Revora News

  1. Join us on Discord!

    By ICT for The 3rd Age News

    Hi all. We have opened our own Discord server. It comes with channels for all our supported games and a support area to help you get your games working.

    llK9l5U.png

    What is Discord?
    "Discord is a text and voice chat service designed specifically for gamers and gaming. It comes with Steam and Twitch integration and plenty of fun features to keep you amused between games. You can run Discord from a free app (recommended) or you can just use it from your web browser. If you have Google Chrome, you can even run the voice chat directly from there. "

    Join us on our Discord with this invite code: https://discord.gg/y2aWKvG

     

    Cheers and have fun!

    ~T3A:Online staff

     

  2. RotWK is now supported on T3A:Online!

    By Mathijs for The 3rd Age News

    2017/04/23 - T3A:Online supports RotWK

    The Rise of the Witch-king is now officially supported and can be played on our server. With the new T3A:Online launcher all three games can be launched from the same interface!

    • You need the new launcher to play RotWK online
    • The launcher now introduces a feature called hooking
    • Hooking allows you to start the game with its normal shortcut
    • RotWK has its own online status information on T3AOnline.net

    For instructions, please refer to our Setup instructions. If you need support, please post in our Support forum.

     

    We also have a new T3A:Online Discord server for all games: https://discord.gg/y2aWKvG

     

    Thanks and have fun,

     

    The T3A:Online Team

  3. Atlas Base Defense

    By predator_bg for Contra News (eng)

    Happy Easter everyone!
     
    This time we didn't make a news article, since there are not many visually finished changes, but we do have one new unit ready.
     
    Atlas.jpg
     
    "Atlas" base defense replaces the old SSM artillery defense for Super Weapon general at rank 3.
     
    Cost and build time are the same, it can hold up 4 infantry like before. But it lost ability to clear toxins and acids.
    Also, it doesn't fire rockets anymore, instead it fires Power Bullets which can be upgraded both with Emmiter upgrade and EMP explosions.
     
    Bullets are currently not deviated by ECM field.
     
    Stay tuned for the upcoming Update with more news and fancy stuff!
  4. Command & Conquer: Mod Spotlight Streams

    By Hecthor Doomhammer for C&C Guild News

    Greetings every one,
     
    In June of 2015 I made this video:
     
    I wanted to have a series where I look at some mods for Command & Conquer: Generals - Zero Hour and showcase what they did with the game.
     
    However, after I finished the first spotlight, which can be watched Here and Here And due to life interfering, this was all I could do in the aforementioned form.
     
    However, wit my life currently having a bit of a schedule, as well as always regretting not being able to finish this, I've decided to get back into it in a new form, as well as expand with more Generals / Zero Hour mods.
     
    But that's not all.
    In my latest vlog, around the 6 minute mark I eventually show that I'm interested in even more mods for Generals Zero Hour
     
    Mods thus far confirmed
    Crazy mod
    Contra
    CNC Untitled
    Tidal Wars
    Vietnam: Glory Obscured
    Wargames: Zero Hour

    Operation: Firestorm

     

     
    Are there mods missing? Hook me up on any of the links posted at the bottom.
    DO NOT RESPOND IN THIS TOPIC. THIS TOPIC IS PURELY FOR ME ANNOUNCING THE STREAMS
     
    But guess what? There is STILL more.
    In the same vlog, I announce that I will be branching out into mods for Red Alert 2 / Yuri's Revenge
     

    Mods confirmed thus far

    Cannis Rules
    Mooman's Rules
    Red Resurrection
    Robot Storm
    EASB Hour
    Red Alert 2: Reborn
    It Came From Red Alert

    YR: Zero Hour

     

     
    Once again, if there is a mod you want me to showcase, links down below.
     
    A few things to note
    - I will NOT be doing any campaigns or challenges

    - I will NOT be doing any PVP

    - No matter which mod, I will take 1 Sunday PER FACTION
    - Depending on how many factions a mod has, each Spotlight will take X Sundays

    - If a mod does not have a publicly available version, I will not be showcasing it

    - There may be personal reasons for me not to showcase a mod that you suggested
    - I will switch up which game I focus on. 1 spotlight Gen / ZH, then Ra2/YR, etc

    - I will do my confirmed mods first

    - The order may vary
     
    The livestreams will of course be held my channel on twitch
     
    Want to suggest a mod?
    Twitter: Follow me
    Email: hecthor.doomhammer@yahoo.com
    ONCE AGAIN, DO NOT POST ANY SUGGESTIONS IN THIS TOPIC
     
    Now onwards with the announcements!
  5. West Germany

    By Mig Eater for D-Day News

    mdb_wger01_s.png


    I am proud to announce the addition of West Germany to D-day as a new sub-faction. They will be playable in the Post-War time frame as an alternative to the Third Reich. While the normal Third Reich faction makes use of prototypes and paper projects designed during the closing stages of World War II in a hypothetical scenario where the war continued on. The West German faction on the other hand uses equipment developed in the 1950's and 1960's for the newly established Bundeswehr, as in our real timeline. The addition of this sub-faction lets players create Cold War scenarios gone hot as you stand with you American and British Allies to fend off a Soviet invasion of Europe. Access to the West German sub-faction is done in the same manner as the American Marines sub-faction, where after deploying your construction vehicle you are given the choice of two factions to pick from. Once chosen you will not be able to change sub-factions for the rest of the game.

    gersub.png




     

     


    Click to enlarge
    westger_01_s.png westger_02_s.png westger_03_s.png


    westger_04_s.png westger_05_s.png





    Here is a more in depth look at the units available to the West German sub-faction. As usual for more information and pictures click on the unit name/animation to view their D-day Wiki page.


    Unimog 404
    Unimog_3d.gif


    Unimog.jpg

    Development of the Unimog series of trucks started in 1946 as a truck that could also be used as an agricultural tractor allowing great versatility for farmers struggling in the post-war period. The first prototype was ready at the end of 1946 and after trials and adjustments was put into mass production at the end of 1947. In 1951 Daimler-Benz bought the Unimog company and in 1953 launched two new versions, the 401 and 402. In 1955 with the formation of the Bundeswehr Daimler-Benz designed a new 404 version of the Unimog truck specifically for military service. Production started that same year and continued until the 1980s, with various upgrades being made over the years but still keeping the same rugged and proven design of the original. The civilian version of the Unimog also continued to evolve over the years and remains in production this day.

    Note: In game the Unimog 404 is used as a supply collection vehicle


    Schützenpanzer HS.30
    Hs30_3d.gif


    Hs30.jpg

    The Schützenpanzer HS.30 was a infantry fighting vehicle developed by the Swiss company Hispano-Suiza for the Bundeswehr in the 1950's. It was the first armoured vehicle to be developed for Germany after World War II. Unlike other armoured personnel carriers that were in use at the time the HS.30 was fitted with a turret equipped with a 20mm auto-cannon. This gave it the ability to engage enemy infantry and unarmoured targets, making it arguably the worlds first infantry fighting vehicle. The HS.30 was authorised for production before a prototype was ready and tested. This meant that early production versions suffered from many problems, especially with the engine and transmission which were originally designed for a lighter vehicle. This rush into production along with an inordinate order of 10,000 vehicles (much more than what was required) raised some suspicions. An investigation revealed that personnel associated with the procurement process and several politicians had received in total over 50 million Deutschmarks in bribes for their support of the HS.30, creating a scandal within the German government. Eventually the early problems with the HS.30 were worked out and the order reduced with only 2,176 being built between 1958-1971.


    Flakpanzer HS.30
    Fp30_3d.gif


    Fp30.jpg

    The Flakpanzer HS.30 was an anti-aircraft system developed by Hispano-Suiza on the base of the HS.30 infantry fighting vehicle. Two different prototypes where built in the mid 1950's, one using duel 20mm guns and the other fitted with a larger turret equipped with duel 30mm cannons. Neither of the designs were put into production, further information is limited and the fate of the prototypes unknown.


    Spähpanzer Ru 251
    Ru251_3d.gif


    Ru251.jpg

    The Spähpanzer Ru 251 was designed in 1960 to replace the M41A1 Walker Bulldog that the Bundeswehr had been using in the reconnaissance role. Prototypes where built in 1963/64 and underwent testing, it was however decided to cancel the project as the newly deployed Leopard 1 tank was just as if not more capable of fulfilling the intended reconnaissance role. Documents related to the development of the Ru 251 are still considered classified material by the Bundeswehr and the surviving prototype is kept in a secure storage facility, as such there is only basic information available and a few photos from during it's testing. Recently someone working at the storage facility managed to take and release several photos of of the prototype tho, marking the first time it has been seen in several decades.


    Kanonenjagdpanzer
    Kanon_3d.gif


    Kanon.jpg

    In the mid 1950's the newly formed Bundeswehr put out a request for a new tank destroyer. The German companies Henschel and Hanomag jointly worked on a design together, as well as the Swiss company MOWAG. In 1960 both had finished prototypes that where given to the Bundeswehr for trials. The Henschel and Hanomag design was chosen and in 1965 was put into production as the Kanonenjagdpanzer. In the 1970's the Soviets introduced new Soviet tanks with thicker amour, this rendered the Kanonenjagdpanzer's 90mm cannon obsolete. Plans were made to refit the Kanonenjagdpanzer with the 105mm L/7 cannon to combat this new threat, instead it was decided to remove the gun a fit the Kanonenjagdpanzer with an anti-tank missile system on it's roof, this new modification was called the Raketenjagdpanzer Jaguar.


    Leopard 1
    Leo1_3d.gif


    Leo1.jpg

    Development of the Leopard tank started in 1956 as a part of a joint project between Germany, France and Italy to create a new standard European tank (a.k.a. the Europa-Panzer). In 1960 Porsche, Rheinmetall (Germany) and AMX (France) submitted prototype tanks for evaluation. Disagreements in the design and manufacturer of the tank put a strain on the project and political changes in France further exacerbated problems. So Germany and France decided to end the partnership and continue development of their own designs independently. For Germany Porsche's design was chosen and after a second prototype and a limited run of 50 pre-production vehicles it started mass-production as the Leopard tank in 1964. The Leopard went on to also became a huge success on the export market, being bought by many European countries thus largely fulfilling it's originally intended role of being a standard European tank. While being largely replaced by the Leopard 2 in Europe the Leopard 1 is currently still in active service in several South-American countries.


    Light Artillery Rocket System
    Lars_3d.gif


    Lars.jpg

    The Light Artillery Rocket System or LARS was a multi-barrelled rocket launcher fitted on the back of a Magirus 6x6 truck. It could fire 36 110mm rockets which could be fitted with various warheads ranging from anti-personnel, anti-tank and parachute equipped mines. Development started in the mid 1960s and it came into service with the Bundeswehr in 1969. In the 1980s the system was upgraded by changing to a new armoured MAN 6X6 truck which is know as the LARS 2, with the original design becoming the LARS 1. In 1998 LARS was replaced in front line service with the American M270 MLRS but two hundred of them are still in reserve storage.


    EWR VJ 101C
    Vj101_3d.gif


    Vj101.jpg

    During the Cold War the West German Airforce expected their airfields to be a primary target in any conflict with the Soviets. To counter this they planned to adopt a mobile strategy with heavy use of new VTOL aircraft that in a time of war could be operated from makeshift runways or the autobahn. To fulfil this new strategy Heinkel (VJ 101A), Messerschmitt (VJ 101B) and Bolkow all submitted different designs for a new VTOL fighter/interceptor. Instead of making the three companies compete for the production contract the Defence Ministry encouraged them to work together, so in 1959 the three of them joined together to create the EWR (Entwicklungsring Süd) consortium. The new jointly designed VJ 101C incorporated the best features from the original concepts, with Heinkel's wing mounted engine pods and Messerschmitt's fuselage lift fan being combined to provide the aircraft's VTOL capability.

    In early 1960 a rudimentary test rig was built to test the feasibility of the VTOL engines, a skeletal prototype was then built and in May 1961 underwent testing on a telescopic column. Work continued on improving this prototype and in March 1962 it was able to fly freely on its own. With the success of these tests a full prototype (X-1) was built and flew for the first time on April 10th 1963 and the first transition from vertical to horizontal flight was achieved on September 20th 1963. On September 14 1964 the X-1 prototype crashed and was destroyed during take-off, it was later found that a roll rate gyro had been installed backwards causing the autopilot to malfunction. A second prototype (X-2) completed in mid 1965 and along with fixes to the autopilot it also featured newer engines fitted with afterburners, it achieved its first VTOL flight on October 22th 1965. Testing of the X-2 prototype continued for several more years and plans were made for construction a larger and more advance EWR VJ 101D design, however changes in strategic requirement meant that interest in the EWR VJ 101 diminished and in 1968 the project was cancelled. The X-2 prototype survives to this day and can be found in the Deutsches Museum in Munich.

    Following the cancellation of the VJ 101 EWR continued work on several conceptual designs (The AVS project in partnership with Boeing and the EWR A 400 STOL Design Study), these slowly evolved the original VJ 101 design and culminated into the Panavia Tornado.


    Focke Wulf Fw-860
    Fw860_3d.gif


    Fw860.jpg

    The Fw-860 was an unique VTOL aircraft designed in partnership between Focke Wulf and the French company SNECMA, the French version being known as the AP 519. While most VTOL design used lift fans or rotating engines to achieve vertical flight the Fw-860 instead would take off and land on it's tail, in a similar fashion to a rocket. This tail-sitting method while requiring complex landing gear had advantages of needing less complex VTOL engines, saving wight and space within the aircraft making it possible to produce a more compact design. A major problem with this design though is that the pilot's view is restricted to looking up vertically at the sky when taking-off/landing, to solve this the nose section of the Fw-860 would be able to rotate 90 degrees giving the pilot an unrestricted horizontal view. This unusual aircraft never left the concept stage and work instead moved to more traditional VTOL designs.


    Dornier Do-31
    Do31_3d.gif


    Do31.jpg

    The Dornier Do-31 was a VTOL transport aircraft designed to be used along with the EWR VJ 101 VTOL fighter plane as part of West Germany's mobile defense strategy. Development of the Do-31 started in 1959 with a test rig being completed in 1962 which was used for several years to work out the problems with this large and ambitious design. Three different prototypes were then completed during 1967. The first prototype (Do-31E1) was only fitted with Bristol Pegasus engines for testing the standard horizontal operations and flew for the first time on February 10th 1967. The second prototype (Do-31E2) was used for static ground tests and never flew. The third and final prototype (Do-31E3) was fitted with both Bristol Pegasus engines and the Rolls-Royce RB162 lift engines and was capable of full VTOL operations, its first flight was during July 1967 and the first vertical take-off was achieved on November 22nd 1967. During the 1969 Paris air show the Do-31E3 gave a demonstration, during which it set world records for speed, distance, altitude and speed and duration over a course. The Do-31 remains the only jet powered VTOL transport aircraft ever built and as such these records have yet to be challenged. Unfortunately for this unique aircraft changes in strategy and the high cost of the project lead to its cancellation in 1970. Dornier also put forward a proposal for a larger civilian passenger version called the Do-231 but couldn't find any airlines interested in purchasing it so it failed to leave the drawing board. Two of the prototypes still exist today, Do-31E1 can be found displayed at the Dornier Museum in Friederichshafen and the Do-31E3 prototype is located within the Flugwerft Schleissheim aviation museum in Oberschleißheim. The second prototype Do-31E2 was scrapped soon after the project was cancelled.

  6. Contra 009 work in progress - Update 8

    By predator_bg for Contra News (eng)

    Originally posted on ModDB by d-ce on Feb 26th, 2017

     
    Hi folks!
     
    It's been two months since we released Contra 009 Beta 2 version, and we can only say that we are very happy with your feedback, and with approximately 100 downloads per day.
     
    We are also glad to see more people being active on Tunngle and our Discord channel. We apologize for not being active there, since we are occupied with our work for Contra, but you can discuss things there with some other people, and arrange games.
     
    As you guys play and report bugs, we fix them and improve things. 
    We fixed obvious Ratel II overpowered state, Centurion bonus damage and so on. Everything with purpose to make game even more balanced and enjoyable.
     
    But we also proceeded with our scheduled work. It's important to note that this is not a patch update as some people are thinking, but a news update. Let's get to it.
     
    This time we are more focused on GLA. 
     
    - GLA Chemical general got a new structure, Chemical Lab, which replaces both Defiler and Bunker.
     
    lab.jpg
     
    Chemical Lab holds important upgrades for Chemical general. This is also the only structure which can spill toxins around, on your demand. Lab can launch both toxin and acid clouds anywhere on the map. Structure is available at rank 3, but requires Palace.
     
    - Next one is Demo Scorpion
     
    scorp.1.jpg
     
    It was about time to change the old model right? We are focused on Demo general, since he has serious problems dealing with other generals. Demo Scorpion has better primary damage, and his standard suicide weapon. But, new addition is the demo charge, which Scorpion leaves on the ground when destroyed (not suicided). Demo charge can deal serious damage to tanks and infantry. It is a very good addition when your forces are retreating, or when attacking. Demo charges will block enemy units from advancing forward, or from chasing your units.
     
    - All GLA generals got one version of Technical which replaces all old variants.
     
    tech.jpg
     
    This means also for GLA Chemical general. Chemical general now has Wasp available from rank 1, as AA unit. And Technical is now conventional rank 1 transport unit. His weapons are fixed now and get proper bonus from salvages.
     
    - Last but not least, is visual update for China Bunkers. Previously, their garrisoned versions just had additional housecolor blocks, which were ugly. Now, it is improved with sandbags and wires.
     
    bunk.jpg
     
    I suggest you to subscribe and to follow Persun's channel, you can see good testing games between us there. You can also see new updated things even before article here.
     
    There were some awesome games lately, which you should see:
     
     
     
     
     
     
     
    A few errors, possibly causing mismatch errors have been found. We are testing for mismatches as well.
     
    ThePredatorBG analyzed and fixed some errors in Skirmish and Challenge AI, as well as usual bug fixes.
     
    Here's the Granger Challenge fix: Click. The crash must now be gone forever. Simply extract the archive to your ZH folder.
     
    Hope you enjoy, and see you next time!
  7. Ansaldo Magrini Mangiapan

    By Mig Eater for D-Day News

    It's been quite awhile since I posted any new D-day news, that doesn't mean I've been sitting idle tho. I have lots of new (& old but unreleased) content to post, which I plan to start churning out on a weekly basis. To start things off tho here is a little known WW1 tank for the Italians.

    Ansaldo Magrini Mangiapan
    Magrini_3d.gif

    Magrini.jpg

    The Ansaldo Magrini Mangiapan was designed in 1916 by major Magrini as a "mobile fort" and was one of Italy's first tank designs. It featured multiple sets of tracks to help it traverse the crater filled battlefields of no-man's land. To power these tracks there were four 200hp engines in the centre of the tank which then drove two electric motors at the front and back, propelling this massive 70t vehicle to an estimated 20 km/h. It also unusually for that era featured two rotating turrets equipped with 76mm (some sources state 75mm or 105mm) cannons, as well as having multiple machine guns fitted around the hull. The design was approved by the direzione generale del regio esercito but was cancelled soon after because of the high cost and feasibility of such a complex design. Instead interest moved to the Fiat 2000 and purchasing tanks from France and Britain.

  8. Another (sort of a) Progress Update (PP News #4)

    By Starkku for Project Phantom News

    Since the mod has been in (sort of) a testing phase for a while now there hasn't been a lot of significant content updates and that kind of shows in these newsposts. Not a lot of new stuff, more wrapping up things shown over past few months in one nice package.

     

    UNIT SHOWCASE VIDEOS
     
    For those who have not yet seen them, the conclusion of both the Hero Spotlight and Experimental Weapons Test showcase series are available for viewing at Youtube.

    Hero Spotlight #3

     
    Experimental Weapons Test #3

     
    There's also a picture with all of the Experimental Units shown on it, combined with a chart that displays under what conditions you get each of them. Stolen technology involves infiltrating both a tier 3 laboratory structure and a vehicle factory, as a reminder.
    news_exprfin_thumb.png
     
     
    OTHER PROGRESS
     
    A little while ago the fourth terrain theater to be included in Project Phantom besides Temperate, Tundra and Desert was revealed. The so-called Gloomy theater combines certain elements from both Temperate and Tundra, featuring withered landscapes combined with urban environments consisting primarily of darker pavement and unique cliff-face tiles.
    news_gloomy_thumb.png

    When initially announcing the mercenary factions, it was stated that capturing Crimson Crown's Technology Vault grants access to one of three unique units, depending on your chosen faction. However, in testing most of these unique units were deemed redundant, not unique enough or simply not worth it at all. As a result, capturing the Vault will now instead grant players who have any tier 3 laboratory building and vehicle factory an access to Blackout Signal Inhibitor, a mobile unit limited to one per player that generates a jamming signal with significant radius that blocks use of enemy support powers and superweapons, as well as jams radars and captured Satellite Centers. In addition to this, Blackout can also detect cloaked units at ranges higher than any other unit capable of doing so and use an electromagnetic interference weapon to stop a single, EM-susceptible unit from working at all.
     
    Technology Vault also grants Prototype Disruptor Towers, that use a similar but slightly different type of jamming signal to generate blank spots in enemy radar views to shroud the area in their vicinity. They are deployed via a support power, and will eventually, due to being unstable prototypes, explode upon itself regardless of if they are being fired upon (this is displayed via a timer bar under the structure itself to all players).
     
    news_blout_thumb.png

     

    Lastly, to round out the capturable base defenses roster, there is an addition of a heavy-duty anti-air defense in form of Missile Bunkers, which work more effectively against slower-moving, heavily armored aircraft than fast ones such as fighter jets.

     

    news_mbnkr.png

     

     

    That's all of it for this time. I have something bit bigger planned for the next news post, so keep your eyes out for that.


    FOLLOW PROJECT PHANTOM
    linkbtn_fb.png linkbtn_twt.png linkbtn_yt.png linkbtn_moddb.png

  9. Tiberian History: Release 8

    By Madin for Tiberium History News

    Tiberian History: Release 8 is here!

     

    118556.png


     

    New additions:

    GDI

    Rocket Troops Ren: Good value all purpose troops! (replaces Tiberium wars Missile Squad)
    Sidam TDFMV: Clear the skies with this effective unit!
    ORCA TD: The classic unit, that has a new twist! (replaces Tiberium wars ORCA)
    Mammoth IV TT: Unfathomable power, pray for your enemy!

     

    ReleaseVIII_GDI_03.jpg

      Nod

    Flame Trooper Ren: Burn them with fire! (replaces Tiberium wars Black Hand)
    Flame Tank Ren: Burn everything! (replaces TD Flame Tank)
    Stealth Tank Ren: They cannot hit, what they cannot see! (replaces TS Stealth Tank)
    Communications Center TD: Provides radar! (replaces Tiberium Wars Operation Center)
    C-130 Ren: Delivers seed tiberium! (replaces Tiberium Wars Armageddon bomber)
    Nod Pyramid TS: Launches the Nuclear missile! (replaces Tiberium Wars Temple of Nod)

     

    ReleaseVIII_Nod_01.jpg


      Music

    A pleasant mix of Tiberian Dawn, Renegade and Tiberian Sun tunes, including some pulsating action track mixes!

    Known issues:

    • Same EA code bug, were anything which tints an object, will tint everything near the object.
    • The GDI Jackhammer sometimes has animation issues due to the way it was coded, this does not effect the weapons performance.
    • Both the GDI Sidam and Nod Linebacker will always prefer aerial targets over ground targets. Further more, if an aerial target is within the weapon range of these units, it will not be possible for you to target ground units until the aerial units are destroyed. This can cause issues (ie if an enemy aircraft is parked at an airfield), but this is a work in progress.

    Installation

    Please note that previous versions are not required. There is no need for you to remove existing versions.

    1. Make sure that C&C3; is updated to version 1.9!
    2. Unpack the file.
    3. Inside the file will be a 'readme' file and a folder named 'TiberianHistory'.
    4. Cut and paste the 'TiberianHistory' folder into your 'Command & Conquer 3 Tiberium Wars\mods' folder, which should be in the 'My documents' section of your computer (typically 'C:\Documents and Settings\Username\My Documents\Command & Conquer 3 Tiberium Wars\Mods').
    5. If you get an overwrite* warning click 'yes'.

    These instructions assume that you have a Windows XP PC with administrator rights. Ask the community for help with other set-ups.

    *This new version does not overwrite the previous C&C history mod file, due to it having a different file name (so you can play the old version if you prefer it!)

    For in depth addition analysis and hints, visit the official Tiberian History Hints and Tips page: http://forums.revora...313-hints-tips/

    For discussion, bug posts, and general suggestions make a post at the forums here: http://www.moddb.com...n-history/forum