Howdy! Kerbiter and the other developers of Phobos published Phobos Build 39 in these days. Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. Here are the official words about Phobos Build 39:

Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with fewer stability guarantees.

Phobos development build 39 is up!

Changes compared to build 38:

Migration info:

  • Shadow for debris & meteor animations is changed to ExtraShadow.

New features:

  • In addition to PlacementGrid.Translucency, you can set the transparency of the grid when PlacementPreview is enabled using the PlacementGrid.TranslucencyWithPreview tag (by Belonit).
  • Show briefing screen on singleplayer mission start (by Starkku)
  • Allow setting mission par times and related messages in missionmd.ini (by Starkku)
  • Allow setting default singleplayer map loading screen and briefing offsets (by Starkku)
  • Allow toggling whether or not fire particle systems adjust target coordinates when firer rotates (by Starkku)
  • AmbientDamage warhead & main target ignore customization (by Starkku)
  • Flashing Technos on selecting (by Fryone)
  • Customizable DropPod properties on a per-InfantryType basis (by Trsdy)
  • Projectile return weapon (by Starkku)
  • Allow customizing aircraft landing direction per aircraft or per dock (by Starkku)
  • Allow animations to play sounds detached from the audio event handler (by Starkku)
  • Game save option when starting campaigns (by Trsdy)
  • Carryall pickup voice (by Starkku)
  • Option to have Grinding.Weapon require accumulated credits from grinding (by Starkku)
  • Re-enable the Veinhole Monster and Weeds from TS (by ZivDero)
  • Recreate the weed-charging of SWs like the TS Chemical Missile (by ZivDero)
  • Allow to change the speed of gas particles (by ZivDero)
  • Allow upgrade animations to use Powered & PoweredLight/Effect/Special keys (by Starkku)
  • Toggle for Explodes=true BuildingTypes to not explode during buildup or being sold (by Starkku)
  • Toggleable height-based shadow scaling for voxel air units (by Trsdy & Starkku)

Vanilla fixes:

  • Powered/PoweredSpecial buildings' powered anims will update as usual when being captured by enemies (by Trsdy)
  • Fixed a glitch related to incorrect target setting for missiles (by Belonit)
  • Skipped parsing [Header] section of campaign maps, which led to occasional crashes on Linux (by Trsdy)
  • Fixed units' turret rotation and jumpjet wobble under EMP (by Trsdy)
  • Fixed AmbientDamage when used with IsRailgun=yes being cut off by elevation changes (by Starkku)
  • Fixed railgun and fire particles being cut off by elevation changes (by Starkku)
  • Fixed teleport units' frozen-still timer being reset after load game (by Trsdy)
  • Fixed teleport units being unable to visually tilt on slopes (by Trsdy)
  • Fixed teleport and drill units being unable to be visually flipped (by Trsdy)
  • Aircraft docking on buildings now respect [AudioVisual]->PoseDir as the default setting and do not always land facing north or in the case of pre-placed buildings, the building's direction (by Starkku)
  • Spawned aircraft now align with the spawner's facing when landing (by Starkku)
  • Fixed infantries attempted to enter buildings when waypoints together with engineer/agent/occupier/etc. (by Trsdy)
  • Fixed jumpjet crash speed when crashing onto buildings (by NetsuNegi)

Phobos fixes:

  • Fixed heal/repair weapons being unable to remove parasites from shielded targets if they were unable to heal/repair the parent unit (by Starkku)
  • Fixed Inviso=true interceptor projectiles applying damage on interceptable, armor type-having projectiles twice (by Starkku)
  • Laser trails are now correctly reset first when parsed from maps, etc (by Trsdy)
  • INI keys with no preset default values can now be reset to this state by setting the value(s) to or (for lists  clears the entire list) (by Starkku)
  • Further optimization on map/superweapon retint fix on color schemes (by Starkku)
  • Fixed ApplyModifiersOnNegativeDamage not working correctly (by Starkku)
  • Fixed a potential regression with tunnels & shield animation interaction (by Starkku)
  • Fixed AAOnly not working correctly (by Starkku)
  • Attempting to combine Trajectory with other projectile logics (Arcing, ROT, etc) will now disable the other logics and output a warning in debug log (by Starkku)
  • Potential fix to some digital display alignment issues (by ststl)

For further information about Phobos, visit its Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. Download Phobos Here and provide them feedback in their Discord channel. That's all, folks! Stay tuned at PPM for more news coverage on Phobos!

Are you picking this up? Good! Reinforcements have arrived from patrickwieth, leader of YouMustConstructAdditional.., as YouMustConstructAdditional v0.95.21 has been recently published by their team. For your information, YouMustConstructAdditional.. is a real-time strategy game that uses the OpenRA engine. It forks Combined Arms, and it strives to create massive battles with GDI, Nod, Scrin, Allies, Soviet, and China. Here are the updates from YouMustConstructAdditional v0.95.21:

New Features

  • Saboteur has a new model and icon.
  • The selection and production tooltip of units now show a DPS (Damage per Second) value. This has to be improved, though, as it is only accurate for units with only one weapon.
  • The classic Minigunner (Tiberium Dawn) from GDI and Nod has a new model and icon and is separated for Nod (Adept) and GDI (Mercenary).
  • The Rocket Infantry has a new model for GDI and Nod, Rocket Mercenary and Rocket Trooper.
  • With the Pyramid of Nod built, the Adept is replaced by the Stormtrooper, and the Rocket Trooper is replaced by the Rocket Cyborg.


  • Tank Destroyer (Germany) now deals more damage.
  • Chrono Tank can now shoot air units.
  • Ivan bufffed (more HP).
  • Obelisk Trooper buffed (more HP).

Bug Fixes

  • Ion Mammoth still had the missiles from the normal Mammoth, these are now replaced.
  • Voxel units now rotate with 32 facings (it was 64) to align with all other sprites, and the camera angle has been reduced in order to align with sprites.
  • Ivan was broken and could not place any Dynamite. This is now fixed.

If you are curious about YouMustConstructAdditional.., visit the Official Website, and Discord Channel to obtain further information about it. YouMustConstructAdditional.. is downloadable at This Address. That's all, folks! Stay tuned at PPM for more news coverage on YouMustConstructAdditional..!

Aloha! Updates of Rise of The Reds has been shared recently by SWR Productions. For those unaware, Rise of The Reds is a classic and popular modification for C&C Generals: Zero Hour that adds two completely new factions: the tank-heavy Russian Federation and the defense-oriented European Continental Alliance. It also greatly expands the three original factions with several new units, buildings, powers, and abilities to explore and combine with your in-game tactics. Here is what was shared about it:

Hello everyone. It's hard to believe that we're already a quarter of the way through 2024.
Needless to say, the team has been extremely busy working on new content for 1.9, including new units, some big reworks to existing units, and a heap of optimizations to the code and AI to help make ROTR 1.9 the smoothest possible experience possible when it's ready.
As some of you may have noticed, our social media has begun being more active again, and we have resumed regular posting of renders, gameplay clips, stream announcements, and some new memes over on the Facebook page. We also have a brand new Instagram Page, so if Insta is your preferred social media of choice, feel free to drop us a follow. This is all courtesy of one of our new team members, our PR manager Ricc. You may know the guy from the streams with Maelstrom or from the Discord server. He's going to be around posting content, managing messages, helping coordinate our social media channels, keeping you all informed of what's happening in the community, and sharing some of the best bits. Anyway, enough of that, let's get onto what you're all really here for. After all, we wouldn't want to ruin someone's day.

When the Chinese People's Liberation Army was deployed to fight the GLA in Germany during the final phase of the War on Terror, military logistics were pushed beyond their limits. Naval and aerial transport capabilities struggled to deliver sufficient amounts of ammunition, spare parts, and provisions, which gave the terrorists more time to ravage the country and fortify themselves in its occupied urban centers. Despite the operation's eventual success, Chinese military planners recognized that something needed to be done.

Part of the solution to the issue of logistics was the development of a new superheavy-lift utility helicopter during the 2030s. The Z-28 is the largest, heaviest, and most powerful helicopter in the world, second only to the American V-44 Starlifter in the wider category of rotary-wing aircraft. In its military service with the PLA, it can carry infantry and even vehicles, including the legendary Overlord tank. Designed with versatility in mind, it can be outfitted with specialized mission equipment, such as passenger fireports, external loudspeakers, an all-aspect Gatling cannon capable of engaging ground and air targets, or a payload of free-falling bombs.

Nicknamed the "Fat Hen" by Chinese pilots on account of its appearance and flight characteristics, the Z-28 became internationally known under its commercial moniker of "HeLiX", an homage to its two lead designers, He Heng and Li Xiulan, who received the State Technological Invention Award for their creation. The majority of Helixes serve under General Chen Hongbing of Northern Theatre Command, bordering, among others, the Russian Federation, whose relations with China have deteriorated to the point of hostility under President Nikolai Suvorov. As of the mid-2040s, the Helix has not yet had many opportunities to distinguish itself in combat, however, it has already made outstanding contributions in earthquake relief and wildfire fighting operations within China and abroad.

The Bunker modification allows passengers inside the Helix to fire their weapons in combat. As with other garrisons, the wide variety of Chinese infantry types allows for many powerful combinations.

The Gattling Cannon modification replaces the Helix's standard armament with a more powerful, rapid-fire rotary weapon. Notably, this cannon can fire on ground targets, air targets, and even large missiles.

The Speaker Tower modification allows the Helix to broadcast propaganda. The only other flying unit that can do this is the slower, less versatile Propaganda Airship, which will be assigned to General Jin in the future.

If you are curious about Rise of The Reds, visit the Official Website, Forums, ModDB Profile, Discord Channel, and YouTube Video Channel to obtain further information about it. And that's all regarding Rise of The Reds for now. Stay tuned at PPM for more news about Rise of The Reds!

A new patch for Tiberian Dawn Redux has been released as we speak by sgtmyers88. For those who are not acquainted with it, Tiberian Dawn Redux is a total conversion for Command & Conquer: Generals Zero Hour that brings the Tiberian Dawn universe into it. The changes from Tiberian Dawn Redux v1.5.31 were announced with the following words:

This is Patch v1.5.31 of C&C Tiberian Dawn Redux. The patch fixes several scripting bugs encountered with the existing campaign missions and other general gameplay fixes.

Patch 1.5.31 fixes the following:
  • Random scripting bug fixed in GDI 04 preventing the final Nod attack wave from properly arriving so the player can finish the mission
  • Reworked the win conditions for Nod 04 so players only have to destroy the village and surrounding GDI forces and not the base itself
  • Reworked Nod 09 win conditions to avoid a scripting bug preventing the mission from finishing
  • Reworked GDI 11 AI pathfinding and fixed Nod's no-power bug
  • Reworked Nod 11 win conditions & AI pathfinding
  • Reworked Nod 13 AI and AI pathfinding
  • Reworked GDI 15 AI and AI pathfinding and changed the map lighting to match the ending cutscene
  • GDI SPEC-OPS 01 AI reworked and made slightly less aggressive
  • GDI SPEC-OPS 02 AI reworked and made slightly less aggressive. Pathfinding also improved
  • GDI SPEC-OPS 03 random scripting bug fixed that prevented the win triggers from enabling
  • NOD SPEC-OPS 02 AI reworked and made slightly less aggressive. Win triggers reworked slightly

© 2024 C&C Redux Development Team

For further information about Tiberian Dawn Redux, visit its Forums, and ModDB Profile. Download the latest version of Tiberian Dawn Redux Here. And that's all for now! Have fun and enjoy Tiberian Dawn Redux!

Hello, ladies and gentlemen! Inqubi, the leader of Combined Arms, has published Combined Arms 1.02 moments ago. For those who are not acquainted with it, Combined Arms is a mod for OpenRA that emulates the old Command & Conquer games gameplay and brings five factions to the battlefield: Allies, Soviets, GDI, Nod, and Scrin. It features new units and support powers for these factions. It also features new graphics and sound effects. Here are the updates from Combined Arms 1.02:



  • Smart casting for unit abilities (by default, only the closest unit to the target will fire & ctrl can be used to force all selected units to fire).
  • New tech structure: Oil Refinery. Grants the owner a 10% production discount. Added to several team game maps.
  • Added button in skirmish/multiplayer lobby to reset options to defaults.
  • Added Fast Regrowth lobby option.
  • Overhauled Mini Drone attachment (making them easier to attach and less glitchy).
  • Improved support power targeting visuals.
  • Vehicles/aircraft can be sold at Service Depots.
  • Multi-Queue Scaled - Removed Optimized Production upgrades. Associated discounts are permanently provided by the relevant T2/T3 structures being built.
  • Lowered selection priority for transport aircraft.
  • 20 new 1v1 maps.
  • 52 new team game maps (17x 2v2, 15x 3v3, 10x 4v4, 8x 5v5, 2x 6v6)
  • Added Testing Grounds map.

Artwork & SFX

  • New voice lines for many units: Chrono Prison, Battle Fortress, Mirage Tank, Cryo Launcher, Siege Tank, Sukhoi, Halo, Thief, Eradicator, Disruptor, Mammoth Tank, Titan, Juggernaut, Battle Drone, Mammoth Drone, X-O Powersuit, Comanche, Microwave Tank, Spectre, Venom, Acolyte, Templar and Heavy Flame Tank.
  • New voice announcements for upgrades: Seismic Missiles, Railgun Titan, Ion Mammoth, Hover Mammoth, Battle Drone, Intensified Microwaves.
  • Improved custom RA EVA voice line effects.
  • Added/updated transport loading and aircraft takeoff/landing sound effects.
  • Added IFV transform sound.
  • Added additional visuals when units are upgrading.
  • Added brass casings ejected from vehicles/aircraft with machine guns.
  • New sound effects for the Vulcan weapon.
  • Impact sound effects for Shard Launcher, Gun Walker, Shard Walker, Ravager, and Lacerator.
  • Scaled down Stormrider/Venom/Enervator.
  • The range circle for the radar jamming field is now player colored.

Balance & Faction Gameplay Changes

  • Loaded transports are no longer immune to mind control. Loaded transports and harvesters take 4 seconds to mind control (Commando-type passengers provide immunity).
  • Radar cost increased to $1800.
  • Reduced Rifle/Minigunner/Warrior damage vs defenses by 10%.
  • Increased tier 1 tank & Tank Destroyer damage vs defenses by 20%.
  • Added health regen to commando units as standard. The rate doubles when elite.
  • Increased Engineer/Assimilator mine detection range.
  • Reduced basic defense power requirement from 25 to 15.
  • Reduced amount refunded when selling basic defenses.
  • Reduced mine defusal time for Engineers/Minelayers from 3s to 2s.
  • Commando/Tanya/Boris can now shoot revealed mines.
  • Lowered healing cap for commando units. It takes longer to wear off.
  • Added healing cap to any infantry with 15k HP or more.
  • Increased Commando/Tanya C4 cooldown a little.
  • Reduced the distance from Service Depots where units can be upgraded at.
  • Guarantee at least two rifles/warriors when selling buildings (if the value of the building is sufficient) to reduce RNG. Reduced Civilian value to 50.
  • Allow infantry to detect cloaked units diagonally.
  • Reduced time is taken for tib exposure to wear off.
  • Static AA defenses no longer auto-targeted in defensive stance.
  • Powered-down defenses have reduced vision.
  • Added minimum distance to airstrike powers to prevent instant damage near map edge.


  • New unit: Peacemaker - Heavy bomber available at T3 (Tech Center).
  • New upgrade for Ranger: Advanced Optics - Gives Rangers an ability that extends their vision and detection range for a short time.
  • Added new IFV turrets for the infantry of other factions: Yuri/Mastermind, Black Hand, Enlightened, Cyborg Elite, Mortars (Cryo/Sonic/Chem), Intruder, Ravager.
  • Reduced SEAL movement speed. Reduced HP from 18k to 16k. No longer immune to mind control/chaos gas. Added a 4-second delay to C4 planting. Reduced C4 cooldown by 2 seconds. Will no longer place C4 automatically in the Attack Anything stance.
  • Chrono Tank will prioritize ground targets over air targets.
  • Increased Scout Tank vision from 6 to 7.
  • Increased Chrono Prison damage vs heavy armor.
  • Increased Sniper IFV damage vs vehicles. Concussion requires a Raufoss upgrade.
  • Added Guardian GI IFV turret.
  • Increased Battle Fortress damage with Rifle/Rocket passengers. Increased HP from 120k to 130k.
  • Medic in Battle Fortress gives healing aura.
  • USA drops require Barracks/Factory plus either radar or aircraft production (previously required radar).
  • Reverted Nighthawk to normal selection priority. Default stance to Defend.
  • Increased jamming field radius by 1
  • Reduced Turret power requirement to 25.
  • Reduced entrenched Engineer deployment time. Increased radius from 3 to 5.
  • Longbow benefits from Cryo Rockets upgrade.
  • Reduced Chrono Harvester upgrade cost to 1250.
  • Reduced Advanced Ore Processing cost to 750.
  • Reduced Nighthawk HP from 44k to 38k.
  • Increased Veil of War cooldown from 4 min to 5 min. Reduce max radius by 1. Increase the minimum radius by 1.
  • Reworked chill effect to have max ten stacks (up from 6).
  • Damage penalty removed from IFV cryo rockets.
  • Changed MGG/MRJ to light armor (increased HP from 22k to 25k).
  • Allow spies to disguise themselves as Scrin. Added SEAL/Commissar icons when disguised.
  • Sniper will one-shot upgraded Templar, Cyborgs, and Brutes. Reduced reload time.
  • Increased Pillbox damage vs infantry, light armor, and heavy armor. Now, it tracks the target.
  • Increased Raider APC damage vs light armor. Reduced vs defenses.
  • AA Gun requires a War Factory instead of a Radar Dome.
  • Reduce Harrier delay between salvos to match similar planes (MiG etc.).
  • Allow fake Radar Dome to be powered down.
  • Reduced Prism Tank damage vs heavy armor slightly.
  • Reduced cost of Prism Cannon upgrade to 750.
  • Increased Prism Tower cost from 1300 to 1350. Increased power consumption from 75 to 80. Reduced damage vs infantry.
  • Increased Tank Destroyer range by 1. Reduced HP from 46k to 44k.


  • New unit: Floating Disc - Replaces Kirov for Psi-Corps.
  • New unit: Commissar - T3 infantry that buffs nearby infantry (increases movement and rate of fire).
  • New Upgrade for Psi-Corps: Gattling BTR.
  • Increased damage radius of V3 missiles.
  • Reduced damage and area of effect of V3 missiles when shot down.
  • Yuri will no longer kill slaves when using the mind blast ability. Slaves are killed when released, either manually or by exceeding capacity.
  • Iron Curtain now limits the speed of affected units.
  • Increased turret turn speed of Mammoth Tank & Eradicator.
  • Reduced radiation strength of Apocalypse Tank shells. Reduced damage against infantry with Flak Armor/Hardened Carapace upgrade. Reduced projectile speed. Increased damage vs buildings.
  • Mammoth Tank and Apocalypse Tank will prioritize ground targets over air targets.
  • Increased Siege Tank damage vs buildings and defenses. Increased concussion duration by 1 second.
  • Replaced Psi-Corps Parabombs with Chaos Bombs.
  • Increased MAD Tank HP from 100k to 120k.
  • Increased Tesla Track damage. Reduced speed from 72 to 68. Increased cost from 1250 to 1350. Reduced HP from 22k to 20k. It no longer requires Tesla Coil.
  • Increased Tesla Tank damage. Tesla Coil requirement can now be substituted with Tech Center.
  • Reduced Iron Curtain damage vs infantry.
  • Reduced Brute DPS vs infantry significantly. Reduced attack speed (DPS same except vs infantry). Reduce speed slightly.
  • Desolator will one-shot upgraded Templar, Cyborgs, and Brutes. Increased damage vs light armor. Chem Tower requirement can now be substituted with Tech Center. Reduced deploy time. Slightly increased splash damage vs infantry.
  • Increased Flame Tower/Chem Tower RoF slightly.
  • Increased Shock Trooper HP from 7k to 7.5k.
  • Thief can't be crushed when moving. Reduced selection priority.
  • Reduced Heavy Hazmat Suits cost from $1k to $850.
  • Flamethrower's Flame Tower requirement can now be substituted with Radar Dome. Increased damage vs infantry.
  • Increase Yuri's mind blast damage vs. buildings.
  • Increase Dog vision and cloak detection radius slightly.
  • Increased Atomic Reactor HP from 100k to 110k.
  • Increased Sukhoi projectile speed.
  • Kirov will be disabled rather than killed by EMP.
  • Dogs are now immune to mind control.
  • Reduced Tesla Coil power consumption from 100 to 75.
  • Increased V2 splash radius slightly. Reduced cost of V2 upgrades from 1000 to 500.
  • Increased Katyusha cost from 700 to 750. Reduced splash radius slightly.


  • New unit: Tomahawk Launcher - Available via research when Bombardment strategy is chosen.
  • Bombardier upgrade is now available regardless of strategy.
  • Titan railgun will always pass through the target to max range when fired at targets further than two cells away. Slightly reduced the passthrough damage.
  • Increased turret turn speed of all Mammoth Tank variants.
  • Increased Disruptor splash damage (mainly improves effectiveness against infantry).
  • Reduced strategy upgrade cost from $1250 to $1000.
  • (H)MLRS, Mammoth Tank, and Titan will prioritize ground targets over air targets.
  • Slight increase in Surgical Strike splash damage close to the target. Damage is no longer reduced by prone.
  • Reduced Sonic Tower concussion duration vs infantry from 6 seconds to 1 second.
  • Reduced Carryall vision from 10 to 9.
  • Increased Nanite Repair heal per tick from 3% to 5%, reduced duration from 30s to 25s.
  • Increased X-O laser damage (but reduced vs light armor). Reduced range by 1. Increased turn rate by 33%. Now able to shoot while moving.
  • Increased Juggernaut cost from $1500 to $2000. Increased range, HP, and damage.
  • Reduced Hover Mammoth speed slightly (72 to 6Cool.
  • At elite rank, third damage level used by Vulcan vs ground targets.
  • Increase TOW missile rate of fire and add TankBuster modifier.
  • Increased Jumpjet/Bombardier speed from 99 to 108. Increased facing tolerance. Removed infantry target priority.
  • Increase Bombardier damage vs. buildings, reduced vs. defenses.
  • Reduced cost of Afterburner upgrade to 750.
  • Increased (H)MLRS HP from 18/20k to 20/22k. Reduced damage vs heavy armor slightly.
  • Increased Battle Drone cost to 800.
  • Increased Guard Tower damage vs infantry, light armor, and heavy armor. Now, it tracks the target.
  • Increased Supply Drop Zone income to $1k per 60 seconds. Reduce price to $1k.
  • AA Gun requires a Weapons Factory instead of a Comms Center.
  • Changed EMP Missile Launcher armor type to be the same as other minor superweapons.
  • EMP Missile has three concentric areas of effect, which disable for 24/12/6 seconds (rather than two that disable for 24/12). Added target radius indicator.
  • Increased Advanced Guard Tower cost from 1k to 1.1k. Increased power consumption from 50 to 70. Reduced damage vs infantry.
  • Increased Sonic Tower cost from 1350 to 1450. Increased power consumption from 80 to 85. Reduced damage vs infantry.
  • Changed Mobile Sensor to light armor.
  • Increased Aurora cost from 2200 to 2300. Reduced splash radius vs infantry. Damage reduction is reduced from 20% to 10% when afterburner is active. The target must be an enemy unit/building to activate the afterburner.


  • New upgrade for Buggy: Decoy Projectors - Gives Buggies an ability that creates two decoy Flame Tanks (or Heavy Flame Tanks for Black Hand).
  • Marked air drop replaced with Subterranean Strike. Delivers 4 Acolytes/Templar via Subterranean APC.
  • Chem Warrior gains targeted ability to rush towards their target to close distance.
  • Reduced infiltrator cloak recharge delay.
  • Infiltrator and stolen tech rework. Unique units for infiltrating each faction's barracks/factory/air structures, tech locked when infiltrating radars/tech centers/T4 structures.
  • . Cryo Mortar unlocked by infiltrating Allied Barracks.
  • . Reckoner unlocked by infiltrating Allied War Factory.
  • . Black Eagle unlocked by infiltrating Allied Helipad.
  • . Cyberdog unlocked by infiltrating Soviet Barracks.
  • . Rhino Tank unlocked by infiltrating Soviet War Factory.
  • . Kamov unlocked by infiltrating Soviet Airfield.
  • . Sonic Mortar unlocked by infiltrating GDI Barracks.
  • . Pitbull unlocked by infiltrating GDI Weapons Factory.
  • . Shade unlocked by infiltrating GDI Airfield.
  • . Chem Mortar unlocked by infiltrating a Hand of Nod
  • . Mantis unlocked by infiltrating Nod Airstrip (or Legion Weapons Factory)
  • . Vertigo unlocked by infiltrating Nod Helipad
  • . Cyberscrin unlocked by infiltrating Scrin Portal.
  • . Viper unlocked by infiltrating Scrin Warp Sphere.
  • . Manticore unlocked by infiltrating Scrin Gravity Stabilizer.
  • Increased Heavy Flame Tank cost from 1000 to 1100. Reduced speed from 68 to 60.
  • Black Napalm reload time penalty increased slightly (for both Heavy Flame Tank and SSM).
  • Reduced damage increase for Bikes with TibCore from +10% to +7.5%.
  • Reduced Flame Tank splash damage.
  • Reduced SSM splash radius.
  • Slightly increased Microwave Tank RoF. Reduced splash damage (removed vs infantry). Reduced speed from 82 to 68.
  • Upgraded Microwave Tank kills crews of vehicles below 75% HP (calculated after the damage from the MW zap itself).
  • Slightly increased cyborg conversion time.
  • Reduced Stealth Tank resistance to aircraft slightly. Reduced damage vs buildings.
  • Reduced Venom damage vs buildings (with upgrade, no change).
  • Reduced Turret power requirement to 25.
  • Legion bonus changed to a 10% discount on stolen tech units.
  • Increased Laser Turret rate of fire slightly. Increased damage per shot vs infantry. Reduced DPS vs light armor slightly.
  • Increased Banshee damage vs vehicles. Slightly increased splash damage.
  • Reduced Comanche damage vs buildings.
  • Reduced Acolyte/Templar damage vs heavy armor slightly. The obelisk requirement can now be substituted with a Temple of Nod.
  • Reduced time taken for Hackers to hack drones.


  • New support power: Fleet Recall - Available on Signal Transmitter, it teleports Devastators/Carriers/Mothership back to the Signal Transmitter.
  • New upgrade: Hypercharge - Gives Seekers/Lacerators the ability to fire an uninterrupted barrage for a short time, after which their weapons are disabled, and their speed is reduced until the ability recharges.
  • Mastermind will no longer kill slaves when using the mind spark ability. Slaves are killed when released, either manually or by exceeding capacity.
  • Increased PAC damage.
  • Increased Greater Coalescence damage/healing radius.
  • Increased Atomizer splash radius.
  • Stormcrawler with Ion Conduits generates ion clouds more frequently (every 4 seconds down from 6). Now able to shoot while moving.
  • Increased Devourer damage. Also increased vs none/light when charged.
  • Increased Darkener damage vs light armor and buildings. Can now crush infantry.
  • Reduced PAC cost from $3000 to $2800.
  • Added range circle when targeting Greater Coalescence & Storm Spike.
  • Stormrider is now able to shoot in any direction. Reduced range vs ground very slightly (0.25).
  • Mothership will charge nearby Stormriders/Enervators.
  • Increase Atomizer range from 8 to 9. Increased cost to 1350. Prevent conditions applying to multiple targets from a single hit. Atomized debuff slows the target by 25%, up from 15%.
  • Increased Devastator damage by 20% and splash radius slightly. Increased projectile speed.
  • Increased Enervator damage from 10k to 13k and range by 1. Reduced rate of fire.
  • Increased Leecher self-healing slightly.
  • Increased Plasma Turret HP from 45k to 46k. Increased RoF slightly. Removed inaccuracy. Moved part of damage vs infantry to % damage warhead to better deal with high HP infantry.
  • Increased Interloper damage vs light armor.
  • Replaced Reaper-17 Fleet Shields discount with Ichor Seed 20% cooldown reduction.
  • Increased Seeker/Lacerator cloak detection radius by 1.
  • Increased Ravager HP to 8k. Increased damage vs light armor. Reduced damage vs defenses.
  • Suppression Field highlights the units to be affected.
  • Reduced Storm Column power consumption from 100 to 85.
  • Reduced Ion Surge speed boost from +60% to +50%. Reduced radius by 1. Reduced duration from 15s to 12s. Show range circle when active.


  • Corrected Cyborg Mechanic salvage time to match Mechanic.
  • Corrected range of Disruptor with Seek & Destroy.
  • Campaign tooltip visibility corrections.
  • Fixed empty warp damage bar appearing when units have very low health.
  • Added directional targeting to infiltration airstrike and corrected building damage.
  • Fixed Chrono Tank not firing at aircraft.
  • Fixed upgrades tab not being shown when selecting Ore Purifier.
  • Fixed Chem Warrior projectile being invisible when in Battle Fortress.
  • Fixed map crashes (Calming Lakes, Utter Darkness, Jungle Boogie).
  • Restored "I've got a present for ya" and "kiss it bye-bye" voice lines for Commando/Tanya when ordered to plant C4.
  • Veil of War debuff no longer stacks with direct Gap Generator debuff.
  • Iron Curtain on production building no longer pauses production from it.
  • Fixed rare crashing bug caused by missiles effectively diving underground.
  • Tracking beam weapons will be canceled on death.
  • Fixed Mirage Tank disguise palettes.
  • Fixed the condition where warheads do not apply to large actors with multiple targetable locations.
  • Corrected Sniper/Raufoss prerequisites in mission 5.
  • Fixed rare crash caused by force landing aircraft.
  • Fixed Vulcan reinforcements not being in the same select group as normal Vulcans.
  • Fixed some aircraft sprite facings.
  • TNT will be removed if a unit is picked up by a Carryall or enters a transport.
  • Range circle is now shown for enemy Veil of War.
  • Fixed Yuri/Mastermind auto-targeting when in attack anything stance.
  • Fixed cluster mines causing damage when defused.
  • Extend IC structure selectable bounds to prevent misclick when attacking it.
  • Fixed Yuri/Mastermind not having detection.
  • Added "detects spies" to tooltips.
  • Custom cursor for Mastermind building capture.
  • Minor AI improvements.
  • Minor mission tweaks.

You can learn more about Combined Arms by visiting the ModDB Profile, and Discord Channel. You can grab the latest version of Combined Arms by clicking Here. And that's all regarding Combined Arms for now. Stay tuned at PPM for more news about Combined Arms!

Greetings, commander! MarkJFox, the leader of Tiberian Sun: Aftermath, has recently shared some progress done with this project with the public. For those who are not acquainted with it, Tiberian Sun: Aftermath is a modification for the Tiberian Sun that is set after Nod forces blow up the GDI's Philadelphia satellite using their ICBMs. Here is the progress represented in a trailer of the mod:


Showing some progress of Tiberian Sun: Aftermath in this short Trailer with stuff from the first three missions.
Release: Summer 2024 (take a look at the 25th anniversary event of Tiberian Sun)

For further information about Tiberian Sun: Aftermath, visit the ModDB Profile, Discord Channel, and YouTube Video Channel. And this is all we can offer for today regarding Tiberian Sun: Aftermath!

Hello everyone! Reinforcements have arrived at Tech-Shuffle. Ballistic_Gel has recently made Tech-Shuffle 2.24 available for download. For those unaware of what is being written here, Tech-Shuffle is a modification for Red Alert 3 that shapes the game according to the vision of the author. Expect new units, balance changes, new graphics, and much more. Here is the official announcement from Tech-Shuffle's staff about Tech-Shuffle 2.24:

Long time no see. I have produced a more stable version (fixed many bugs).

Translated by ChatGPT

Update 2.24:

1. Photon tanks cannot be targeted while in a charged state (switching armor to 0 armor).

2. Fixed a bug where the Dragonfly turret would sometimes auto-launch.

3. Units affected by the Thunderbolt Tank and Autumn Blade anti-aircraft speedboat skills will scatter lasers at a lower frequency.

4. Fixed occasional crashes when both Allied AI and Allied players are on the field simultaneously.

5. Fixed a bug where Raincloud's water mode could penetrate terrain for attacks.

6. Increased Empire Power Plant skill's additional power generation from 75 to 100.

7. Fixed a bug where Athena Cannon's shield would instantly disappear when using the skill near Allied bases.

8. Transport vehicles will now drop crew corpses upon death.

9. Fixed a bug where the Great Thunder's production of infantry would halt if infantry entered the vehicle and both were destroyed.

10. Resolved the issue of Dragon drones malfunctioning in air mode.

11. Corrected some text description errors.

You can check more information about Tech-Shuffle by visiting the ModDB Profile. Download Tech-Shuffle 2.24. And that's all regarding Tech-Shuffle for now. Stay tuned at PPM for more news about Tech-Shuffle!

Howdy! The team from Open Hard Vacuum has recently posted OpenHV Pre-Release 20240401. And yeah, I know April 1st is a suspicious date, but this pre-release looks legitimate. For those unaware of what is being written here, Open Hard Vacuum is a game that uses OpenRA Engine and it is inspired by an old game called Hard Vacuum, which ended up not being released at all, except for its art graphics. Here is what we know about OpenHV Pre-Release 20240401:


Mappers can now add shadows below bridges.

The new mirror markers allow mappers to create precise, balanced maps.

The orbital railgun strike now looks much more like a super weapon.

New 2v2 map: Meiotic Division

A new faction-specific late-game economy building replaces the broker pod.

The in-game chat will now always replay the last 24 hours.

More streetlamp variants.

Excerpt from the new map, Rain in the Fight.

The full changelog is available on GitHub with some additional standalone installers.

Use the (optional) itch app to stay up to date automatically.

For further information about Open Hard Vacuum, visit the Official Website, ModDB Profile, and Discord Channel. Grab the latest version of Open Hard Vacuum by clicking Here. And that's all for now! Have fun and enjoy Open Hard Vacuum!