Emblems 1

Your goal is simple: create an army to defend your building and destroy the enemies, while prevent them from doing the same. Don't think this is an easy task though, as you will find yourself with up to 40 different units to choose from, each belonging to one of the five factions in the game. and each having its own quirks and abilities that if used correctly, could turn the tide of the battle, and even bring you the hard-earned victory.

Choose from one of the five factions to play with. Storm the front swiftly as Solisia, dominate the scene as Vulkan, stand your ground as Fulgura, overwhelm your enemies as Lamina, or set the battlefield on fire as Infernus.



It all started with a simple idea of wanting to make tanks, then Zeke_Dlyoung from NLS - No Life Studios pitched in the idea of making a building to produce these units, paving way to the creation of the mod you are looking at right now.

This is C&C Power Play, a simple total conversion where your goal is to destroy a single building with your army, while stopping your enemies from doing the same, sort of like old flash games you found on the good old days of the internet, except in 3D form, allowing you to strategize your position and your army composition.

Your army will be built from a single building, whose survival is vital to your team. If you lose this building, it's game over. From there, you will be able to tier up, granting you access to more powerful units. Don't think you can just use a Tier X unit and win the game, though; each units have its own strengths and weaknesses, and in some case, even Tier 1 units will fare better than its advanced counterparts.

You will also regularly receive money in a fixed rate as time goes on. It's not a lot though, and the only way to change that is to capture supply docks across the map or kill enemies to earn more.

There are 5 factions in this mod:

  • Solisian units are agile and bursty, but they are lightly armored and expensive.
  • Vulkanic units are tough and powerful, but they are very slow and expensive.
  • Fulguran units are durable and generally has range advantage, but they are relatively weak in firepower, and slow to produce.
  • Lamini units are agile, cheap to produce, and can be easily spammed, but they are weakly armored and lack sustained damage.
  • Infernal units possess flame weapons and generally has range advantage, but they are fragile, slow in production, and their flame weapons can hurt themselves.

Special thanks to NLS - No Life Studios for helping me numerous times in terms of coding, as well as SWR Productions for letting me borrow a lot of their assets. The mod is built upon the SDK found here, so the credit goes to them as well. The mod also makes use of ControlBarPro, which is made by Xezon and Fas.

A lot of sounds, background cameos, and musics are taken from various sources, the credit goes to their respective owners.

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Post comment Comments  (0 - 10 of 34)
Mr.-D
Mr.-D - - 768 comments

so no air units and no ifantry,to be honest ifantry is pretty weak overall in most rts games,so the mod is essentially tank wars?not gonna lie i wam willing to try it again does it have artillery or something?

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LavstorM
LavstorM - - 277 comments

How does this work with friends and AI? in terms of Mismatching?

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superfeatheryoshi
superfeatheryoshi - - 227 comments

The AI economy bonus could probably use some nerfing. Tried a game of vs 7 Brutal just for fun. They were building so much stuff that the game was running at like 10 frames per second, and the AI all have $999999.

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NeverLoseGuy Creator
NeverLoseGuy - - 137 comments

The absurd amount of stuff AIs build will be reduced and they will no longer have unlimited money (granted they will still have quite a lot).

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Alamnil-Of-Temple
Alamnil-Of-Temple - - 121 comments

Interesting mod. Simple yet eye-catching. Definitely will try it out once the 1.6 is out.

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Kabal_M11K
Kabal_M11K - - 194 comments

Power play, what could be worse than this?

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NeverLoseGuy Creator
NeverLoseGuy - - 137 comments

Technically speaking, pirated mod? I know for sure nobody likes those.

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Guest
Guest - - 693,834 comments

I'd like to make a recommendation for an addon to remove the memey audio aspect of the mod. hearing that one guy scream because a tank got hit by one of my tanks (not sure which one) is a little annoying after the first 10 times it happens.

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NeverLoseGuy Creator
NeverLoseGuy - - 137 comments

It will be removed in the next version, since I do think it can get a little annoying and makes the funnier one less funny.

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eil
eil - - 866 comments

So how exactly to launch the mod?? Simply extracting archive in game folder doesn't work. Yet half of archive are files that won't be used by mod at all, 'cause .gib files usually used with some launcher which renames them, but this mod has no launcher.

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NeverLoseGuy Creator
NeverLoseGuy - - 137 comments

You can either install this mod via GenLauncher, or you can rename the .gib files to .big so that it is read by the game.

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eil
eil - - 866 comments

Renaming .gib files doesn't solve the problem, mod still crashes on start.
Manual installation archive definitely is lacking some proper arrangements, possibly proper naming of files, and mainly working instruction = "extract whole archive in game folder and rename gib to big" doesn't work.

Somehow i suspect that archive is Not supposed to be used for manual installation, and mod is adapted solely for GenLauncher use = if that is true, then at least please state it, so players who don't want to deal with GenLauncher wouldn't bother, searching for errors source.

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NeverLoseGuy Creator
NeverLoseGuy - - 137 comments

I will admit I mainly launch this mod from GenLauncher for manually installing it is something that I haven't really tested. I would suggest using GenLauncher to install the mod while I figure out the issue.

edit: I might figure out why...the instructions may be unclear. Can you make sure that the files in the "version" folder are extracted to ZH folder?

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eil
eil - - 866 comments

Yeap, for sure i extracted everything from archive's folder "1.5.3 Fixed" into Generals game folder, and renamed all .gib into .big.
Just to be sure, game folder is the path where Generals.exe, Data folder, and all the original game .big files are.

So i would appreciate if you'd check exactly manual installation on your end and find why mod doesn't work this way.

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NeverLoseGuy Creator
NeverLoseGuy - - 137 comments

I managed to find someone who volunteered and did the testing for me. He got it working just fine.

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eil
eil - - 866 comments

Well, fine. Since All the famous Generals mods(Shockwave, TEOD, ROTR, Contra, WWII) work good for me, yet they don't demand use of GenLauncher(which was mainly created for "not smart" players who can't actually handle manual installation), i guess this mod is a real special case.
Will wait for better times, maybe in future it will be more available. BTW, the new structures models are cool.!

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Guest
Guest - - 693,834 comments

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Zeke_Dlyoung
Zeke_Dlyoung - - 4,471 comments

Hello, I am the guy who recently tested the manual download. Downloaded it a couple days ago, placed the files in a ZH folder, renamed gib files and it worked. There is no "demand to use GenLauncher" involved, also GenLauncher is not for "not smart" players, it is for everyone who wants more control over their mod files without having to copy the game multiple times and unecessarily eat up harddisk space. I know you're frustrated, but please don't blow up the issue bigger than it actually is. If you wish to get more support on this, visit our discord server: Discord.gg

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