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Found 52 results

  1. The latest instalment of the Tiberium Crystal War standalone mod for C&C Renegade has just been released. One of the most obvious changes is that the game now has an installer and an uninstaller, packed with all VCRedist and DirectX Runtime files necessary to play. Green and blue Tiberium now have correct values like in Tiberium Wars, and new maps have been added, while some older ones were updated. You can download it from the following mirrors (987 MB in size): Zunnie.net MultiplayerForums.com ModDB - authorisation pending All further information can be read here.
  2. The team working on the Tiberian Sun Redux mod for Generals: Zero Hour is working hard for the holidays. During the past few days, they've posted some nice looking renders of the EMP Cannon, Mobile Sensor Arrays, GDI Starport, Drop Pods and a Civilian Building. The Starport, based on the Dropship Bay originally cut from Tiberian Sun, will be used to call in the mighty Mammoth Mk. II. Here are some samples: ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12811/msa.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12811/uploading.1.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12811/SSHOT04.1.jpg Click here for more.
  3. The team working on the Tiberium Crystal War mod for C&C Renegade has released a new online demo, with a rather lengthy change log. This release features both infantry and some basic vehicles, as well as Armouries and Secret Shrines. Many new maps were added, but the TCW_Temple map wasn't finished, so one small patch can be expected for this release as well. Click here to download the latest online demo from ModDB.
  4. Version 0.3 of the Visual Reality Mod for Zero Hour has been released. For those who are not familiar, this mod only changes the visuals of the units, turning them to their closest real-life counterparts, without touching the balance and gameplay. If you have an earlier version installed, make sure you delete it before downloading this one. ' rel='lightbox'>http://i.imgur.com/FbvuX.jpg Click here to proceed with the download.
  5. The third public beta of the Twisted Insurrection mod for Tiberian Sun Firestorm has been re-released, due to various bugs in the original version and its belonging map editor. There are also new multiplayer maps, AI tweaks, updated campaign/challenge missions and more. ' rel='lightbox'>http://ppmsite.com/forum/files/xmasti_637.png You can download the latest release here. Players are also invited to a CnCNet network play on December 27th and 28th, which will hopefully boost CnCNet publicity.
  6. The creators of the Vortex mod for Zero Hour have decided to upload a special Christmas release, featuring snowmen with shotguns and vehicles with Christmas paintjobs and decorations. You can download the mod by clicking here. While it's downloading, take a look at a few renders as well.
  7. The team working on the MidEast Crisis 2 mod for C&C 3: Tiberium Wars has posted some pieces of concept art, showing GOI and IDF Town Halls, GOI Airfield and a tech vehicle called the Nethia Truck, as well as some unused concepts like the GOI Flame Tank and two variants of a UN Drone. Finally, there's an impressive painting of the Brummbar driving through a destroyed city. Have a look at some samples: ' rel='lightbox'>http://media.moddb.com/images/mods/1/10/9879/Dec11_concept2.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/10/9879/Dec11_concept6.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/10/9879/Dec11_art1.jpg Click here for more concept art. If you haven't done so already, you can vote for MidEast Crisis 2 on ModDB's MOTY Awards 2011.
  8. CNC Labs have released version 1.1 of their Red Alert 3 mod, The Red Alert. It fixes many bugs and balance issues previously mentioned in their change log. You can update your 1.0 copy with the patch found here, or if you don't have the mod installed yet, there is also a standalone release available for download as well.
  9. Version 1.11 of the Dawn of the Tiberium Age mod for Tiberian Sun has been released, accompanied by a trailer that depicts some of the new features. The mod can be downloaded here, and while it's downloading, have a look at the change log that can be found here.
  10. The creators of the Generation X mod for Generals: Zero Hour have decided to post an image update in an unconventional and rather amusing way. The new units and features are described in the eyes of the GLA special agent, Jarmen Kell, as he comments everything he found in General Alexander's base. Here are some samples: ' rel='lightbox'>http://media.moddb.com/images/mods/1/11/10108/JarmenReport03.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/11/10108/JarmenReport04.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/11/10108/JarmenReport01.jpg Click here for more.
  11. Helge129, the creator of the Tiberian Apocalypse mod for C&C 3: Tiberium Wars, has recorded a short video showing the firing effects of his new Avatar Warmech. Even though it shares the same firing sound as the Scrin Seeker, it still looks quite intimidating overall. Watch it below: http://www.moddb.com/media/iframe/546035 You can follow Tiberian Apocalypse through its ModDB profile.
  12. The team working on the Tiberium Secrets mod for C&C 3: Tiberium Wars have posted some impressive pieces of concept art and renders focused on the Colony faction. Below is a part of the update. ' rel='lightbox'>http://media.moddb.com/images/mods/1/17/16120/head1_copy.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/17/16120/queen_concepts_sketches.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/17/16120/infected_landscape.jpg Click here for more.
  13. A brand new update from the MidEast Crisis 2 team has been posted. It shows off most of the UN's airforce and one of the new maps in R2. As always, there are more great screen shots to check out as well. Seen below is the Comanche, the UN's attack helicopter. As well as a look at the new map called Black Gold. ' rel='lightbox'>http://i.imgur.com/Bjjzs.jpg ' rel='lightbox'>http://i.imgur.com/JVFrh.jpg Click here for full update.
  14. The Twisted Insurrection mod for Tiberian Sun: Firestorm has been updated with four new maps: Outlying Locality (2-6), GloboTech Mutated Arena (2-4), GloboTech Desert Arena (2-4) and GloboTech Water Arena (2-4). Here are some of them: ' rel='lightbox'>http://ti.ppmsite.com/Public/Maps/localitymega.jpg ' rel='lightbox'>http://cl.ppmsite.com/Public/Arena_M%20mega.png ' rel='lightbox'>http://ti.ppmsite.com/Public/Maps/gtarewmega.jpg Click here for more.
  15. CNC Labs, the creators of The Red Alert mod for Red Alert 3, have announced patch 1.1, with a full changelog already posted. They are hoping to release it before Christmas, and there is already a group of testers playing the preliminary versions. Here's a part of the changelog: You can read the full changelog right here. In other news, The Red Alert has been downloaded over 30,000 times from various mirrors in only three months. You can follow the mod through their website or ModDB profile.
  16. A new video has been posted on ModDB, showcasing the AttachEffect logic used by the Allied Thor Gunships in Mental Omega APYR. This boosts the armour and nerfs the speed of all units found within the weapon's range. You can see the video below: http://www.moddb.com/media/iframe/543335 You can follow Mental Omega APYR on their website or on ModDB.
  17. The team working on the Tiberian Sun Redux mod for Zero Hour have posted some screen shots depicting the Forgotten Mammoth Tank, which could only be seen in the original Tiberian Sun campaign. The difference from the Mammoth used in the First Tiberium War and this one is that the Forgotten variant doesn't have missile launchers, so that stronger rockets can be given to Rocket Soldiers. ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12811/screenshots.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12811/screenshots3.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12811/screenshots1.jpg For more Tiberian Sun Redux images, click here.
  18. The developers of the Mental Omega APYR mod have just revealed two new maps. The first map is called Hi-way, No-way which is a 2-8 player map, while the second one is Yelcraz Lagoon, a 2-3 player map. Check them out below. ' rel='lightbox'>http://media.moddb.com/images/mods/1/5/4016/hiwaynoway.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/5/4016/yelcraz.jpg You can always find more Mental Omega APYR screenshots right here.
  19. The official site for the Command & Conquer 3: Tiberium Wars mod, MidEast Crisis 2, has been updated with information on the UN's Law System, UN Supertank, Pop-up Ads special power and some details on the closed beta. There are some great looking new screen shots to check out as well. ' rel='lightbox'>http://i.imgur.com/tGx3p.jpg ' rel='lightbox'>http://i.imgur.com/REedv.jpg Click here for full update.
  20. The team working on the Tiberian Apocalypse mod for C&C 3: Tiberium Wars has posted some screen shots of the new F-39 Orca Interceptor for the GDI, which sports an interesting design. It is armed with twin chainguns and missile launchers. It can be upgraded to replace the chainguns with repeating railguns and will possibly replace the Firehawk. ' rel='lightbox'>http://media.moddb.com/images/mods/1/10/9383/GDI_Orca_Interceptor.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/10/9383/OrcaInterceptor_01.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/10/9383/OrcaInterceptor_02.jpg For more Tiberian Apocalypse images, click here.
  21. Ever since TW came out I thought, "Awesome! But.... where're titans and Mammoth Mk II? What about the cyborgs and artillery for Nod?" Then KW came out and I finally got my wish... mostly. But since then what I've wanted to combine the two, as well as piecing together the various factions from KW into a cohesive whole that I could play through the vanilla campaign with (in TW at least, putting together an uber faction in KW wouldn't really work since the campaign is more or less about advancing through the various factions itself.) My intention is to offer a truly balanced new gameplay that can be used in the vanilla campaign. I've not got any modding experience though... so I'm making this thread with two intentions: first is to get my ideas out there in the hopes that someone will like them enough to help me create the mod, and the second is in the hopes that someone will help me learn to mod myself. The mod idea I've got is large enough that it'll probably need a few people working in order to accomplish it. The first idea is simply to add in new units and consolidate tech upgrades and support powers: GDI: Units: Titan (replacing the predator) Wolverine Bull (if anyone can find the resources for it. Reference: http://cnc.wikia.com/wiki/Bull Anyone have a contact with EA who might be willing to give up the cut material?) [This unit would make a nice in-between for the Titan and the MM MkIII] Combat Engineer (replacing vanilla engineer, and adjusted from 700 credits to 500) Juggernaut - slight range increase Technology Upgrades and Structures through which they're accessed: Composite Armor (Arsenal Tech) Power Packs (Arsenal Tech) [Needs to work for both Zone Troopers and Zone Raiders) Scanner Pack (Arsenal Tech) [both ZT And ZR] Stratospheric Fighter (Airfield Tech) Ceramic Armor (Airfield Tech) Armor Piercing Ammo (Arsenal Tech if it can be worked out so that each building can have 4 tech slots - they've all go the space for it, but I've never seen them all used) Hard Points (Airfield Tech) Railgun Replacement for Titans, Guardian Canons, and Mammoths Mk III [and Bull, if we can get it] (Tech Center) Adaptive Armor (Tech Center [applicable to Titans, Bull, Mammoth Mk III and perhaps Wolverines] Mortar (Tech Center) Tungsten AA Shells (Command Center) Sensor Pods (Command Center) Support Powers: Zone Raider Drop Pods (I think it would help the balance to offer the ZRs only through this option rather than adding them to the infantry list in order to maintain a bit of balance. Plus, it makes sense: They're highly elite and have more advanced armor and weaponry. It would make sense for them to be in short supply) Orbital Strike: Makes a nice balance to Nod's Tiberium Bomb. Nod: (A note: Nod is vehicle poor, and thus rely more on infantry. That's why I'm looking to add more infantry options for them: to even out the odds) Replace the TW militants with the KW militants (if for no other reason than because they look more like the nod infantry from Tiberian Sun) Add the Enlightened as new cyborg infantry (maybe the awakened too if enough people want...) Remove the Black Hand (see below for why) and replace them with Tiberium Troopers. Add in the Cyborg Commando (either the one created for the Tiberium Essence Mod (anybody know how to contact it's creator? I've had no luck finding an email address) or import the CC from Tiberium Twilight (as Zocom7 did with his awesome-sauce mod Kane's Wrath Reloaded... though that version needs to be beefed up a bit, I think, simply to make it an better option than the vanilla commando. Better armor and a bit better damage from it's weapon.) Reckoner (Although it's rather week, Nod's been needing a troop transport since the beginning of the game. Managing to make it so that garrisoned units can fire while its mobile would put Nod on an equal footing with GDI) Specter Artillery (Nod's been needing this from the beginning. I believe that the black hand version (non-stealth) is actually a better choice, since it can be used both offensively and defensively, whereas the Marked of Kain version requires too much micromanaging to be effective in both defensive and offensive stances) *A tweak to the Stealth Tank: make it capable of entering stealth mode, but also of turning it off, for reasons similar to the Specter. Does anyone know of a good recreation of the Cyborg Reaper (other than the Tiberium Twilight version, which pretty much stank... although some tweaking, such as adding missiles to it could make it useful...) Technology Upgrades and the Structures through which they're accessed: Confessor Addition (Shrine) Black Disciple Addition (Shine) [adding both a confessor and a black hand agent to a militant squad would turn a low level infantry unit into a decent medium tier option. If this isn't possible, then I would add confessor squads to the infantry roster, perhaps even add the BD to rocket squads] Cybernetic Legs (Shrine) Tiberium Infusion (Shrine, if its possible to add a fourth option to a structure, otherwise adding it to Tiberium Plant) [Would be good if we could make Cyborgs ignore tib exposure damage, since it doesn't make sense given their fluff material.] Spitfire Lasers (Tech Center) [should be the upgrade that effects scorpions, raiders, venoms, and laser turrets] Charged Particle Beam (Tech Center) [should effect shredder turrets, Awakened (if they get put in), and Enlightened (I never can remember if their default weapon is this. If so, ignore] Super Charged Particle Beam (Tech Center) [to effect Enlightened] Tiberium Core Missiles (Operations Center, or Tech Center if no Super Particle) Quad Turrets (Operations Center) Dozer Blades (Operations Center) Purifying Flame (Best place to put this would probably be in the Tiberium Plant) Support Powers: Redemption No epic units: everytime an epic unit get's added to a roster it takes over the game and utterly destroys any strategies that don't revolve around attacking or defending against these super weapons. There may be one exception to this idea that's been running through my mind since I saw a destroyed Mammoth Mk II model on one of the skirmish maps. What if it were capturable like a husk? It wouldn't need to be added to any army rosters, but capturing one would give one side a great advantage. But that advantage shouldn't be quite as large as the other epic units: just make it about 1.5 or 1.75 as tough to kill as a Mammoth Mk III. I know Tiberium Essence features a rejuvenated version of the MM MK II, which would be a great place to get a model. That's it. I hope it's interesting enough to invest some time and energy in, either in helping me mod it or in teaching me how to create it. I know there are other mods out there that accomplish similar effects, but I've found the vast majority of them simply add units and/or powers with no real attempt to keep the game balanced. Thanks for reading, in any case.
  22. The team working on the popular Contra mod for Generals: Zero Hour has created several new vehicles and structures - the Antiradar Missile Launcher for the GLA Stealth General, as well as the Coyote Light Tank, Raven Combat Drone, Leech Droid, Laser Crusader and Communications Center for the USA generals. Here are some samples: ' rel='lightbox'>http://media.moddb.com/images/mods/1/11/10422/aml-render.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/11/10422/Coyote-Render.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/11/10422/Leech-Render.jpg Click here for more.
  23. After the ModDB profile for the Red Alert Synergy mod for Red Alert 3 disappeared, development on the mod has officially stopped. No one knows why SighNapse and R3ven called it quits with the mod, as all questions regarding the reason of ceasing all work received a mysterious or no answer. R3ven has uploaded the final build of the mod on ModDB, not to disappoint the fans who've waited all this time to see a full release. Fans are asked not to report bugs, as Hexagon Mods isn't interested in continuing the project in any way. Hexagon Mods still works on Advance Wars: Frontline and Paradox. All comments on this situation can be written here. It's sad to see such an ambitious project end this way, especially when it gets a wide fan base like Synergy did.
  24. The team working on the Tiberian Apocalypse mod for C&C 3: Tiberium Wars has added two new units to the GDI arsenal: the V-35H Heavy Ox Transport with the Orca Carryall variation (notice the second set of wings on the latter) and the M-28 Mammoth Tank. Here are some samples: ' rel='lightbox'>http://media.moddb.com/images/mods/1/10/9383/GDIHeavyOx.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/10/9383/GDI_Carryall.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/10/9383/M28_02.jpg Click here for more.
  25. The team working on the Tiberian Sun Redux mod for Generals: Zero Hour has posted three renders of GDI infantry units - the Rifleman, the Disc Thrower and the Jump Jet Trooper. Have a look: ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12811/rifleman.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12811/disctrower.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12811/Jumpjet.jpg For more Tiberian Sun Redux images, click here.