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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Post comment Comments  (10 - 20 of 50)
SNAKE_666 Mar 24 2011, 7:25pm says:


+9 votes     reply to comment
PsychoticLoner May 27 2011, 12:44pm buried:


How did they "ruin" anything? All they did was take CNC beyond the level of this game and actually did new things with it. If anything Westwood ruined CNC.

-15 votes     reply to comment
EchoesOfTheFuture Jan 2 2012, 5:07pm replied:

You're an idiot.

+9 votes     reply to comment
Piemanlives Jun 30 2011, 3:48pm replied:

how can you say something like that, Command and Conquer is a classic, unlike you i still prefer red alert 2/Yuri's Revenge. well most likely, the thing is that, really most of the technology in previous red alert, tiberium games do not exist in tiberium wars or red alert 3. that was a major disappointment to me and probably many other fans, i mean where did it all go, the mechs, the giant mechs, the strange creatures that live in tiberium, etc. it bothers me to this day

+8 votes     reply to comment
DarkStarLive Jul 4 2011, 7:44pm replied:

He's half/right, EA is a publisher, it is not the developer after the RA2/Yuri's Revenge, it was EALA that developed Generals & up. Repeatedly slamming EA doesn't make much sense. Now the gameplay was getting a little stale with every entry into the series, and technically Westwood did sell themselves out and stop making C&C games with the release of Renegade and Earth & Beyond. It does not mean that RA2 or YR were necessarily bad games, but the last ones to include genuine improvements to the gameplay, such as units barricading themselves in buildings, and secondary function such as the infantry for the allies. So basically what he is saying is stop blaming EA, it is only a publisher, not the developer.

+7 votes     reply to comment
Spr09 Jan 1 2012, 2:29pm replied:

ea took westwood and pretty much ended the company. westood DIDNT TOUCH ANYTHING PAST RA2! ea put their own programmers and writers in and added what they thought was good instead of making another actual addition to C&C. so yes, ea can be blamed for this turd people call C&C now. if they put in better people or didnt wreck westwood we wouldnt be having this argument.

and yes westood sold themselves, but we can still yell at ea for making crap games with their work!

+4 votes     reply to comment
MWachtis Dec 19 2011, 9:00am replied:

You are such a diplomat

+4 votes     reply to comment
sgtmyers88 Oct 31 2010, 11:03pm says:

Found an interesting and rare commercial for Command & Conquer 64 (Nintendo 64 version of the game)

+2 votes     reply to comment
knytwarrior Oct 14 2010, 6:06am says:

kurkuy kagid kamo

-3 votes     reply to comment
sgtmyers88 Aug 31 2010, 11:16pm says:

I wish to note and give a big Happy 15th Birthday to Command & Conquer! Check out this interview with one of the creators, Louis Castle:

+2 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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