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They're officially pushing us to use the new client
c0rpsmakr replied to Radian's topic in Tiberian Sun
neither of you have a clue what youre talking about. -
Civilization II - Command & Conquer and Red Alert scenarios
Blake00 replied to Blake00's topic in Community News
Thanks mate. Well it's been a busy few years, I finally released my big Sid Meier's Civilization II 30th Anniversary Tour video showcasing hundreds of the best Civ2 scenarios & mods that I painstakingly searched, rescued & preserved over the years. I then released my huge Civ2 Heroes of Might & Magic total conversion mod and my Civ2 How to play as Barbarians scenario & tour video too. But more importantly the time has come to make the final touches to and release my next big total conversion scenario for Civ2! . C&C Final Dev Diary 03 – Sounds, Videos, GUI, Diplomacy & more for the Civ2 Command & Conquer Scenario: In this final third dev diary we overhaul and finalise all the sound effects, videos, GUI colours & backgrounds, diplomacy, and city buildings with C&C assets. https://www.moddb.com/mods/civilization-2-command-conquer-scenario/news/final-dev-diary-03-sounds-videos-gui-diplomacy-more-for-the-civ2-command-conquer-scenario . C&C - Civilization 2 Command & Conquer Tiberian Africa Scenario Release: Well after much delay I'm finally releasing my Command & Conquer Tiberian Africa Scenario for Sid Meier's Civilization 2. This remaster takes Wonx2150's original Civ2 CnC Africa scenario containing CnC1&2 units and overhauls its graphics & expands the unit lineups using assets from CnC2 Tiberian Sun and some of the best CnC fan projects out there! https://www.moddb.com/mods/civilization-2-command-conquer-scenario/news/civ2-cnc-tiberian-africa-scenario-release - Earlier
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Almost 8 years later, you're still just playing the same mod map... Could have learned to code and contribute in a year or two, but you waited for others, so it took 8.
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They're officially pushing us to use the new client
RaVaGe replied to Radian's topic in Tiberian Sun
As usual, C&C classic balance is bad and makes the game very two dimensional. -
error crash kabooom when click on "change tunnel" or "advanced" buttom
Hottwire replied to pepo's topic in Tunnel Servers
You are on version 9.2 grab the latest 9.3.0 installer and try it again FYI discord is a better choice for faster support response https://cncnet.org/discord -
Thank you
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I have an error when i try to change the tunnel server when a make "create" a room or while iam in my room waiting for players to come to my room >> just when I click on "advanced" or "change tunnel" button , the whole client "kaboooom" crashs and out of memory ,, what can i do ???? i uninstall and reinstall the cnc server twice m and the same prblem presist ,, this error happend after the last march update , it was not happen before that the log file error is here ClientCrashLog_2026_06_09_13_22.txt ClientCrashLog_2026_05_19_21_51.txt
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Supposidely I hear from the grape vine it'll cut down on the hackers. I shrug my shoulders. I think it is good as is to be honest. Maybe more players will entertain Firestorm I hope. I was rank 1 July 2001 and my clan was as well the same year. I wish the WW site was still available. I am a scientist and I do the math. It's going to hurt many to realize this, but offense is always going to overcome defence in this game. If you get upset at me for not building Sam's, well, I killed 2 players focusing on offince while you died. You're death is not my fault, it's yours. There are a lot of turtle retards in this game who have been playing over 20 years. Even elite players criticize me on occasion. There is no possibility of sam construction and placement in the mechanics of the game that out performs the production and use of banshees. Heavy multi stealth usage wins me 85% of the time on giants or visc games. Yes, I keep track because im a nerd. Rocket men attack kills 90% of the time. Only the most experienced can void it.
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This directory is correct, but perhaps you need to check your file extension? It should use .map as the suffix. If your map is .mpr/.yrm, just manually change them to the correct format. Example: My installation directory is D:\CNC\Lab\steam ra2\Command & Conquer Red Alert II, and the map selected by the client in the screenshot is D:\CNC\Lab\steam ra2\Command & Conquer Red Alert II\Maps\Custom\tem.map. Tip: A possible reason why you cannot find the map even though you are sure you have operated correctly: Check the GAME MODE. If the [Basic]->GameMode= in the custom maps file uses a value different from existing modes, then it will use a new MODE separately, like this. In tem.map: [Basic] Name=TEM Percent=0 GameMode=standard
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CnCNet version 9.2.0 Windows 11 Steam install The exact error code: 0xC0000374 my game just goes back to the lobby when i try to launch a mission, i've tried different renders and different settings, still the same thing. but this error code appears in the log, idk what it is or how to fix it.
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hi fellow commanders i started playing red alert back in the late 90's when it first came out. i just bought the collection on steam, but i can't figure out where to install maps for red alert 2. does anyone know which directory they should go in? i tried putting them in the root directory for the game. i also tried creating /maps/custom and putting them there. neither of which worked. i have the game installed here: D:\SteamLibrary\steamapps\common\Command & Conquer Red Alert II
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Sixth of six single player mission for Soviet campaign. Use original RA2! Not YR or any mods. 1. your main target - destroy buildings on main enemy island (right corner). 2. you have 3 allies and several opponents, including the main breeding ground of evil, the island, where 2 players are located: CCCP84 and Human. 3. you and your allies have psy shileds, which protect against the destructive effects of enemy towers facing the enemy. If psy shield is destroyed, the ally will become your enemy. If your psy shield is destroyed, you will lose. 4. Each of the allies covers their direction from enemy attacks, and also provides reinforcements from time to time. Serious attacks will be made on psy shields at the beginning of the game. There is only enough time to build a minimal base defense and choose one of the three allies that you will try to save (you need to protect his psy shields). It is almost impossible to save more than one ally. 5. Converted allies can be brought back to their side if the enemy psi towers controlling them are destroyed. However, for this it will be necessary to destroy a serious fortified area. 6. There are a lot of random events in this mission. The time and place of attacks on you is chosen relatively randomly. There are unusual possibilities, if you think of them, and there is also a secret ending option. The mission takes at least 5 hours to complete. 7. Build a good defense. Explore the area. Accumulate your strength. Lose the game because a suddenly dropped nuclear bomb destroyed your base, and start over knowing about this setup. P.S. just pray How to play: copy file "sov06t.map" on your game directory and this mission will automatically start when you finish previously mission. If you want to start this mission first, rename it on "sov01t.map" and start new campaign for Soviet. sov06t.map
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My smooth is brain, in this one. But perhaps, just look for the resource managment. And somehow have the AI receive so much more than you in terms of what it harvests. Perhaps the rest follows automatically. Other than that, I am far the opposite of an expert when it comes to messing with the ini files of a game.
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Hi, I am looking to increase the difficulty of the Tiberian Sun Campaign, so that I am constantly being attacked by tonnes of units, and the AI is constantly emptying its coffers and creating units. As we all know, the Tiberian Sun AI is pretty pathetic, and the campaign is effectively just an act of steamrolling the enemy off the map with very little in the way of "on field combat", so to speak. I intend to play on what is considered "Normal" difficulty, so that I don't have deal with the 20% armor buff that the AI gets, which is a poor way of adding difficulty in my opinion. In my Rules.ini, I have updated the following lines of code, and it seems at present that it has had no effect, judging by the behaviour of the AI in GDI mission 2, where you have to destroy the sam sites and the nod base. I don't receive any attacks after provoking the base and waiting 2 minutes. TeamDelays=40,400,500 (I also had the 400 value at 9000, but it made no difference - the same behaviour was observed) AIHateDelays=200,200,200 AIAlternateProductionCreditCutoff=100 MinimumAIDefensiveTeams=4,8,2 MaximumAIDefensiveTeams=6,10,4 TotalAITeamCap=900,900,800 Does anyone know if I am making the correct changes to get the result I want? Is it just the GDI level 2 that has some script associated to it that means the AI doesn't attack? I'd also be open to knowing if there is an existing Rules.ini that I can use / refer to to make the campaign more difficult. If it matters, I am using the Tiberian Sun Client found here: https://www.moddb.com/mods/tiberian-sun-client Thanks
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I think it works now, I checked, at least in single player there was no error. That is, it is probably now possible to create 256 x 256 maps
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reaction from the other racist ... yes they know eachother !!! WHITEPOWER !!! Translated : but your also a racistst !!!.... your full of bullshit... me > lemme post this !
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Yes, when racists dont agree with me, they pull out the muslim card !!!... they happily Whitepower play !
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Look at the Tiberiansun section on https://ppmsite.org
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