Feature Request: Limit PvP Influence After Alliance Has Destroyed the Fortress
I’d like to suggest a change to what happens after an alliance has successfully destroyed the Fortress and secured the #1 position on a world. The problem At present, an alliance can effectively win the world and then continue dominating it. On a number of worlds, we’ve seen very strong, organised groups destroy the Fortress and secure #1, but instead of considering their campaign complete, they remain heavily involved in PvP and centre progression. This allows the winning alliance to: Police access to the centre and attack alliances that are still trying to progress. Use Support Weapons and high-level players to determine which alliances are allowed through. Escort weaker wings or friendly alliances into the remaining ranking positions. Prevent genuinely competitive independent alliances from progressing. Effectively decide who receives the #2, #3, #4, #5, etc. badges after already securing #1 themselves. The result can be absurd. Strong alliances containing active players who have invested considerable time and money into the world can be forced to wait, fight an alliance that has already won, or simply quit, while considerably weaker wings are escorted through to ranking positions they could never achieve independently. It also encourages the creation of large multi-alliance blocs. Winning isn't necessarily the end goal anymore; controlling the world after winning becomes part of the strategy. Proposed solution: “Victor” status Once an alliance destroys the Fortress, the players who participated in that victory should enter a Victor status for the remainder of that world. They should still be able to play. I do not think they should simply be removed from the world or made completely inactive. However, their ability to influence the remaining competitive rankings should be restricted. For example, players with Victor status could: No longer initiate or participate in PvP against players who are still competing for their ranking. No longer use Support Weapons to assist PvP or centre progression for other alliances. Continue playing PvE content, farming, chatting and participating in other non-competitive activities. Crucially, Victor status should attach to the individual player/account, not simply the alliance. Otherwise the obvious workaround would be: Destroy Fortress → leave winning alliance → join wing → continue fighting on their behalf. A player who participated in the Fortress victory should therefore retain Victor status even if they subsequently change alliances. Why? Destroying the Fortress and securing #1 should mean you have won the world. The reward for winning should be the #1 badge and the associated rewards—not the ability to spend the remainder of the world deciding who is permitted to finish #2–5. This would also make the remaining rankings far more meaningful. After #1 has completed the Fortress, the next strongest alliances would have to compete against each other, rather than against the already victorious alliance and its network of wings. It would reduce server policing, discourage dominant groups from dragging multiple weak wings through the rankings, and give independent alliances a genuine reason to continue playing after the Fortress falls. Most importantly, it doesn't punish the winners by removing them from a world they've invested time and money into. It simply recognises that their competitive campaign is complete and prevents them from continuing to determine everybody else's result. I think this would make worlds considerably more competitive and enjoyable, particularly in the period after the first Fortress destruction.348Views10likes11CommentsWorld 59 stuck at 100% loading – missing rebalancing.js asset (404)
Hello, I am having a problem with Tiberium Alliances World 59. The game gets stuck at the end of the loading bar and never enters the game. The important part is that World 37 works normally on the same PC, same internet connection and same browser. I have already tested: - Chrome - other browsers - clearing cookies/cache - disabling all browser extensions - opening World 59 directly - opening World 59 while completely logged out The problem is exactly the same every time. I checked the browser Network tab and found a specific server-side error. World 59 The game requests: https://eaassets-a.akamaihd.net/cncalliancesgame/cdn/data/198666/data_pl_PL_rebalancing.js The server responds: 404 Not Found I also tested the English version. It attempts to load: data_en_US_rebalancing.js and that also returns: 404 Not Found Comparison with World 37 World 37 works correctly and requests: https://eaassets-a.akamaihd.net/cncalliancesgame/cdn/data/200470/data_pl_PL_rebalancing.js This returns: 200 OK After that, World 37 continues loading normally with requests such as: OpenSession → 200 GetServerInfo → 200 GetPlayerInfo → 200 Poll → 200 World 59 does not complete the loading process. Connection tests I also checked the connection to the World 59 server: cncapp05.alliances.commandandconquer.com DNS resolves correctly to: 54.154.77.87 TCP connection to port 443 succeeds: TcpTestSucceeded : True HTTPS also works correctly and the server responds with an authentication redirect. Therefore, this does not appear to be a DNS, firewall, browser, or connectivity issue. Summary It appears that World 59 is trying to load the asset package 198666, but the required data_pl_PL_rebalancing.js and data_en_US_rebalancing.js files are returning 404 from the Akamai CDN. Could you please check the CDN/configuration for World 59 / app05 / instance 443 and verify whether package 198666 is missing or incorrectly configured? I can provide screenshots of the Network requests and headers if needed. Thank you.SolvedStill seeing Level 66 Camps
I thought the 26.1 patch was supposed to fix this rounding error. Account: BeeDoug World: Vetrans World 2016 Date/Time: 9/2/2026 14:33 (CDT) Browser (Version)/ Operating System: FireFox (155.0 (64-bit)) / Windows 11 Describe the Bug/ what happened: Still seeing Level 66 camps on a L65 max world. Not really a problem, or is this just a Spinal Tap inside joke ?slappylister world27 holiday sub bug
Hello, I've attached a screenshot of the bug with the 50 percent usage error that I keep getting and can't access my sub anymore.. started about 3 to 4 weeks ago. There is no way I used my account that much that the error in question should pop up like this.. There are 6 other subs on the same account and they are work just fine. Please help get it corrected as soon as possible.. Thank you. slappy / MarkSolvedAuthentication Failed on TIB 68
07/06/2026 - Yesterday I was not able able to access my two other accounts and had to go through the authentication process where EA sends me a code. All went well, however, when I went to log onto my main account on TIB 68, it had me go through the authentication process and failed. I have tried for two days and still can't get into my account: mailto:[edit: email address removed] on TIB 68. I keep getting the same mail error message when it tries to Verify my Identity which is: Cannot Get Mail - The connection to the server failed. - Server code "AUTHENTICATION FAILED", server message "AUTHENTICATE Invalid credentials". NOTE: The account I am writing this with is not the problem account. See above email address. James