Aloha! The developers of Phobos posted Phobos Build 42 moments ago. For those unaware, Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. Here are the updates from Phobos Build 42:

Quote:
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 42 is up!

Changes compared to build 41:

New features:

  • Force shield effect sync on deploy & vs. organic targets effect customization to complement the Iron Curtain ones (by Starkku)
  • Map trigger action 41 (Play animation at waypoint) now uses an additional parameter to determine if the animation can play sound, deal damage, etc. (by Starkku)
  • Toggle to disable OpenTopped passenger weapons if transport has DisableWeapons AE (by Starkku)

Vanilla fixes:

  • Objects in invalid map coordinates are no longer used for starting view and AI base center calculations (by Starkku)
  • Units & buildings with DecloakToFire=false weapons can now cloak while targeting & reloading (by Starkku)
  • Units with Sensors=true will no longer reveal ally buildings (by Starkku)

Phobos fixes:

  • Phobos Warhead effects combined with CellSpread now correctly apply to buildings if any of the foundation cells are hit (by Starkku)
  • Phobos Warhead effects on zero-CellSpread Warheads no longer apply to the target if the projectile detonates prematurely, far away from the target (by Starkku)
  • Fixed a save/load crash occurring with AttachEffect Group filters (by Starkku)
  • Fixed an issue with DisguiseBlinkingVisibility showing disguised units incorrectly with the default value of team (by Starkku)
  • Debug log now correctly states the offending item it failed to parse from enum value lists (f.ex CanTarget) (by Starkku)
  • Dump Object Info developer command now reliably shows object target info even if the target is a cell or a projectile (by Starkku)
  • Fixed RevealOnFire being broken since Build 39 (by Trsdy)
  • Fixed projectile obstacle checks to work with IsSonic, IsMagBeam and Wave.Is(Big)Laser (by Starkku)
  • Attempted to fix potential issues with map trigger action 500 (Save Game) and/or quicksave command (by Trsdy)
  • Some minor code/performance optimizations (by Starkku & Trsdy)

Fixes/interactions with other extensions:

  • All forms of type conversion (including Ares’) now correctly update MoveSound if a moving unit has their type changed (by Starkku)


You can find more information about Phobos by visiting the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. You can download Phobos Build 42 Here. And this is all for today! Enjoy Phobos and provide your feedback about it so it can get better.

Hello everyone! SWR Productions, the leader of Rise of The Reds, has been busy recently working on it and shared its progress report with us. 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 the official announcement from Rise of The Reds:

Quote:
Good evening everyone. We hope you've had a great week.

This week, we are continuing our exploration of the American Armoured Company expansion, with the Paladin kits. Positioned as the American heavy tank, the Paladin - although tanky with the right upgrades and battle plans - was left in a rather vicarious spot when paired up against its contemporaries. When fighting other heavies like Golems and Kodiaks,  it was often an even fight, and often the Paladin would need to have support, and when against super heavies like Overlords and Sentinels, it could not engage without some level of support at all. Although this was by design, this left the Paladin in a rather odd place within the US tech tree. It was a GP-locked unit that couldn't really do its job of being a breakthrough heavier vehicle, nor did it have the firepower to really go toe-to-toe with its contemporaries. So, when reworking the armored company Generals Point, we decided that instead of doubling down on one role or another for the Paladin, that we expand the unit and give it the capacity to do both and more with some kits.






Throughout the war against the GLA, the US Army invested in the development of new tanks tailored for rapid global deployment and asymmetric warfare. The M1 Abrams underwent a series of branching upgrades from the common CRSADR (CRew Smart Assistance & DRone package, dubbed "Crusader") to the novel PALADIN (Perimeter-Active LAser Defence INtegration). After the War on Terror and the crisis of the early 2030s, the US armed forces were streamlined to once again engage in overseas operations at only a fraction of the previous cost through the implementation of new automation, battle management, and propulsion technologies. An early product of this was the M10 Paladin II battle tank, which fused the decades worth of upgrades of the old Abrams into an all-new design that would serve as a clean sheet for future technological innovations. One such innovation was the Electro-Magnetic Projectile Accelerator, or EMPA for short - the world's first mass-produced heavy railgun fitted on a combat vehicle. While the US Navy had already introduced larger versions of these weapons for bombardment and air/missile defense purposes in the late 2020s, the US Army had initially deprioritized the development of railguns as they were deemed impractical in the face of light, if at all armored GLA vehicles. It was only after the rise of new peer-level competitors like China and Russia and advances in fusion power miniaturization that the concept of a railgun-armed tank rose to prominence. In tank-on-tank engagements, the EMPA significantly increases the Paladin's range and firepower. However, due to the kinetic projectile's inefficiency against infantry and hardened buildings, crews are instructed to only fire on vehicles to minimize rail attrition. By the time of America's entry into the Third World War, the development of dedicated anti-personnel and demolition shells had only just begun and would not deliver results until years later.

Render Description: MARS2588



As with previous American tanks, the Paladin II was also used as the baseline for a new combat engineering vehicle. Designed specifically to address the threat of land mines, improvised explosive devices (IEDs), and fortifications by the GLA in the previous conflict, the Clearing Roller / Assault Breacher, or CRAB for short, significantly improves the Paladin's resistance against roadside explosives. The traditional steel tracks have been replaced with a carbon nanotube composite alloy, designed to absorb the force of an explosion and cause less damage to roads in the area of operations. The bottom of the tank hull has been remade into a shallow V-shape designed to deflect the blast of a mine or IED away from the fighting compartment and towards the reinforced tracks. Hollow rubber pads filled with “smart” fluid help further absorb explosive force and fragments while simultaneously defeating the fuse triggers of older mines. In addition to these mine countermeasures, the Paladin II's standard cannon was replaced with a short-barrelled demolition gun, purpose-built to destroy fortifications and improve maneuverability in obstructed urban environments. While originally designed to deal with the roadblocks utilized by the GLA and other insurgent forces, this weapon also proved very useful in the Euro-American counter-offensives, as CRAB-equipped engineering squadrons were easily able to destroy Russian strongpoints in the key mountain passes of northern Italy, Austria, and Czechia.

Render Description: SayaAyane



Another common variant of the Paladin II is tailored to increasing the survivability of the tank and crew inside, especially in urban environments that have traditionally been difficult for tanks to engage in. Taking an already formidably armored vehicle with some of the most comprehensive defensive capabilities on the modern battlefield and upgrading it to an even higher standard of survivability is what the Tank Urban Survival Kit, or TUSK, is designed to do, using a combination of tried and true methods to attain maximum protection for both the vehicle and its crew. Explosive reactive armor is used to line the most vulnerable areas of the Paladin II, including the lower glacis plate and the turret. This provides a significant improvement to the tank's defensive capability. After that comes the Point Defense Laser Array System, sometimes referred to by crews rather melodramatically as “Hell's Crown”; that being multiple anti-projectile lasers ringed around the top of the turret. The PDLAS uses thermal, radar, and acoustics-based sensors to identify incoming rockets. It is linked directly to the tank's onboard AI, allowing rapid simultaneous interception of multiple projectiles. These modifications greatly limit the threat of common shoulder-launched rockets and even the most advanced anti-tank missiles to American forces.

Render Description: SayaAyane


Before we head out, we would also love to say a huge thank you to MaelstromX103 for hosting last nights ROTR Stream, it was a blast to watch and we all enjoyed it greatly. We would also love to give a huge shout-out and thank you to everyone who participated in #modlove2024 and supported Mod Appreciation Week.
If you voted for a mod and won one of the free games, you should be getting notification of your Steam keys now.

That's all we have for this week, we hope you've enjoyed!
We will see you all in the next one.


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 for now!

Hi everyone! SWR Productions, the leader of Rise of The Reds, has been busy recently working on it and shared its progress report with us. For those unaware of what is being written here, 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 the official announcement from Rise of The Reds:

Quote:
Good evening, Generals. How are we all this week?
We're good, thanks for asking. What? You didn't ask that? Did you ask for a ROTR update? Alright, I guess you've all earned it.

One of our goals in 1.9 is to try and make the Generals Power system a more dynamic and fluid one. We want to make each GP have some level of viability at all stages of the game and challenge the established 'must picks' by making some of the lesser valued GP's more desirable and important. This has led to some interesting experiments of moving tech and upgrades around the tech tree and advancing the release of some planned 2.0 content to help fill some of these holes. We want to make all the Generals Powers valuable in all matchups, so for unlock GP's like American 'Armoured Company', the decision has been made to expand the scope of the GP and spread its unlocks out over the entire tech tree.

Enter the American Bradley IFV.
Originally removed in 1.85, we are re-adding the beloved Bradley back into version 1.9 to fill in as the tier 0 unit option for the 'Armoured Company' GP. This means that the Bradley will be extremely different from its previous 1.802 incarnation, now getting much of its planned 2.0 functionality from the get-go.
Within this return, we also looked at whether there was more we could do with the Bradley to expand its usefulness beyond the tier 0 environment and keep it as a valuable and desirable choice as the game goes on. Thus, we have added 3 rather robust and varied kits to the unit that should keep it relevant and specialized over the entire game's length.




In 2021, against the backdrop of the War on Terror intensifying after the devastating GLA attacks on China, the United States Marine Corps phased out all of its tank battalions that had existed since the Second World War. One of the most outspoken critics of this was Jeremiah Bradley, the future commanding general of the 2nd Marine Expeditionary Force, who served as a battalion commander during the war. Foreseeing an inevitability of a future major war with China and Russia, Bradley insisted that the USMC would have to retain its own armored capability so as not to find itself outgunned in a conflict against tank-heavy adversaries with airspace denial and electronic warfare capabilities that would jeopardize America's ability to fight on its own preferred terms. During the 2030s, Bradley, who by then had become a general, used his political connections and popularity among the USMC community to lobby for the reconstitution of the Marine tank battalions, which were brought back to life with a mixture of Acolyte, Crusader, and Paladin tanks, alongside the M2 Bradley infantry fighting vehicle in a number of new mechanized infantry battalions. First introduced to the US Army in 1981 following a troubled development history and named after the non-related WW2 general Omar Bradley, the vehicle had been of no relevance to the USMC for decades due to its lack of amphibious capability. Under the new doctrine of the early 2040s, however, the Bradley, like its tank brethren, would be brought to shore via high-speed landing craft or Starlifter air transports. In its basic configuration, the Bradley is a multirole combat vehicle capable of transporting infantry, carrying out reconnaissance and detection duties by way of its advanced optics and sensors, and providing fire support with its 25mm autocannon. As with many other US vehicles, a number of field modifications exist.

Render Description: MARS2588






The first, most commonly seen variant of the Bradley complements the primary 25mm autocannon with a launch pod of TOW anti-tank missiles. The BGM-71 "Tube-launched, Optically tracked, Wire-guided" missile has been a staple of American and allied forces since 1970. Somewhat of an anachronism in an age of advanced sensor- and AI-guided munitions due to its physical line of control, the TOW remains a favorite by virtue of its rugged reliability and decisive power. The latest version, with an improved tandem warhead, rocket motor, and guidance control system, provides the Bradley with a deadly, extended-range punch against even the heaviest tanks of the 2040s.

Render Description: MARS2588






Another variant of the Bradley replaces its common 25mm autocannon with a much more powerful 50mm gun, a variant of the one prominently featured on the heavy gunships of the US Aerospace Force. The larger caliber size allows the use of bigger, more advanced ammunition types, including a high-velocity kinetic sabot round and a programmable explosive round, either of which is automatically fed against the appropriate kind of target, in effect achieving greater damage per shot and area effect over the default cannon. In stark contrast to its deadly primary weapon, this variant of the Bradley can also discharge flashbang grenades for non-lethal suppression of crowds or high-value individuals.

Render Description: MARS2588






The third variant of the Bradley is designed for urban operations and counter-insurgency. It features fireports that allow passengers to use their weapons under armor protection, making it ideal for close-quarters combat in built-up areas. In addition, it has front-mounted rollers to safely detonate mines and roadside bombs away from the vehicle's hull, protecting its crew, passengers, and friendly forces following behind it.

Render Description: MARS2588

We will be going into more depth with some other Armoured Company inclusions soon, so stay tuned and keep your eyes on that article tab. In the meantime, however, we have an extra little treat coming your way.
This weekend MaelstromX103 is hosting another exciting 1.9 livestream, so if you're excited to see the Bardley's (and any of our other new stuff), the details are below, and will be on the description of the stream's announcement image.




That's all we have for this week. We will see you all soon!
Till next time generals!


You can check more information about Rise of The Reds by visiting the Official Website, Forums, ModDB Profile, Discord Channel, and YouTube Video Channel. And this is all we can offer for today regarding Rise of The Reds!

Howdy! Reinforcements have arrived at YouMustConstructAdditional... patrickwieth has recently made YouMustConstructAdditional v0.95.30 available for download. 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 is the official announcement from YouMustConstructAdditional..'s staff about YouMustConstructAdditional v0.95.30:

Quote:
The Nukular MCV mode is now functional but will be patched in the future according to how it plays out.
Nukular MCV mode is like "Exploding Kings" in AoE2. For those who do not know this, you have a King, and if you lose the King, you lose the game. Furthermore, the King dies in a gigantic nuclear explosion. In this game, it is not a King but an MCV with the same properties. This mode is best for FFA games as it gives an almost defeated player a possible purpose: get revenge with the Nukular MCV. Also, it can be used to make Conyard Sniping much stronger than usual if desired.


New Features

  • The Transport Ship now explodes like the Nukular MCV and shows the same green tilt if a Nukular MCV is loaded. Air transports (Carryall and Dropship) also show this, but their Nukular Explosion is weak in case they are downed.
  • Transports that have the Nukular MCV loaded get a speed bonus of 50%.

Balancing

  • The Explosion of the Nukular MCV now spreads the nukes more evenly and thus deals more damage in a wider area.
  • Force Shield has its cooldown reduced, and in Nukular Mode, it is significantly reduced.

Bug Fixes

  • Fix Nona SVK turret sprite
  • Anti Tank Mines (French Cluster Mines) dealt 100% damage to all target types. Now, they only deal 100% vs. Heavy Tanks, 75% vs. Reflector, 10% vs. Infantry and Fortified Buildings.


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

CnC-DDraw 6.6 is now available!
June 07, 2024 - 03:04
Hi everyone! Reinforcements have arrived from FunkyFr3sh, leader of CnC-DDraw, as CnC-DDraw 6.6 has been recently released by their team. For those unfamiliar with it, CnC-DDraw is a rendering alternative for old games that uses Direct Draw, making them compatible with newer systems and improving their graphics. You can use it on games like Command & Conquer Gold, Command & Conquer: Red Alert, Command & Conquer: Tiberian Sun, Command & Conquer: Red Alert 2, Carmageddon, Carmageddon 2, Warcraft 2, StarCraft, Diablo, Diablo 2, Age of Empires, Age of Empires II, Theme Hospital, Populous: The Beginning, Outlaws, Dungeon Keeper, Dark Reign: The Future of War, Star Wars: Galactic Battlegrounds, Atomic Bomberman, Dune 2000, Oddworld: Abe's Oddysee, Commandos, Red Baron 3D, F-16 Multirole Fighter, F-22 Raptor, Nox, among others. Here are the updates from CnC-DDraw 6.6:

Quote:
Instructions

  • Download cnc-ddraw.zip and extract it into your game folder
  • Start the game

Game doesn't work? Please check the Readme file and the wiki.

Hotkeys

  • [Alt] + [Enter]                  = Switch between windowed and fullscreen mode
  • [Ctrl] + [Tab]                    = Unlock cursor
  • [Right Alt] + [Right Ctrl]  = Unlock cursor
  • [Alt] + [Page Down]        = Maximize window

Changelog

  • Fixed too fast scroll speed in Knights and Merchants The Shattered Kingdom
  • Fixed windowed mode in Uprising and Uprising 2
  • Fixed windowed mode and crashes in American Girls Dress Designer
  • Fixed cutscene upscaling in Atrox
  • Fixed cutscene upscaling in Duel Savior
  • Fixed cutscene upscaling in The X-Files (DVD version)
  • Fixed cursor issues in Nancy Drew games (macOS)
  • Fixed a bug where the maximize button in windowed mode was greyed out in some cases
  • Added support for Nancy Drew: Secret of Shadow Ranch
  • Added support for around 50 different games from "The Learning Company" (Batman, Scooby Doo, Carmen Sandiego, Reader Rabbit, Cyberchase, Powerpuff girls, Sponge Bob, Little Bear, Clue Finders, Madeline, Arthur, StarFlyers, Zoombinis)
  • Added support for around 20 different games from "Humongous" (Freddi Fish, Putt Putt, Pajama Sam, SPY Fox, Blue's clues)


You can find more information about CnC-DDraw by visiting the Official Website. Download CnC-DDraw 6.6 Here. And that's all regarding CnC-DDraw for now. Stay tuned at PPM for more news about CnC-DDraw!

Greetings, Commanders! NeverLoseGuy, the leader of C&C Power Play, has posted a new version of C&C Power Play called C&C Power Play V.1.7. For those unaware, C&C Power Play is a total conversion modification for Command & Conquer Generals: Zero Hour. It comes with 5 original factions (Vulkan, Fulgura, Lamina, Solisia and Demons) and several new units and gameplay quirks to deal with. The changes from C&C Power Play V.1.7 were announced with the following words:

Quote:




--------------------
CHANGELOG V.1.7
--------------------

- This update brings new features for each of the factions to make them more unique from each other, as well as new buildings from which they can produce units.
- With the implementation of the new buildings, units now take longer to produce in order to decrease the risk of lagging the game.

GLOBAL:
- All suicide units (except Doomsdays) now use the "ARMOR_PIERCING" damage type, meaning they now deal 50% damage to the Command Center and full damage to other structures.
- All Command Centers now have their own variants of defense mechanisms:
-- Solisia fires a fast-moving projectile that deals heavy damage.
-- Vulkan fires a cannon that revs up in speed the longer it attacks.
-- Fulgura fires an EMP projectile that disables enemy vehicles.
-- Lamina fires a fast-loading cannon.
-- Infernus fires a volley of shells at its location.
- All factions now have their own unique take on "Artillery Cannon" special power:
-- Solisia fires a heavy projectile that deals heavy damage every 4 minutes.
-- Vulkan fires a small but stackable projectile every 4 minutes.
-- Fulgura fires an EMP projectile that disables vehicles upon impact every 2 minutes.
-- Lamina fires a small projectile every 1 minute.
-- Infernus fires a flaming projectile that creates a firestorm upon impact every 2 minutes.
-- These Artillery Cannons deal "ARMOR_PIERCING" damage, which is 50% effective to the Command Center, and 100% to other structures.
- Adjusted the number of vehicles spawned via the "Ambush" special power:
-- Increased Solisian vehicles number from 2/4/6/8 to 4/5/6/8.
-- Increased Vulkanic vehicles number from 2/4/6/8 to 2/4/5/6.
-- Increased Fulguran vehicles number from 2/4/6/8 to 4/5/6/8.
-- Increased Lamini vehicles number from 2/4/6/8 to 4/8/12/16.
-- Increased Infernal vehicles number from 2/4/6/8 to 4/5/6/8.









- All factions now possess their own version of production building that can be built by their dozers. Each faction now has different means of producing its units.
-- Solisia can only produce Prophet, Zealot, Crusader, and Cupid from its Command Center, with everything else (including aforementioned units) needing to be produced at its War Factory.
-- Vulakn can only produce Standard Whiplash and Super Heavy Tanks (Pugnax and Ultima) from its Command Center, with everything else needing to be produced at its War Factory.
-- Fulgura can produce all units from its Command Center, as well as its War Factory.
-- Lamina can produce all units from its Command Center, but one of its production buildings (called the "Rat Nest") can only produce Rats and their specialized variants. Alternatively, it can also build its own War Factory at a higher cost.
-- Infernus can only produce Tier 1 units (Termite and Scarab) from its Command Center, with everything else (including aforementioned units) needing to be produced at its War Factory.
- Several hotkeys have been remapped to accommodate new buildings and dozers, as well as restructuring of the commandset for some of the factions.
- Tech hospital is now indestructible and has the same functionality as the repair bay.
- Reverted the veterancy system; units will now gain health, fire rate, and weapon damage bonus by 125/150/200 percent, respectively.
- All AI difficulties now use the same script, with each level having innate buffs to their damage and health from 100/110/150%, respectively.
-- NOTE: The Brutal AI is now well, very brutal, possibly on the line of impossible. This is intended for those people who prefer playing with max money to start off, where you will find it hard to fight these even then.









SOLISIA:
- Prophet:
-- Decreased Prophet's weapon ammo count from 4/6 to 3/4.
-- Increased Prophet's weapon damage from 100 to 120.
-- Increased Prophet's build time from 1 to 3 seconds.
- Zealot:
-- Decreased Zealot's weapon ammo count from 2/3 to 1/2.
-- Decreased Zealot's build cost from 2000 to 1500.
-- Increased Zealot's build time from 1 to 3 seconds.
- Crusader:
-- Decreased Crusader's weapon ammo count from 3/5 to 2/3.
-- Decreased Crusader's build cost from 3000 to 2500.
-- Increased Crusader's build time from 3 to 4 seconds.
- Cupid:
-- Decreased Cupid's build cost from 3000 to 2500.
-- Increased Cupid's build time from 1 to 4 seconds.
-- Cupid now disables a vehicle in addition to disarming it when switched to the appropriate type.
- Warden:
-- Decreased Warden's build cost from 5000 to 4500.
-- Increased Warden's build time from 2 to 6 seconds.
- Priest:
-- Increased Priest's build time from 3 to 6 seconds.
- Seraph:
-- Increased Seraph's weapon damage from 100 to 500.
-- Increased Seraph's weapon cooldown from 3000/2000 to 4000/2000.
-- Increased Seraph's weapon burst cooldown.
-- Increased Seraph's build time from 3 to 6 seconds.
- Bishop:
-- Bishop can now switch between its single but lethal shot and a new continuous beam mode.
-- Increased Bishop's build time from 3 to 6 seconds.

VULKAN:
- Whiplash:
-- Increased Whiplash's weapon cooldown from 100 to 200.
-- Decreased Whiplash's health pool from 800 to 600.
-- Increased Whiplash's build time from 1 to 3 seconds.
- Ignis:
-- Decreased Ignis' health pool from 1000 to 800.
-- Increased Ignis' weapon cooldown from 400/200 to 500/250.
-- Increased Ignis' build time from 1 to 3 seconds.
-- Removed Double-Barreled Ignis variant.
-- Updated the visual aesthetics.
- Ignis Prime:
-- Increased Ignis Prime's build time from 2 to 4 seconds.
- Robus:
-- Increased Robus' build time from 2 to 6 seconds.
- Servus:
-- Increased Servus' build time from 1 to 4 seconds.
- Bothynus:
-- Increased Bothynus' build time from 3 to 6 seconds.
- Pugnax:
-- Increased Pugnax' build time from 3 to 6 seconds.
- Ultima:
-- Increased Ultima's build time from 3 to 6 seconds.
-- Fixed a bug that prevents Ultima from being seen by all players on the map.

FULGURA:
- Defender:
-- Increased Defender's build time from 2 to 4 seconds.
- Stormer:
-- Increased Stormer's build time from 2 to 4 seconds.
- Enforcer:
-- Increased Enforcer's build time from 4 to 8 seconds.
- Lawmaker:
-- Increased Lawmaker's build time from 4 to 8 seconds.
- Fortifier:
-- Increased Fortifier's build time from 4 to 8 seconds.
- Peacemaker:
-- Increased Peacemaker's build time from 6 to 12 seconds.
-- Increased Peacemaker's health pool from 2000 to 2500.
- Watcher:
-- Increased Watcher's build time from 6 to 12 seconds.
- Shieldbreaker:
-- Increased Shieldbreaker's build time from 6 to 12 seconds.
- Decreased the force field's laser-cutting weapon cooldown from Shieldbreaker from 500 to 50.

LAMINA:
- Rat Variants:
-- Decreased Standard Rat's weapon damage from 20 to 10.
-- Increased Standard Rat's build time from 0.5 to 3 seconds.
-- Increased Marksman Rat's build time from 1 to 3 seconds.
-- Increased Ripper Rat's build time from 1 to 3 seconds.
-- Increased Fake Rat's build time from 1 to 3 seconds.
-- Reduced the trajectory height of the projectile.
- Cobra:
-- Increased Cobra's build time from 1 to 3 seconds.
- Python:
-- Increased Python's build time from 2 to 4 seconds.
-- Updated the visual aesthetics.
- Hedgehog:
-- Decreased Hedgehog's weapon cooldown from 3000 to 2000.
-- Increased Hedgehog's build time from 2 to 4 seconds.
- Boa:
-- Decreased Boa's gattling weapon damage from 50 to 40.
-- Increased Boa's build time from 3 to 6 seconds.
- Warthog:
-- Increased Warthog's build time from 3 to 6 seconds.
- Toad:
-- Increased Toad's build time from 3 to 6 seconds.
- Lion:
-- Increased Lion's build time from 3 to 10 seconds.

INFERNUS:
- Termite:
-- Increased Termite's build time from 2 to 4 seconds.
- Scarab:
-- Decreased Scarab's weapon cooldown from 250/200 to 200/200.
-- Decreased Scarab's weapon damage from 40/75 to 40/60.
-- Increased Scarab's build time from 2 to 4 seconds.
- Harbinger:
-- Increased Harbinger's weapon damage from 50 to 100.
-- Harbinger no longer creates a small fire field with its weapon.
- Vanguard:
-- Increased Vanguard's weapon damage from 100/150 to 150/250.
-- Increased Vanguard's build time from 4 to 8 seconds.
-- Vanguard no longer creates a small fire field with its weapon.
- Conqueror:
-- Decreased Conqueror's weapon damage from 50/75 to 40/50.
-- Increased Conqueror's build time from 4 to 8 seconds.
- Hellstorm:
-- Hellstorm now fires its weapon in an arc rather than summoning its projectiles from above.
-- Hellstorm now fires in a volley of 4 projectiles and 6 when upgraded.
-- Decreased Hellstorm's weapon damage from 400 to 300.
-- Decreased Hellstorm's weapon cooldown from 1000/500 to 4000.
-- Increased Hellstorm's weapon scatter radius from 25 to 100.
-- Increased Hellstorm's build time from 6 to 8 seconds.
- Baron
-- Increased Baron's weapon damage from 300 to 500.
-- Increased Baron's build time from 6 to 12 seconds.
-- Increased the number of Termites spawned upon death from 4 to 8.
-- Baron no longer creates a small fire field with its weapon.
- Doomsday
-- Increased Doomsday's build time from 6 to 12 seconds.



You can download this mod via Genlauncher or from this website. For manual installation, grab the contents from the version folder and extract them to your ZH folder.


For further information about C&C Power Play, visit its Content at PPM Community, and ModDB Profile. Download C&C Power Play V.1.7 Here. And this is all for today! Enjoy C&C Power Play and provide your feedback about it so it can get better.

One vision, one purpose! ^Rampastein, the leader of C&C World-Altering Editor, has published C&C World-Altering Editor 1.1.1 recently. For those unaware, C&C World-Altering Editor is a map editor for the Command & Conquer Tiberian Sun Red Alert 2, and its expansions. It originally started as a map editor for Dawn of the Tiberium Age. Here are the changes and the fun stuff from C&C World-Altering Editor 1.1.1:

Quote:
The highlight of this release is the new Connected Tile drawing tool. This tool can be used to quickly draw lines of cliffs, shores, and roads without having to place each piece down manually. Credits to ZivDero for coding the initial version of this tool, which we then improved on together.

Full change log compared to the previous release (v1.0.2):

Contributors: Rampastring, ZivDero

  • Added a tool for drawing lines of connected tiles
  • Added a sound selection window for the "Play sound" trigger action
  • Added an advanced trigger editor option for cloning a trigger for easier difficulty levels without cloning TeamTypes of its action parameters
  • Added File -> Open With Text Editor option to enable quick text-based editing of the map
  • (RA2/YR) The speech selector can now select speeches in RA2/YR
  • (RA2/YR) Fixed a bug where veins were drawn with an incorrect palette
  • TeamType parameter values of trigger events and actions are now colored based on the owner of the TeamType
  • Improved the customizability of MIX file loading
  • Improved the default values of new AITriggers to include sensible weights and enabled status on all difficulty levels
  • Changed the default veterancy level of new TeamTypes to "Regular" from no value
  • The cell info display now displays the index of the hovered-on terrain tile within its tileset
  • The tag selection window has been widened
  • Items in the tag selection window are now colored based on the color of the tag's related trigger
  • Triggers created by the trigger editor tool for cloning a trigger for easier difficulty levels now have their difficulty flags set accordingly
  • Map-wide overlay is now enabled when a fitting texture is loaded
  • Fixed a bug where part of the map-wide overlay extended above the map
  • Fixed a bug where height tools could sometimes cause a freeze
  • Fixed a bug where the "Destroyed by anything (not infiltrate)" event was not checked for triggers missing object attachments
  • Fixed a bug in the trigger editor tool for cloning a trigger for easier difficulty levels where the auto-generated tags of the created clone triggers were named improperly
  • Fixed a bug in the trigger editor tool for cloning a trigger for easier difficulty levels where, in certain edge cases, the cloned triggers were renamed in a silly way
  • Fixed a flaw in the description of the "Create Team" trigger action
  • Fixed a bug where you could input semicolons in many text boxes, such as trigger names, wrecking map scripts
  • Fixed a bug where you could not use the graphical team selection interface for selecting a TeamType for the "Team Leaves Map" trigger event or potential other trigger events that reference a TeamType
  • Fixed a bug where <none> was not considered a proper value for the owner of a TeamType
  • Fixed a bug where listing the references of a trigger did not list TeamTypes that were linked to the trigger's tag


Here is the connected tile drawing tool in action:








For further information about C&C World-Altering Editor, visit the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. C&C World-Altering Editor is available for download Here. That's all, folks! Stay tuned at PPM for more news coverage on C&C World-Altering Editor!

Notepad++ 8.6.8 has been released!
June 05, 2024 - 03:30
Are you picking this up? Good! Notepad++ has been recently improved with the release of Notepad++ 8.6.8. For those who are not acquainted with it, Notepad++ is a free and open-source code editor and Notepad replacement that runs on Windows. It supports several programming languages, multiple tabs, plugins, and is based on the powerful editing component Scintilla.

Here is the official announcement from Notepad++'s staff about Notepad++ 8.6.8:

Quote:
Notepad++ release 8.6.8 change log:

  • Fix a crash in Column Editor caused by an arithmetic overflow.
  • Fix the issue where any negative repeat value in Column Editor causes a hang.
  • Fix an extra space being inserted in the HEX mode issue in Column Editor.
  • Fix a visual glitch in the toolbar pressed buttons in dark mode.
  • Add auto-indent feature for Python.
  • Fix the issue where “show control characters” settings are not remembered when switching to another tab.
  • Fix the missing monitoring disabled state icon from the fluent icon set on the toolbar.
  • Adjusted the inaccurate naming of indent settings in the Preferences dialog.
  • Fix the issue where the customized color of the active tab in the inactive view is missing.
  • Introduce a new plugin command “NPPM_GETTABCOLORID” to retrieve the current tab color ID.
  • Allow the tree view dark mode customization for plugins.
  • Fix the popup dialog for updating, not mentioning ‘Notepad++’.


You can find more information about Notepad++ by visiting the Official Website, and Forums. Download Notepad++ 8.6.8. That's all, folks! Stay tuned at PPM for more news coverage on Notepad++!