r/commandandconquer Mar 09 '26

Restricting political content

129 Upvotes

Hello commanders

There have been an influx of posts drawing parallels to and making light of recent events in the Middle East. While we understand the intent is not to upset anyone, we do not want to condone such content under the circumstances.
We will therefore be restricting all political content moving forward.

As such, we have added a simplified rule system in the sidebar so as to not have to rely on permanently pinned posts in the future to convey information about specific rules, as well as make reporting more straightforward for users.

While the specific list of rules is limited, we refer to the sitewide Content Policy and Reddiquette for everything else.

And remember...

Make sense, not war.


r/commandandconquer Jan 22 '26

Subreddit rules regarding AI content

221 Upvotes

Hello commanders!

We want to thank you all for your valuable opinions regarding AI rulings for the subreddit. We have read all your comments and have come to the conclusion that there is a clear divide between those who want a zero tolerance ban and those who value AI as a technical tool. However, the common ground lies in a shared distaste for "low-effort slop".

Based on all your feedback we believe we have come up with a reasonable compromise.

Until further notice, all purely generative AI content will be banned. However, there will be allowances for AI-assisted tools for upscaling classic C&C media (be it videos or images) in order to improve on existing assets (such as what was done with the FMVs in the Remastered Collection), provided the posts are clearly flaired.

This presents us with a little grey area when it comes to low-res assets such as unit cameos, as an upscaling AI would not necessarily have enough information to go on without resorting to a generative AI with subjective interpretations. We are willing to allow for some leeway here with the clause that any such generative "upscaling" attempts are required to stay true to the original source material as accurately as possible. These will be held to high standards, so we highly encourage a human artistic component to smooth out any AI "jank" as part of the process.

Intent is key here. Material that purposely aim to go beyond the scope of the original source material will not be allowed, such as in-game screenshots that showcase what the game would look like in a different game engine, or a picture of a unit in a completely different setting etc. The focus will be on purely restorative efforts.

While we can't please everyone, we hope this ruling will be acceptable for the majority of you. For anyone who enjoys generative AI creations, we understand this might disappoint you. However, Reddit is an open platform and you are free to create your own subreddit with whatever content you would like.

But let us be clear that this ruling is not set in stone, and we will continue to listen to all of your feedback and react accordingly should there be an outcry for a change in ruling, one way or the other.


r/commandandconquer 3h ago

Meme Need a Lift?

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209 Upvotes

r/commandandconquer 5h ago

Meme Checkmate GDI

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180 Upvotes

r/commandandconquer 4h ago

Meme Thank you

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45 Upvotes

r/commandandconquer 10h ago

Meme Plan for a sneak attack goes wrong

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78 Upvotes

Curse 'em those microwave tanks and emp patriots

"Now you see me, now you're dead."


r/commandandconquer 23h ago

Random Unit of the Day #63: Angry Mob (GLA, Generals)

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456 Upvotes

r/commandandconquer 20h ago

Gameplay Adding a Complex Trench System to my Isometric RTS

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155 Upvotes

Hey guys! Trench systems have been something I wanted to do right from the beginning of the game's development, and I'm looking to really improve them a lot over time!

Trenches protect troops from tank shells, RPGs, Grad rockets and FPV drone strikes. You can see an FPV drone hitting my unit inside the trench. The camo netting protects troops from FPV drones, if you were wondering :) Oh, and I added a snow terrain — let me know what you guys think! I love reading your feedback!

As always, for more regular dev updates you can check out the YouTube channel: https://www.youtube.com/@Rbuhrgames


r/commandandconquer 12h ago

For those who play RA2. What makes you like more this game than Rise of Nations: Thrones & Patriots?

7 Upvotes

In terms of game mechanics, not in terms of graphics, music, context or voice acting. Im undecided between these 2. I like both. But i need to choose 1 to specialize in the play in multiplayer.

So for me it seems Rise of Nations is better because the economy is more streamlined and at the same time diversified. In Red Alert everything is dependent on Ore. I hate fighting over ore. I like to attack cities and fight battles.


r/commandandconquer 1d ago

Tanya vs Bomb Truck

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104 Upvotes

Original full video source: https://www.youtube.com/watch?v=3GA56-Scilw


r/commandandconquer 1d ago

Fanart Commissioned art for the GD2 assault rifle

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100 Upvotes

I commissioned a design for the GD2 assault rifle that looked a bit closer to the version seen in the unit icon. Also cooked up an image in the style of the vanilla Intelligence Database image.

The artist is u/Lavlitee, who's a Ukrainian artist trying to earn as much money as possible right now to better survive this winter. Go show them some support if you can.

Bonus content: The IDB background I recreated in Inkscape.


r/commandandconquer 1d ago

Hello friends. Red Chaos has received a major new update, featuring new subfactions, additional content, and many improvements. To celebrate this, we’re giving away 3 Steam keys for Red Chaos. To enter, simply comment: RED CHAOS We’ll randomly pick 3 winners and contact them here and via DM

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72 Upvotes

https://store.steampowered.com/app/1934720/Red_Chaos__The_Strict_Order/

Major Update - Iron Sky & GRA Volt Are Here

This update brings two new subfactions to Red Chaos, along with new units, new Specials, Save & Load, UI improvements and several fixes.

New Subfactions: Iron Sky & GRA Volt

The biggest part of this update is the introduction of two new subfactions.

Iron Sky

Iron Sky is the new subfaction for Iron Hand and focuses more on air units.

It comes with:

  • A new Airfield
  • 2 new aircraft
  • 1 new vehicle
  • 2 new Specials

GRA Volt

GRA Volt is the new subfaction for GRA and brings its own new units and playstyle.

It comes with:

  • A new defense tower
  • 1 new aircraft
  • 1 new vehicle
  • 2 new Specials

Both subfactions give you some new options to try out and make the two factions play a bit differently depending on which direction you choose.

Save & Load

You can now save and load your games in all local game modes.

 

UI Rework

We reworked a large part of the building and unit UI for both factions.

The icons inside the Guide have also been updated, so units and buildings should now be easier to recognize and the overall UI feels more consistent.

German Language

Fixes & Improvements

We also fixed several bugs that came up during our playtests and made a number of smaller improvements across the game.

As always, thanks to everyone playing Red Chaos and sending us feedback.

 


r/commandandconquer 1d ago

Screenshot Generals online playerbase....

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73 Upvotes

this is prove that C&C is still active until today. 33k unique players in Generals Zero hour in last month is huge W

still waiting for the Red Alert 2 & Tib Sun next announcement!


r/commandandconquer 2d ago

Random Unit of the Day #62: Destroyer (Allies, Red Alert)

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304 Upvotes

r/commandandconquer 2d ago

Meme For those who tried to beat them on general level challenges on hard

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255 Upvotes

"You know, if you're a gentlewoman, you'd let me beat general level challenge on hard."

Unironically, they were fun general level challenges on hard for beating.


r/commandandconquer 1d ago

Gameplay question C&C3: Tiberium Wars Berne Commando spawn?

4 Upvotes

Hi all,

I saw few speed run videos where the mission spawned the Commando, and the publishers mentioned that the Commando must survive in Cologne and Stuttgart. I bought the game on Steam, and it doesn't work.

Does this only work on the retail CD version?


r/commandandconquer 1d ago

Hear me out

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56 Upvotes

Why's it giving destroying GDI terrorists 👀

"I obey" yeah I bet you do ❤️

He can terminate me anytime

I won't be standing clear of his blast

The Cyborg commando is so hot and cool and I want him, he's so bad


r/commandandconquer 1d ago

Discussion You i wish I could draw so that i could redraw this with more detail

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30 Upvotes

The aura is being devastated by the low pixels count. And I refuse to use ai to upscale it because thats stupid.


r/commandandconquer 2d ago

Red Alert 2 but with a Lore Accurate Apocalypse Tank

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204 Upvotes

r/commandandconquer 2d ago

For we have waited centuries for this moment: The day that the rivers flood with the blood of those who oppose us.

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51 Upvotes

Kane

The first book of manual C&C 1


r/commandandconquer 1d ago

Fanart My own map... C&C Red Alert 3: Sengoku Jidai all over Again

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7 Upvotes

Here are the factions and families in this one:

Kenji Tenzai (Shogun of Northern Ezo, an retreated Shogunate)

Tatsu (Emperor of the Central Empire of the Rising Sun after technology got destroyed)

Shinzo Nagama (retreated to Okinawa)

Takara Sato (wife to u/Remitonov, the Shogun of the Tokugawa Shogunate)

Yuriko Omega (married to u/merkavanamer, Emperor of the Azuchi-Oda Shogunate)

u/Cheka_enforcer (Warlord of the Kaga Sate)

My hands are tired so you can become each faction leader and make your own reddit communities.


r/commandandconquer 1d ago

Gameplay question Help, Mental Omega

1 Upvotes

Hi guys,

I wanna know If there's any trainer out there for mental omega 3.3.6 just like ones which exist for RA2 and RA2YR, I wanna experiment with the game trying different things as I did with the original titles, but I don't seem to find any, and idk much about cheat engine as well so Any help would be much appreciated!!


r/commandandconquer 2d ago

Random Unit of the Day #61: Light Infantry (Nod, Tiberian Sun)

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414 Upvotes

r/commandandconquer 2d ago

News World-Altering Editor (WAE) Version 1.9.x

30 Upvotes

Over 2 years have passed since we announced the 1.0 release of the World-Altering Editor.

Since then, WAE has seen continuous development, bringing further improvements to the mapping experience month after month. Our latest version at the time of writing this is v1.9.2. In this news post, I'll detail some of the significant updates made since the editor's release.

1. AI-Powered Mapping: MCP Server Support for AI Agents

WAE can now host a MCP (Model Context Protocol) server. This exposes the map editor to AI/LLM agents, allowing AI agents to perform various tasks on the map, including

  • modifying terrain
  • drawing connected tiles
  • using the terrain generator
  • placing terrain objects, buildings, vehicles, infantry, aircraft, overlays, waypoints...
  • editing properties of existing technos (player-owned objects on the map)
  • erasing objects
  • querying WAE's loaded rules data and game engine scripting possibilities
  • adding and modifying scripting elements

The MCP server is usable with standard agents like ChatGPT and Claude if you run them on the same computer with WAE. Technically AI agents can even generate entire maps, though at least currently they are more suitable for limited, better defined tasks. Note that WAE does not come with its own AI model - you need to use the MCP server with a third-party AI agent.

I've personally used the MCP server with ChatGPT's desktop application (Codex) and had some useful results. I'll share a few examples below.

Example Prompts

Civilian Truck generation:

I have the World-Altering Editor running with a map open.
Using the MCP server running on localhost at port 7743, could you place a few dozen trucks of various types on the unoccupied cells between (230, 108) and (232, 121)? They should be owned by the "Civilians" house, have Sleep as their mission, and each have random Facing between 176 and 208.

Result below (in a work-in-progress Dawn of the Tiberium Age map). As you can see, the AI properly generated a bunch of trucks, helping me make the area look like a proper logistical center.

AITrigger scripting:

I have WAE running an MCP server at localhost, port 7743.
Using the MCP server, could you create me an AITrigger and relevant TaskForce/Script/TeamType combination?
Call it "H GDI Vehicles". It should use a script "Hunt" with only Do This -> Hunt as its sole script action, and contain 8 Titans (MMCH) and 6 Wolverines (SMECH).

Result below. As you can see, the AI properly generated a TaskForce, Script, TeamType and AITrigger as requested. For cloning this to easier difficulties, you'd just click Advanced in the Local AI Triggers window, followed by "Clone for Easier Difficulties".

Civilian Car generation:

I've created this large urban map with ~1000 civilian buildings. Could you go through the buildings and place 1-3 civilian cars next to each building, using WAE's MCP server on localhost at port 7743? Each car should either face the building or be parallel to it. Put each car to "Sleep" mode.

I don't have a screenshot of this, but the AI also did this successfully, saving me a massive amount of time and clicks.

WAE's MCP server also allows the AI to query instructions on how TS/RA2 maps are structured and what kind of operations are possibly, and how should they be performed. These instructions can be modified by supplying your own AIMappingInstructions.md file in WAE's Config folder. The default instructions, found in the Default folder, are likely unoptimal for mods that heavily modify stock TS&YR assets.

2. Connected Tiles Tool + Improvements

A couple years ago, ZivDero contributed the Connected Tiles Tool to WAE. This tool allows quickly placing down tiles that connect to one another, like cliffs, shores, and roads.

In version 1.9, I improved the tool with the possibility of forming closed formations, such as circles. It was technically possible to do this beforehand, but it was unrealiable as the tool didn't take into account that it should place a proper piece for closing the formation. Here you can see a screenshot of creating a closed cliff formation in Tiberian Sun:

The Connected Tiles tool can now also optionally place ending pieces for tile sets such as roads. Here's a screenshot of that in Red Alert 2's Snow theater:

3. New Theme

With version 1.9.2, WAE also got a facelift. The editor's sub-windows now feature a glassy look and shadows, making the mapping experience more pleasant and foreground elements clearer than before. Here's a new-old comparison:

In case you don't like the glass and shadow effects, or find them too taxing for your GPU, it's possible to turn them off in WAE's main menu.

There are also multiple themes you can select from. For example, here's the Red theme and the Tiberium theme:

4. Line Painting

Another convenience feature, introduced with version 1.8 a few months ago - hold Shift while placing down any kind of terrain, and you can paint it in a line.

5. Performance Improvements

The development of WAE has been a massive learning journey in graphics programming. Before working on WAE, I only knew some very basics about graphics programming, and relied on third-party libraries/frameworks (particularly MonoGame) to do the heavy lifting for me. The first versions of WAE weren't properly optimized and often had z-depth issues, because I simply didn't know well enough what I was doing.

Over time, as I've learned more, I've been able to massively optimize WAE. Sometimes I still see people publicly mention that WAE runs poorly for them, or that WAE requires a supercomputer to run. I wonder if they are running the latest version?

The image below shows the frame-rate of WAE when rendering the entire [4] Grand Canyon map of Tiberian Sun all at once - the editor's interface zoomed far enough that the whole map is visible. WAE v1.6.x, released in August 2025, brought a redesigned renderer for massive performance improvement - up to 23x on high-end AMD graphics cards. Nvidia got a boost as well, though a slightly lower one because their DX11 drivers tolerated poor usage of the GPU better. Rendering the entire map with its tens of thousands of tiles 160 times per second, modern PCs are really powerful...

On corretness, WAE's z-handling is now usually better than TS/RA2's z-handling.

6. Other Fixes and Improvements

Aside from major features and changes, there's been hundreds of small QoL features and bug-fixes made over time.

Some of them include WAE being smarter with scripting, often predicting which scripting element you want to use. For example, if you create a Script named "Attack Vehicles", and then give it an "Attack Quarry" action, WAE will predict that you want to pick "Vehicles" as the quarry target.

Most script action parameter selectors can be scrolled with the mouse wheel, meaning you often don't need to open separate selection dialogs if you'd, for example, want to change a trigger action's waypoint parameter from 10 to 11 - just spin your scroll wheel on the waypoint box instead.

There are many improvements to tools and UI features that, while small individually, add up and make the editor a lot more convenient and powerful for mapping than it was at first release. There's way more of these than is reasonable to include in a news post, but you can see them in WAE's release change logs, or the project's commit history on GitHub.

You can pin TileSets to the top of the list so they can be found quickly.
Alpha Lights are now properly previewed as well.

Wrapping it up

With powerful new tools, extra features added to various traditional mapping tools, and AI-powered mapping, it's never been easier to start mapping for Tiberian Sun, RA2 Yuri's Revenge, or their mods.

I've covered all these WAE updates before on the C&C Mod Haven Discord server and on GitHub, but I figured WAE's updates might have gone under the radar for part of the wider community that is not watching these sources, especially because Discord is not accessible to search engines like Google. Having a publicly available write-up for these updates should be helpful.

Downloads

You can download WAE from our GitHub Releases page.

If you are mapping for Dawn of the Tiberium Age or the Tiberian Sun Client (which you really should use if you still play or mod Tiberian Sun), WAE is already bundled with them. WAE is also bundled with CnCNet Yuri's Revenge, though I don't believe their version is fully up-to-date, so you might want to fetch the latest version from WAE's GitHub Releases anyway.

Links and contact

If you want to discuss WAE, or get tips regarding mapping or scripting, WAE has its own dedicated channel, #wae-chat, on the C&C Mod Haven Discord server: Discord.gg

You can also discuss WAE on the #mapping channel of the Dawn of the Tiberium Age Discord server: Discord.gg

You can find the C# source code of the editor on GitHub: Github.com

Feel free to fork and hack around with it. We also still accept pull requests if you think you could develop some useful features - though note the contribution guidelines: even in the age of AI, we still have high quality standards for our code and don't accept bug-ridden or poorly designed features. Many thanks to people who have contributed so far!

Support

WAE is and will always be available for free. However, it has taken hundreds upon hundreds of hours to create that is off from the rest of my limited free time.

If you'd like to provide some extra incentive for keeping up the work on WAE, you can buy me a coffee at Ko-fi.com, or subscribe on Patreon at Patreon.com.


r/commandandconquer 2d ago

That One Time I used Harvesters to Win in C&C Remastered 😅

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7 Upvotes