This is not an engine in itself, this is just a term that can be used as a name for the "2D" RTS games Westwood Studios developed. They never officially announced, named or released this engine.

It was just added and named internally for purposes of ModDB by a member of the community.

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After 3.5 months of development we're pleased to announce Phobos v0.2 - a new stable release of Phobos YR Engine Extension. Since the first public release a lot of contributors joined us to help push YR modding forward, including such talented people as Uranusian, secsome, Otamaa, FS-21, Starkku and a lot of others.

Many of the new contributors didn't know much about reverse-engineering or how to implement new ingame stuff (neither did I a year ago), but thanks to help of the community (especially tomsons26 and CCHyper) it's not a secret knowledge and everyone can learn it and help. Moreover, I've been working on simplifying the process of contributing even more by writing a dedicated documentation section. We invite everyone to try and help develop Phobos to push YR modding even further.

The key features of this update:

  • Shields! Thanks to the combined work of Uranusian, secsome and Belonit now any ingame unit and building can have shields which act as a second HP bar with custom parameters including armor, recharge rates, graphics, animations etc. Moreover, Starkku has added special warhead params that interact with shields in a special way.

Shields
Buildings, Infantries and Vehicles with Shield in Fantasy ADVENTURE


  • Custom radiation types, which were implemented by Otamaa with help of Belonit and Uranusian based on unused Ares code. You can have multiple which properly blend and respect Affect* tags, so you can make oddities as healing fields for friendlies or something like this.

Custom radiation types
Different radiation types can blend


  • Customizable ore spawners, implemented by me, Kerbiter. You can now have customizable ore type, range, ore growth stage and amount of cells generated. Boring 3x3 patches of undergrown gold are no more!

Customizable ore spawners
Different ore spawners in Rise of the East


  • Projectile interception logic made mostly by AutoGavy and ChrisLv_CN. You can now have point-defence laser systems to shoot down particular projectiles that were specified as interceptable, a-la Generals.

Projectile interception
*Projectile interception used in Tiberium Crisis *


  • Harvester counter implemented by Uranusian. Changes colors and counts harvesters in a customizable way. Now players would be able to easily check the health of their long-term economy and look after rogue harvesters.

Harvester counter
Harvester Counter in Fantasy ADVENTURE


  • When you found out that some of the harvesters don't actually harvest - you can use Select Next Idle Harvester hotkey command that I implemented to jump to the next lazy harvester that decided to loaf a bit.

  • Another hotkey command called Dump Object Info (by secsome with edits from FS-21) is meant to help mod/map developers to see detailed info about some object.

Dump Object Info
Dump Object Info used in CnC: Reloaded


But that's not all! Those are the biggest and most noticeable features that we introduced in this update. We also fixed a big bunch of bugs from vanilla YR and unhardcoded a lot more stuff. You can read the full list of changes in the full v0.2 changelog.

Download the latest release here: Github.com
Read the latest documentation: Phobos.readthedocs.io

Contribute to Phobos: Github.com
Chat with developers: Discord.gg

If you want to say "thank you" in a monetary form please use the donation links that are available in credits section.

Phobos v0.1 - First Release!
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Phobos v0.1 - First Release!

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A new open-source YR engine extension for every YR modder to use and contribute to.

Naval Patch Is Here!
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Naval transports have come to DTA! With them comes new balancing opportunities as well, and so we have given naval balance as a whole a major overhaul...

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Dev Diary Entry #3 - 2.0 Update
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Dev Diary Entry #3 - 2.0 Update

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Quick entry to show some stuff I've worked on, we've got Yuri on the way in 2.0.

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Wielding strange new technologies and hungering for revenge, the Soviet Army invades America. Overwhelmed Allied forces, unprepared for the surprise attack...

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Command & Conquer 2: Tiberian Sun is the sequel to Command & Conquer: Tiberian Dawn. Set in the early 21st century, Tiberian Sun once again pits the Global...

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Dark experiments have permanently altered time. Or have they? Now, Soviet tanks crush city after city while Allied cruisers shell bases. Spies lurk, land...

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Comments  (0 - 10 of 19)
TheRookieMaster
TheRookieMaster

Very nice site! Is that someone botting and spamming with fake "Guest" accounts?

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ϟBlack_Goku☯
ϟBlack_Goku☯

Great Game!

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moddlord1
moddlord1

still much respect for these awesome games can not say this for many games

Reply Good karma Bad karma+6 votes
ZoneOP
ZoneOP

Agree! Can't tell how many years i wasted on C&C.

Westwood was awesome!

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Rigelblast
Rigelblast

This is definitely one of the best "engines" designed for RTS games. Especially the later versions (used for example in Red Alert 2) have many great features such as lighting and ambient sound system.

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leilei
leilei

Dune II, albeit not CNC canon, also greatly shares ancestral heritage with this engine

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xonone
xonone

this engine is the best engine ever. i loved playing all older cnc games before EA took over.

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nazfalas
nazfalas

RA2 was still great...

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moddlord1
moddlord1

yes oldskool but still cool

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asvnix
asvnix

Actually it's a 3D engine. THose one who work with it, know that is't a simple 3D

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WNxHeadShot
WNxHeadShot

*Actually is 2.5D lol sounds wired but it is!

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