Command & Conquer™ Remastered Collection - Electronic Arts
Dear C&C Community,

It’s been a few years since I had the opportunity to reach out and engage with you directly. I’ve truly missed that. I hope you have all stayed safe, healthy, and positive since my last post in September of 2020.

I realize many of you have been wondering about the status of Command & Conquer over the past several years. After the launch of the first C&C Remastered Collection, I told our Community Council I would continue to try and find opportunities to support the C&C community and franchise wherever possible. With that in mind, I do have an announcement we think the entire C&C Community can get excited about. The C&C Ultimate Collection is now live on Steam!

https://store.steampowered.com/bundle/39394/Command__Conquer_The_Ultimate_Collection/

How did this come to happen? Well, a while back I heard some team members at EA had the desire to launch some of our classic titles on Steam. After hearing about this initiative, several of us proposed we include the C&C Ultimate Collection. We knew this has been a request of the C&C community for over a decade, and has been an equal goal of us passionate C&C folks around the company. As such, a dedicated strike team here at EA has been pushing to make this a reality - but we knew we couldn't do it alone. So in the spirit of our community collaboration from the Remastered Collection, we reached out to a small group of the C&C Community to understand how we could best deliver the Ultimate Collection on Steam.

The feedback and collaboration has once again been invaluable. With improvements like better compatibility for modern operating systems and additional supported languages for both the Steam and EA App versions, we believe this is the best release of the Ultimate Collection to date.
Alongside the launch of the Ultimate Collection on Steam, we are also excited to announce the release of the beloved map editors FinalSun and FinalAlert 2 under the GPL version 3.0 license, which can also be launched directly from the Steam version of Tiberian Sun and Red Alert 2. Now over 20 years since their initial release, original creator Matthias Wagner has generously repackaged these classic editors into a more compatible version for 2024. This was achievable thanks to the technical collaboration with Luke "CCHyper" Feenan, and the kindness of Olaf van der Spek, who has graciously released his XCC Library under the GPL 3.0 license as part of this effort. We cannot thank Matthias, Luke, and Olaf enough for making this a reality for the C&C community, and are eager to see where the tools and content creation go from here.

A huge thank you to the community playtesters who helped provide feedback on this version of the Ultimate Collection, and the organizations of CnCNet, W3DHub, and C&C Online for continuing to support these classic titles. We hope you all enjoy these improvements to the C&C Ultimate Collection - available today on Steam.

Until next time.

Cheers,
Jim Vessella
Command & Conquer™ Remastered Collection - Electronic Arts
EA Play members can now join the battle as the Command & Conquer Remastered Collection joins The Play List.

The RTS that defined a genre 25 years ago is back – and now yours to enjoy with EA Play* on PC! Command & Conquer™ Remastered Collection includes Command & Conquer™ and Command & Conquer™ Red Alert, all three expansion packs, rebuilt multiplayer, a modernized UI, Map Editor, bonus gallery of unreleased FMV footage, modding support, and over seven hours of legendary remastered music by Frank Klepacki. If you’re a member all you have to do is visit the Play List, download, and prepare for battle.

Not a member of EA Play yet? Joining is easy, and it’s a great way to get more from the games you love – like access to member-only in-game challenges, rewards, and content, the chance to play early trials of select new games, and instant access to a collection of our best-loved series and top titles. Plus, save on EA digital purchases with a 10% member discount.

Welcome back, Commander. Your mission begins now!

Follow Command & Conquer on Twitter, Facebook, and Reddit.


*CONDITIONS, LIMITATIONS AND EXCLUSIONS APPLY. SEE EA.COM/EA-PLAY/TERMS FOR DETAILS. AGE RESTRICTIONS MAY APPLY.



Command & Conquer™ Remastered Collection - ea admin
For your consideration. Nominate COMMAND & CONQUER™ REMASTERED COLLECTION for the "Best Soundtrack" Award
Command & Conquer™ Remastered Collection - Electronic Arts
Fellow Command & Conquer fans,

As many of you know, this weekend marks the 25th anniversary of the Command & Conquer franchise. It was back on September 26th, 1995 that Westwood Studios released the original Command & Conquer (in North America at least), in a launch which would define the RTS genre for years to come. Whether you’ve been part of the C&C story since day one, or joined the franchise with one of the beloved sequels, you’re all part of this C&C community because this franchise had an impact on your gaming journey. This is certainly the case for me, and I’ve found myself traveling down memory lane over the past week. I’ve been thinking about my childhood friends playing the original games, where after school we would huddle around a 15” CRT monitor taking turns in the hot seat. I’ve been thinking about my colleagues from EALA developing C&C3 and Kane’s Wrath, staying late into the night testing one more multiplayer match. And especially reflecting on the past two years, getting to return to the franchise and collaborating with all of you on bringing the Remastered Collection to life.

And even though C&C has changed hands to many different studios and teams during these 25 years, the one constant through it all has been the C&C community. The community has been at the center of keeping the franchise alive, and much of that is due to the mods and online infrastructure the community has created. Over the past several years, we’ve been pinged by many community members asking what is allowed in terms of modding. We’ve done our best to work with community leaders and clarify this in terms of mods for the Remastered Collection, but we wanted to put together a set of guidelines which could apply to the entire C&C franchise. So over the past several months we’ve worked with our legal team and gathered feedback from the community council to define an official set of C&C Modding guidelines. The goal of these guidelines is to provide modders the information they need to create content within the accepted spectrum, so everyone can have more confidence their content will be able to thrive.

You can review the new guidelines on the official C&C website here:
https://www.ea.com/games/command-and-conquer/command-and-conquer-remastered/modding-faq

We hope these modding guidelines are a positive way to celebrate the 25th anniversary of Command & Conquer, so we can continue to celebrate C&C milestones well into the future. If you have friends who have been interested in giving the franchise a try, the Remastered Collection is currently 25% off on Steam to commemorate the 25th year anniversary. We’ve also been informed the Limited Run Collector’s Editions should begin shipping soon, although it may take a few weeks to arrive at your specific location.

Here’s to 25 years of Command & Conquer, and cheers to everyone who has been part of this journey.

Cheers,

Jim Vessella

Jimtern

This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.



Command & Conquer™ Remastered Collection - ea admin
Fellow Command & Conquer fans,

Today we’ll be launching our second major update for the Command & Conquer Remastered Collection.
As I’ve been sharing with you over the past month via our Beta Patch updates, this Patch focuses on the following items:
  1. LAN Play
  2. Balance adjustments to address several key issues
  3. Incorporating community maps as official Quickmatch maps
  4. Dozens of QoL improvements and bug fixes across the board
  5. Upcoming Quickmatch leaderboard reset
Note: the Quickmatch changes will likely go into effect a few hours after the Patch goes live. But before we get too deep into the detailed list, let me provide context on each of the key items in this patch.

LAN Play:

As requested by the community over the course of the project, this update includes our official implementation of LAN Play. LAN Play allows players to enjoy Mod content in multiplayer, and should be an evergreen way to enjoy multiplayer far into the future. We did our best to test this feature amongst the Covid situation during development, along with attempting to get feedback from the community via Beta patches. But given the variety of ways people could play over VPN and with Mods, we expect there still to be some quirks in the system. Please continue to provide feedback so we can make any refinements going forward.

Balance Adjustments:

Over the past several weeks we’ve been collaborating with the community to tackle a few key balance items in the game. To see further context for these adjustments and read the full community discussion, please refer to my previous post here.

Community Maps:

A few weeks ago we announced the initiative of incorporating community made content into the actual game update so they can be officially utilized in Multiplayer and Quickmatch. We have decided to keep the first batch of Community maps as revealed, but have also made a few adjustments of the previous maps based on community feedback. The full details of these maps can be seen in the patch notes below.

Quickmatch Leaderboard Reset:

As mentioned in my previous post, we are getting ready to reset the Quickmatch ladder to get a fresh start on all these Quickmatch changes. This reset will likely happen in the next 48 hours if the patch launch here goes smoothly. In addition, one new feature of this patch is the ability to view the Leaderboard results of previous seasons (which should take a snapshot of the final results of this first season).

However, on this note I wanted to address a key topic with the leaderboard. We’ve seen reports, evidence, and even people admitting about “boosting” their leaderboard rank with alternate accounts. We feel this breaks the ethics of the Quickmatch landscape and undermines the leaderboard system. Being part of the C&C community should be a positive and fair experience for all players. So here’s the deal, we’re going to give a pass on this previous season, but this behavior will not be acceptable after the leaderboard reset. I respectfully ask everyone to please engage in ethical play behavior going forward, and if you are not sure what that means, I think reading our Positive Play Charter is a good place to start.

Mod Compatibility:

I’ll then reiterate this message from our previous Patch Notes. Because this patch includes updates to the TiberianDawn.dll and RedAlert.dll files, it’s likely that some previous mods will no longer be compatible with this updated version of the game. Modders will need to update their mods with the latest code and refresh their mods on the Steam Workshop.

Once a mod has been updated on the Steam Workshop, players will need to follow a few steps to update and reactivate their mods:

  • Disable the mod in the Mods Menu
  • Unsubscribe from the mod in the in-game Workshop Mods menu
  • Quit and restart the game
  • Re-subscribe to the mod via the Workshop Mods menu
  • Activate the mod and restart the game as prompted
  • The updated mod should then work as intended

Players may experience some issues if they try to activate mods which are not updated to the patch version.

For full patch notes, go here.
Command & Conquer™ Remastered Collection - ea admin


And then check out some more of the amazing documentaries from Noclip HERE.
Jun 22, 2020
Command & Conquer™ Remastered Collection - Electronic Arts
Fellow Command & Conquer fans,

Today we’ll be launching our major update for the Command & Conquer Remastered Collection. As mentioned in the post last week, our goal with this update was multifold:
  1. Complete several of the top community requested features which just missed the launch date
  2. Implement some additional quality-of-life improvements
  3. Address many of the top bugs which have been seen in the launch version
  4. Iterate on our Quickmatch ruleset
Below you will find the full list of Patch Notes for this update. But before we get too deep into the detailed list, there are some higher-level items to mention as part of this patch.

Stuttering Issue:
This patch aims to improve the framerate stuttering issue some people have been experiencing since launch. Admittedly this issue has been complicated to address. Effectively what we ended up having to do was refactor the way textures are loaded by the game and push the majority of that loading before you get into gameplay. This will have two primary impacts for everyone going forward:
1) Loading the overall game may take longer than before
2) Loading the first map may take longer than before

These longer load times would be most seen after a fresh restart of the computer. While we understand this extra loading time may not be ideal, our testing indicates gameplay performance should be improved across the board, and this felt like a worthwhile tradeoff. We want to continue gathering feedback / data on this issue, so if you have been experiencing the stuttering issue with the launch version, please let us know if this patch improved your gameplay performance.

Mod Compatibility:
Because this patch includes updates to the TiberianDawn.dll and RedAlert.dll files, it’s likely that previous mods will no longer be compatible with this updated version of the game. Modders will need to update their mods with the latest code and refresh their mods on the Steam Workshop. Certain mods may also need to be repackaged to be compatible with the new texture process above, and we’ve provided a script / tool to assist with this in the root install directory for the Command & Conquer Remastered Collection, within the folder called “SOURCECODE/SCRIPTS.”

Once a mod has been updated on the Steam Workshop, players will need to follow a few steps to update and reactivate their mods:
  • Disable the mod in the Mods Menu
  • Unsubscribe from the mod in the in-game Workshop Mods menu
  • Quit and restart the game
  • Re-subscribe to the mod via the Workshop Mods menu
  • Activate the mod and restart the game as prompted
  • The updated mod should then work as intended
Players may experience some issues if they try to activate mods that are not updated to the patch version.

Detailed Patch Notes:
With those items in mind, please see below for all the updates made in this patch:

New Features:
Added the ability to host Private Game Lobbies:
  • The host must check the Private Game box in the setup screen
  • Hosts can then choose a four-digit passcode for their game
  • Private games will show an icon in the Join Lobby list
  • Attempting to join a Private Game will require the passcode
  • Host invited players will not need to enter the passcode to join
  • Added a Player Panel in-game to view player names, factions, team colors, and status. This can be accessed via the Players button on the Sidebar.
  • Added the ability to mute a player’s chat while in-game. This can be done from the new Player Panel and tapping the mute checkbox next to their name.
  • Added the ability to overwrite saved games. Note: Tiberian Dawn and Red Alert saved game names are not exclusive, so be aware of overwriting saved games from one title to the other.
  • Custom Missions can now be manually saved and loaded. Note, due to the underlying system this will currently only work for manual saves via the Pause Menu, and will not work for Quicksaving.
  • Added the ability to see your Quickmatch stats and Leaderboard position if you’re not in the top 200 (Players must complete at least three Quickmatch games first)
  • Added the ability to choose your sub-faction in Red Alert Quickmatch games
  • Added the ability to choose Random faction in custom games
  • Added support for the Origin Video Broadcast feature
  • Added the Jukebox to the Main Menu Options / Audio menu. You can now customize your playlist here and listen in its entirety without needing to load into an actual game. Note: The Jukebox won’t override menu music, as the menu music is tightly connected with all the UI flows.

    Quality of Life Improvements:
  • The “Deploy” hotkey will now apply to all items with the Deploy Cursor, including un-garrisoning troop carriers, laying mines, activating the MAD Tank, and triggering the Chrono Tank
  • Add the ability for multiple units to be queued on the Tiberian Dawn Repair Facility, the same as the Red Alert Service Depot
  • Reduced the Hard Difficulty balance in Tiberian Dawn. We’ve effectively split the difference between Normal Mode and the launch version Hard mode. If you happened to already beat missions on Hard mode (Or somehow received the Achievement), then wear that with a badge of honor.
  • Adjusted how you cancel queued in-progress units in the Sidebar. The first “cancel” click will now pause the in-progress unit, with the next click canceling items in the stack. This will allow for quicker pausing to manage economic cashflow.
  • Prioritized and reduced the cooldown of the EVA line “Our base is under attack”
  • Changed the balance of being in low or zero power in Red Alert. There is now a maximum of a 4x build time increase for being at zero power (Compared to roughly 27x in the legacy title), which will ramp depending on the amount of low power.
  • The Build Time tooltip will now update to reflect an increase in build time due to low power
  • Added the ability to load a saved game from the Replay Mission dialog
  • We’re experimenting with new Harvester logic, where Harvesters will now return to the original tile they harvested from and prioritize the fullest tile. This should help optimize Harvester behavior within certain resource fields.
  • Made it so Middle and Right-click scrolling no longer removes a structure placement selection
  • Removed AI takeover from Multiplayer games. Exiting the game will now destroy all your units and structures. This was a top community request to prevent the prolonging of games.
  • Removed the Ready checkmark as a button in multiplayer lobbies. You can now only Ready up via the button in the bottom-right corner which should reflect the active state.
  • Added the Command Line “MOD_DEBUG” that will disable the Client/InstanceServer timeout when the debugger hits a breakpoint in the mod DLL. This Command Line will also allow the game to be paused and stepped through frame by frame with F1 and F2. Note: Online play will be disabled if this Command Line is enabled. Note: MOD_DEBUG requires at least one mod be installed and enabled.
  • Added the ability for turrets to stop force firing on the ground by using the “Guard” command
  • Adjusted disabling the profanity filter so it will now also disable profanity in Custom Map names and Custom Mission briefings
  • Added an Author field when custom maps are selected to highlight who created them
  • The Installation and Intro Logo movies must now be skipped with the ESC key. This is to help ensure no one accidentally skips these meaningful videos on their first playthrough.

    Bug Fixes:
  • Fixed an issue where restarting a mission would sometimes change the difficulty back to Normal
  • Fixed an issue where units could no longer be controlled after loading a saved game in which those units were selected
  • Fixed an issue where Unit Queueing was getting disabled after loading a saved game
  • Made an adjustment to Soviet Mission 5 where the MCV wasn’t loading onto the Naval Transport and getting the mission into a broken state (This was inconsistent for us to reproduce and hope it's now fixed)
  • Made an adjustment to GDI Mission 8 where Civilians will now avoid Tiberium tiles, and the trigger-happy Civilian has been removed from the map entirely
  • Fixed a memory leak which was causing instability in Multiplayer matches
  • Fixed an issue where the Nod Cargo Plane could be targeted and destroyed
  • Fixed an issue where units would move at hyper increased speed if players set certain units to Formations
  • Fixed an issue where double-tapping to jump the camera to a control group was sending the camera to a random location on the map
  • Fixed an issue where mines were considered buildings and preventing games from ending
  • Fixed an issue where preview images were not displaying in the Workshop Mods menu
  • Fixed an issue where the Mods Menu was not auto-refreshing after subscribing to mods
  • Fixed a prominent crash where the Windows Input Method Editor (IME) was required to input characters
  • Fixed an issue where the power indicator on the power bar was incorrect compared to legacy behavior
  • Fixed a legacy issue where the Capture the Flag flag art was off-centered with the surrounding rings
  • Fixed an issue where the Harvester was unable to path to a Refinery on River Raid
  • Fixed a legacy issue where units would sometimes be instantly repaired by the Service Depot
  • Fixed a legacy issue where the Advanced Communications Center could be captured in multiplayer and by the AI (Since the Temple of Nod can’t be captured)
  • Fixed an issue where the faction icon was seen incorrectly for Skirmish saves
  • Fixed an issue where the video Introduction button was being disabled after navigating back and forth from Custom Maps
  • Fixed an issue where it would rarely show “Mission Accomplished” in Quickmatch after losing the game
  • Fixed a crash when saving the game during the Temple Strike mission
  • Fixed an issue where player names were not able to be highlighted during the first 30 seconds of an Observer Mode viewing
  • Fixed an issue where the incorrect portrait was being displayed for the Red Alert Artillery unit
  • Fixed an issue where the green docking cursor was shown when selecting enemy Harvesters
  • Fixed where the Phase Transport was displaying the incorrect portrait when added to a Custom Mission via the Map Editor
  • Fixed an issue where the laser from the Obelisk of Light was graphically corrupted in legacy graphics mode
  • Fixed an issue where the multiplayer lobby list was not taking up the entire vertical space
  • Fixed an issue where settings were not getting applied if tapping certain areas of the UI
  • Fixed an issue where GDI Mission 8 was not getting added to the Mission Select screen after destroying the Airstrip in GDI Mission 6
  • Fixed an issue where units could pass over a river in Blue Lakes
  • Fixed an issue where the Laser Orcas would not properly load from saved game
  • Fixed a crash if aircraft were destroyed outside the map boundaries
  • Fixed an issue where User Map details were not being displayed by guest players in a lobby
  • Fixed a crash when selecting the Workshop Mods button multiple times in a row
  • Fixed a misspelling of the word “Affected” in the Paradox Equation mission briefing
  • Fixed an issue where an extra Dr. Chan was appearing in Nod Mission 10
  • Fixed an issue where the Map Editor was not compatible with older versions of .Net Framework
  • Fixed an issue where if a Quickmatch fails to load properly, the game will send you back to the Main Menu after a 60-second timeout (Instead of being stuck in an endless loop)
  • Fixed mismatching tile issues on Bullseye
  • Fixed mismatching tile issues on Central Conflict Extreme
  • Fixed mismatching tile issues on Destruction Derby
  • Fixed mismatching tile issues on Gold Coast
  • Fixed mismatching tile issues on Normandy Landings
  • Fixed mismatching tile issues on Lakeland
  • Fixed mismatching tile issues on Land Ladder
  • Fixed mismatching tile issues on Lotsa Lakes
  • Fixed mismatching tile issues on Naval Conquest
  • Fixed mismatching tile issues on Open Warfare Mega
  • Fixed mismatching tile issues on Pilgrim Fathers 2
  • Fixed mismatching tile issues on River Rampage Mega
  • Fixed mismatching tile issues on Rivers Wild
  • Fixed mismatching tile issues on Scapa Flow
  • Fixed mismatching tile issues on United Kingdom

    Quickmatch:
    If you didn’t see the post from last week, we already made the following changes for Quickmatch on June 16:
  • Increased the Game Speed from Normal to Fast
  • Reduced the Starting Units to zero
  • Removed Aftermath units from Quickmatch in Red Alert (due to extreme balance issues)

    Added two more maps to the Tiberian Dawn map rotation:
  • Monkey in the Middle
  • One Pass Fits All

    With this patch, we are making additional Map Pool adjustments based on community feedback:
  • Adding “Eye of the Storm” into Tiberian Dawn
  • Adding “Four Corners” into Tiberian Dawn
  • Removing “Path Beyond” from Red Alert
  • Removing “Snow Garden” from Red Alert
  • Removing “Warlords Lake” from Red Alert
  • Adding “Arena Valley Extreme” into Red Alert
  • Adding “Bullseye” into Red Alert
  • Adding “North by Northwest” into Red Alert
  • Adding “Things to Come” into Red Alert
Overall, we hope this update improves your experience with the Command & Conquer Remastered Collection. Thanks for your ongoing support, and please continue to provide your feedback here on the subreddit, in social channels, and with our support teams.

Cheers,

Jim Vessella

Command & Conquer™ Remastered Collection - Electronic Arts


Command & Conquer™ and Command & Conquer™ Red Alert defined the RTS genre 25 years ago, and now they’re back and fully remastered in 4k by the former Westwood Studios team members at Petroglyph. The Command & Conquer™ Remastered Collection includes all three expansion packs, rebuilt multiplayer, a modernized UI, Map Editor, bonus gallery of unreleased FMV footage, modding support, and over seven hours of legendary remastered music by Frank Klepacki.

Steam digital Standard Editions include the remastered versions of Tiberian Dawn and Red Alert, plus all three expansion packs (Covert Operations, Counterstrike, and The Aftermath), and tons of bonus features and improvements.

Head over to the PC Specs and Requirements page to find out what you'll need to start your campaign on the battlefield. And if you have any questions about how modding will work in the game, check out our FAQ or dive deeper with the Remaster Update and Open Source / Mod Support article here.

Welcome back, Commander.
Command & Conquer™ Remastered Collection - Electronic Arts


Kane lives!

Brotherhood of Nod, our esteemed leader has returned – and he’s ready to usher us on to glorious victory. But first, he’d like to thank you all for your devotion and kind words. If only he can get this modern communication device working properly.

Watch the Command & Conquer Remastered Collection Reveal Trailer: https://www.youtube.com/watch?v=9iMfypQj3k0

Secure the Command & Conquer™ Remastered Collection Digital Standard Edition starting on June 5, 2020, exclusively on PC.
...

Search news
Archive
2025
Jun   May   Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002