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Red Alert: Conquer and Command is a mod for Red Alert 3, that will have 2 totally new factions, new tech buildings and new support power. All units are our own creations, or are based from real-life vehicles/soldiers, and have completely new weapons that aren't in the original Red Alert 3 game. Pretty much the works! We hope to make the game more battle based by encouraging players to fight head on, rather than doing the sneaky peaky, by creating all-new maps with hundreds of thin valleys to form your attacks and approach your enemies... WATCH THIS SPACE FOR MORE NEWS AND UPDATES!
More updates! Including coding, units, logos/headers, and music!
Posted by leebarguss on Aug 24th, 2009
Hey guys! Only a few things for this update... To start off with, we have a new profile header and logo for our group Rolling Tank Productions. Check it out. Let us know what you think, if you want. But to be honest, I'm rather proud of it myself!
There's also been a few more coding changes this week. Such as the 5 resource gain every 5 seconds, has been moved from the refineries to the Construction Yard, and increased to a higher number. Also, a paratrooper drop has been added. We've also been having a few modeling problems that we've encountered. Now, we would like you to help us if you have the knowledge. When exporting a .W3X file from 3DSMax 9, we encounter an error code (you can find this code on my personal blog as we don't want to make this post too long). We would very much appreciate this help, as getting a unit into our mod will make the rate of progression jump up to an extreme. All you need to do, is place a comment on the blog post or message me or Dan2172 with any links to information and whatnot.
Finally, we are on our way to getting some really decent music on our hands! Forgetting Gravity have just released their EP album and have shared it on their videos slot, on their personal page. It's a 14 track album with plenty of variety. Check it out, leave some comments and you'll be seeing some similar stuff rolling in for the mod's soundtrack.
Over the next two weeks, the team plans to get a lot completed in order to get the BETA release underway as soon as possible during the month of September. Such updates include: