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 everyone, it's SMxReaver here with another Developer Blog. It's been quite a while since my last check-in with the group, and there are a multitude of things to cover in this rather large update. First thing first, the next version of the project, CnC: Final War 2.0 is currently in full steam development with a release planned for the holiday season! Before we go any further, I'd like to announce that my lack of updates and activities have been due to the birth of my first son this September and he's been one big happy, healthy handful!

Getting down to business, many things have been added to the mod as we moved away from the last public update to a new version improving the player experience even further! First off, the number of in-game factions has increased from 3 to 7 as the two faction-specific groups have become their own full fledged factions! These factions each feature their own full tech trees (using borrowed units from their home faction to fill in the gaps), offer their own gameplay styles and tactics, AI opponents of these new factions fight with enhanced tactics, and still can be augmented with forces from the now three neutral sub factions.

EuroCoal Flags


In addition to these big faction expansions, each of the three original factions have seen multitudes of updates going towards their building sets, expanding their tech trees to four distinct tech levels and offering a new set of support structures and defenses! The tech trees have seen expansion in several fields, with the return of pad aircraft granting another build queue for engines of war. Factions have also constructed a Tier-4 tech structure that grants access to Hero units, Refinery Upgrades, and Major SWs in an effort to keep out-pacing their opponents! Earlier game engagements can be boosted with Tier-2 economy buildings, granting the old Refinery passive money generation. Tier-3 defensive structures bolster your defenses in non-offensive ways, giving you additional reinforcement to hard-hit sections of your base. Tier-4 refinery upgrades allow for even the most ravenous of money-hungry economies can continue moving forward by granting an oil-derrick style low stream of funds.

[EuroCoal] Updates[Empire] Updated Economy Structures[Legion] Aerohive Defense


Of course, new factions need new toys and expanding the tech tree has allowed for the introduction of plenty of new units in the upcoming patch! Each faction had hordes of balance changes, unit reworks, additional variations on the tech trees to suit gameplay, a rework of all support powers, and some extra faction flair with a couple new super weapons! The core factions received many updates, either new units when old ones left to become unique to particular sub factions or as enhancements to their already lackluster armaments. Sub factions becoming full factions received several new weapons of war, giving their factions more variety than before. The Remnant Legion constantly receives updates, taking a new shape of it's own with more overhauls of their arsenal to function more like a hybrid Yuri/GLA mix.

[ATOMOS] New Toys[Okhrana] Jackals, Solarus Engines, Gorgon Mammoths Oh My![Legion] Blighters, Raiders, and Rotguts Oh My!


Behind the scenes of less-exciting code work, new features have been stuffing the update full like a Thanksgiving Day turkey, with the addition of new Stolen Tech and Secret Tech units, faction upgrades like the Legion scrap upgrade system shown below, and reworks to the Spy Infiltration logics! Spy infiltration can grant new prototype Heavy Combat Tanks to players who can get their spies into enemy War Factories, replacing the old veteran experience bonus. Spy infiltration into Major SWs now grant access to a Stolen variant of the SW instead of resetting the cool-down, keeping the destruction of each game moving forward. The Legion have received visual updates to help denote their makeshift mentality with scrap trophies from their kills as they gain experience levels. The Mercenary Warlords have received a new feature allowing them to build a random, changing, pre-selected set of combat units at Elite experience, but without any further upgrades and at an additional cost.

[Empire] Chieftain HCT[Spy Effect] Stolen SWs[Legion] Scrap Trophy - Skirmisher


Finally, CnC: Final War 2.0 will be launching with a fully integrated music experience! Inspired by the history of wonderful C&C music, a brand new soundtrack that will be freely downloadable and shareable will be releasing alongside the 2.0 update! Credit to MotionArray's library of royalty-free music that can be safely included in the project, the battles of Final War will be orchestrated to the perfect grim mood that permeates this future. Featured below is one of the many new songs to be seen on this new OST!

That's all I have to offer today, I hope everyone who's following along has enjoyed the update and the explanation of some of the extra stuff going on behind the scenes with the project. Until next time, Commander!

Developer Blog #4, End of 2018 report

Developer Blog #4, End of 2018 report

News 2 comments

A breakdown of the last three months of development, an explanation for the noticeable absence, and a look into the plans for the future of CnC: Final...

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...

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 11 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 117)
eil
eil

is there some wiki with descriptions? quite difficult to understand what some units/powers are about...

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Lord_Mordja
Lord_Mordja

Excited for the upcoming release. I've watched this mod grow from just another one-man project into a real contender. Keep up the great work, dude!

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OrangeNero
OrangeNero

Really love what you did with the terrain, it was always the biggest visual offender for me in this game.

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sungjem_jamir
sungjem_jamir

How can I transfer the infantry and vehicle art to the original red alert 2 directory?

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sungjem_jamir
sungjem_jamir

Thank you. I would very much love it if you can

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Semmpai
Semmpai

Works well on a win 10 64 with ts-draw and in compatibility mode set to xp\sp3 Does NOT support 4k resolution unfortunately. Great mod overal! Little dark looking models on harvesters tho/ LOVE IT

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Noble_cat
Noble_cat

It looks interesting.

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sungjem_jamir
sungjem_jamir

Can you ease make the infantry sizes smaller

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SMxReaver Creator
SMxReaver

I may release a pack in the future that players can download if they desire smaller infantry, but that would be far off in the future for the time being.

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sungjem_jamir
sungjem_jamir

Thank you. I would very much love it if you can

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mike89200
mike89200

hello can you tell me what the name of the mix file containing all of the music in the mod pls i got a problem with my game :)

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