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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Hi all, SMxReaver here coming in at the end of 2018 with a breakdown for a bit different of an update for CnC: Final War and what the future holds for the project, as well as a few things that are in the works that will not be seen until 2019. First of all, I'd like to thank all the players who have downloaded and played 1.0b, which I feel is a great second patch state for the project to exist in.

During the development of 1.0b, I fell into a pretty large depression that sapped the joy out of everything that I was doing. This included CnC: Final War and by time the latest patch had released, I had no initiative to host multiplayer games, bugfix the few issues found so far, or maintain the discord channel. This lead to several features being cut, such as a much improved documentation that accurately explains how each new unit works and tech tree layouts. This also meant the lack of map updates, despite the community producing high quality maps every day for the players to enjoy. Finally, several game modes were cut for the release. These were designed to be complimentary to the multiplayer game options, yet only the Naval game mode was implemented. However, 2018's ending and so ends the terrible depression and hatred for all things. I've become a married man and have been able to give back to everyone who helped me survive some grim, dark months. The Christmas season is in full swing, and a wonderful energy flows through me that lifts my spirit and gives me the drive I once lacked.

The current in-development project for CnC: Final War is a website that I'm going to design from the ground up, having a full breakdown of all the content and features of the project. Each faction will have their own page, dedicated to explaining each unit and it's intended role in the battlefield as well as a stat breakdown so players understand their usage to their fullest. A page breaking down some crucial differences from normal Command and Conquer gameplay, a page dedicated to the map editor that is included in the project, and a page about how the mod's core files can be accessed and utilized for players to modify as they see fit.

For now, I don't have much to show as documentation isn't a pretty ingame pic, but as posted in the Images gallery I'll share the work-in-progress European Coalition tech tree below as a general idea of what types of documentation that is coming.

[EuroCoal] Work in Progress Tech Tree

That's all for now, thanks for reading and bearing with me through this crazy adventure we call life. I'll see you all in the new year of 2019!

Developer Blog #3, CnC: Final War 1.0b Live

Developer Blog #3, CnC: Final War 1.0b Live

News

A summary of the changes that went into the content patch for CnC: Final War. Highlights include new defensive structures, the new navies, and bug fixes...

Developer Blog #2

Developer Blog #2

News

A breakdown of the content produced this summer, as well as a few feature highlights and an annoucement at the end.

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.

RSS Files
CnC: Final War 1.0b Manual Install Patch

CnC: Final War 1.0b Manual Install Patch

Patch

A manual installer for those who have issues with the online updater, or prefer to download separately. Instructions have been provided within the download...

CnC: Final War 1.0 Release

CnC: Final War 1.0 Release

Full Version 10 comments

The initial release of CnC: Final War. Included inside this download are the core files needed to download and setup the mod to play. Players are advised...

Comments  (0 - 10 of 91)
JeagerEX
JeagerEX

Are you planning to bring back playable fixed wing aircraft in all factions besides the Crusaders like the Harrier and Black Eagle in the future?

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m666 Creator
m666

At this time, the only faction who shall have access to fixed-wing craft will be the Crusaders.

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Epsilon2
Epsilon2

Merry Christmas, you know when the day itself arrives.

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CombatoElTiebaGrupo
CombatoElTiebaGrupo

----1.0b patch-----
there is a bug when entering the skirmish interface,if you move the mouse pointer on the option alternatives,after a few seconds you'll recieve a message "the value can't be 0,the parameter's name is text"(my computer's language is Chinese,I translate the message into English),and then the program exits with mistakes.
Hope you could fix the bug!

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m666 Creator
m666

A patch has just been published that fixes these issues, they were due to an incorrect flag in the client settings that crashed on the 'Meat Grinder' option. I hope that this fixes your issues.

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CombatoElTiebaGrupo
CombatoElTiebaGrupo

thank you very much!I've already update the mod and found that there are introduction of the options,really nice for new guys!

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dasreiter
dasreiter

the navy is broken; i can't build them on water at all and the ships are travelling on land which is stupid and ridiculous

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m666 Creator
m666

There was a bug that occurred during the upload, which has been corrected. I had not announced the patch was out to make sure that all issues had been corrected, but there was always the off chance someone downloaded the patch while it might have been bugged as in your case. I do apologize for the mix-up.

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CombatoElTiebaGrupo
CombatoElTiebaGrupo

---1.0a----
maybe you can make the skirmish block remember the option menu's settings which are set,otherwise I have to set the options everytime I start the mod

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hxazgalor
hxazgalor

I have followed the install instructions as provided, and have alternated between renderers, but I keep getting the "Failed to initialize" error. An FAQ article would be most helpful in getting over this problem.

Also, where is your Discord invite link? You keep telling other players to join, but you didn't provide any invite link in any of your articles.

I do apologize if I seem passive-aggressive, but I do hope you'll respond ASAP. I was hoping to try your mod out after having tested RedRes, but this error is not helping with my first-time experience. Thank you.

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m666 Creator
m666

Sorry for the late response. "Failed to initialize" errors are installation issues, trying a fresh reinstall to attempt to fix these issues may help. A Discord invite link can be found at: Discord.gg. And I understand completely, no apologies are needed. I too would be excited at first then annoyed when issues appeared.

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