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  1. Important

    1. Forum rules

      in here are the forum rules. Read them!

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  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

    • Hi RA2/YR CnCNet community, I just wanted to announce my mod has been reworked for Steam and now comes with its own CnCNet Client for online play. It was first developed way back in the day (2003-2007) so some people may remember it. Whiteboy's Rules V1.5 (Steam|CnCNet) on ModDB The mod is designed to be a general fun-adding pack. It adds 20 new infantry, 33 new units (vehicles/aircraft/ships), and 37 new structures, new graphics, new AI, new sounds, new effects, new maps, new modes, new mechanics, an advanced tech tree, and overall adds more fun and carnage to the game. The aim is to make the game more enjoyable, more interesting, and more worth playing after you've already grown bored of the unmodded game and want something new, exciting, and a little bit crazy! It contains an original Mod Launcher (the intended way to play) for Campaign, Skirmish, and LAN. The CnCNet client is primarily for playing the mod online. Either way, you can still use modern resolutions when using the Mod Launcher by typing 'hires' at the main menu and then changing your options. Please see the readme documents in the mod's zip archive for more info, including a full game guide listing all the new units and features. Thank you and God bless! - Whiteboy
    • I'm trying to set up a trigger loop that activates a set of triggers (spawning civilians) as long as a player owns a certain structure (Psychic Beacon), then becomes disabled if the player loses the building, and gets reactivated again if they player builds a new Psychic Beacon and so on. The problem is the Event 19: [Built Building Type] only ever seems to be able to fire once per scenario, and all the other related "House owns" events trigger as soon as the player clicks on the cameo in the sidebar, not placing it on the map. Does anyone know a solution to this?   Edit: Nevermind, I figured out the Building Exists trigger event works
    • I also have the same issue with older games and DVD installations, where the installer starts normally but then gets stuck at a certain percentage without showing an obvious error. The fact that the progress reaches around 33% and then stops while CPU and memory usage remain almost idle makes me wonder if the installer is waiting for something from the disc, rather than actually processing files. Since the DVD drive occasionally makes sounds, it could potentially be having trouble reading a particular file or section of the disc, even if the disc looks clean. Older installers can also behave differently on newer Windows versions because of compatibility or legacy components, so the fact that the laptop meets the game's hardware requirements doesn't necessarily guarantee that the original installer will work properly on Windows 10 64-bit.
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