Version 6.00 of the Tiberian Sun Client is out, which updates the GUI and adds many new patches (view the change log here).

- Download (without videos)
- Download (with videos)

If you're migrating a mod from an older TS Client version you can keep your old files from the "INI" and "MIX" folders, but make sure to add these keys to their respective sections in Rules.ini:


Name=Mobile Construction Vehicle



Also mind that most of the game options were moved from GameOptions.ini to SkirmishLobby.ini.

Those that want to add new factions to their mod can now easily do so without following a tutorial (just make sure that Sidec##.mix, SideCD##.mix and Speech##.mix exist for the new faction, you added the new faction's Harvesters and MCVs to HarvesterUnit= according to the comments in Rules.ini and you added all of the new faction's respective structures to the [AI] section; including BuildConst=, which accepts multiple entries now).

Useful to know: you can now also create a "Base" sub-folder in the "INI" folder and place your mod's ini files in there. Any ini file in the "Base" folder will be able to use the "BaseSection=" key for any section and this will make that section use all the key of the section you're referring to.
This would for example allow you to shorten the entire [CIV2] section to just this:

Any .ini file in the Base folder will be processed and overwrite the .ini file that's already in the "INI" folder whenever map is loaded and the client intentionally doesn't have .ini files in there out of the box so that modders can store their .ini files in there without worrying about having them removed or replaced whenever they update the client.

You can also still store .mix and .ini files in the main directory and these will take priority over the files in the "MIX" and "INI" folders. So if you want to mod while also being able to update the client when new versions come out, without having it overwrite any of your modded files, place your .mix and .ini files in the main directory (the folder that also contains the Game.exe and TiberianSun.exe files), as well as the "Base" folder (\INI\Base\).
Changes to files in the "Resources" folder (such as changed game options or playable factions) can't be read from elsewhere and will always be overwritten when you update, so it's best to back these files up somewhere so that you can just copy them back to the Resources folder after any update.

If you want to entirely disable updates, you can do this by changing "ModMode=false" to "true" in ClientDefinitions.ini.

More features such as Vinifera and possibly Quick Match will be added in the future and I'll try to fix any bugs that might be reported.

Hello everyone! We are starting the second week of the celebration of the anniversaries of Red Alert games (1, 2, and 3). This week will have several popular Red Alert 2: Yuri's Revenge mods such as Mental Omega, Rise of the East, C&C Reloaded, and D-Day (although this is related to the CnCNet version from twistedconversion and not anything organized by MigEater, the original author of D-Day). Here's the schedule for the second week:

And here are the details for week 2, times in GMT:

Wednesday, November 17th:

14:00 - 15:30: Final War mod overview by DannyDanku
15:30 - 18:30: Final War stream by SMXReaver

Thursday, November 18th:

20:00 - 21:30: Blue Alert Video by TaxOwlbear

Friday, November 19th:

14:00 - 15:30: Red Alert 20XX mod overview by DannyDanku
17:00 - 22:30: Red Alert 20XX Stream by Kaution

Saturday, November 20th:

10:00 - 12:00: Mental Omega stream by Speeder
14:00 - 15:30: Mental Omega mod overview by DannyDanku
21:30 - 00:00: Red Alert Remastered Tournament Stream by MarkJFox, the vanilla game

Sunday, November 21st:

10:00 - 12:00: Rise of the East stream by ayylmao
14:00 - 15:30: Rise of the East mod overview by DannyDanku

Monday, November 22nd:

14:00 - 15:30: New War overview by DannyDanku
17:00 - 18:30: vs-ini mod overview by DannyDanku

Tuesday, November 23rd:

14:00 - 15:30: D-Day: Multiplayer mod overview by DannyDanku
16:00 - 19:00: D-Day: Multiplayer mod game night and Mapping Contest winners.
20:00 - 21:30: C&C Reloaded: Multiplayer mod overview by DannyDanku

And that's all for now. I've promised to share the videos and I will once I manage to organize my real-life more effectively.

Hello everyone! Today the Command & Conquer community starts to celebrate the anniversaries of Red Alert games (1, 2, and 3) until the end of the month at the so-called Red Revolution. Truth to be said, though, Red Alert 2's birthday already happened on October 23th (21 years old), while Red Alert 3's was on October 28th (13 years old) and Red Alert 1's will be celebrated on November 22nd (25 years old).

Each day will have one or more events that will present great mods and related projects for these games or even projects for other games totally inspired by the Red Alert universe. It works in the same way as the Tiberian Sun 22nd's Anniversary did, however, it will last 3 weeks. So, here's the schedule for the first week:

And here are the details for week 1, times in GMT:

Wedensday, November 10th:

8:00: Opening Video Intro by Genobreaker
9:00: C&C Mod Haven Concept Contest Starts (If you have Discord, check it out here)
19:00 - 22:00: OpenRA Stream by Kaution

Thursday, November 11th:

14:00 - 15:30: The Red Alert mod overview by DannyDanku
19:00 - 22:00: The Red Alert mod Stream by Kaution

Friday, November 12th:

14:00 - 16:00: Combined Arms overview by DannyDanku
20:00 - 22:00: Combined Arms Stream by Kaution

Saturday, November 13th:

19:00 - 23:00: Red Alert 2 League Tournament Stream by MarkJFox, the vanilla game

Sunday, November 14th:

19:00 - 23:00: Red Alert: A Path Beyond Stream/Game Night by W3D Hub

Monday, November 15th:

14:00 - 15:00: jUsT AnOtHeR vErY iMbAlAnCeD mOd overview by DannyDanku
15:30: jUsT AnOtHeR vErY iMbAlAnCeD mOd video presentation
19:00 - 22:00: Global Crisis mod overview by DannyDanku

Tuesday, November 16th:

14:00 - 15:00: Chrono Divided overview by DannyDanku
19:00 - 22:00: Chrono Divided stream by MarkJFox

And that's just the start. We'll have some coverage of this event here in PPM while the Command & Conquer PPM Portal with the Red Alert 2 PPM Portal will also have the videos in a later time, so you can watch them if you miss them. Enjoy it and here's some music for the party!

Egozi44 has recently released patch 0.4 for Unofficial Big Bang Patch, which is a balance mod for Command & Conquer 3: Kane's Wrath. You heard it right, Kane's Wrath expansion, the one that has no official mod SDK. Here are the release notes featuring the additions of this version:

Unofficial Big Bang Patch 1.04 (0.4) is out!

I originally planned to release this as a hotfix version in less than a month after the release of 0.3 but things happened (things some of you might be happy about).

This version is mostly about improving the existing stuff the mod already has and fixing some bugs and balances issues some of you addressed to me for a long time now, but as result, it has less focus on adding new units to the mixer though I did was able to somehow squeezed in few new stuff.

New version previews:

The full changelog can be seen above if you're interested, but if you want some light version here's a quick summed up list of what you can expect in the new version:

QoL changes:

Some bugs and crashes were fixed;
My first few weeks of working on 0.4 were mostly about pinpointing what caused the AI to CTD the game which took a lot of time to test, and as result, the AI functionality with two support powers and garrisons squads in epic units were tuned down a bit.

New functionality to some units:

Units such as the Assault Rider and the Cyborg Commando now have new stuff,
For example, Assault Rider will now switch to electricity bolts under the Ion Storm's effect

while the Cyborg Commando now has a chance to survive death by losing its body parts and becoming a disabled crawler like it originally could in TT, but instead of being some unless hijacker it now can suicide in enemy's units while dealing 6000 grenades damage!

Improved visuals:

The main menu was changed to fit the Big Bang's spirit (you can see the stuff I've tried before the final result here),

Some visuals and effects were improved,

Some units now have their own debris models,

And some old models and their animations were edited a bit by your truly to make them look a bit better than what they were in their original states such as the MARV, Steel troopers, Zone troopers, and Cyborg commando

New units:

Reaper 17 now got their own commando, the Exterminator Wink

And while it may be kinda sophisticated to say that, some of you can count the Cybernetic Husk the Cyborg Commando spawns as a unit by its own

Some more edits to the camp:

In the last mission, you now start with the Cyborg Commando at your disposal, and some bugs that were in the original game were fixed.

And last but not least it's really recommended for you to use the 4GB patcher Medstar has made or the mod will most likely ganna crash in your face while you're in-game, and also be sure to try his launcher fixer if you're one of the poor souls who got the game via Origin.

If you have any issues running the mod first see this guide and if it didn't help you can open a thread in the mod's forums or report in our official discord server,
And if you feel like it, you can peek on the mod official site just cause it exists.

Also if you having fun and take the mod in high regard, a small review will always be appreciated.

That's all commanders, now have fun Smile.

So, that's it. Head to their ModDB Profile to download the latest version of this mod and use it together with the 4GB patcher to make sure you will be able to run it with no problems. And have fun!

Red Alert 20XX 1.0.5 has been released!
November 08, 2021 - 07:02
Danielovich7 (known here at PPM as mtkii) has released a new version of Red Alert 20XX recently. Red Alert 20XX is a modification for Red Alert 2: Yuri's Revenge (with Ares and Phobos) that tweaks the existing factions of the game. The new version 1.0.5 of the mod comes with 99% of the Allies and Soviets factions done, according to the author and the huge change log that you can read below.

= Version 1.0.5 Highlights =

This version focused on two main points : 1. the Allied forces and 2. adding one more unique unit per country.

1. General Mod change

-As started in the last article, the mod has now a new logo, thanks to Yamaneko;
-The mod now runs Phobos More info on what is Phobos can be found here;

2. Allied additions

-Added the Jupiter Cannon for the USA, a mobile Atlas Cannon. It has a load time, using a targeting laser, then fires a smaller version of the Atlas Cannon. Replaces Hypnos Jammer for the USA. You can see it in action here (Credits to Crazy Bird);

-Added the Foxteam Sniper for the USA, which replaces the Sniper. It uses regular a sniper versus infantry, and an anti-tank rifle when deployed which 100% kill any vehicle driver. It still uses C4 for buildings. You can see it in action here (Credits to DaFool);

-Added the Castello Skyshield for the EU. It replaces the Areoblazer and is the ultimate anti-air unit. You can see it in action here (Credits to Crazy Bird);

-Added the Gladiator DCA for the EU, which replaces the Pillbox for the EU. This defense is power dependant, and uses a fast innacurate MG to shot ground and air target. You can see its old model in action here (Credits to Crazy Bird);

-Added the Fenrir APC for the EU, which overwrite the Tortoise APC. It is equipped with the Gladiator's DCA and fires a AG-AA missile once in a while. It is also amphibious. You can see it in action here (Credits to Yuri_Prime, exclusive to RA20XX);

-Added the Divine Wind Supersonic Bomber for the Pacific Shogunate. It is very fast and deals heavy AoE damage, but is has paper-thin armor. It replaces the Orca Bomber. You can see it in action here (Credits to Crazy Bird);

-Added the Hephaestus, a new Allied support vehicle available with the Service Depot. This unit has an area-repair aura and can spawn 4 MG drones if the Drone Command Center is active. You can see it in action here (Credits to Crazy Bird, exclusive to RA20XX);

-Added the Minerva's Owl as a new unit for the Allied. It requires the Drone Command Center to operate (or the Advanced Armory for the EU). It is armed with a missile interceptor weapon. It will crash if either the Drone Command Center/Advanced Armory is destroyed. You can see it in action here (Credits to cxtian39);

-Added the Tank Bunker, a new defense building for the Allied. Works as the classic Yuri Tank Bunker (image below, credits to MadHQ);

-The Arthemis Launcher now has a new model and fires 6 missiles more quickly. You can see it in action here (Credits to Yuri_Prime, exclusive to RA20XX);

-The Sturmpanzer and its Ace variant now selfheal and drop shell casing. Both have a new voxel. You can see the railgun variant in action here (Credits to Crazy Bird, exclusive to RA20XX);

-The Cerberus MLRS is now the Tsunami MLRS, and is therefore a Pacific Shogunate unique unit. It is a bit slower and has a bit less armor, but also has new model (Credits to NucSpl);

-The Hypnos Jammer has a new model and was buffed. Plus, its range is increased and it will now affect SW buildings (Credits to Yuri_Prime, exclusive to RA20XX);

-The Hover Harvester has a new model (Credits to Crazy Bird);

-The Berzerker now requires the Drone Command Center or the Advanced Armory for the EU, and has a new model. You can see it in action here (Credits to Merophage for the original 3D model);

-The Orca Spectre, now named the Orca Type S, has a new model and uses cluster missiles to hit multiples targets in a large area. You can see it in action here (Credits to Crazy Bird, exclusive to RA20XX);

-The Orca Bomber, now named the Orca Type B, is now available to all Allied countries. You can see it in action here (Credits to Crazy Bird, exclusive to RA20XX);

-The Orca Hunter, now named the Orca Type H, has a new model. You can see it in action here (Credits to Crazy Bird, exclusive to RA20XX);

-The Legion Tank now has a auxiliary defensive system : it can intercept enemy missiles once in a while;

-Some Allied building got a makeover : the Allied Power Plant and its fusion reactor upgrade (credits to Lupin III for the model, exclusive to RA20XX), the Airfield and the Battle Lab (both credits to Scipcion, exclusive to RA20XX) and the Ore Purifier (credit to McPwny);

-The Athena Strike SW was changed, as it now drop more bombs and drops them closer to the designated target;
-The Atlas Cannon now has a new animation and deals more damage, making it a SW on par with the Tactical Nuke. Now takes 10 minutes to recharge. You can see it in action here;
-The Damocles has a new weapon behavior;
-The Gap Generator now causes the Broken Line of Sight debuff, which reduces the ROF of enemy vehicle by 25%. Boosted its power usage. You can see it in action here;
-The Advanced Armory is now a Tier 2 building, and replaces the Drone Command Center;

3. Soviet additions

-Added the Doomsday Device for Russia. It is a new superweapon building that replaces the Nuclear Silo. It launches a weaponized Iron Curtain storm that leaves iron curtain particles on the ground that damage units over time, and causes Iron Curtain effect for a few seconds on vehicles - friends or foes alike. You can see it in action within the lastest article (Credits to MadHQ for the building);

-Added the Sunstorm ICBM for the Eastern Republic. This long range unit must deploy to fire, then launches a high ROF, high AoE missile. It replaces the V3. You can see it in action here (Credits to Yuri_Prime, exclusive to RA20XX);

-Added the Gattling Tank for China. It replaces the Tunguska, but is cheaper and sturdier. It uses a classic single gattling gun that can target ground and air units. You can see it in action here (Credits to Crazy Bird, exclusive to RA20XX);

-Added the Red Brigade, a new tier 1 anti-Tank infantry. It is as competent as the Conscript, but has a anti-vehicle rocket launcher and is way costlier. You can see it in action here (Credits to Augusto);

-The Battlemaster has a new model and is now named the Ursa Major Tank (Credits to Crazy Bird);

-The Terror Drone has a new model (Credits to IcePelosi);
-The Sickle is now a ranged mine layer, with its missiles having 20% chance of placing mines. It can no longer deploy and no longer causes radiation. It now replaces the Antlion Minelayer for the Eastern Republic;
-Making the Sickle now replace the Antlion Minelayer, the Desolator is now pushed as a unique unit that does not replace a core unit, meaning that the Shock Trooper (which it previously replaced) is now available to the Eastern Republic too;

4. Neutral additions

-All Tech Buildings have new models. Some, like the Tech Power Plant or the Tech Outpost, have completely new functions (Credits to EoralMilk for the Tech Hospital, McPwny for the Tech Repair Shop, Trans_C for the Tech Grand Cannon and seven800 for the Tech Industrial Accelerator);

5. Notable graphical, GUI, balance and AI additions

-Brand new loadscreens, by Ocey;
-Added some flashy new explosions FX for buildings and vehicles;
-Added Haubibban's voice acting for the Red Brigade, the Inferno Cannon, the Tunguska, the Pyrocycle and the Piranha;
-Added Flamewh33l's voice acting for the Guardian, the Hoplite, the Castello Skyshield and the Phalanx Fortress;
-Added description tooltips to all units, SW and buildings, thanks to Phobos;
-Added a new active harvester counter, thanks to Phobos;
-Having multiple factory of a certain type will give a better bonus to production speed;
-Removed the ability to build base near tech buildings;
-New ore spawning rules : it will now spawn in bigger patches;
-Complete rework of the AI Attack Teams, which will include a better use of the new units;
-Changed the dispersion of AI attacks teams in their own base to prevent cluttering;
-Many, many, many more changes, which can be seen in the Readme file of the mod, or here.

Enjoy the mod!

You can download the latest version of the mod here. Have fun!

The team from Romanov's Vengeance, a OpenRA game that is inspired in Red Alert 2, has released the 20211107 Release version of the mod. That brings Psi-Corps faction and much more. Here's their release notes:



Hit & Run and mutated beyond recognition.

Using genetic mutation, mind control and Yuri’s Lazarus technology to control not only the battlefield but the minds of their foes.

For Master Yuri!

New units join Yuri's forces!

Yuri's Attack Dog

We have added Dogs for Psi-Corps which will eat up Allied Spys and deal with Soviets Hijackers. Yuri's Attack Dogs are good boys.

Unit art and cameo by MustaphaTR.

Gatling Trooper

Gatling Troopers have joined the battle field and they love to puncture everything that moves!

Unit art and cameo by MasterHaosis.

Lazarus Spectre

Lazarus Spectre are Yuri's elite forces. They will not leave their master unguarded.

Unit art by Nolt.

Cameo by Nah.

Armed with mobile Lazarus Generators they can either cloak themselfes or their allies around them but the energy is not enough to clak both at the same time.

Lazarus Spectre are using a dual burst of stopping power rounds which will slow enemy units on impact.

Armored Truck

Armored Trucks will safely transport Yuri's troops to the battlefield. They can even crush infantry!

Unit art by Shepherd Moons.

Cameo by Nah.

Lazarus Tank

The Lazarus Tank is the newest addition in Yuri's army. It is armed with a Spitefire Laser Cannon and a mobile Lazarus Generator to stay unseen.

Unit art by Eoral Milk.

Cameo by MustaphaTR.

Grinder Tank (Secret Lab)

The Grinder Tank is a very fast and heavily armored monster. It will grind everything to dust.

Unit art and cameo by MustaphaTR.

Lethocerus Platform

Armed with poisonous missiles, it is deadly to both vehicles and infantry. It can also transport up to 5 soldiers.

Unit art by MadHQ.

Cameo by MustaphaTR.

New structures for the Master!

Refinery + Lazarus Miner

We have added Refineries and stealth Miners for Yuri. We tried to implement proper gameplay with Slave Miners but it was just way too broken (you could either easily kill a Yuri player in the first 3 minutes of the game by denying all the Slaves but once setup Yuri players were literally unstoppable and were able to mine out the entire map).

Refinery art and cameo by MadHQ.

Miner art by Fryone.

Miner cameo by PussyPus.

Yuri Ore Silos

Yuri stores his ore now just like Allies and Soviets!

Art and cameo by Nooze.

Yuri's Service Depot

Yuri can now build Service Depots as well to repair his damaged vehicles, unlock MEVs and to properly deal with Terror Drones. Grinders are unlocked via Commander Powers.

Art and cameo by MadHQ.

Radar Dome

Psi-Corps unlock their T2 with this building rather with the Psychic Sensor. The Psychic Sensor in Romanovs' Vegeance does still show the movement of enemy troops through fog of war in a sizeable area.

Art and cameo by Speeder.

Disc Pad

Yuri Disc production has been moved from the War Factory to the Disc Pad.

Stealth Generator

Yuri's Lazarus Technology allows him to cloak both his army and his bases.

Art by Droke.

Cameo by Speeder.

Lazarus Shield Generator

We have removed the Genetic Mutator ability and replaced it with the deployable Lazarus Shield.

It cloaks vehicles and instantly kills any type of infantry.

Stolen Tech Units
Yuri has a new set of units at his disposal as soon as he is able to infiltrate enemy Battle Labs with mindcontrolled Allied Spies or Soviet Hijackers.

Psi-Commando (left), Intoxicator (middle), Chaos Trooper (right)

Psi-Commando can be trained after infiltrating an Allied Battle Lab.

Intoxicator can be trained after infiltrating a Soviet Battle Lab.

Chaos Trooper can be trained after infiltrating a Psi-Corps Battle Lab.

Intoxicator art by ZombyDragon.

Chaos Trooper art by Rommel.

Intoxicator and Chaos Trooper cameos by Nah.

Their abilities are hidden. so you must find out yourself what kind of hell they are able to unleash!

Psi-Corps Subfactions
Yuri's army features 5 new subfactions representing Yuri's secret bases. Some of those bases stem from original campaign of Yuri's Revenge.

Yurigrad - Their main base is situated in Volgograd

Lunar Eclipse - The Moon Base

Lazarus Corps - Their main base is hidden in the Himalayas

Antarctica - Yuri's base from the last allied mission of YR

Fortress Transylvania - Yuri's base from the last soviet mission of YR

Slave Miner + Slaves (Yurigrad)

Yuri captured and enslaved soviet citizens to do the dirty work. At least he could give them some shoes.

Slaves are produceable from the Slaveminer itself.

Cosmonaut (Lunar Eclipse)

Gravity doesn't matter.

Mosquito Disc (Lazarus Corps)

Mosquito Discs suck materials out of enemy units, organic or metalic alike, using them to create Blood Vessels or to repair themselves.

Unit art by MadHQ.

Cameo by Nah.

Yuri Statue (Antarctica)

Yuri's monuments of power. Not only a compensation of size but also armed with powerful Twin Laser Cannons.

Cameo by Nah.

Mutant Tarantula (Fortress Transylvania)

Yuri's favorite pet is not a Dog but a Giant Tarantula. They are born killers armed with poisonous fangs and the ability to entabgle infantry in their web.

Unit art by Nolt.

Cameo by Nah.

Each subfaction is not only packing a new unit but also a new ability unlocked via Radar Tech.

Lethocerus Swarm - The ability of Fortress Transylvania able to deploy 3 Lethocerus Platforms wherever onto the battlefield.

Point Defense Drones - The ability of Antarctica shielding their vehicles to increase their defensive capabilities.

Holographic Army - he ability of Lazarus Corps able to create hologramms to trick their foes.

Yuri-Clone Drop - Yurigrad can deploy 3 Yuri-Clones via plane. First class of course!

Ion Cannon - Lunar Eclipse created their own Ion Cannon device able to incinerate any target o planet earth!

Hologram Army cameo by Nah.

Ion Cannon cameo by MustaphaTR.

Commander's Powers
In Romanov’s Vengeance you are able to gain experience by destroying enemy assets. You will earn Commander's Points after gaining enough experience which you can use to unlock Commander's Powers.

Psi-Corps Commander's Powers

Psi-Corps Commander's Powers allow you to unlock every asset necessary to win a war for Yuri! Go ahead and enable the Grinder to increase your credits with literal man power, let your Brutes fly, setup some bounties on enemy heads, prepare a Toxin Bombing Run, freeze your opponents movement with the Magnetic Beam, bring chaos into enemy lines with a Chaos Gas Drop or mover heaven and earth to unleash a Meteor Strike right into your foes!

Brute Drop, Orbital Drop and Chaos Gas Drop cameos by Nah.

Yuri will not stop until every single mind shares his own!

You can download the new version from below:

Windows (x86|x64) - Linux - MacOS X (Compat)

Mental Omega 3.3.6 has been released!
November 04, 2021 - 12:17
After many months of mapping and scripting, our modding team - Mentalmeisters - is happy to announce that the end of our two-act campaign for Red Alert 2 is now available for download! Version 3.3.6 is out! Remember, it is a patch for the base release of Mental Omega 3.3.0, so make sure to have that one first!

This retold story of the conflict between the Allies, the Soviets and Yuri's Epsilon has reached its finale, with a set of brand new 9 massive and complex singleplayer missions. With this final addition to Act Two, the Mental Omega campaign now consists of 133 missions total: 97 singleplayer and 36 for cooperative.

Mental Omega Patch 3.3.6 (Manual Update)

- Allied Mission 23: Withershins
- Allied Mission 24: Hamartia (Finale)
- Soviet Mission 23: Fatal Impact
- Soviet Mission 24: Death's Hand (Finale)
- Epsilon Mission 23: Reality Check
- Epsilon Mission 24: Babel (Finale)
- Foehn Mission 05: Vanishing Point
- Foehn Mission 06: The Remnant (Finale)
- Foehn Special Op: Time Capsule

To celebrate this major campaign-concluding release, we've recently released a new trailer. Check it out!

As always, there's been many balance changes, new units, structures and powers added to the tech tree, as well as additional bugfixes and visual enhancements. See the full changelog here for more information.

Yuri's Grand Kremlin Palace and the Black Guard

As such, as of version 3.3.6, Mental Omega includes:

- A completely new faction: The Foehn Revolt
- Free multiplayer services through CnCNet5
- 12 subfactions with their own unique sets of units
- 16 unique stolen tech units, 4 per faction
- 97 single player missions, including a campaign for Yuri
- 36 cooperative missions explicitly for 2 players
- 22 challenge maps for solo or 2 players
- a challenging AI, and an overly challenging AI
- new skirmish/multiplayer maps, around 650 total
- new skirmish/multiplayer game modes, 21 total
- heavily updated visuals & sound effects
- new soundtracks, unique for each side
- properly working save/load functions!

Yuri's Tower - The Mental Omega Device

The complete list of everyone involved to both larger and smaller extent in making Mental Omega 3.3.6 a reality is available here. This is a work of a team with some of the most excellent mission scripters in the Command & Conquer modding community, and I'd like to thank each and everyone involved for sticking around for all these years and making this happen. Thank you! - Speeder

The next update, 3.3.7 will mostly contain bugfixes, further balance changes and optimizations. While I'd love to announce the next chapter of this story immediately, currently I'd prefer to make no such promises.

We all thank you for being a fan for all these years!
For now however, this is it. The war is over!

Hello everyone! Multiples visions, multiple purposes! I guess that's not the expression that you were expecting to hear from us, but this is how we summarize this news.

Today we are launching the second birthday gift for Project Perfect Mod, which is not just one site: we are launching 4 new sites as a result of a major site engine update. Our objective is to allow PPM to extend its content without losing its focus. Here are the recent additions to Project Perfect Mod Group:

- Project Perfect Mod: Command & Conquer: Our dedicated Command & Conquer modding hub at

- Project Perfect Mod: Tiberian Sun: Our dedicated Tiberian Sun modding hub at

- Project Perfect Mod: Red Alert 2: Our dedicated Red Alert 2 modding hub at

- Project Perfect Game: Our dedicated game development hub at

Right now, they are just a subset of Project Perfect Mod, after all, we have to start somewhere. However, our engine upgrade allows them to have their own exclusive news and content, which should happen soon enough, especially with the newly released Project Perfect Game.

We have also upgraded our news engine to provide news from RSS feeds and that extends to our hostees as well, if they desire.

And depending on the response of our community, we can create other subsites for other topics of interest. Graphics creation anyone?

I hope you enjoy the new places and we will soon develop more content for them.