CnC Post-War is a Command & Conquer 3 Tiberium Wars total conversion taking place in a fictional post-apocalyptic future scenery, where the earth has suffered greatly under the consequences of resource scarcity and the devastating wars that came along with it. Nations and borders have been vanished away, the last survivors of this cataclysm are grouping together in different militias and clans, roaming the wastelands and gathering the last resources. Become the leader of one of these splinter cells and fight for their survival. Welcome to the wasteland, Commander!
This mod features new factions, units and gameplay elements with the most significant as follows:
Conquest-Mode
The new standard gameplay mode. Instead of constructing your base first, you start with a small group of units, capture outposts, and build small supply zones to gain credits and demand new forces. Each player starts with a certain number of command points, which decrease with every unit you lose. Your objective is to either kill all enemy forces or reduce their command points to zero before they do so to yours. Furthermore you can gain a leverage by dominating the battelfield, i.e. holding more than 2/3 of all outposts on a map, and make your enemies' command points to suffer permamently until they are able to switch the situation.
The Peacekeepers
The first playable faction is an alliance of mainly ex-soldiers and idealists, led by the idea of bringing rest to wasteland again and reconstructing a functional society. The Peacekeepers heavily rely on modified US equiptment that has been left in old military bases and with which their mostly trained forces have solid experience.
Resource-System
While credits are earned by holding outposts and building supply depots in them, fuel replaces the C&C-typical energy and is needed to keep your vehicles running. To increase your fuel level you should explore the map and capture some fuel sources like old gas stations.

This is it. After months of hard work, absence and resumption of this project I'm glad I can finally offer you some playable material. Choosing the C&C 3 SAGE engine has often proven as wrong and I'm not as satisfied with the current result as I'd like to be. Minor details have cost an excessive amount of time, other elements had to be adapted to the engine's limitations or were completly cut off. There are a few problems that could not be solved yet and which are enlisted under "known issues". Anyhow, this should of course not mean that you cannot have a lot of fun with this mod!
The first release version includes one playable faction (the Peacekeepers) with all units you have seen on screens so far. Actually it was planned to have at least one controllable air unit (an Apache based attack helicopter), but at the moment there are none. Futhermore it includes three maps, all with the conquest system, and all with working A.I..
If you notice any other bugs, imbalances or the like, feel free to leave a comment or report me via PM. An installation guide and further info are included in the readme file.
In case you are still reading here, you might also wonder what will come next for this mod. Originally it was planned to get the first release out much earlier and to reveal a second faction after this. At the moment, however, this is not going to happen until I will find another modeller and texture artist, which brings me to the last point of this news:
I'm looking for:
- A modeller
- A texture artist (for models in first line, UI/promotional stuff optionally)
- A talented mapper (for semi-realistic map-style, like the ones this mod includes)
Other than this, what will follow next, is probably a bugfixed version, if required.
That's it so far. Wish you some nice matches and hope you enjoy the mod!
See the first motion pictures of CnC Post-War here, plus the announcement of an almost definite release date.
Discovering two new units of the Peacekeepers: The Engineer Squad and Thunderstorm MLRS
A detailed summarization of the mod's current status and release plans
First playable version of CnC Post-War. Includes one playable faction (the Peacekeepers) with all units you have seen on screens so far. Furthermore three...
also one more question why was the M1 called the "predator" is it so you could use the c&c dialogue for it??
Sorry for the very late response.
The Predator is no M1 anymore, it's based on it in design and background story, but there are certain differences and improvements. I also decided to give units fictional names so that they aren't connotated with their respective army anymore (in this case the US military).
Concerning your other question: It will probably stay in that style. Upcoming units are going to be more fictional, but still based on relastic, modern design, no sci-fi stuff.
also one more question why was the M1 called the "predator" is it so you could use the c&c dialogue for it??
so are you keeping this game modernish era or are you making it more furtristic i really hope u stay in a more modern state etc M1s t80 F15s A10 su 27s etc this mod looks promising so far
Engineer with shotgun? MLRS? Hell yeah!!
It would be good to see a video of explosions which used in mod
Updates?
Will still take some weeks, since I have barely time for this at the moment and when I have I work on the AI, so there's nothing really new to show.
This mod makes me want to install C&C3 again lol
I will wait lets say 3 years for working AI if neccesary.Or maybe there could be some ways how to do it easier for AI.The outpost system.I've seen some ingenious systems in Alternate war and Mec2 mods.