CNC: Final War is a semi-total conversion for the game Command and Conquer: Red Alert 2 - Yuri's Revenge. The mod is powered by the Ares Modding DLL, and features work from the collective Red Alert 2 Yuri's Revenge community where credited on the images.


The mod takes place after the events of the Allied victory over the Soviets in Red Alert 1. Deciding to prevent the spread of communism or dictatorship empires, the Allies banded together to form the European Coalition. The European Coalition is both a world government and a police force stationed in Allied nations as peacekeepers and abroad as messengers of peace and security, while overthrowing dissident regimes and installing puppet democracies and spreading only a global capitalistic economy. While public opinion of the European Coalition is mostly positive within it's borders, it's often viewed as a hostile and invasive enemy force. The outposts within the disbanded USSR and it's allies from the first Great War have all been used to quell uprisings and suppress any notion of a return to glory to the old empires. Meanwhile, a secret group of leaders, politicians, military generals in exile, and entrepreneurs have united under a new soviet banner known as the Eastern Empire. The group has been secretly refitting the military arsenal with new research, stealing lost tech plans or European Coalition prototypes, and hiding many developments as peacekeeping initiatives or public services. Their final goal is a united Eastern Empire, many nations and people working together as one major kingdom for the revenge destruction of the world!

And many wonder the nature of the Remnant Legion, and their true purpose or motivation for getting involved in this struggle. All shall be revealed soon enough.

CnC: Final War features three full factions with completely reworked tech trees and units, sporting a strong advanced tech timeline and a grim and dark visual style. The mod includes new units, maps, game modes, theaters, sound effects, and a new soundtrack to commence the last great battle for dominance over the planet!

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Developer Blog #2

News

Intro

It's been some time since I've posted about the mod, so I figure I'd best post a Developer Blog to highlight some of the upcoming new features of the project, and a status check to indicate how close a release may be. Without further ado, let's break into several new features of the project.

Client Improvements

In the last few months, an extra amount of effort has gone into updating the mod's client that has been generously provided by Starkku of the Project Phantom mod. The main emphasis has been giving players a unique experience, and the client supports this in a number of ways. For starters, I decided to enable the ability for players to set a few parameters more detailed than normally offered in projects. Starting units are another popular aspect of Command and Conquer, and a variety of the games in the franchise have their own unique way of catering to this classic concept. In CnC: Final War, players have several options on how to start with forces in play already.

Bonus Techs
An early screenshot shows off the Bonus Tech options,
which players can use to disable optional units.


Rules of Engagement
Another early screenshot shows off the choices for starting units,
which allows for a variety of audiences to find what they desire.


Another emphasis I aimed to achieve in CnC: Final War was a robust and modular set of game modes that could be toggled back and forth, as well as a way to filter maps based on conditions such as starting point layout, design, and later in development map-based game modes such as Megawealth. Utilizing the toggle options seen in the second screenshot above as well as the drop down filter selection seen below, players should be able to create custom battlefield rules oriented just as they see fit.

Map Filters
A testing screenshot of the Map Filter selection menu.
These are merely map filters, and have no rules attached to them.


Mod Content Additions

Many new features have been added to the mod since the last developer post, and the content available has rounded out into quite the project. For starters, all sub factions have been completed and fleshed out. The Remnant Legion went through an overhaul to increase their diversity and address serious balance issues from old designs. Maps have received new tech structures, such as the Tech Refinery, and additional capturable goodies such as Turret Nodes and the Repair Faility.

ATOMOS Initiative
The ATOMOS Initiatve utilize hover and amphibious platforms,
and are the forces that have authorization to utilize the ECC Tanya.


Together, We Are Mighty!

The Remnant Legion ended up with several new structure arts,
as well as two brand new superweapons.


Secret Labs received a serious upgrade, with the Tanya's Time-shifters! These powerful units are familiar Yuri's Revenge units, given a Final War conversion and hidden away on the maps. There are three vehicles and three new heroes hidden within, left as secrets for players to discover. The temperate theater has also received some upgrades, allowing players to create full urban environments as well as emulate the old Red Alert Interior theater!

Tanya's Time-shifters!
Tanya and her misfit band of time-traveling weapons.


What's Coming Next?

Not to be forgotten, the AI of the project has seen drastic improvements made by an extensive overhaul that expanded and diversified their tactics. Beta tests have pushed the balance more and more favorably, and the map pool grows still. Final touches are applied every time the mod updates, and a release is planned for October 1st, 2018! (barring any major setbacks) Stay tuned for an official announcement trailer, and enjoy the carnage below!

Developer Blog #1

Developer Blog #1

News

A summary of progess with the mod over the course of the last few years. Also discussed are the current plans for the mod, and upcoming features as well...

Welcome to CnC: Final War!

Welcome to CnC: Final War!

News

An introductory post for both the new mod CnC: Final War and the modder SMxReaver.

Tech Building Capture Rework

Tech Building Capture Rework

Feature

A quick article discussing the capture mechanic changes coming to the neutral Tech structures located across many maps in CnC: Final War.

Comments  (0 - 10 of 34)
JeagerEX
JeagerEX

Which units from the vanilla game will be adapted out?

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Dynamo128
Dynamo128

is a campaign planned for this?

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m666 Creator
m666

A campaign is planned for next year, but the initial release will not contain a campaign.

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JeagerEX
JeagerEX

I remember this mod supposed to feature two factions only, but how it ended up with additional one faction which is the Remnant Legion (Yuri's Army)?

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m666 Creator
m666

I had enough done to start the faction from a previous version. I thought some extra content would be fun for both myself to develop and for players to play with.

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mike89200
mike89200

Is that chronogically in the red ressurection sequel? like it is before or after and in what year did it happens? thank for your response in advance have a nice day.

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m666 Creator
m666

The story of Final War replaces the events that occur in Red Alert 2, so they're taking place in roughly the same time just in different mods.

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Arios
Arios

Is there will be the controllable Jet aircraft from Airfields? Or is the Airfields will be used for offmap airstrike only and helicopter aircraft production?

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m666 Creator
m666

The Coalition Crusaders sub faction has access to controllable jet aircraft, but no other faction has this ability. The ability to build helicopter style units in a separate build queue was a replacement design.

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