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, SMxReaver here with another Developer's Blog. Today, we'll be talking about the upcoming c hanges coming in CnC: Final War 1.0b. There are several points to highlight, and we will follow the 1.0b Changelog's formatting in discussing these changes. We'll cover the new client updates, new gameplay features, bugfixes and balance changes, and show off one of the new maps as well. Without further ado, let's begin!

The first aspect have been client updates. Starkku has provided an updated build of the client software with bug fixes and internal improvements, as well as new features such as extra chat lobby commands. AlexB of the Ares project has provided a version 2.0 of the powerful Ares modding tool, and even allowed for the use of the custom hacks he created for Final Alert 2 which will allow players to use the map editor with greater ease now. Finally, some skirmish and multiplayer options were updated for the new naval combat additions that were brought to the project. These include a custom map filter for naval-enabled maps and a toggle for disabling the naval features altogether.

Naval Options Enabled
Naval Options return! Rejoice sub lovers!


The second aspect have been the new gameplay features, most of which are what held the release of this patch up. The return of naval combat was a huge addition for the mod, adding a new factory and 5 to 6 units for each faction to wage war across many seas. The client was given extra support for the naval additions as mentioned above, and maps were added and tested to provide fun naval-focused battles.

Empire's Grand Naval Vessels
Eastern Empire's Naval Preview


In addition, players also received updates to their defensive options, with the return of Battle Bunkers as well as the Eastern Empire's Hellstorm Cannon and the Remnant Legion's Thumper Emplacement. These new powerful defenses are T3 unlocks that mirror the European Coalition's Grand Cannons, sharing their build limit of two as well.

Battle Bunkers for All!

Battle Bunkers for All!


Finally, the Remnant Legion saw many updates to their arsenals through new artwork for their Barracks, gaining access to the Hand of the Legion hero vehicle, and their air armada have seen a rework to allow them greater power and versatility while maintaining their roles on the battlefield.

The Legion crushes all!
The Legion stampeding over their foes.


The third aspect of the project have been bug fixes and balance updates, many of which were reported by the players here at ModDB as well as some reported in Discord. Units such as the Vulture Gunship for the Okhrana saw a total rework to fix their weapon problems, or the Aurora Platform which was moved the Coalition Crusaders faction and replaced with the Icarus Array to increase the reliability of European Coalition artillery. Others saw just visual updates, such as the Eastern Empire Mobile Refinery as seen below.

The future of unemployment
The future is...unemployed?


As I wrap up this Developer's Blog, I'd like to showcase a new map featured in CnC: Final War and one that will be seen in greater variety. I'd like to introduce AroTech to the mod lore, a gladiatorial entertainment company that runs combat simulations in their specialized underground combat arenas utilizing various battlefield setups. These maps are tight close quarter affairs, designed to promote intense "in your face" combat.

AroTech Arena, Big Crater Edition
AroTech Arena - Crater Variant


Enjoy the newest version of CnC: Final War, 1.0b! It's now available for download both as an automatic update via the mod client or as a manual download in the downloads section! Have a wonderful holidays, I'll see everyone in 2019 with singleplayer and co-operative updates!

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.

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.

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 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 85)
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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CombatoElTiebaGrupo
CombatoElTiebaGrupo

excepting for more camps!

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ryancaesar12345
ryancaesar12345

Naval units? and what is that 4 contracts?

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m666 Creator
m666

Naval units will be provided in the upcoming update, and Contracts are the 'sub factions' of the project. They're 0x0 structures you place on the map to unlock different units and new support powers.

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JeagerEX
JeagerEX

There is no naval units for now on due to the AI's limited handling of such units. Also the 4 war contracts are a substitute to the country or faction specific sub-factions, but they act the same as a sub-faction.

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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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