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  (60 - 70 of 78)
mada_lin2002
mada_lin2002 - - 41 comments

I think the SAGE engine literaly permits games like battlefield or modernwarfare to be put in strategy perspective? don't you agree?

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mada_lin2002
mada_lin2002 - - 41 comments

HY GUYS! GOOD WORK UNTIL NOW! i have some sugestions for you:
you are on the path of succes with this mode, but...you can make something original here, not just a copy ... listen a little bit:
FIRST what you have now is goodd but you can make it better much better: all the war tehnology is like from 80'- 90s, to be perfect must be from these days, for that you can look at cod modern warfare1,2,3 and battlefield 3 games wich i,ve played. infantery: tier 1: canon meat,tier '1:rangers tier 2: specops, tier 3: navy seals,comandos(look at act of war game.
vehicoles: here are to much to describe but i give you a link, please check it out:http://en.wikipedia.org/wiki/List_of_currently_active_United_States_military_land_vehicles,,,aircraft the same.
Please don't take it wrong my advice. if you do at least half of the research in 2 that I guarantee that you guys wil ROCK !
by the way: i used 2 work on some games as an advisor for military equipment, i'm not a modder, but defenitly a player.
If you want to know more live me a message.I got tons of ideeas for you how can you make a masterpice of game-mod.
Mada out !

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BfPSpearhead
BfPSpearhead - - 20 comments

Do you use jets and/or helicopters in your mod?

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T.CrackIt Creator
T.CrackIt - - 34 comments

They will follow, yes.

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codyblue
codyblue - - 203 comments

I like the idea looks intrestink

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Steam-です
Steam-です - - 89 comments

Question : just how are command points replenished/increased?

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T.CrackIt Creator
T.CrackIt - - 34 comments

Right, they aren't replenished. So that you better take care not losing them too fast ;)
Trenchwork should not pan out at all, since you're forced to expand, otherwise your enemy will control nearly all of the outposts and by that your command points get decreased permanently.

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Nuttah
Nuttah - - 1,201 comments

I don't think they are increased.
From the look of it, I guess you get a set number and the game ends when one side loses all of them.
I can see trenchwork panning out nicely with this.

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X3N
X3N - - 398 comments

Best wishes in your new project bro :)

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HavocOfDoom
HavocOfDoom - - 417 comments

A new twist, i like it!

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