA[CNCNZ.com | Command & Conquer 365 - News]]></title>
	<description>Conquering the Community for a Decade</description>
	<link>http://forums.cncnz.com/index.php</link>
	<pubDate>Thu, 09 Sep 2010 12:12:41 -0500</pubDate>
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		<title><![CDATA[CNCNZ.com | Command & Conquer 365 - News]]></title>
		<url>http://www.cncnz.com/layout365/splash.png</url>
		<link>http://forums.cncnz.com/index.php</link>
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		<title>Return of the Dawn Mod Patch Released</title>
		<link>http://forums.cncnz.com/index.php?showtopic=14246</link>
		<description><![CDATA[<a href="http://www.moddb.com/members/reaperrr" target="_blank">Reaperrr</a> of the <a href="http://www.moddb.com/mods/return-of-the-dawn" target="_blank">Return of the Dawn</a> mod for Tiberian Sun has just posted the latest information and the list of bug fixes that have been covered by the new patch. This patch fixes and covers a lot of bugs that have been found in the mod before, it adds a new Survivor map, improves AI and balancing as well. Below are some sample pictures.<br /><br /><div align='center'><a href='http://www.cncnz.com/images/news/SCRN154-1B.jpg' rel='lightbox'><img src="http://www.cncnz.com/images/news/SCRN154-1S.jpg" border="0" class="linked-image" /></a> <a href='http://www.cncnz.com/images/news/parade1_2B.jpg' rel='lightbox'><img src="http://www.cncnz.com/images/news/parade1_2S.jpg" border="0" class="linked-image" /></a></div><br /><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><b>2.8.5a Patch</b><br />Fixes:<br />Bug fix: Removes the delay between Bazooka infantry firing anim and actual projectile launch.<br /><br />Updated the readme with info on problems with the LAN patch (it apparently makes some internet games unstable, wsock32.dll needs to be moved to the DLLs subfolder if you want to play ROTD over XWIS)<br /><br /><b>2.8.5 Update/Re-Release</b><br />Fixes:<br />Bug fix: The mod no longer crashes randomly when navigating the menus/exiting the game and no longer requires Win98/ME compatibility mode under Vista/Win7.<br />Bug fix: Applied Hyper's WCE fix. Players are now allowed to select medium or high detail level without risking Wave Class Error crashes.<!--QuoteEnd--></div><!--QuoteEEnd--><br />The full list of the bugs that have been covered with this patch can be found <a href="http://www.moddb.com/mods/return-of-the-dawn" target="_blank">right here</a>. You can download this patch <a href="http://www.moddb.com/downloads/rotd-285-to-285a-update" target="_blank">from here</a> and you can also download the full release of the mod by <a href="http://www.moddb.com/downloads/return-of-the-dawn-285-full" target="_blank">clicking here</a>.]]></description>
		<pubDate>Wed, 08 Sep 2010 11:49:30 -0500</pubDate>
		<guid>http://forums.cncnz.com/index.php?showtopic=14246</guid>
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		<title>CNCSaga.de Interviews Louis Castle</title>
		<link>http://forums.cncnz.com/index.php?showtopic=14244</link>
		<description><![CDATA[Our friends at the German C&C fan site, <a href="http://www.cncsaga.de/" target="_blank">CNCSaga.de</a>, managed to catch up with Westwood co-founder, Louis Castle, for an interview. This interview is part of the 15th Anniversary of Command & Conquer. Below are some sample questions.<br /><br /><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><b>CNCSaga.de:</b> Command & Conquer was a real milestone. How did you come to the idea to create this game and how much did it cost you in the end to achieve everything?<br /><b>Louis Castle:</b> C&C was designed after the huge success of Dune 2. I don't recall the actual costs but I would guess about $2m. At that time that was a huge budget. C&C took about 2 1/2 years to make.<br /><br /><b>CNCSaga.de:</b> Was it a hard decision to give everything to Electronic Arts? Did it turn out to be profitable for you?<br /><b>Louis Castle:</b> We sold Westwood to Virgin in 1992. Virgin was sold to Viacom, including Westwood and Westwood alone was sold to EA. We were not part of the decision to sell Westwood when it was sold to EA but we were agreeable with EA or Microsoft, both of which were actively bidding to buy Westwood. In the end, both Brett and I were well compensated but we also made sure to take care of all the Westwood staff in 1998 when EA bought Westwood.<br /><br /><b>CNCSaga.de:</b>How would you have continued the C&C franchise if you would still be in possession of it?<br /><b>Louis Castle:</b>It would have definitely been different. The Irvine team really liked a few mechanics from other games so starting with Red Alert 2 and continuing through C&C 4 the games have been heavily influenced by a different design team.<!--QuoteEnd--></div><!--QuoteEEnd--><br />The full interview can read by <a href="http://www.cncsaga.de/foren/viewtopic.php?id=943" target="_blank">clicking here</a>. It's also <a href="http://www.cncsaga.de/foren/viewtopic.php?id=944" target="_blank">available in German</a>.]]></description>
		<pubDate>Wed, 08 Sep 2010 07:59:20 -0500</pubDate>
		<guid>http://forums.cncnz.com/index.php?showtopic=14244</guid>
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		<title><![CDATA[Interview with C&C 4 Composer James Hannigan]]></title>
		<link>http://forums.cncnz.com/index.php?showtopic=14243</link>
		<description><![CDATA[Back in June <a href="http://www.planetcnc.com/" target="_blank">Planet CNC</a> posted <a href="http://forums.cncnz.com/index.php?showtopic=13963" target="_blank">an interview with Jason Graves</a>, one of the composers for Command & Conquer 4: Tiberian Twilight. An interview with <a href="http://www.jameshannigan.co.uk/" target="_blank">James Hannigan</a>, another contributing composer to the Command & Conquer 4: Tiberian Twilight soundtrack was promised. After a delay of a few months, that interview is finally here. Here's part of it.<br /><br /><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><b>HeXetic:</b> In Command & Conquer 4: Tiberian Twilight, players are dropped into a world falling apart at the seams, plagued with an all-consuming alien substance, wracked with factional fighting, and recovering from a full-on alien invasion. How did this setting influence your approach to the game's music? How much direction did the C&C4 design team provide for the musical direction of the game?<br /><b>James Hannigan:</b> It was very influential, and I think the music successfully conveyed this sense of desperation and bleakness - but hopefully not to the extent that it was depressing or killed the fun. The battle music I think manages to be energizing, while keeping the right sense of fear and trepidation, and the theme of Kane&#8217;s ascension I think provides an interesting emotional backdrop to the game that you wouldn&#8217;t get if you *only* went for atmospheric or bombastic tracks matching what you see happening in front of you. When possible, I&#8217;m always looking to provide this kind of emotional landscape in the hope that the music will hint at a world bigger than the one you can see on screen, avoiding taking just a literal view of everything. I think that approach can help create more of an immersive, believable universe - whatever the game is.<br /><br />Music can really put things into an emotional context and expand the scope of a game, even if players/viewers are less conscious of it than, say, the visual details or gameplay elements. Yuriko&#8217;s theme from Uprising could be another example of that in that it hopefully adds something you wouldn&#8217;t get without it, fleshing out the character of Yuriko and putting things into context before you even play. But, having said all that, I&#8217;m all for hard-hitting bombastic battle tracks as well! I&#8217;m happy working within orchestral parameters but equally comfortable with driving rock-oriented/synth music as well, when it&#8217;s called for. It&#8217;s often up to the team you work with and the vision they have for a game that determines the brief when it comes to music.<br /><br /><b>HeXetic:</b> Have you played C&C4? How much? Any particular likes or dislikes?<br /><b>James Hannigan:</b> I like it. I can see both sides of the argument regarding the changes of direction in terms of gameplay and mechanics, but I still enjoy C&C4 very much &#8211; particularly the 5v5 multiplayer. The way I see it is that this game complements the others in the series and it doesn&#8217;t need to replace them.<!--QuoteEnd--></div><!--QuoteEEnd--><br />To read the full interview <a href="http://planetcnc.gamespy.com/View.php?view=Interviews.Detail&id=190" target="_blank">click here</a>.]]></description>
		<pubDate>Wed, 08 Sep 2010 07:48:35 -0500</pubDate>
		<guid>http://forums.cncnz.com/index.php?showtopic=14243</guid>
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		<title>CNCNZ.com - The Veteran Returns</title>
		<link>http://forums.cncnz.com/index.php?showtopic=14242</link>
		<description><![CDATA[The game is over, we are not here to play any more. In other words CNCNZ.com has a brand new logo and its the return to our "C&C Community Veteran" slogan. Its a new font style for the main part of the logo, a sleeker look if you ask me. And because we always felt our main logo needed something extra, you will notice the addition of the classic selection cursor from likes of Command & Conquer and Red Alert. Thanks to <a href="http://forums.cncnz.com/index.php?showuser=4774" target="_blank">CCHyper</a> for helping with the selection cursor design.<br /><br /><div align='center'><img src="http://www.cncnz.com/images/news/cncnz_logo_vet.png" border="0" class="linked-image" /></div><br />The forums have been updated with the new logo as well. Over the next day or so there will be some other minor graphic update around the site and forums as well.]]></description>
		<pubDate>Tue, 07 Sep 2010 11:01:12 -0500</pubDate>
		<guid>http://forums.cncnz.com/index.php?showtopic=14242</guid>
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		<title>Tiberian Apocalypse Mod Latest Screen Shots</title>
		<link>http://forums.cncnz.com/index.php?showtopic=14240</link>
		<description><![CDATA[<a href="http://www.moddb.com/members/helge129" target="_blank">Helge129</a> of the <a href="http://www.moddb.com/mods/tiberian-apocalypse" target="_blank">Tiberian Apocalypse Mod</a> for C&C 3 Tiberium Wars has just shown off three new impressive screen shots from the random banshee gameplay. There is a new 3D model of the brand new GDI 'Tremor' Orca Bomber that can unleash hell on its targets in a moments and it can survive even against heavy flak fire due to its specially sturdy super-structure. Below are some sample screen shots.<br /><br /><div align='center'><a href='http://www.cncnz.com/images/news/Tremor_1B.jpg' rel='lightbox'><img src="http://www.cncnz.com/images/news/Tremor_1S.JPG" border="0" class="linked-image" /></a> <a href='http://www.cncnz.com/images/news/Pic01_2B.jpg' rel='lightbox'><img src="http://www.cncnz.com/images/news/Pic01_2S.JPG" border="0" class="linked-image" /></a></div><br />More screen shots can be found by <a href="http://www.moddb.com/mods/tiberian-apocalypse/images/random-banshee-gameplay2#imagebox" target="_blank">clicking here</a>.]]></description>
		<pubDate>Tue, 07 Sep 2010 08:46:08 -0500</pubDate>
		<guid>http://forums.cncnz.com/index.php?showtopic=14240</guid>
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		<title><![CDATA[CnCNet V2 Open Beta - Now Featuring RA & TS Support]]></title>
		<link>http://forums.cncnz.com/index.php?showtopic=14238</link>
		<description><![CDATA[Version 2 of <a href="http://cncnet.cnc-comm.com/" target="_blank">CnCNet</a> has now been released and its available for everyone to test. CnCNet is open source unofficial (as in not supported by EA) service created by Command & Conquer fans. It allows you to play Command & Conquer, Red Alert and Tiberian Sun online through the network functions of the games. Support for Red Alert and Tiberian Sun was added with version 2. Also new in version 2 is....<ul><li>Faster speeds</li><li>Command & Conquer support</li><li>Red Alert support</li><li>Tiberian Sun support</li><li>Better routing support</li><li>Linux compatibility</li></ul><div align='center'><a href='http://img375.imageshack.us/img375/1302/cncnetcc.png' rel='lightbox'><img src="http://www.cncnz.com/images/news/ccn1.jpg" border="0" class="linked-image" /></a> <a href='http://img26.imageshack.us/img26/2673/cncnetra.png' rel='lightbox'><img src="http://www.cncnz.com/images/news/ccn2.jpg" border="0" class="linked-image" /></a> <a href='http://img413.imageshack.us/img413/1739/cncnetts.png' rel='lightbox'><img src="http://www.cncnz.com/images/news/ccn3.jpg" border="0" class="linked-image" /></a></div><br />More information about this release of CnCNet can be found in <a href="http://forums.cncnz.com/index.php?showtopic=14234" target="_blank">this thread on our forums</a> or on the <a href="http://cncnet.cnc-comm.com/" target="_blank">CnCNet website</a>.]]></description>
		<pubDate>Mon, 06 Sep 2010 07:35:04 -0500</pubDate>
		<guid>http://forums.cncnz.com/index.php?showtopic=14238</guid>
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		<title>The Synergy Mod End of Summer Update</title>
		<link>http://forums.cncnz.com/index.php?showtopic=14236</link>
		<description><![CDATA[A big end of summer update has been posted covering the latest information about the <a href="http://www.moddb.com/mods/red-alert-synergy" target="_blank">Red Alert Synergy Mod</a> for Red Alert 3. These updates are the new Construction Yard, the Conveyor, which is a tier 1 amphibious APC that can carry up to 5 infantry units. And the new barracks called Citadel MkII. Below are some sample images.<br /><br /><div align='center'><a href='http://www.cncnz.com/images/news/SynergyEndOfSummer_1B.jpg' rel='lightbox'><img src="http://www.cncnz.com/images/news/SynergyEndOfSummer_1S.JPG" border="0" class="linked-image" /></a> <a href='http://www.cncnz.com/images/news/CitadelMk2Model_2B.jpg' rel='lightbox'><img src="http://www.cncnz.com/images/news/CitadelMk2Model_2S.JPG" border="0" class="linked-image" /></a></div><br />More information and more models can be found by <a href="http://www.moddb.com/mods/red-alert-synergy/images/synergy-end-of-summer-update1#imagebox" target="_blank">clicking here</a>.]]></description>
		<pubDate>Mon, 06 Sep 2010 04:14:55 -0500</pubDate>
		<guid>http://forums.cncnz.com/index.php?showtopic=14236</guid>
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		<title>Frank Klepacki Interview at CNCSaga.de</title>
		<link>http://forums.cncnz.com/index.php?showtopic=14233</link>
		<description><![CDATA[To mark the 15th Anniversary of Command & Conquer, our friends at <a href="http://www.cncsaga.de/" target="_blank">CNCSaga.de</a> have posted an interview of the legendary C&C composer <a href="http://www.frankklepacki.com/" target="_blank">Frank Klepacki</a>. This interview makes for some great reading. Here's a few questions to get you started.<br /><br /><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><b>CNCSaga.de:</b> In the past 15 years, did the community and the brand Command & Conquer change since back then? What are your thoughts about this?<br /><b>Frank Klepack:</b> The community hasn't changed as much as it's remained a solid force of passionate people who love the games and love making their own takes on it.  I think that really cool that they are going strong after so many years.  As far as the brand goes, thats subjective.  I thought C&C3 and RA3 still retained some of the gameplay and visual presentation that echoed what came before it, but C&C4 seems to be the most far removed of the whole series.<br /><br /><b>CNCSaga.de:</b> Was it hard work to make your comeback in the community with Hell March 3? The fans were expecting much and you had to raise the bar you had set yourself.<br /><b>Frank Klepack:</b> No it wasn't hard - it was quite natural.  The only major difference was, they wanted to stick close to the feel of HM2 rather than go in a different new feel, which is what I would've done otherwise.  So I had to provide what the client wanted rather than have the creative freedoms I was used to.  Which is fine.  I think the best version of HM3 is the one I performed at Games In Concert 3.  It sounds punchier when its live! <br /><br /><b>CNCSaga.de:</b> What were your highlights with Command & Conquer in the last 15 years and what are the things you were happy about or what makes you a happy even today?<br /><b>Frank Klepack:</b> Highlights were making the first game and having a blast with no limitations.  After Red Alert shipped, the outpouring of fans who loved the music was a big surprise to me, seeing Hell March become a hit.  Winning the PC Gamer award for best soundtrack over Quake which was done by Trent Reznor was crazy, since that guy is one of my biggest influences of the time.  Scoring msuic to James Earl Jones scenes in Tiberian Sun was awesome, since he's the voice of Darth Vader, and I'm a huge Star Wars fan.  Recording my tracks for Red Alert 3 at Skywalker Ranch with the symphony was a great and exciting expereince.  And of course the opportunity to perform these themes live with symphonies such as Video Games Live and Games In Concert is the icing on the cake!<!--QuoteEnd--></div><!--QuoteEEnd--><br />You can read the full interview by <a href="http://www.cncsaga.de/foren/viewtopic.php?id=925" target="_blank">clicking here</a>. It's also <a href="http://www.cncsaga.de/foren/viewtopic.php?id=924" target="_blank">available in German</a>.]]></description>
		<pubDate>Sun, 05 Sep 2010 09:02:43 -0500</pubDate>
		<guid>http://forums.cncnz.com/index.php?showtopic=14233</guid>
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		<title><![CDATA[C&C The Devastation New Screen Shots Revelead]]></title>
		<link>http://forums.cncnz.com/index.php?showtopic=14232</link>
		<description><![CDATA[<a href="http://www.moddb.com/members/the-freedom-fighter" target="_blank">The  Freedom Fighter</a> of <a href="http://www.moddb.com/mods/command-conquer-devastation" target="_blank">The Devastation Mod</a> for Red Alert 2 Yuri's: Revenge has just shown off some new screen shots featuring some of the latest units. Many units have been added and some have been redesigned, such as, the brand new Claymore Howitzer which has been based on an armoured car design. Claymores are fast and agile. Their howitzer guns can fire unique cluster shells over long distances. There is also the Allies Nighthawk Transporter which has been armed with a strong howitzer. There is a brand new design of the Soviet Apocalypse Tank and more. Below are some sample screen shots.<br /><br /><div align='center'><img src="http://www.cncnz.com/images/news/ingame11_1S.jpg" border="0" class="linked-image" /> <img src="http://www.cncnz.com/images/news/ingame14_2S.jpg" border="0" class="linked-image" /></div><br />There are more impressive screen shots available <a href="http://www.moddb.com/mods/command-conquer-devastation/images/claymore-howitzer#imagebox" target="_blank">right here</a>.]]></description>
		<pubDate>Sat, 04 Sep 2010 13:39:27 -0500</pubDate>
		<guid>http://forums.cncnz.com/index.php?showtopic=14232</guid>
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		<title>Project-X Mod New Screen Shots</title>
		<link>http://forums.cncnz.com/index.php?showtopic=14229</link>
		<description><![CDATA[<a href="http://www.moddb.com/members/black-drakon" target="_blank">Black_Drakon</a> of the <a href="http://www.moddb.com/mods/project-x" target="_blank">Project-X</a> mod for Red Alert 3 has just shown off some new screen shots in the latest updates. These updates add new units and buildings such as the Soviet Heavy Tank, which is the replacement of the Hammer Tank, based on Red Alert 2 concepts and has been armed with a 120mm cannon which makes it more powerful than the Allies or the Empire tanks. The brand new Soviet Nuclear Reactor which is is more powerful than Red Alert 3 Super Reactor. Below are some sample screen shots.<br /><br /><div align='center'><a href='http://www.cncnz.com/images/news/THeavy_1B.jpg' rel='lightbox'><img src="http://www.cncnz.com/images/news/THeavy_1S.jpg" border="0" class="linked-image" /></a> <a href='http://www.cncnz.com/images/news/NuclearReactor_2B.jpg' rel='lightbox'><img src="http://www.cncnz.com/images/news/NuclearReactor_2S.jpg" border="0" class="linked-image" /></a></div><br /><a href="http://www.moddb.com/mods/project-x/images/soviet-heavy-tank-in-game" target="_blank">Click here</a> for more screen shots and information.]]></description>
		<pubDate>Fri, 03 Sep 2010 05:29:33 -0500</pubDate>
		<guid>http://forums.cncnz.com/index.php?showtopic=14229</guid>
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