Command & Conquer (a.k.a. Command & Conquer: Tiberian Dawn or simply C&C/C&C1; the game is also often unofficially called Command & Conquer 64 for the Nintendo 64 port) is a 1995 real-time strategy video game produced by Westwood Studios for MS-DOS and released internationally by Virgin Interactive. It was the first of twelve games to date to be released under the title Command & Conquer; six subsequent titles having since continued the story set as sequels with one acting as a prequel, along with the production of several spin-off games. Met with universal acclaim by consumers and critics, Command & Conquer was released for seven separate platforms along with becoming the initiator of the Command & Conquer franchise, and today generally is considered as the title which originally defined and popularized the modern real-time strategy genre.

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Blog RSS Feed Report abuse Latest News: Patch 1.06c Revision 3 is released!

About Command & Conquer Unofficial Patch 1.06 with 14 comments by Nyerguds on Apr 5th, 2012

Remember last article, where I said my Revision 2 releases have always been the most stable and complete ones? Yeah... looks like I did mess up some details there, so, without further ado, here's Revision Three.

> Patch download
> Full game download

As always... the patch works on any version of C&C95. No matter if you got it installed from the original CDs, from downloaded ISOs, from The First Decade, or from one of my previous patches' full game install packs, it will work. Do note that in some cases (see question #2), you might also want to download the additional music pack to complete your install.

So what exactly was wrong with Revision 2? Long story short, the "number of player start positions on a map" detection system I boasted about in the last article seemed to mess up from the moment the language was switched to anything other than English. More specifically, for any language for which the map name wasn't explicitly set in the actual map file.

Quite simply, this made all maps show up as 2-player maps for all non-English players. French players have some map names translated in the actual map files (The Covert Ops ones, IIRC), which means those maps worked correctly, but with the increasing amount of language packs getting created, this was still a really embarrassing error on my part.

Amongst the other fixed bugs in the "Nyerguds is lazy and should test more" category are one preventing the modding system from loading custom rules.ini, themes.ini and mouse cursor files, and the fact the newly added option to disable the new credits music didn't seem to work at all, due to me forgetting to implement the actual programming behind it. Whoops.

So, yeah, that's all fixed.

So, you may wonder, are there any fixes or additions that are NOT just compensation for my own sloppiness? Definitely!

Let's start with some actual honest-to-[insert deity of your choice here] Westwood bugs. Always fun, those.

First of all, a little graphics bug. The SSM Launcher seemed to have some odd yellow stuff in one of its frames. Thanks to Kilkakon for pointing that one out. It's fixed now :)

SSM colouring bug

Another bizarre bug was purely related to languages and mods, but too funny not to mention. You know how all missions in the New Missions menu have a "GDI:" or "NOD:" prefix before the mission name? Well, after I made those editable for mods and language packs, Kilkakon (he's doing quite some modding) noticed the game wouldn't play any GDI missions after changing it.

The problem seemed to be that the game simply doesn't know if an entry in the list is GDI or Nod. The only internal information a list item contained was a mission number, and the description. The 'funny' part? To see if a mission was for GDI, the game looked at the first letter of that description, and checked if it was "G". So, if you changed that "GDI" string to something that didn't start with "G", it promptly thought they were all Nod missions. Oh you silly Westwood. And I thought I was lazy.

Enough bugs. I'm sick of bugs. Bugs are rubbish. On to an actual new feature!

One of the problems with C&C's skirmish (besides the base building stuff; stop asking) was that on a 6-player map, you'd always get 5 opponents. Since, at some point in the game, all enemies would stop coming gradually and decide to mass you all together, this could be quite hard to win. I always wanted to put a little extra window in between with a slider for the amount of opponents, but that's easier said than done when you're juggling bytes around as programming language.

So I chose a somewhat simpler solution. The amount of enemies can now be set in the game settings, through CCConfig.

Custom number of Skirmish opponents

You may notice the shape of the tool changed a bit; this is because I added and rearranged some options on the first tab. Anyway, as you see here, the "Opponents in Skirmish" value is set to '1'.

Custom number of Skirmish opponents

The map I chose for this example was Tiberium Gardens. This is an old favourite of mine. It's a 5-player map built to be more or less symmetrical, which is quite a feat on itself. What makes it special to me, though, is that it's one of the official maps the v1.06c players limitation system was built for. And then of course, there's the fact that before my patch, it was impossible to actually play 5-player games on it ;)

Custom number of Skirmish opponents

Now, ingame, you see there is only one opponent. Mission Accomplished, for me anyway :)

A quick reminder though... there's no need to limit yourself to Skirmish. There's a whole multiplayer community out there waiting for you to join them. For more information on how to play online, see the news article I wrote about it.

I think I mentioned most of the stuff in this patch now. The only remaining changes were some minor details on the CCConfig tool:

  • We found out that CnC-DDraw, the amazing system to stretch videos and give windowed mode, doesn't seem to work on all systems. Since C&C95 without CnC-DDraw needs compatibility mode, but CnC-DDraw runs better without it, CCConfig has been updated so it enables compatibility mode when you disable CnC-DDraw, and vice versa.
  • CCConfig now allows disabling the "Back Buffer in Video Memory" option if CnC-DDraw is enabled. The option affects scroll speed and general responsiveness of the game on some systems.
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This is a modified version of C&C95 filled with balance changes enough to re-live the way the original C&C is meant to be played. Requires Nyergud's...

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CHA0$ i§ everywhere ! :D Let's Play it ? NOo :D Have fun whit my MOD made by King-Devil (The_Original >.<)

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This is the basic AI Compiled mod, it has new micro managers, states, target heuristics and personalities for you to try out. Please enjoy the mod, also...

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A simple easy to trainer for command and conquer generals works with latest version 1.8 have fun all credit goes to Flyke :D aka badass

Jurassic Arena (2 - 4)
Command & Conquer

Jurassic Arena (2 - 4)

Jun 16, 2012 Command & Conquer Full Version 3 comments

New map I have been working on for a campaign mission I plan to release later but I figured it would make a good 2 vs 2 map, Enjoy Made by Hogo

Jurassic Arena Amphibious Amendment
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Jurassic Arena Amphibious Amendment

Jun 16, 2012 Command & Conquer Full Version 0 comments

New map I have been working on for a campaign mission I plan to release later but I figured it would make a good 1 vs 1 map, Enjoy Made by Hogo

Post comment Comments  (0 - 10 of 50)
TAK02 Jan 3 2014, 2:08am says:

I don't know wether it's a glitch or not: At the bigining of every skirmish, AI strikes with all starting units. When I look around the whole map, I never find the AIs base, which I doubt exists. Worse, I can't change the starting cash (5000).

+1 vote     reply to comment
ripamoramee1 Feb 4 2013, 10:48am says:

Odd yellow stuff? That's detailing.

+1 vote     reply to comment
Nyerguds Aug 14 2013, 4:13am replied:

You know, comments (even snarky ones) related to my news article are better put in the comments OF the article, rather than here in the place which is meant for general comments about the game...

And no, it wasn't detailing, since only one frame of the 32-frame rotation sequence had it :p

+1 vote     reply to comment
MadWolf Nov 4 2012, 1:47am says:

command and conquer ultimate edition has been released the command and conquer and The Covert Operations has 225 MB of .VQA files i think you can delete all the .VQA

+1 vote     reply to comment
Daemonkiller117 Oct 12 2012, 10:25am says:

Hey does anyone know where I can download the freeware version of cnC gold?

0 votes     reply to comment
Milanium Jul 14 2013, 10:02am replied: +2 votes     reply to comment
Daemonkiller117 Jul 14 2013, 9:58pm replied:

Thank you

+1 vote     reply to comment
callumw103 Oct 2 2012, 10:24pm says:

Wow ive still got this on my N64, i might go play it now.

+2 votes     reply to comment
jakejakejake55 Jul 14 2012, 6:42am replied:

urr ea pubblish c&c westwood make them:P

-2 votes     reply to comment
kronos368 Apr 12 2012, 10:03am replied:

Westwood CREATED C&C genius.

+5 votes     reply to comment
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Command & Conquer
Windows, Mac, DOS, N64
Westwood Studios
Electronic Arts
Westwood 2D
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Release Date
Released Aug 30, 1995
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Highest Rated (8 agree) 10/10

Good times, good times...

Oct 9 2010, 6:39pm by zwedizhfizh

Real Time Strategy
Single & Multiplayer
Command & Conquer: Tiberium Alliances, Released Mar 15, 2012
C&C4: Tiberian Twilight, Released Mar 15, 2010
C&C3: Tiberium Wars, Released Mar 27, 2007
C&C: Tiberian Sun, Released Aug 12, 1999
Command & Conquer, Released Aug 30, 1995
Command & Conquer: The Covert Operations, Released Apr 30, 1994
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