FEATURES:


Classic Factions:

Pick from one of the four original factions.

  • Allies

  • Soviets

  • NOD

  • GDI

Classic Mode Gameplay:

Combined Arms tries to emulate the game-play of the original games. Elements are taken from both the Westwood version of Red Alert & Tiberium Dawn and feature in the mod.

  • Classic Faction Rosters
  • Original Unit behaviour (SSM/MLRS/FLame Weapons etc)
  • Red Alert Style Engineer/Saboteur capture mechanics
  • Shroud battles with Aircraft unable to scout
  • Classic Unit strengths/weaknesses & costs*

Enhanced Mode, New Units & Support Powers:

In Classic mode, Both NOD & GDI have been given new Tech centers, Support powers & Navy's to enable them to engage the Allies & Soviets on a level playing field.

In Enhanced mode, All factions receive new units (some from TS & RA2) in order to freshen old gameplay.

A sample of the new units include:

  • GDI Airfield & A10,
  • GDI Ion Prism Tower (Air defence),
  • GDI Titan,
  • NOD Infiltrator, (Detects spies & steals technology)
  • Allied Spy/Thief reworked,
  • Allied Grand Turret,
  • Allied Harrier
  • Soviet BTR,
  • Soviet Frogfoot,
  • Soviet Kirov Airship

New Art/SFX:

While the majority of the content is taken from either TD or RA, new sounds & artwork have been added to enhance the mod.

Some of these include:

  • NOD faction buildings are sporting a Tiberium Dawn beta colour scheme.
  • Medics & Mechanics feature Tiberium Sun voices.
  • New cannon sounds for Ships & Artillery.
  • New missile trails and explosions.
  • Ships now have cosmetic radar dishes

CREDITS:

Thanks to the OpenRA Dev team (& Westwood) for the epic core game!

Special thanks to:

Reaperr & TDX crew for the APC.

Katzsmile for the UAV.

Allen262 for the RA Beta ships & submarine.

AchromicWhite & Nyerguds from CnCnet for the assorted sprites & cameos.

Messiah & Tschokky from CnCnet for tilesets & assorted tiles


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***0.52.3 test version available @ Installer Test Release Win/Mac/Linux***

So its taken me a lot longer to finalize this release, but hopefully the wait has been worth it!

This release includes a lot of new art, sounds & new features. Too many to list at the moment.

Here is a sample, the new NOD Stealth Generator in action:

Stealth Generator

Many parts are still work-in-progress (notably the terrain & lack of shell map) but I felt the mod was at a stage where it was fun to play, so I decided to release it.

Feedback/bug reports are welcome at either:

OpenRA Forum

Discord Server

Add file RSS Files
Combined Arms 0.52.3 Standalone/Installer

Combined Arms 0.52.3 Standalone/Installer

Full Version 3 comments

This is Combined Arms 0.5 updated to the latest OpenRA playtest. Now with installers. This file contains everything to launch the game on a Windows, Linux...

Combined Arms 0.5 for OpenRA playtest-20180729

Combined Arms 0.5 for OpenRA playtest-20180729

Full Version 10 comments

A test release version of Combined Arms 0.5, No fancy installer unfortunately, Use the BAT file to launch, only tested on Windows 10. I need feedback...

Combined Arms Alpha 0.41 for OpenRA 20170527

Combined Arms Alpha 0.41 for OpenRA 20170527

Full Version 3 comments

Unfortunatly this is not the big update you were hoping for! CA for the latest version of OpenRA is still under development. However I made some small...

Combined Arms Alpha 0.40 for OpenRA 20170527

Combined Arms Alpha 0.40 for OpenRA 20170527

Full Version 4 comments

New Jungle & Winter terrain, Allied Grand Cannon unit, Enchanced/Classic modes, Bug fixes, Faction Balancing, New artwork. I need feedback on bugs & faction...

Combined Arms Alpha 0.31 for OpenRA 20170527

Combined Arms Alpha 0.31 for OpenRA 20170527

Full Version

Hotfix for 0.30 - Bug fixes, Faction Balancing, New sounds & artwork. I need feedback on bugs & faction balance. General feedback also welcome. Only works...

Combined Arms Alpha 0.30 fixed for OpenRA 20170527

Combined Arms Alpha 0.30 fixed for OpenRA 20170527

Full Version

Bug fixes, Faction Balancing, New sounds & artwork. I need feedback on bugs & faction balance. General feedback also welcome. Only works on OpenRA 20170527...

Comments  (0 - 10 of 42)
TheRookieMaster
TheRookieMaster

I like the mod tho you should work more on updating it and making it accessible, yes by that I mean fancy installers. :P

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Inqubi Creator
Inqubi

Prototype installers of 0.51 here @ Github.com :D

Reply Good karma+1 vote
Guest
Guest

Woww... Can't wait to see the new Update files :D

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Archimonde88
Archimonde88

This is awesome! Got it on download and can't wait :)
Any possibilities of adding factions from the dune series? :3

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Inqubi Creator
Inqubi

Thanks for the kind comments!
I’m currently focused on the Tiberian & Red Alert Factions. There is considerable work involved in merging Dune 2000 & Red Alert. While I’ll not rule it out completely in the future, dune factions won’t be added soon.

I did have the idea of having a Starport as a capturable Tech Building on some desert maps, Letting you spawn Dune units as a kind of Easter egg, so maybe I’ll do that. :)

Reply Good karma+2 votes
Guest
Guest

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Archimonde88
Archimonde88

Pleasure's all mine, enjoying the mod!

Either way, I'm looking forward to it! :)
Out of curiosity tho, how does the dune and CNC differ? Thinking about importing infantry and vehicles from one to the othe.

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PUOjACKz
PUOjACKz

That's a very beautiful mod. Keep up the good work.

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TheRookieMaster
TheRookieMaster

Nice to see some sort of The Dawn of Tiberium Age mod (originally made for CnCNet) being ported in OpenRA engine!

Reply Good karma Bad karma+4 votes
Violet-n-red
Violet-n-red

your mod is pretty fun, thanks for creating this :)

one question: is there a way to install custom maps for this mod? usually mod maps goes into mod's own Maps folder, but since this mod is packed as a single file, i don't know where to put maps, if i can put them anywhere at all.

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Inqubi Creator
Inqubi

Hey, I'm glad you enjoy it.
Yeah you can add custom maps into your OpenRA documents folder (on windows) Usually something like Users/Documents/OpenRA/,

Alternatively the single file is just a renamed archive, you can just change the .oramod to .zip and you should be able to open it.

In a future version the layout will be changed, however, It keeps getting pushed back due to lack of free time & increased complexity with the new OpenRA mod system & SDK.

Reply Good karma+2 votes
Violet-n-red
Violet-n-red

thanks for the reply! couldn't figure out in which folder to put maps to make the mod see them, so i put them inside an archive and it worked. used some maps from RA mods, everything seems to be fine so far.

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