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.

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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!

Features:

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..

Known issues:

  • Some of the UI elements are not reworked yet, and a lot of menu stuff is actually still in progress. These, however, are cosmetic issues only!
  • The A.I. in general should be seen as a placeholder. In the current state it sometimes tends to have problems with capturing outposts, although it has units in it. This should be an A.I. only issue. If you experience similar bevavior in multiplayer matches please report me!
  • Infantry is not supposed to be able to shoot out of Badgers. Occasionally this happens though.
  • Sudden unit rotation is part of the engine's bad habits and cannot be fixed.

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.


What's next?

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!

Reporting back

Reporting back

News 7 comments

See the first motion pictures of CnC Post-War here, plus the announcement of an almost definite release date.

Support for the Peacekeepers

Support for the Peacekeepers

News 4 comments

Discovering two new units of the Peacekeepers: The Engineer Squad and Thunderstorm MLRS

Status Report

Status Report

News 3 comments

A detailed summarization of the mod's current status and release plans

Support Your Troops

Support Your Troops

News 2 comments

Information and pictures about the new special power system

RSS Files
Release Version 0.1

Release Version 0.1

Demo 20 comments

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...

Post comment Comments  (30 - 40 of 78)
Strelok_☭
Strelok_☭ - - 204 comments

**** YEAH :D Pls Finish this mod and pls use normal units and not so much SyFy but sofar very nice good Mod

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PeaceKeep0r
PeaceKeep0r - - 1,184 comments

Since summer is upon us, most or many of us will have a lot of time on our hands :)

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Oaks
Oaks - - 2,242 comments

Once upon a time,I played some game with really bad graphics and gameplay called reality.That was until I found CnC Post-War.
Ok,so Postmen from "Peace,maan" gang has Predators the modified Abrams.
And what got the Postmen from other gangs? :D Its the Post War,after all. :D

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Oaks
Oaks - - 2,242 comments

Ok,Ok,I am sorry for the bad joke,in my earlier comment,but the first sentence is about praising.I've should express myself better.I like and have respect for this unbeliavable realistic mod.I like the units of Peacekeepers faction,yet I do look forward on revelation of other faction(s) and their units even more.So High five and thumbs up fer da mud.

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Emiliomau
Emiliomau - - 654 comments

release date for this mod

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PeaceKeep0r
PeaceKeep0r - - 1,184 comments

2 questions:

1. What factions are you planning to do for this mod?

2. Will you make your own campaign, edit the GDI, Nod, and Scrin campaign, or disable the campaign?

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T.CrackIt Creator
T.CrackIt - - 34 comments

1. Still won't reveal the others yet (;

2. Campaign will be disabled. Apart from the fact that the whole gameplay idea is mainly about multiplayer matches, creating a campaign would be much too time-consuming.

Reply Good karma+3 votes
PeaceKeep0r
PeaceKeep0r - - 1,184 comments

Thanks for the reply BTW i like the promotion symbols above the unit, you can finally see it clearly now.

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T.CrackIt Creator
T.CrackIt - - 34 comments

Thanks, but actually they have nothing to do with promotion. I was looking for a nice way to get rid of the housecolor parts on the models, so the symbol appears everytime a unit gets in vision range of an enemy.

Reply Good karma+2 votes
PeaceKeep0r
PeaceKeep0r - - 1,184 comments

So the <<< promotions above the units doesn't actually mean the promotions?

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T.CrackIt Creator
T.CrackIt - - 34 comments

Well, you are probably refering to chevrons, which are kind of reversed v's. Symbols like < and v painted on vehicles however are used for example by the US army to prevent blue on blue fire. That was the idea behind it, so yeah, all they mean is the housecolor.

Reply Good karma+2 votes
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