OpenRA is a highly moddable RTS game engine for classic Westwood 2D games. In fact Red Alert, Command & Conquer and Dune 2000 are implemented purely as mods on it. Tools are provided that allow you to add new units, maps and tilesets even create your own mod. Have a look at the wiki.

Built-In Mods

Red Alert

sovietsThe RA mod for OpenRA is a reimagining of Command & Conquer: Red Alert. It is not just a clone of the original but has improved and rebalanced gameplay. The UI is modernised for higher resolutions and better usabiltiy. It has fully working multiplayer support for both internet and local play (via direct connect).

Tiberian Dawn

Tiberian Dawn The CNC mod for OpenRA is a reimagining of the original Command & Conquer: Tiberian Dawn game. As with Red Alert modern networking and rendering technology is used. Also new features are implemented such as snow terrain, neutral tech buildings and many glitches from the original have been fixed.

Dune 2000

ArrakisThe D2k mod for OpenRA is a reimagining of Dune 2000. A remake of the remake so to speak. It separates itself from the rest of the C&C series in terms of lore, certain game mechanics and file formats, but also shares a lot of technology with it's spiritual successors. Avoid the sandworms and build your base on stable foundations. The spice must flow!

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A10 Napalm Strike Allied campaign mission 2 New main menu for RA (Concept 2)
Blog RSS Feed Report abuse Latest News: Playtest 20150808

7 comments by Milanium on Aug 8th, 2015

We are pleased to announce the second playtest on the road to our next stable release. We have now entered the feature freeze phase, which means that we have stopped adding new features and instead focus on fixing any bugs that you might find. That means that we need your help with testing, testing, and some more testing! Please report any bugs or problems you encounter on our bug tracker. Thank you for helping to improve OpenRA!

We are happy to announce that we have finally addressed a few long-standing performance issues that caused significant lag spikes in the mid to late game. As part of this work, the AI has become a lot smarter about base building, uses support powers more reliably, and harvesters are less likely to become stuck.

Music playback has received quite a lot of changes. Map authors now have much greater control over music, including the ability to specify default (starting) music as well as custom victory and defeat tracks.

Other changes include:

  • Spies in the Red Alert mod have received a major overhaul, making them much more useful.
  • Paratroopers can now be selected and given orders before they land.
  • Two new single-player missions have been added, Soviets 04a and 04b.
  • Single-player missions have been polished, and Allies 05 has received a new ultra-hard difficulty.
  • Mission replays can again be viewed through the replay browser.
  • A warning message is now given when a server admin selects a map with custom rules.
  • Range circles are now visible to allied players and spectators.
  • Players can now hide the in-game UI (using a hotkey, bound to Ctrl+Shift+H by default).
  • We now support installing game content from The First Decade DVD.

Of interest for modders and mappers will be the addition of new Lua API functions. Disguising spies, capturing or infiltrating units and buildings using scripting is now possible. Other newly available functions can be used to play arbitrary sound files, flash the screen, and control the new palette effect trait.

Of course we did not only add new things, but also fixed bugs and annoyances. Here’s a small sample:

  • A number of crashes have been resolved.
  • The score screen can now be closed to have a look at the battlefield after the match.
  • The ‘Options’ button will no longer blink without reason in skirmish maps.
  • The duration bar on chronoshifted units in the Red Alert mod is no longer visible to enemy players.
  • The aircraft and helicopter cruise altitude in the Red Alert mod has been increased again.
  • The unit duplication crate bonus has been removed from the Tiberian Dawn mod.

For all the gritty details check out the full changelog.

Grab the installer for this playtest from our download page and give it a try!

Custom map rule warning

The game will warn players in the lobby when the host selects a map with custom rules. This should help combat the small number of dishonest players who adjusted rules to their advantage.

Veteran unit production after infiltration

Infiltrating an enemy production building with a spy will let you build veteran units.

Observer range circles and hidden gui

Allied players and spectators can now see the range circles from units and buildings.

New Lua API functions can be used to simulate simple weather effects.

Work continues on our Tiberian Sun mod which still isn’t ready for release. Check out these clips from a recorded developer test game!

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Post comment Comments  (40 - 50 of 418)
hellodean May 27 2015 says:

can i suggest for the map editor a "everything mode" where you can use all terrain and units etc.
so if you want to create a world map you could have deserts and tundra and temperate climates on the same map. or atleast transitional from one to the other. say if your based on a mountain the lower is "temperate" but the higher up it goes to "winter" then at the top it can be "snow"

+1 vote     reply to comment
hellodean May 26 2015 says:

while playing dune 2000 i was thinking it would be good if there could be an option for units to not auto target structures like they do in the original, if your trying to capture structures while fighting in a base either the units target them rather than units that are shooting at them or your units can kill the engineers with splash damage friendly fire.

+1 vote     reply to comment
php_bg May 29 2015 replied:

You can try changing the units' stance. The default is "AttackAnything", but you can use "ReturnFire" in that case, so they fire only on units that attack them. Go to the Input tab in Settings to see what the hotkey for cycling the stances is. The default is Ctrl+Z.

+1 vote     reply to comment
Damfoos May 13 2015 says:

I can't play OpenRa on my laptop (Samsung NP-N150) even with the updated (from Samsung site) videocard drivers, it says:
"OpenRA requires OpenGL version 2.0 or greater and detected 1.4"

Can I do something with this?

+1 vote     reply to comment
Milanium Creator
Milanium May 17 2015 replied:

No sorry, both Intel GMA 3150 graphics and Intel Atom N450 CPU are below the minimum hardware requirements.

+1 vote   reply to comment
Damfoos May 19 2015 replied:

That's sad :(

Another question: could you make the OpenRA use external string files for all the ingame text (menu items, tooltips, unit names), just like the RA2 and following had the .str/.csf files? Maybe my info is outdated, but from what I saw, all the descriptions and tooltips are written directly in unit codes, what is not comfortable to edit quickly (somebody may want to translate stuff, in the future). Asking as a nonpro-translator.

+1 vote     reply to comment
Milanium Creator
Milanium May 19 2015 replied:

We have l10n support for the UI though it is completely unused at the moment. Github.com

+1 vote   reply to comment
L()KI Apr 26 2015 says:

Oooooooeeewh. Looks so sweet.

+1 vote     reply to comment
hellodean Apr 10 2015 says:

some feedback/suggestions
i think that the allies could do with a anti-air vehicle,
no superweapons being an tick option would be good
the (normal) A.I. could do to build a few more base defenses

will volkov be in for the soviets at some point?

+2 votes     reply to comment
Milanium Creator
Milanium May 17 2015 replied:

The introduction of Volkov wasn't well perceived and we lack artwork for a cameo icon, so probably not.

+1 vote   reply to comment
Maggy_ Apr 13 2015 replied:

No superweapons option would be cool. Getting nuked randomly is not fun.

0 votes     reply to comment
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Released Jan 2010
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Highest Rated (13 agree) 10/10

This game should get more praise.

Jan 18 2012 by Torpedo1986

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