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  1. Important

    1. Forum rules

      in here are the forum rules. Read them!

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      post
  2. Communication Center & Repair Bay

    1. CnCNet News

      Never miss an update, all news related to CnCNet you can find here.

      2.4k
      posts
    2. Community News

      Have some news, videos or images you would like to share? It could be anything, a meme, gif, video...

      452
      posts
    3. Support

      Game & Client Support

      If you have an issue with CnCNet, installing or running a C&C game or any problems related, you are free to open a topic in this forum.

      10.1k
      posts
  3. C&C Games

    1. C&C 1

      Command & Conquer 1 (Tiberian Dawn)

      The game that started it all.

      7k
      posts
    2. Red Alert

      Red Alert / Counterstrike / Aftermath

      C&C breaks time and introduces Tesla Coils, Tanya and time travel.

      7.1k
      posts
    3. Sole Survivor

      This forum is for discussion of the game where you control one unit and use your micro skills to defeat other players. Sole Survivor -> DoTA before DoTA was a thing.

      173
      posts
    4. Dune 2000

      The noble Atreides, the insidious Ordos and the evil Harkonnen. Only one house will prevail.... This forum is for the discussion of Intelligent Games' C&C inspired recreation of Westwood Studios' Dune 2.

      311
      posts
    5. Tiberian Sun

      Tiberian Sun / Firestorm

      Discuss the sequel to C&C1 that introduces more lasers, railguns and even big stompy mechs!

      9k
      posts
    6. Red Alert 2

      Red Alert 2 / Yuri's Revenge

      Mind controlled squids, attack dolphins, weather control devices..discuss Red Alert 2 and Yuri's Revenge in here

      19k
      posts
    7. Renegade

      Command & Conquer: Renegade

      C&C goes up close and personal.

      71
      posts
    8. Newer C&C games

      Discuss everything from Generals to whatever EA is doing

      985
      posts
  4. The Power Plant

    1. General Discussion

      This is the infamous "General Discussion" forum. This is where you are able to discuss topics not covered in the other forums.

      5.5k
      posts
    2. CnCNet Discussion

      Discuss CnCNet itself in here
      2.9k
      posts
    3. CnCNet Ladder

      All CnCNet ladder discussion
      910
      posts
    4. Mapping Discussion

      This is the main forum for map discussion.
      2.6k
      posts
    5. Modding Discussion

      Bring in the .ini files and lets mod!
      5.9k
      posts
    6. The Tech Center

      This forum is for research and programming.
      1.1k
      posts
  5. Hosted Projects

    1. 1.6k
      posts
  • New Posts

    • You stood in the way of every single attempt anyone has ever made to support this game until they gave up trying.   Hope you're happy with yourself and god have mercy on whatever activity you grace yourself upon next. 
    • Updated to v9.25 1 - Mayan pyramid building is no longer immune 2- Lighthouse ROF (Rate Of Fire) increased from 1000 -> 2000 (nerfed)
    • 28/7/2026 X-Arena Tower Defense v9.11 [Final version] [MAP] updated to X-Arena Tower Defense v9.24 [Final version] [MAP] A few balance edits and fixes: 1- Oil derrick cash given per 17 frames increased from 13 --> 15. 2- A recent issue where Flak Cannon and Patriot Missile secondary weapon stopped attacking is now fixed by adding primary weapon. 3- Power plants power increased from 1000 --> 2000. 4- All enemy tanks now have tracked=no added to them in an attempt to fix the cell occupancy bug in which tanks get stuck on an empty cell and don't progress forward 5- Battle fortress tanks now deal x3 dmg / [20mmRapid] changed from 30 dmg --> 90 dmg. 6- Mayan pyramid tower cost decreased from $250000 --> $200000. 7- Tesla troopers are no longer immune. 8- 2 codes have been added to the final boss wave "Kirov Airship" to prevent siege choppers from blocking their path OpportunityFire=yes DistributionFactor=0.01
    • I also have the same question because I have been trying to understand how the game speed settings in CnCNet actually translate into FPS and gameplay behaviour. The slider values are a little confusing, especially when different versions of the Command & Conquer games handle speed settings differently. I have seen people mention that the values correspond to frame limits, but I have not found a complete explanation showing what each level from 1 to 7 actually does. Having a clear table or reference would make it much easier to compare the classic experience with OpenRA and understand what the original games were intended to run at. I’m also curious about the default settings used in the single-player campaigns and whether they are consistent across different titles like Tiberian Dawn, Red Alert, Red Alert 2/Yuri’s Revenge, and Tiberian Sun. Since each game engine has its own timing and performance behaviour, it would be helpful if someone with deeper knowledge of the CnCNet client or the original engines could explain the differences. I have the same question and would appreciate any information about the exact FPS limits, default campaign speed, and whether changing these values affects only the visual frame rate or also changes the actual game simulation speed.
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