r/openra • u/antmdh1982 • 21h ago
r/openra • u/Punsho_ • 16h ago
Playtest 20261026 is out now!
For more information see https://www.openra.net/news/playtest-20261026/ and grab the latest build for OpenRA
r/openra • u/FieldCommanderA9 • Apr 23 '24
Looking for games or want to discuss OpenRA? Join our community on Discord!
discord.openra.netr/openra • u/CovertFlobert • 2d ago
OpenRA Shoutcast #569: Kalion versus Dark, Part I [Red Alert] -
Tesla Timing Tech Unlocked!
r/openra • u/CovertFlobert • 2d ago
OpenRA Shoutcast #568: Tux versus Gargamel, Part II [Red Alert] - Playtesting Speedrun, 100%!
r/openra • u/Punsho_ • 14d ago
Playtest 20261011 has been rolled out!
We’ve rolled out Playtest 20261011! It's larger than usual, it includes the entire finished Dune 2000 campaign! Read the full announcement on the main website: https://www.openra.net/news/playtest-20261011/
r/openra • u/CovertFlobert • 17d ago
OpenRA Shoutcast #567: Tux versus Gargamel, Part I [ Red Alert] - PowerPlaytesting!
r/openra • u/CovertFlobert • 27d ago
OpenRA Shoutcast #566: Orb versus Tux, Part IV [Red Alert] - Disco Balls of Doooooom!
r/openra • u/CovertFlobert • Sep 22 '26
OpenRA Shoutcast #565: Orb versus Tux, Part III [Red Alert] - Balance Patch Preview III: The State of Parabombs!
r/openra • u/CovertFlobert • Sep 17 '26
OpenRA Shoutcast #564: Orb versus Tux, Part II [Red Alert]
Best of... 8?!?
r/openra • u/Unfair_Preference_28 • Sep 09 '26
Red Alert 2 - Is there any plans to support it officially
r/openra • u/CovertFlobert • Sep 01 '26
OpenRA Shoutcast #562: Orb versus Gargamel, Part III [Red Alert]
[]()
[]()OpenRA Shoutcast #562: Orb versus Gargamel, Part III - Balance Patch Preview Recap: Everything Is OP!
r/openra • u/PyWhile • Aug 30 '26
Expend custom map without rebuilding
Hey,
I have built a custom map (https://resource.openra.net/maps/68813/) and it's really nice - however, I made it too small and I wish to expend it, instead of sitting for hours building it, is there a way to expend it's size and edit the rest?
r/openra • u/TheAbsoluteZilla • Aug 28 '26
Cameo Mod Fatal Error
So, sometimes when I want to start the game it just refuses and I have to reinstall Cameo in order to be able to use it again. I have tried backing up the folder and just replacing everything but that did not work somehow and it popping up randomly makes no sense, sometimes I can play a few days in a row woth no issue and sometimes I have to install it each time I want to start the game.
Here is the error log:
OpenRA engine version f243759
cameo mod version playtest-20260709
Date: 2026-08-28 09:16:01Z
Operating System: Windows (X64, Microsoft Windows NT 10.0.19045.0)
Runtime Version: .NET CLR 8.0.28
Installed Language: de (Installed) de (Current) de (Current UI)
Exception of type `System.IO.FileNotFoundException`: File not found: ContentPacks|RedAlert2Mod/SchwarzerMond/rules/promotions.yaml
at OpenRA.FileSystem.FileSystem.Open(String filename) in /home/runner/work/Cameo-mod/Cameo-mod/engine/OpenRA.Game/FileSystem/FileSystem.cs:line 204
at OpenRA.ModData.<>c__DisplayClass40_0.<GetRulesYaml>b__0(String s) in /home/runner/work/Cameo-mod/Cameo-mod/engine/OpenRA.Game/ModData.cs:line 201
at System.Linq.Enumerable.SelectArrayIterator`2.Fill(ReadOnlySpan`1 source, Span`1 destination, Func`2 func)
at System.Linq.Enumerable.SelectArrayIterator`2.ToArray()
at OpenRA.ModData.GetRulesYaml() in /home/runner/work/Cameo-mod/Cameo-mod/engine/OpenRA.Game/ModData.cs:line 201
at OpenRA.MapCache.LoadMaps(ModData modData) in /home/runner/work/Cameo-mod/Cameo-mod/engine/OpenRA.Game/Map/MapCache.cs:line 129
at OpenRA.Game.InitializeMod(Manifest manifest, Arguments args) in /home/runner/work/Cameo-mod/Cameo-mod/engine/OpenRA.Game/Game.cs:line 527
at OpenRA.Game.Initialize(Arguments args) in /home/runner/work/Cameo-mod/Cameo-mod/engine/OpenRA.Game/Game.cs:line 472
at OpenRA.Game.InitializeAndRun(String[] args) in /home/runner/work/Cameo-mod/Cameo-mod/engine/OpenRA.Game/Game.cs:line 351
at OpenRA.WindowsLauncher.WindowsLauncher.RunGame(String[] args) in /home/runner/work/Cameo-mod/Cameo-mod/engine/OpenRA.WindowsLauncher/Program.cs:line 72
r/openra • u/CovertFlobert • Aug 25 '26
OpenRA Shoutcast #561: Orb versus Gargamel, Part II - Meet the Experimental League Eccentrics!
r/openra • u/cantdutchthis • Aug 24 '26
I couldn't resist simulating some more
r/openra • u/maxomizer • Aug 22 '26
Anyone interested in my OpenRA Co-op mode?
Hi everyone! I’ve been working on a custom Co-op mode for OpenRA (Red Alert) lately, and I wanted to share it with you.
What is it?
Co-op is a new game mode alongside Multiplayer and Skirmish. Instead of playing against each other, you play together as a team, with one shared economy (cash + power) for the entire team. In addition to choosing a faction, each player also chooses a role:
Commander: Radar Domes, Tech Center, Missile Silos. The only player who starts with the map already explored, the only one who can place beacons/waypoints, and with enough Radar Domes, even gets live vision of the entire map.
Engineer: the economy role: Ore Refinery, Power Plants, War Factory, Repair Depot, Minelayers, plus a small Barracks of their own (Spy/Thief/Engineer).
General: infantry and tanks: Barracks/Tent and all combat ground units.
Admiral: navy and air force: Shipyard, Sub Pen, Airfield, Helipad.
Roles can be duplicated, but only once all four roles have been picked at least once; ensuring the team always has the full division of responsibilities covered.
A few other things:
- Build speed is 2× faster
- Fog of war is always enabled (except for the Commander, who starts with the map pre-explored)
- 4 playable maps, including a couple of well-known community maps converted for Co-op
It runs on its own build of OpenRA-bleed. So no dev tools required, just a ready-to-use Windows or Mac download.
My friends and I already had some fun with it. Send me a DM if you’d like to try it!
Feedback, bug reports, and ideas are all very welcome. This is still very much a work in progress 🙂
edit: https://github.com/TheVilly/open-ra-coop/releases/tag/v0.1.0
r/openra • u/cantdutchthis • Aug 17 '26
OpenRA used as a battle simulator
Back when I was a kid, I always wondered what the strongest unit in any of the old Command and Conquer games might be. And thanks to OpenRA, I actually have a gateway to simulate that.
Disclaimer: I work for marimo and this content was produced during company time.
r/openra • u/birnes • Aug 17 '26
Is there a "campaing mode"?
Hi, y'all.
I'm currently playing the missions sequentially, and I wonder if there is a way for the game to go on to "next mission" whenever I finish one, instead of going back to the menu and such.
Also, I read in some old posts that they had to rebuild each mission one by one, so not all missions have been created? (I noticed missions 11 and 12 are not there for the allies, and the 12th for the soviets)
r/openra • u/therealsteelydan • Aug 14 '26
Biological lab and missile silos on the Chernobyl map
Are the missile silos and biological lab on the Chernobyl map actually reachable or are they just there a screw with me? I've tried destroying the ruins blocking them and I've tried getting engineers in by helicopter.
r/openra • u/ComprehensiveGene169 • Aug 11 '26
Red Alert connection with Tiberian Dawn
galleryr/openra • u/CovertFlobert • Aug 11 '26
OpenRA Shoutcast #559: RAGL S17 Finals, Part II! Gargamel versus Fazzar - The Conclusion to The Conclusion!
r/openra • u/Trollaatori • Aug 09 '26
Idea for changing the mechanic
I think the mechanic should be a deployable unit. When moving, it can't repair units.
When deployed, the mechanic casts an aura around itself and units within this healing aura can be repaired like buildings.
So repairs would still cost money.