Red Alert Bartender is ready to rock!
September 30, 2023 - 22:08
Greetings, Comrade General! Our friend kenosis has released a new mod for Yuri's Revenge called Red Alert Bartender. Red Alert Bartender is not merely a mod. It completely turns Yuri's Revenge into a card war game. It uses Ares, YR Dynamic Patcher, and Kratos. You can upgrade tires, pick cards, stack them, and stick upgrades to your cards. The changes from Red Alert Bartender were announced with the following words:

Tired of playing traditional RTS? This mod turns your YR into a card war game. You can upgrade tires, pick cards, stack them, and stick upgrades to your cards. Launch CNCNET and start a card game with your friend, or play a campaign to beat up the AIs.

Comes with an English patch. It should be extracted after the CNCNET pack is installed.

It should be used with the CNCNET client file.
Use YRLauncher in the Client to start the game.

You can use Campaign to play solo games, learn the basic mechanisms, and play PVP with your friend.



Here's a video showcasing the gameplay:

And, if you don't understand Mandarin (Chinese), it shouldn't be a problem. As kenosis mentioned on ModDB, there is an English patch for it.

You can learn more about Red Alert Bartender by visiting the Steam Page. Download the latest version of Red Alert Bartender Here. That's all, folks! Stay tuned at PPM for more news coverage on Red Alert Bartender!

Update on Tiberian War: IonShock
September 30, 2023 - 21:49
Comrade General! We have news for you. A video showing the current state of Tiberian War: IonShock was shared by Mircea some days ago, and it is quite interesting. For those who are not acquainted with it, Tiberian War: IonShock is a modification for Yuri's Revenge, part of the Tiberian War Collection. It brings an alternative strategy game that expands on the beloved Tiberium universe. It includes new factions, new effects, and new mechanics, among other things.  Here is what was posted about it:


The state of the game Smile

For further information about Tiberian War: IonShock, visit its Steam Page, and Discord Channel. And that's all regarding Tiberian War: IonShock for now. Stay tuned at PPM for more news about Tiberian War: IonShock!

The End Of Days 0.98 - Javelin Voiceover
September 30, 2023 - 13:52
Hello again! The End of Days has teased its fans with the voice over from the Javelin. For those who are not acquainted with it, 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 the official announcement from The End of Days:


Official voice for USA Javelin Anti-Tank Missile Launcher Operator.
Voice actor: Nick Gikas

If you are curious about The End of Days, visit the ModDB Profile, Discord Channel, and YouTube Video Channel to obtain further information about it. And that's all regarding The End of Days for now. Stay tuned at PPM for more news about The End of Days!

Combined Arms 0.93 has been released!
September 30, 2023 - 13:20
Aloha! Reinforcements have arrived at Combined Arms. Inqubi has recently made Combined Arms 0.93 available for download. For your information, 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 official words about Combined Arms 0.93:

0.93 is the latest instalment of Combined Arms! It features the highly requested save/load function for skirmish options!
The update also features improvements to the existing single-player campaign missions as well as four brand-new prologue missions!

# Features
- Four prologue missions.
- Lobby options can now be saved/loaded.
- Added option to disable fog of war and/or build radius in campaign missions. Mission options will persist until changed.
- Improved targeting for Chronosphere, Iron Curtain, Nanite Repair & Atomic Shells.
- Update checker and download button on menu screen.
- Numerous campaign mission tweaks.
- Soviet EVA variant.
- Numerous voice line improvements & additions.
- Units gain XP from dealing damage, rather than kills (Yuri/Mastermind gain XP from each unique unit they mind control).
- Increased armor and damage bonuses for heroic units.
- Unique veterancy icons for Nod and Scrin.
- When spectating or viewing replays, the value of selected units will be shown.

# Balance

## General
- Increased Mechanic salvage reward to $200.
- Reduce driverless vehicle decay rate.
- Reduced cost of Optimised Production upgrades from $500 to $350 (Multi-Queue Scaled only).
- Any naval units with depth charges will use only these against submarines. Reduced submarine HP to compensate.

## Allies
- Chronoshift no longer kills passengers, but they can't unload while chronoshifted. Enemy units teleported for 66% normal duration. Reduced maximum targets from 13 to 9. Capped health at 47k while chronoshifted.
- Reduced Raider APC speed and damage vs buildings/defenses a little.
- MRJ rework; creates jamming fields which reduce enemy RoF and firepower.
- Gap Generator no longer creates mini veils, but the beam itself debuffs in a small area (mainly to make it more distinct from MRJ).
- Increased Battle Fortress HP and damage.
- Temporal Flux grants Chrono Prison +1.5 range.
- Chrono Tank can now attack aircraft (relatively low damage). Added a 3 second cooldown between jumps with Temporal Flux. Can no longer crush infantry instantly by teleporting onto them.
- Increased Ranger/APC/Raider APC damage vs light armor.
- Reduced Temporal Incursion cooldown from 6:30 to 5:00 and increase duration from 30s to 40s. Removed target circle.
- Strafing Run: Increased P51 damage, HP and speed. Target is now the center of the run rather than the start.
- Reduced Artillery damage vs defenses.
- Increased Gunboat projectile speed.

## Soviets
- Reduced inaccuracy of BTR, reduced damage (roughly same DPS, just more consistent). Increased damage vs light armor.
- Increased Brute vision by 1.
- Increase Lasher Tank speed a little.
- Increased Sukhoi splash damage and missile speed slightly.
- In Multi-Queue, Kennel has its own tab for dogs only, rather than requiring a Barracks.
- Increased Sea Scorpion projectile speed and damage vs vehicles/ships.
- Increased Missile Sub damage vs buildings.

## GDI
- Increased Nanite Repair tick rate slightly.
- Increased Disruptor damage vs buildings and light armor slightly.
- Increased Hum-Vee/Guardian Drone/Mini Drone/APC damage vs light armor.
- Increased Aurora splash damage against vehicles.
- Increased Frigate railgun damage. Added depth charges.
- Reduced Drone Carrier Hornet reload time so they fire on each pass. Increased their ammo from 6 to 8. Increased damage vs buildings/defenses.
- Reduced Patrol Boat damage vs light armor.

## Nod
- Increased Buggy damage vs light armor.
- Heavy Flame Tank burst shortened (same DPS).
- Reduced Shadow Glider grenade rate of fire.
- Reduced Microwave Tank speed. Will now kill passengers with Intensified Microwaves upgrade.
- Increased Apache cost from 1350 to 1400.
- Reduced Artillery damage vs defenses.
- Reduced ICBM Sub damage vs ground vehicles. Added charge up time before firing (reduced reload to compensate).

## Scrin
- Feeder renamed to Burster, now buildable and available to all Scrin. No longer charges on Tiberium.
- Collector-73 Feeder Mutation replaced with Greater Coalescence. Spawns a larger and movable version of Leecher coalescence, which feeds of nearby enemies to sustain itself while healing allies.
- Atomized debuff now pulses AoE damage and slows movement, instead of being a DoT/firepower debuff only on the target, and no longer spreads if the target dies.
- Reduced Intruder damage vs infantry.
- Increased Gun Walker HP from 30k to 33k. Increased damge vs light armor.
- Shard Walker no longer has heavy armor. HP increased to 40k.
- Increased PAC speed from 49 to 60. Increased damage vs aircraft and infantry. Increased splash radius vs vehicles, reduced splash radius vs infantry.
- Increased Seeker HP from 22k to 23k.
- Increased Lacerator vision by 1.
- Increased Leecher HP from 28k to 30k. Increased damage vs light armor.
- Increased Leecher orb HP from 30k to 35k.
- Reduced Tripod & Reaper Tripod range very slightly. Reduced damage vs buildings and infantry.
- Increased Mothership wormhole range from 20 to 28, increased cooldown to 45s. Increased anti-unit weapon rate of fire slightly.
- Increased Stormrider shields from 6.5k to 8k.
- Move Scrin submarine detection from Stormrider to Seeker/Lacerator.
- Increase Devourer/Darkener damage vs ships.

# Misc/Fixes
- Added support powers to Composition Tester
- Slowed the decay rate of driverless vehicles.
- Fixed mission 2 crash.
- Fixed Ion Conduits activating when Storm Column is not powered.
- Separate queue for kennel in multi-queue.
- Lowered Hacker selection priority.
- Fixed Hopsital exits on the map Roadkings CA.
- Reduced opacity of sub detection circles, as it was messy with many of them.
- Added texture to menu UI panels.
- Added player colored selection box to submerged submarines.

You can check more information about Combined Arms by visiting the ModDB Profile, and Discord Channel. Download Combined Arms 0.93. That's all, folks! Stay tuned at PPM for more news coverage on Combined Arms!

Brotherhood, unity, and peace, ladies and gentlemen! A new playtest version of OpenRA has been posted recently by their team. OpenRA is a real-time strategy game engine that recreates the gameplay experience of Command & Conquer games. OpenRA is packaged with three mods: Dune, Tiberian Dawn, and Red Alert 1, which expands and improves the experience of the original games based on the development team's ideals. OpenRA works for Windows, Linux, macOS, and FreeBSD. Here are the changes and the fun stuff from OpenRA Playtest 20230927:

Two months went by, and bam! Another playtest!

Notable changes include:
  • Added the ability to vote to kick players
  • Fixed a crash on specific 32-bit Windows machines
  • Fixed AI not reacting to its units being shelled
  • Fixed Dune 2000 carryalls kidnapping harvesters sometimes
  • Improved the utility, making it easier to update to new sprite sequences
  • Sped up the ending of the Red Alert mission Sarin Gas 3

For more information, see the full changelog.

You can check more information about OpenRA by visiting the Official Website, Forums, ModDB Profile, Discord Channel, and YouTube Video Channel. Download the latest version of OpenRA Here. And this is all for today! Enjoy OpenRA and provide your feedback about it so it can get better.

Greetings, Comrade General! MustaphaTR, the leader of Generals Alpha, has recently released Generals Alpha Release 20230927. For those unaware, Generals Alpha is a modification for OpenRA that recreates Command & Conquer: Generals on OpenRA engine as much as possible but using Red Alert and Tiberian Dawn artworks. Here are the updates from Generals Alpha Release 20230927:

Hello, everyone. After wasting my whole summer on this, I'm glad to announce the release of version gen-20230927 for Generals Alpha. After several failed attempts at half-assing the engine update for the mod, I ended up finally going all the way and merging the custom engine used by Generals Alpha with the engine that was already in use by Romanov's Vengeance and Shattered Paradise. I would like to thank dnqbob for his help with the update, implementing a lot of the missing stuff, and improving the AI.

Here are some new stuff for the mod. I'm most likely missing several things, as this update has been in the works for several months now, and I didn't write a changelog during development.

  • Updated engine version to the latest version of OpenRA.
  • Added Selection UI at the bottom left of the screen, showing selected units, their upgrades, and other stats related to them.
  • Added Garrison logic for civilian buildings.
  • Added Patriot Missile System target logic logic.
  • Added Merge Generals lobby option, which gives players access to units and bonuses from all of the generals of the faction.
  • Added visual effects for Cold Fusion Reactor upgrades and Nuclear Reactor overcharge ability.
  • Added symbols showing subfactions to the Command Centers.
  • Added proper effect for Countermeasures upgrade.
  • Added Booby Traps upgrade, which uses the unused cameo from the original game as opposed to the same dynamite pack that Tank Hunters use.
  • Added Tech Artillery Platform, although it is currently only used on Tank General's Challenge map.
  • Added Cash Hack ability for Black Lotus.
  • Added sounds for units entering/leaving vehicles/buildings.
  • Added several new maps.
  • Reworked the AI as Easy, Normal, and Hard AIs as opposed to Rush, Normal, and Turtle AI that came from OpenRA's RA mod.
  • Reworked mine respawn logic to handle it individually for each mine.
  • Reworked firestorm logic to be closer to the original.
  • Reworked Artillery Barrage's ability to be closer to the original.
  • Reworked superweapons to match closer to the original.
  • Remade all the cameos in PNG format in order to keep the color quality from the original game.
  • Removed lobby options related to building placement. Human players can now always only place buildings around the Construction Vehicle that built it, while AI can always cheat to place around other buildings.
  • General's Power abilities now start fully charged.
  • Patriot Missile System is now 1x1 instead of 2x1.
  • Supply Drop Zones now actually have a plane delivering a crate.
  • Missile Defenders now need to wait for laser lock to fire faster with force fire.
  • Demo Trap now requires an Arms Dealer as in the original game.
  • Improved the AI in many other ways.
  • Workers no longer ask for shoes after you gave them some.
  • Fixed several other inconsistencies with the original game.

You can download the new version here.

You can find more information about Generals Alpha by visiting the Official Website, Steam Page, and Discord Channel. Download Generals Alpha Release 20230927 Here. And that's all regarding Generals Alpha for now. Stay tuned at PPM for more news about Generals Alpha!

CnC-DDraw has been released!
September 28, 2023 - 04:22
Comrade General! We have news for you. A new version of CnC-DDraw, known as CnC-DDraw, has been published moments ago by FunkyFr3sh. CnC-DDraw is a rendering alternative for old games that uses Direct Draw, making them compatible with newer systems and improving their graphics. You can use it on games like Command & Conquer Gold, Command & Conquer: Red Alert, Command & Conquer: Tiberian Sun, Command & Conquer: Red Alert 2, Carmageddon, Carmageddon 2, Warcraft 2, StarCraft, Diablo, Diablo 2, Age of Empires, Age of Empires II, Theme Hospital, Populous: The Beginning, Outlaws, Dungeon Keeper, Dark Reign: The Future of War, Star Wars: Galactic Battlegrounds, Atomic Bomberman, Dune 2000, Oddworld: Abe's Oddysee, Commandos, Red Baron 3D, F-16 Multirole Fighter, F-22 Raptor, Nox, among others. Here are the official words about CnC-DDraw


  • Download and extract it into your game folder
  • Start the game

The game doesn't work? Please check the Readme file and the wiki.


  • [Alt] + [Enter]                  = Switch between windowed and fullscreen mode
  • [Ctrl] + [Tab]                    = Unlock cursor
  • [Right Alt] + [Right Ctrl]  = Unlock cursor
  • [Alt] + [Page Down]        = Maximize window


  • Does now support a few chosen opengl shaders even without having any files in the Shader folder (Nearest neighbor, Bilinear, Bicubic, Lanczos, xBR-lv2)
  • Updated Italian Translation (by @Kappa971)
  • Added partial support for Captain Claw DVD movies (No upscaling support yet)
  • Added a preset for NOX (CD Version)
  • Fixed performance issues with EV Nova on windows
  • cnc-ddraw config can now disable GameUX on Win 7 (Prevents a bug where the game doesn't start properly and runs in the background)
  • Anti-aliased fonts are now disabled by default for small fonts (ddraw.ini -> anti_aliased_fonts_min_size=13)
  • Added new .ini setting "min_font_size=" to increase the size of small unreadable fonts
  • Fixed a bug where some resolutions were not displayed in the in-game list on high refresh rate monitors
  • Fixed a bug in cnc-ddraw config where the names of the hotkeys were displayed in the wrong language
  • Fixed a bug where some games could randomly freeze while playing a movie
  • Added experimental downscaling support (can now run games at high resolutions such as 4k even if the monitor doesn't support 4k)

Note: To use the new downscaling feature cnc-ddraw must be set to either Fullscreen, Fullscreen Upscaled, or Borderless. Just start the game using a high resolution (the limit is 16k currently), and cnc-ddraw will automatically enable downscaling support. If the game doesn't have a way to force a custom resolution, then use the "custom_width" and "custom_height" .ini settings to inject any resolution you want into the game's resolution list and then just select it in-game.




You can find more information about CnC-DDraw by visiting the Official Website. Download CnC-DDraw And this is all for today! Enjoy CnC-DDraw and provide your feedback about it so it can get better.

C&C World-Altering Editor v0.9.3 is out!
September 28, 2023 - 04:18
Are you picking this up? Good! ^Rampastein has released a new version of C&C World-Altering Editor called C&C World-Altering Editor v0.9.3. For those unaware of what is being written here, C&C World-Altering Editor is a map editor for the Command & Conquer Tiberian Sun, which originally started as a map editor for Dawn of the Tiberium Age. Here is the official announcement from C&C World-Altering Editor's staff about C&C World-Altering Editor v0.9.3:

Major update to World-Altering Editor. A rough changelog compared to v0.9.2 follows.

Contributors: Rampastring, ZivDero, Morton

New features:
  • You can now resize WAE's window from the borders of the window, like most Windows applications
  • You can now toggle fullscreen (aka borderless windowed) mode with F11
  • Added option for Render Scale. This defines how big the editor's graphics are compared to the window resolution

    • These options have made the Display Resolution, Render Resolution, and Upscale UI settings obsolete, so they have been removed.

  • File->Open and File->Save As now open the native Windows file selection dialog
  • Added "Browse" buttons to the main menu for game directory and map file selection. Clicking on these brings up the native Windows file selection dialog
  • You can now load the map-wide overlay image dynamically through Tools->Load Map-Wide Overlay
  • The minimap and megamap (F12) work again
  • All object properties windows (for buildings, vehicles, and infantry) now have an arrow button next to the "Attached tag" field. Clicking on this button opens the trigger that is attached to the object's attached tag.
  • Editor themes have been unhardcoded. You can now modify them through Config/EditorThemes.ini
  • Implemented preset options for script actions that reference houses
  • Implemented graphics preview for pasting of overlay. This might come with a slight performance impact when you copy a lot of overlays, but it didn't seem too bad in some quick testing.
  • You can now scroll the tile selection interface using the Up and Down arrow keys

Bugfixes and improvements:

  • WAE's fullscreen mode (F11) now properly takes multiple monitors into account and maximizes the window on the monitor where the application is currently shown instead of always using the primary monitor's resolution as the window size (and thus ending up too big on secondary monitors that were smaller in resolution than the primary monitor)
  • The editor now supports defining -1 (meaning none) as the Waypoint of TeamTypes
  • Fixed a crash when drawing an animation that had no graphics
  • Fixed a crash when drawing a building that had no graphics
  • Fixed a crash when deleting or unselecting a house in the Houses window
  • Fixed a bug where the editor failed to properly parse SHP frames that were more than 256 pixels wide
  • Fixed a bug where damaged buildings drew the regular shadow instead of the shadow of the damaged frame
  • Fixed a bug where the image of a structure was not immediately refreshed when its HP condition changed
  • Fixed a bug where AUto-LAT only supported one base LAT ground type for a LAT
  • Improved object sorting for rendering. This fixes some z-issues with buildings
  • You can now place smudges over already placed smudges when placing smudge collections
  • Smudge collections now constantly get their image randomized in placement mode to make it clearer that you are placing one of a collection
  • Fixed a bug where the scroll bar of the sidebar object selector was not updated when categories were expanded through searching
  • Improved the usability of the "Check distance" tool
  • Fixed animations not being rendered on map-defined buildings
  • Made some messages about map errors more detailed
  • The waypoint placement tool now uses a diamond-shaped cell cursor
  • Improved the texture of the "Framework mode" button (Credits: Bittah Commander)

Height support:

  • Fixed deletion mode cursor action not taking cell height into account
  • Fixed copy/paste of terrain not properly taking height levels into account
  • Fixed low bridge placement cursor not taking height levels into account
  • Fixed "Check distance" tool not taking height levels into account
  • Fixed tunnel rendering not taking 2D mode into account
  • Fixed terrain copying cursor not taking 2D mode into account
  • Fixed terrain generation cursor taking 2D mode into account
  • Fixed tube deletion cursor not taking 2D mode into account
  • Fixed Change Techno Owner cursor not taking 2D mode into account
  • Fixed Tiberium value calculation cursor not taking 2D mode into account
  • Fixed waypoint placement cursor not taking 2D mode into account


  • ts-patches (TS): Added support for new CreateAutoSave trigger action
  • Phobos (YR): Trigger events, actions, and script actions can now use any ID number
  • Phobos (YR): Added support for integer-type local variables

For further information about C&C World-Altering Editor, visit the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. C&C World-Altering Editor is available for download Here. And that's all for now! Have fun and enjoy C&C World-Altering Editor!