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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RSS Articles

I'll build anywhere...

News

Emblems 1

It doesn't take a genius to figure out that this mod doesn't really shine the best when it comes to buildings and all that stationary big blocks of concrete and metal. In fact, it doesn't really shine in anything at all, aside from wacky tanks and other ground vehicles.

That's what I would like to change.

For a while now, I have been thinking about branching onto something else besides tanks, double-barreled tanks, wheeled tanks, you get the idea. Air units were something I considered, but then I promptly forgot about it.

It was when I realized how *boring* it is to have well, only one building in this mod, namely the Command Center, which doesn't even do its job properly on the Vulkan side due to how fast units are producing. This also brings me to another problem, albeit from the opposite direction, because Fulgura and Infernus have such a long production time for their units, that there's no way you can quickly respond when something like 50 rats start swarming what little army you have built.

SPRat

(This thing continues to be the bane of my existence even if I reduced its damage so much it's practically useless against anything on its own.)


As a result, it became clear to me that I cannot just rely on my Command Centers to do its bidding anymore. I need more structures in this mod, even if just to alleviate the fact that unit productions are being choked to a single building.

And that's my plan for the next update, but of course, just saying "I'm adding more buildings!" doesn't really explain anything, so let me break it down to you:

  • All factions will now gain access to their own construction dozer or "dozer" (I'll explain below), a unit that will be responsible for building (and repairing) the new constructions available for each faction.
  • Even the characteristics of each dozer will be different; Solisian one will be a weakly armored and expensive excavator that builds things fast, while Infernus' construction crane will take a longer time to do anything.
  • The similar patterns will apply to the "War Factory" of each faction as well, which will now for the most part be responsible for producing the units, rather than the Command Centers.
  • That said, each of the factions have different ways of doing so; Solisia will start off with a tier 1 unit and must build its War Factory in order to produce anything beyond that. Vulkan meanwhile will be unable to build starter units without them, so it is mandatory that it is built in order to produce these units. Fulgura suffers no restriction from any of these, as its War Factory will simply serve as an extension of its production line, while Infernus cannot use its Command Center to produce anything but its dozers. Finally, Lamina's War Factory called the "Rat Nest", as its name implies, will be only able to produce any Rat variants (like above).

In addition, each faction will also have its own variants of Artillery Cannon with special quirks associated with them; Solisian one deals more damage, Fulguran one can disable enemy vehicles, Lamini one fires a less powerful but more frequent round, and Infernal one creates well, an infernal upon detonation. Vulkan in particular will be able to use its special power as much as it can, based on the number of War Factories built.

It's likely I will also adjust the health of each Command Centers to reflect on this pattern as well, but we'll see. For now, here's something I have cooked up. It's not much, but it's something.

image 1


V.1.6.1 Has been released

V.1.6.1 Has been released

News

A massive overhaul in aesthetics, and significant changes in gameplay features and balance.

Some lore probably

Some lore probably

News

An article regarding the thought process behind the lore of "Power Play".

Technical Difficulties...

Technical Difficulties...

News

An excuse (albeit a valid one) as to why the development of this mod is seemingly halted.

Another visual overhaul coming in

Another visual overhaul coming in

News

A work-in-progress report, showcasing visual overhauls for the second time, and an insight in upcoming balance changes.

RSS Files
Power Play V.1.6.1 Fixed

Power Play V.1.6.1 Fixed

Full Version

A massive overhaul in aesthetics, and significant changes in gameplay features and balance.

Power Play V.1.5.3

Power Play V.1.5.3

Full Version 2 comments

Introduction of new units and overall refinements.

Power Play V.1.4.4

Power Play V.1.4.4

Full Version

An addition of Ambush ability for all factions, major gameplay tweaks and balance.

Power Play V.1.3.2

Power Play V.1.3.2

Full Version 2 comments

A variety of tweaks, updates on a few units' aesthetics, and an addition of Artillery Barrage for all factions.

Power Play V.1.2

Power Play V.1.2

Full Version 2 comments

An overhaul in aesthetics and some minor changes to certain units.

C&C Power Play V.1.107

C&C Power Play V.1.107

Full Version

Balance and tweaks to various units, AI improvements, new aesthetics for Command Centers and the change in functionality of Supplies throughout the map.

Post comment Comments  (0 - 10 of 35)
LavstorM
LavstorM - - 277 comments

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

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superfeatheryoshi
superfeatheryoshi - - 226 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 - - 136 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).

Reply Good karma+1 vote
Alamnil-Of-Temple
Alamnil-Of-Temple - - 120 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 - - 136 comments

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

Reply Good karma+2 votes
Guest
Guest - - 692,565 comments

Where did the lore goes?

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NeverLoseGuy Creator
NeverLoseGuy - - 136 comments

The "lore" page was removed alongside the stats page because I found the latter to be unnecessary, and the lore itself is mostly half-baked and subject to change so I'm not confident in publicly posting it yet.

Reply Good karma+1 vote
Guest
Guest - - 692,565 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 - - 136 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.

Reply Good karma+1 vote
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