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!


CnC: Final War features two 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 #1

News

INTRO

Welcome to the first Development Post about CnC: Final War, an up-and-coming total conversion project for Red Alert 2: Yuri's Revenge! For those not familiar, this project aims to totally rewrite the Red Alert time line with a much darker storyline and overhauls both the atmosphere and the gameplay of the original game. CnC: Final War delivers on this promise of an overhauled atmosphere by adding in the gruesome deaths and violent explosions of vehicles with darker artwork and new theaters of war, while expanding gameplay with features such as the new "king of the hill" garrison-capture of tech structures and the in-game sub faction selection system. The three major factions have been completely revamped and renamed to draw importance to their history, each with their own campaigns of benevolence and acts of atrocity.

WHAT SUB-FACTIONS?

CnC: Final War's biggest departure from traditional Command and Conquer titles is the new ingame sub-faction selection system. Each sub faction is accessed via the "War Contracts" and named after each of the major military powers available in the world at the time of the events of the mod. These War Contracts can be purchased once a game at any point in the battle, and are 'constructed' from the Combat sidebar tab. Instead of a stylized cameo containing the artwork of the structure, instead the sub-faction logo will be presented as a cameo with a special indication that they are a War Contract as opposed to a traditional structure. After a player has finished 'constructing' their War Contract, they must click on the cameo and 'place' the Contract on the map. (These Contracts are specially coded to be placable on any visible point of the map, so you do not need to keep them inside your base.)

This is how it'll look ingame.
An example displaying the successful placement of a War Contract.


After being 'placed' on the map, players will notice all War Contract options will disappear from the sidebar. Once built, a War Contract selection cannot be changed and all other War Contract selections are disabled for the rest of the game. Players will also notice drastic changes in their available buildable forces once a Contract has been placed, with the Contract trading many features of a faction for their own variants. Contracts are powerful upgrades to any military force, each filled with their own strengths and weaknesses. Contracts grant access to several new infantry, vehicles, or aircraft as well as a support power themed to the playstyle of the sub-faction and a powerful Hero unit capable of becoming the centerpiece of any tactics. Contracts differ in their tactics, and their tactics require different changes within the armories of the main factions. The gunline-oriented slow yet
powerful playstyle of the faction-neutral AcheronTech War Contract replaces your main battle tank but does not affect your aircraft options, while the deathball playstyle of the Eastern Empire Okhrana War contract replaces your artillery and heavy tank. These dynamic choices offer more to gameplay and can be used to shift your combat style or ambush your opponent with specialized hybrid-faction tactics, but more importantly expand upon the core experience
offered by CnC: Final War.

The Remnant Legion has no assistance in this war.
The Remnant Legion does not have their own unique sub factions
due to their role as outliers in this conflict.


WHAT'S ON THE WORKBENCH?

Currently the project is expanding towards completing the core ingame experience, with only the European Coalition missing their sub factions. The two European Coalition sub factions each fit to the theme of the European Coaltion, which utilize many different types of units and non-lethal support units in direct combat to win engagements. However, not all combat situations are not the same and the European Coalition have two War Contracts they can request to solve more complex or non-traditional threats facing their forces. The elite and experimental military force deployed on high-risk engagements by the European Coalition are known as the ATOMOS Project, who use incredibly advanced autonomous
weapons platforms and miniaturized variants of powerful active-duty weaponry to completely outgun their adversaries. And when lighting-fast precision strikes are need the Coalition Crusaders are at the tip of the spear, utilizing high speed platforms and heavy air superiority to overwhelm their targets.

Reworks are also in the works!
In addition, units are receiving updated graphics such as the Pantheon Mirage Tank.


The sub factions are not the only large-scale project currently in the work for the project. The focus on maps, mapping, and the theaters of war themselves have yielded new content as well. Shown before were the Node system structures, which have now started to appear on remastered maps featured in the project. New maps are being added to the project, with the first set of fifteen new multiplayer maps being added in the last balance patch. Each theater is being added onto, with Temperate being the first theater to receive Urban Expansions and an Interior Sub-Theater that Snow, Tundra and Desert will also feature. OmegaBolt's Lunar Terrain Expansion is also featured in the project now, although the
intended purpose of it's inclusion is being hidden for a special feature to be revealed at a later date.

We've even got a 7 player map coming!
We've even got a 7 player map coming!


WHAT'S TO COME?

The future of the project is bright, and filled with many intended features to be added to the project as time passes. Scripts are currently being discussed for an entirely new set of voiceovers. Assets are receiving reworks to keep the established quality bar incredibly high. Balance changes and reworks of units occur frequently, keeping the focus on obtaining a solid multiplayer experience that's true to the design goals of the project. The launcher's got a new set of selectable combat mutators and game variants, such as Unlimited Ore Storage or Apocalypse AI, respectively. Game modes that focus on specific battle types or add new battle experiences will be added in the future as well, such as the flag-oriented Assault game mode made famous by Cannis in the earlier years of Red Alert 2 mods. The only thing stopping Final War is time, my friends. Until next time...

Thanks, Kerbiter! These flags are fantastic!
The new faction flags, as designed by Kerbiter of the CnC: Mod Haven discord.


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 22)
jason-torralba
jason-torralba

Sounds like this mod took place before Red Resurrection but I can't wait for this mod.

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hipremtv
hipremtv

we need this mod

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jason-torralba
jason-torralba

Does this mod has sub-factions in both Allies and Soviet like the other mods?

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m666 Creator
m666

Yes, all three factions will have sub-factions. However, how sub-factions work in Final War will be different from other mods.

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jason-torralba
jason-torralba

But anyways, all three factions had their name changed like the following below:

ALLIES = European Coalition
SOVIET = Eastern Empire
YURI = Remnant Legion

Btw, the Allies will not gonna have USA and Asian Alliance (Japan and South Korea) and the Soviets will not having African Empire, Arab Union, and Latin Confederation too?

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m666 Creator
m666

Sub factions are chosen during an actual game, instead of from the launcher. Sub factions are chosen by building the desired "sub faction building" as a 0x0 building you place on the map. This unlocks the required prerequisites for the sub faction specials. The factions do not use any country-based names.

For example the People's Militia is one of the four available sub factions for the Eastern Empire, or the Mercenary Warlords are one of the two shared sub factions between all three sides.

Hope that clears it up some! An article in the future will be written demonstrating how these work in greater detail.

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jason-torralba
jason-torralba

Does each sub-faction has their own unique hero units or only just one hero unit in each faction?

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Guest
Guest

When is the official release of your Mod? I can't wait because i find multiple mods under C&C Yuri's Revenge and i found one of your mods to be interesting.

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m666 Creator
m666

@jason: Each sub faction has a unique hero unit, some of which will have two.
Random guest: If you explore and join the Discord community, you may see links you are interested in.

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jason-torralba
jason-torralba

You mean will have two hero units in each sub-faction? Also do we need to keep Tanya as an Allied hero unit like Boris for the Eastern Empire?

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