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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RSS Articles

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 Initiative 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.

Map Editor Fix

Map Editor Fix

Client Side Coding Tutorial

A simple solution should correctly resolve any issues found with the map editor.

RSS Files
CnC: Final War 1.0 Release

CnC: Final War 1.0 Release

Full Version 9 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 75)
ryancaesar12345
ryancaesar12345

Naval units? and what is that 4 contracts?

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Meyerm
Meyerm

I can't install and got no response in the download messages. Where do all the files go?

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Meyerm
Meyerm

Wait nevermind, got it.

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JeagerEX
JeagerEX

I wondered about Khan and Mythos when I capture several Secret Labs. Are these supposed to be sub-faction heroes? Also why Chrono Ivan looks like a secret Allied Hero to me.

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m666 Creator
m666

They are just generic heroes, one for each faction. Chrono Ivan is an alternate timeline variant of Ivan as a good guy, Khan is the generic Soviet-style super commando, and Mythos is a mysterious guy for a mysterious faction.

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JeagerEX
JeagerEX

I believed that Khan is Reznov and Mythos is Malver despite of the SHP that used, but anyways they are not related to Mental Omega.

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JeagerEX
JeagerEX

Hi, I have one problem in your mod? When I play as European Coalition against another AI European faction then I sent a spy to infiltrate their enemy Battle Lab, it doens't give me any stolen tech which supposed to be Tanya. Since the enemy Soviet and Remnant labs will give me Yuri and Chitzkoi, but I never get Tanya. Could someone fix it?

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m666 Creator
m666

I'll be publishing a patch at some point today that will fix this bug and several other issues.

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dasreiter
dasreiter

are there any reasons as to why the remnant legion has no subfactions available to them only compared to the euro coalition and eastern empire? i like to hear the gameplay and balance reasons behind this.

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m666 Creator
m666

The Remnant Legion are a small faction, who's access to extra technology is limited at the time due to their lack of military might in the current storyline. However, this will change in the future as events unfold within the CnC: Final War storyline.

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dasreiter
dasreiter

But can they compete with euro coalition and eastern empire despite not having four sub faction options? And if can, how so in gameplay?

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m666 Creator
m666

The design of a sub faction is designed to replace parts of an army, not expand upon it. Sub factions offer faction variety but do not create extra strengths, aside from support powers. The Remnant Legion may not have as much variety, but still have equal footing on the battlefield. Their use of efficient single-target answers gives their forces a larger degree of flexibility in dealing with problematic compositions.

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dasreiter
dasreiter

i tried all 3 of the factions and this is what i think of them:
euro coalition: no serious problem so far.
ATOMOS: no repair unit and their unique units are rather gimmicky and tedious to micromanage. Also their base-killing capabilities are ****.
coalition crusaders: poor artillery options but good mobility.
eastern empire: siege troopers are total garbage at killing vehicles, and fallout artilleries are not even anti-building vehicles at all.
people's militia: no issues at all, aside from pelicans being too slow.
okrahona(is that how it's spelt?): misleading unit descriptions; vultures are not anti-air and empire's pride takes too long to destroy buildings.
remnant legion: aside from the problem that i said, their aircraft are not so reliable at destroying buildings though their ground options are neat as long as they are microed properly.
acheron: their obliterators aren't strong and Pertura has an annoying habit of walking back and forth.
warlords: no issues in general.

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m666 Creator
m666

I took a large chunk of this feedback into the upcoming patch, thank you! I agree with you on several points, such as the ATOMOS unit repair and the Okhrana Empire's Pride not dealing enough damage towards structures. A few bugs have also been fixed, such as the mentioned Okhrana Vulture targeting issues.

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Epsilon2
Epsilon2

Have not been finished yet

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