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Crimsonum has recently clarified what happened with Twisted Insurrection website (which is down at the moment) at C&C Mod Heaven discord channel. It was also an answer for other rumors as well. Here's what he said and it is worth spreading the word for Twisted Insurrection fans, since we host its official forums here:

Hey everyone. It has recently come to our attention that there are a fair few rumours and a lot of misinformation about Twisted Insurrection going around, so we thought it's about time we clear the air and get everyone on the same page.

First, yes. Aro is no longer involved with TI. Responsibility for the continuation of TI is now with me and ErastusMercy, so any questions or issues should be directed to us instead.

Secondly, the hosting of TI's website has recently expired. It was simply a badly timed coincidence unrelated to Aro's situation. The website is currently down and we are in the process of moving back to our previous domain at PPM.

Thirdly: Regarding lack of updates. There seems to be some controversy over what constitutes a major update. If we told you everything that was happening in development, we wouldn't have any surprises left for you. If you're interested about what's coming in the next release, check out the TI server.

Hope this clears any confusion that was lingering about.

For any questions, please ping me in the relevant channels.

I guess that one of these relevant channels is the Twisted Insurrection Your Input Forum. Once we have an update regarding TI's website, we'll be posting another news about it here.

MadHQ's newest maps for Yuri's Revenge
August 16, 2018 - 08:46
MadHQ has released 4 new maps for Yuri's Revenge at MadHQ's Graveyard.

Head]there to download it and enjoy it!

Nyerguds has just released the Engie File Converter. It's a tool that convert Westwood Shape (SHP) files from different games created by the defunct Westwood Studios, such as Tiberian Dawn, Tiberian Sun, Dune II and even Command & Conquer 64.

And it just doesn't simply convert files. It offers a better compression to these files than Westwood could do and it also brings some additional features, such as:

  • Combine / split shadows (for TS SHP files)
  • Convert frames into a single image
  • Split single image into frames
  • Paste image onto a range of frames, with transparency support (mostly meant for modding cutscenes in other games)
  • Height map generation tools for N64 maps

Head to this topic at PPM Forums to know more about this tool and to get all the links to download its binary as well as its source code and also for some reliable documentation on the SHP formats covered by this tool. And happy modding!

Red Alert 2: Recalculated Progress
August 15, 2018 - 17:27
AgentZ has recently shared some of the progress that happened in his mod, Red Alert 2: Recalculated in these months. This mod for Red Alert 2 Yuri's Revenge that is focused on single-player campaign missions, however, it tries to improve the multiplayer/skirmish experience as well. Here's what he wrote:

Well, for example several new missions have been made, so there are 4 missions for every side now, and one more is in progress for Yuri. This means that the initial goal of having 4-5 missions per side before any kind of release is more or less complete now. Still, there are other things that could use some upgrades. I can't specify any kind of release date just yet, though it is getting close.

As usual, there are more graphics done. Here are some that probably haven't appeared here before:

The Lasher Tank is perhaps not very different from before, but it has been edited a bit since last time.

In addition, here are some of the units one can encounter during campaigns:

Since summer provides so much free time, civilian vehicles also got a new look:

While not shown here, most things now also have proper cameos, so the sidebar looks much nicer for all factions than it did before. Other than that, there have been many less interesting things done in the background, such as terrain fixes, but in general progress has been slow during the year.

So what to expect next? Among other things, the AI will need some work. It has not been updated very well so far, and isn't as good as it could be. Also as implied before, not everything has graphics that are up to the current standard, and hopefully those will be dealt with in the near future. Once these things are out of the way, there might be a small early release of the mod so that there will be something to play and try out, while more things (especially campaign missions) are done.

For more information, check Red Alert 2: Recalculated ModDB profile.

Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 23 "Ken Wood", the twenty-second alpha version of 0 A.D. Empires Ascendant, a free, open-source real-time strategy game of ancient warfare. Here's a trailer showing the new features.

You may download it at 0.A.D.'s Official Website.

This game uses the Pyrogenesis engine, which is an open source 3D RTS engine and it should be quite easy to customize. And it allows you to customize everything. If you are interested on it, check this modding guide and show us what you can do with it.

Red Alert: A Path Beyond has received a new patch in the last weekend. In this standalone game that brings the Renegade mechanics to the Command & Conquer Red Alert 1 universe, You may now buy chrono tanks and chronoshift with it. This patch also includes several balance changes as well. Here's a quick video of the Chrono Tank in action.

Head to Red Alert: A Path Beyond's Website to download the latest version of the game and have fun!

Frontline Chaos - July 2018 Update
August 07, 2018 - 08:43
Dutchygamer has posted a new progress report about Frontline Chaos some weeks ago at Frontline Chaos is a total conversion for Generals: Zero Hour that brings two factions (Revenant and Legion) in an apocalyptical future dominated by the sinister M-Tec Corporation and its private army. Here's his words this time:


In this update, we look at various Tech structures that have been added to this mod,
and some additions to the Revenant arsenal.

Another three months since last update. Yay me. Besides spending my time with boring RL stuff like work, playing other games and vacation, I also managed to find some time to work in this little project I call my mod.

As half-revealed in the previous update, I had made more changes then I could show in a single update. The change that has the most impact is the replacement of the Revenant Construction Crane by the Crawler Construction Vehicle. In a wild idea to make the mod interesting / unique, I toyed with the idea of making an hybrid between the Generals Dozer mechanics and the C&C MCV mechanics. The end result is the Crawler: a large vehicle that functions as the Generals Dozer for base construction and repair, but has the armour, cost and speed of a C&C MCV. This makes dozer spamming less of a thing, but also makes hunting dozers more difficult due to the massively increased armour. Instead of being one of the weakest vehicles on the battlefield, your construction unit is now one of the toughest, rivalling super-heavy tanks in durability. As mentioned, the downside is that it's also almost as slow as a super-heavy tank, and also costs a lot more (currently $2000). My intention is that in the earlier stages of a match you must make a conscious choice between spending 2k for an expansion Crawler, or use that money to create more forces instead. Time will tell if this mechanic will work out, but so far I like it.

Besides this major change, I've also tried my hand at creating some more tech structures. This was a good lesson in figuring out how vZH (re)uses across multiple models, and recreating the style of vZH tech structures. Additionally, I have worked out a way on how to create snowy textures for models, which I will use for structures from now on.

As for the tech structures themselves, I will showcase two in this update. One was created because I liked the idea, and the other started out as a joke model because I was bored, but eventually replaced an ancient-old model I had for a similar tech structure. Some of you can guess which one is which.

Over the years, many Coastal Batteries were constructed by various countries to defend their coastline against enemy naval forces. Various designs exist, of which the fully-enclosed twin 18cm is the most popular design. This design is based on an up scaled destroyer turret, and can fling a pair of shells over extreme distances. In a pinch, the guns can also be trained on land targets, with devastating results; shells designed to sink ships work just as well against armoured vehicles or personnel. Due to this, there are instances where batteries have been constructed with the intention to deter land forces instead of naval forces.

A Coastal Battery is designed with the intention to bombard forces from extreme ranges. The main downside is that it cannot engage enemies that close in on it. Additionally, even with the high-velocity shells, targets on the outer limits of the range can evade the projectiles if they stay moving. The Coastal Battery also lacks a bit in accuracy, but makes up for this by dealing massive damage in a large area on impact.

The Repair Pad is a large structure which can be used by commanders to quickly repair vehicles on the battlefield. It comes with a large service depot to quickly repair a singular vehicle, while nearby vehicles outside the structure will be slowly repaired as well. Most of these structures are leftovers from previous conflicts, but can easily be reactivated for use by capturing it.

Where you find a Revenant base, you will quickly notice one or more massive 6x6 vehicles rumbling around. These vehicles are Crawlers, and are used by Revenant forces to construct and maintain their bases. Each vehicle is equipped with various tools and supplies for these jobs. A large crane on top is used for heavy-duty lifting, and the massive 6x6 chassis can carry the vehicle across nearly every terrain type. Piloted by a mix of civilian contractors, Revenant engineers and other volunteers, they form the backbone of each Revenant base.

These vehicles replace the fleet of the much more fragile Construction Cranes used before the outbreak of the Frontline Chaos conflict. While the cranes were easier to maintain and slightly more nimble, they easily fell to focussed fire. The Crawler on the other hand, is a very tough nut to crack. Easily rivalling the heaviest tanks on the battlefield in both protection and size, a Crawler can shrug of most damage with ease, and continue doing its job. The downsides are that an individual Crawler is twice as expensive as the crane it replaces, and is also rather slow. This was deemed an acceptable trade-off compared to the boons it returns.

Revenant forces rely on fossil-fuelled Power Plants to produce all the electricity needed for their bases to function. Using an unique open-turbine design, it can run on burning coal, oil and gas to generate power. While not the most efficient, nor the most environment friendly way of producing power, it does the job well enough for it to be the primary power supplier for Revenant forces.

That's it for this month's (or quarter's) update.
Dutchygamer signing off.

You may find out more information about this mod by looking at the Frontline Chaos forums.

Patch 2.2.8 for YR Red-Resurrection has been released! This ones been somewhat delayed but it has all been for good reasons. In the background, or on the discord rather, this patch has been gestating and tested on a weekly basis to include bigger changes than can be achieved in a simple one month patch!

Big Features
  • EUROPEAN COUNTRY REWORK- Chrono Legionnaires have been moved to T3, and Sonic Enforcers moved up to T4, with related balance tweaks. This is to help make Europe slightly easier to combat on T3, as the Sonic Enforcer/Bishop combo was incredibly powerful, but it also provides them with more mobility and versatility earlier on. Chrono Legionnaires were also underused in multiplayer, making them more relevant now. Furthermore, Speedways have been completely removed and instead Warp Nodes now also buff the speed of surrounding units.
  • UNIVERSAL SELF HEAL CHANGE- Thanks to a new feature from AlexB, the developer of Ares, it is now possible for combat to prevent self healing- and that is applied to Red-Resurrection. Now, a unit will not self heal for 10 seconds after taking damage. This is great as it prevents certain units being unkillable in certain situations due to out healing damage, such as a single Rocketeer vs a Crazy Ivan. This affects most units in the mod, so healing may be adjusted in future patches to compensate.
  • TWENTY-TWO BRAND NEW MULTIPLAYER MAPS- many made exclusively for this mod, and all of great quality!
  • And dozens more changes, including many balance adjustments, bug fixes and graphical tweaks.

Here are a few of the new maps.

You can view the full changelog here.

YouTube Content

As always, the YouTube channel has been continually updated with new content - and that will continue! Subscibe to the channel for updates on every video.

The patch can be downloaded and manually installed, if you are unable to use the client updater for whatever reason.


Remember you can always join our Discord for active discussion and first-look at every upcoming patch!