<?xml version="1.0"?>
<rss version="2.0"><channel><title>RSS</title><link>https://forums.cncnet.org/rss/1-rss.xml/</link><description>RSS</description><language>en</language><item><title>CNCNET won't open - crashes</title><link><![CDATA[https://forums.cncnet.org/topic/12643-cncnet-wont-open-crashes/?do=findComment&comment=90282]]></link><description>I&#x2019;m also having the same issue when trying to launch the CNCNet Yuri&#x2019;s Revenge client, and the `0x80070057 / E_INVALIDARG` error in the log looks very similar to what I&#x2019;m seeing. The failure seems to happen right when the client is initializing the graphics mode and calling `SwapChain.ResizeBuffers`, so I&#x2019;m wondering if this could be related to the display resolution or graphics configuration being reported through Parallels rather than the game files themselves. I&#x2019;m running Windows in a virtualized environment as well, so I&#x2019;m particularly interested in whether others have encountered this with the virtual GPU.
 


	I&#x2019;ve also tried looking at the usual game configuration and compatibility settings, but the fact that the crash happens during `InitGraphicsMode` makes me think the problem may occur before the game actually gets far enough to start normally. The reported resolution of `4112x2572` also caught my attention because that is quite unusual for a game running through a VM. Has anyone found a reliable way to force CNCNet/Yuri&#x2019;s Revenge to start with a different resolution or graphics mode under Parallels and Windows 11?</description><pubDate>Thu, 08 Oct 2026 15:20:15 +0000</pubDate></item><item><title>They're officially pushing us to use the new client</title><link><![CDATA[https://forums.cncnet.org/topic/13275-theyre-officially-pushing-us-to-use-the-new-client/?do=findComment&comment=90281]]></link><description>if you played westwood maps, you would know who i am. you're giving out bad advice that nobody trying to learn the game should listen to, which is why I chimed in. There are many topics made on how to get better as a player or approach the game throughout the pages on this site if anyone at this stage in the game's life is genuinly attempting to improve.</description><pubDate>Thu, 08 Oct 2026 07:59:10 +0000</pubDate></item><item><title>Looking for testers!</title><link><![CDATA[https://forums.cncnet.org/topic/13661-looking-for-testers/?do=findComment&comment=90278]]></link><description>Basically just general testing. A lot of bugs have already been squashed. That means testing the in-game systems and servers.
 


	Bug reports should all be directed at the Sole Survivor section of the CnCNet discord.</description><pubDate>Wed, 07 Oct 2026 15:56:54 +0000</pubDate></item><item><title>They're officially pushing us to use the new client</title><link><![CDATA[https://forums.cncnet.org/topic/13275-theyre-officially-pushing-us-to-use-the-new-client/?do=findComment&comment=90274]]></link><description>Depends on the map and economics. I play ww and mods. Build orders matter and so does strategy.</description><pubDate>Wed, 07 Oct 2026 01:07:53 +0000</pubDate></item><item><title>Update error</title><link><![CDATA[https://forums.cncnet.org/topic/13317-update-error/?do=findComment&comment=90267]]></link><description>If the website does not work then our discord has instructions: https://discord.com/channels/188156159620939776/264782399638863876/1524723280697757869
 


	We've put out a new patch with a new version of syringe today. This should reduce this issue</description><pubDate>Tue, 06 Oct 2026 06:07:33 +0000</pubDate></item><item><title>Looking for testers!</title><link><![CDATA[https://forums.cncnet.org/topic/13661-looking-for-testers/?do=findComment&comment=90262]]></link><description>What would you like testers to focus on first&#x2014;installation, joining matches, or gameplay bugs? Could you also share the requirements and where you&#x2019;d prefer bug reports to be posted?</description><pubDate>Fri, 02 Oct 2026 16:43:28 +0000</pubDate></item><item><title>What is the build order for Soviets in Red Alert 2 Yuri's Revenge?</title><link><![CDATA[https://forums.cncnet.org/topic/12733-what-is-the-build-order-for-soviets-in-red-alert-2-yuris-revenge/?do=findComment&comment=90255]]></link><description>You bumped a 2 year old thread and I didn't even notice...</description><pubDate>Wed, 30 Sep 2026 10:02:02 +0000</pubDate></item><item><title>What is the build order for Soviets in Red Alert 2 Yuri's Revenge?</title><link><![CDATA[https://forums.cncnet.org/topic/12733-what-is-the-build-order-for-soviets-in-red-alert-2-yuris-revenge/?do=findComment&comment=90254]]></link><description>Sure I can teach you. 
	 
	A basic Soviet faction build order as for all builds depends on the map size and if its open terrain or has lots of cliffs / lakes / chokepoints. 
	Also if you start with just Ore or have some Gems, which give 2x the money per Harvester trip, with starting Gems you can sometimes skip producing miners from factory. 
	 
 


	LARGE OPEN MAPS: 
 


	
		Tesla Reactor
	
	
		Barracks ( 4 Dogs to scout map, put into teams with CTRL+Number )
	
	
		Refinery ( Try to put close to Gems or Ore as possible )
	
	
		War Factory ( 2 or 3 War Miners, before making Rhino Tanks )
	
	
		From this point you can move MCV to different smaller Ore patches and build there, if not keep building at the same large one.
	
	
		Refinery ( If at the same ore patch, sell it after, you're making it for the miner only )
	
	
		You can move to new Ore again.
	
	
		Refinery ( If at the same Ore patch if you have large Ore patch nearby and sell it too if you do, if there is no large ore patch make it at a different one and keep it )
	
	
		Tesla Reactor
	
	
		War Factory ( Keep making Rhino Tanks )
	
	
		War Factory
	
	
		Tesla Reactor
	
	
		Depending on your economy being good and if the map is large you can keep building War Factories to increase Rhino Tank production speed.
	
	
		Radar
	
	
		Tesla Reactor
	
	
		Battle Lab
	
	
		Nuclear Reactor
	
	
		If the Super Weapons are disabled you can continue to build War Factories.
	
	
		Iron Curtain or Industrial Plant ( Makes all vehicles 25% cheaper)
	
	
		Continue to keep building to more Ore and Gem patches and expanding your economy
	
	
		War Factory
	
	
		War Factory
	
	
		Keep repeating step 21 and go WIN.
	



	 
 


	SMALL - MEDIUM MAPS: 
 


	
		Tesla Reactor
	
	
		Barracks ( 3 Dogs to scout the map )
	
	
		Refinery ( Near Gems first then Ore )
	
	
		War Factory ( 0 - 1 War Miners, then Rhino Tanks )
	
	
		If a lot of Gems are near your base make 2x War Factories if not then skip this step.
	
	
		Refinery ( Near Gems if many remain and sell the old Refinery, otherwise build at Ore and keep both till Gems are gone )
	
	
		Tesla Reactor
	
	
		War Factory
	
	
		Refinery ( Next Gems or nearest Ore patch, if building at same Ore you can sell old Refineries )
	
	
		Refinery
	
	
		War Factory
	
	
		Tesla Reactor
	
	
		Radar
	
	
		Tesla Reactor
	
	
		Battle Lab
	
	
		Nuclear Reactor
	
	
		Iron Curtain or Industrial Plant
	
	
		Continue building to new Ore / Gems and making more War Factories.</description><pubDate>Wed, 30 Sep 2026 09:59:17 +0000</pubDate></item><item><title>Lurker</title><link><![CDATA[https://forums.cncnet.org/topic/13655-lurker/?do=findComment&comment=90250]]></link><description>It's still here, most are active on the tibsun discord now.</description><pubDate>Tue, 29 Sep 2026 13:53:44 +0000</pubDate></item><item><title>What is the build order for Soviets in Red Alert 2 Yuri's Revenge?</title><link><![CDATA[https://forums.cncnet.org/topic/12733-what-is-the-build-order-for-soviets-in-red-alert-2-yuris-revenge/?do=findComment&comment=90247]]></link><description>I also have the same question, since the Soviet build order can be a little confusing when you are just starting out and there are several different ways to approach the early game. I think the easiest way to learn is to have a simple opening that gives you a reliable economy and basic defense before worrying about more advanced strategies. It would be helpful to understand which buildings and units should generally come first, when to expand production, and how much attention should be given to scouting while the build is developing. I am also interested in learning how the opening should change depending on what the opponent is doing, rather than memorizing one build order and following it regardless of the situation.</description><pubDate>Mon, 28 Sep 2026 11:41:38 +0000</pubDate></item><item><title>Where is Administration forums.cncnet.org  ??</title><link><![CDATA[https://forums.cncnet.org/topic/13657-where-is-administration-forumscncnetorg/?do=findComment&comment=90242]]></link><description>You're better off coming to discord</description><pubDate>Sun, 27 Sep 2026 10:54:13 +0000</pubDate></item><item><title>Looking for testers!</title><link><![CDATA[https://forums.cncnet.org/topic/13661-looking-for-testers/?do=findComment&comment=90241]]></link><description>The title says all.
 


	If you want to test please respond to this post or DM/PM me.
 


	Thanks.</description><pubDate>Sat, 26 Sep 2026 14:02:09 +0000</pubDate></item><item><title>Reconnection Error</title><link><![CDATA[https://forums.cncnet.org/topic/13659-reconnection-error/?do=findComment&comment=90239]]></link><description>Hey, I've played this guy named "Shorbagy82" four times.
 


	The last two games he cheated on me with reconnection error.
 


	See here:
 


	 
 


	Viewing Game - Shorbagy82 vs mm553 - CnCNet 
	Viewing Game - Shorbagy82 vs mm553 - CnCNet</description><enclosure url="https://forums.cncnet.org/uploads/monthly_2026_09/Screenshot2026-09-25145946.png.f108ae8ecc4309e3d84d96e87a7410d8.png" length="2488188" type="image/png"/><pubDate>Fri, 25 Sep 2026 13:03:27 +0000</pubDate></item><item><title><![CDATA[Civilization II - Command & Conquer and Red Alert scenarios]]></title><link><![CDATA[https://forums.cncnet.org/topic/11357-civilization-ii-command-conquer-and-red-alert-scenarios/?do=findComment&comment=90237]]></link><description><![CDATA[Well it's been another bunch of busy months and much to my surprise PC Gamer UK &amp; US decided to publish a special report on my Civ2 Heroes 2 mod (posted earlier in this thread) and also covered my other Civ2 modding work such as the CnC scenario above and my up and coming Red Alert 2, Dune 2, and Sid Meier's Alpha Centauri scenarios for Civ2. So I guess I better hurry and release another mod below heh! This time is another big one, the Red Alert 2 Siege of New York scenario! 
 


	RA2 Final Dev Diary 07 – Sounds, Videos, GUI, Diplomacy &amp; more for the Civ2 C&amp;C Red Alert 2 Scenario: 
	In this final seventh dev diary we overhaul and finalise all the sound effects, videos, GUI colours &amp; backgrounds, diplomacy, and city building icons with RA2 assets. 
	https://www.moddb.com/mods/civilization-2-red-alert-2-siege-of-new-york-scenario/news/final-dev-diary-07-sounds-videos-gui-diplomacy-more-for-the-civ2-red-alert-2-scenario
 


	
 


	.
 


	RA2 - Civilization 2 Red Alert 2 Siege of New York Scenario Release: 
	Yes I’m finally also releasing my C&amp;C Red Alert 2 Siege of New York Scenario for Sid Meier’s Civilization II Gold (MGE). This project was a rather ambitious attempt to recreate and expand upon the first Allied siege of New York mission from Red Alert 2 using assets from RA2 and some of the best fan projects out there, all entirely within Civ2!  
	https://www.moddb.com/mods/civilization-2-red-alert-2-siege-of-new-york-scenario/news/civ2-red-alert-2-scenario-release]]></description><pubDate>Fri, 25 Sep 2026 09:50:42 +0000</pubDate></item><item><title>Where is Administration forums.cncnet.org  ??</title><link><![CDATA[https://forums.cncnet.org/topic/13657-where-is-administration-forumscncnetorg/?do=findComment&comment=90236]]></link><description>Where is moderator??  
I'ts important.  
Regards.</description><pubDate>Thu, 24 Sep 2026 23:19:52 +0000</pubDate></item><item><title>Lurker</title><link><![CDATA[https://forums.cncnet.org/topic/13655-lurker/?do=findComment&comment=90234]]></link><description>Is TS still going? whose still around from Firestorm days?</description><pubDate>Thu, 24 Sep 2026 17:01:28 +0000</pubDate></item><item><title>Problem install from YR from original CD (cannot located RA2)</title><link><![CDATA[https://forums.cncnet.org/topic/12711-problem-install-from-yr-from-original-cd-cannot-located-ra2/?do=findComment&comment=90227]]></link><description>I also have the same issue, and older games can be particularly difficult to install on Windows 10 even when the original CDs are completely legitimate. The fact that RA2 itself can run after copying the required files and changing the compatibility settings, but the Yuri's Revenge installer stops when it checks for the RA2 installation, makes me think the problem may be less about the game files themselves and more about how the installer detects an existing RA2 installation. Older installers often expect certain registry entries, installation paths, or Windows components to exist, and simply copying the game files may not create everything that the Yuri's Revenge installer is looking for. That could explain why it reports that RA2 is required even though the game is already playable on the computer. I would be interested to know whether the original RA2 installer can be run from a copied CD folder on the hard drive using compatibility settings, rather than launching it directly from the optical drive.</description><pubDate>Wed, 23 Sep 2026 15:34:14 +0000</pubDate></item><item><title>Persistent Building Exists on map check (solved)</title><link><![CDATA[https://forums.cncnet.org/topic/13626-persistent-building-exists-on-map-check-solved/?do=findComment&comment=90223]]></link><description>Yes. Techtype exist and not exist work very well for this. It may break if you wanted two players to build 2 psychic beacons but that can easily be solved by just making a new replica of the psychic beacon for the second player. Then you can do 2 events seperately.</description><pubDate>Tue, 22 Sep 2026 20:47:19 +0000</pubDate></item><item><title>Whiteboy's Rules V1.5 mod re-released for 2026 (Steam|CnCNet)</title><link><![CDATA[https://forums.cncnet.org/topic/13646-whiteboys-rules-v15-mod-re-released-for-2026-steamcncnet/?do=findComment&comment=90216]]></link><description>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</description><enclosure url="https://forums.cncnet.org/uploads/monthly_2026_09/image.png.482eccac2023bb15e0d85bd99d2f4cf6.png" length="220770" type="image/png"/><pubDate>Tue, 22 Sep 2026 07:24:39 +0000</pubDate></item><item><title>Persistent Building Exists on map check (solved)</title><link><![CDATA[https://forums.cncnet.org/topic/13626-persistent-building-exists-on-map-check-solved/?do=findComment&comment=90148]]></link><description>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</description><pubDate>Tue, 15 Sep 2026 17:31:02 +0000</pubDate></item><item><title>Account was compromised, help pls.</title><link><![CDATA[https://forums.cncnet.org/topic/13619-account-was-compromised-help-pls/?do=findComment&comment=90130]]></link><description>Done</description><pubDate>Sun, 13 Sep 2026 07:43:53 +0000</pubDate></item><item><title>Unable to install Red Alert 3 from DVD</title><link><![CDATA[https://forums.cncnet.org/topic/12832-unable-to-install-red-alert-3-from-dvd/?do=findComment&comment=90127]]></link><description>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.</description><pubDate>Sat, 12 Sep 2026 21:13:00 +0000</pubDate></item><item><title>Account was compromised, help pls.</title><link><![CDATA[https://forums.cncnet.org/topic/13619-account-was-compromised-help-pls/?do=findComment&comment=90125]]></link><description>Long story short: some jerk came in here with an account I haven't used in years and left a bunch of cryptic nonsense. Could a mod or god or robocop pls go in and delete them? Password has been changed so it shouldn't happen again.</description><pubDate>Sat, 12 Sep 2026 14:23:56 +0000</pubDate></item><item><title><![CDATA[Issues w/official Co-op maps & Suggestions]]></title><link><![CDATA[https://forums.cncnet.org/topic/13523-issues-wofficial-co-op-maps-suggestions/?do=findComment&comment=90084]]></link><description>I also have the same issue, especially with the maps where everything appears to be destroyed but the mission continues instead of ending normally. I&#x2019;ve wondered whether there could be some hidden or submerged unit that the game still considers active, because that would explain why the victory condition sometimes seems to get stuck even though there is nothing obvious left on the map. The Allied Missions 1 and 3 being frequent offenders would definitely make me curious whether they share some common trigger or map-script behavior. I also think the lobby problems are worth looking at, particularly the issue where some players cannot select their side and the host has to do it for them. The random-start behavior sounds like another area that could cause confusion in co-op, since players should not unexpectedly end up in positions intended for the AI. It would be great if these maps could be updated so the player slots, starting positions, victory conditions, and lobby controls all behave consistently.</description><pubDate>Thu, 10 Sep 2026 18:57:09 +0000</pubDate></item><item><title>X-Arena Tower Defense v9.48 [Final version] [MAP]</title><link><![CDATA[https://forums.cncnet.org/topic/9534-x-arena-tower-defense-v948-final-version-map/?do=findComment&comment=90063]]></link><description>@nonNameYou should add some of your finished maps to the "Survival Game Mode" so players can enjoy playing none edited and 100% original versions of your maps my friend. Super easy to PR to GitHub and get them approved by a staff member. I have over 20 maps in there already myself. Look forward to seeing more of your maps be part of the client install patch.</description><pubDate>Thu, 03 Sep 2026 04:54:09 +0000</pubDate></item></channel></rss>
