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The first version of the engine was known as W3D ("Westwood 3D") was highly modified version of SurRender 3D engine, developed by Hybrid Graphics Ltd. Westwood used W3D for Emperor: Battle for Dune and updated for Command & Conquer: Renegade.

After Westwood was bought by Electronic Arts the engine was further updated for Command & Conquer: Generals, and renamed to SAGE. The rendering part remains nearly identical to the W3D engine, but most other elements have been redesigned from the ground up.

The SAGE engine allows for dynamic lighting that casts realistic shadows and realistic reflections on most objects. High quality visual effects are now possible with the SAGE engine powering games. One example of a unique effect is the stop-motion camera. Blow up a gas station, for example, and the action will freeze in mid-explosion, and the camera will quickly pan around the environment, revealing pieces of debris and shrapnel suspended in the air, before the action promptly resumes. The SAGE engine also allows games to take place during different times of the day, with realistic lighting and shadow changes, etc.

A new, highly modified version is now used to power Command and Conquer 3: Tiberium Wars.

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default_post-14-1148300354.gif Red Alert: A Path Beyond Update default_post-14-1148300394.gif


  • Stealth shaders have been re-enabled, and there is now an option to disable them if they are hindering your performance (Extended Options -> Effect Shaders Enabled)


Grenadier.gif Grenadier

  • No longer available to Allies
  • No longer available without a Barracks
  • Price down (200 -> 160)

mechicon 0000.png Mechanic

  • Health down (70 -> 60)
  • Speed up (7 -> 7.5)

e3icon 0000.pngpt_so_rocket.png Rocket Soldiers

  • LAW back to being non-tracking and 100m/s
  • LAW/RPG splash damage up (22.5 -> 25), radius up (6 -> 6.5m)

Spy.gif Spy

  • Soviet players will see a Soviet flag when targeting him even when he is inside a vehicle.

pt_al_sergeant.pngpt_so_starshina.png Shotgunners

  • Inaccuracy down (3 -> 2.5)


  • If you kill a vehicle that has the "instant pilot death" property (planes and naval units that aren't beached), you now get credited for killing its pilot and passengers.

ctnkicon 0000.png :siren: Chrono Tank :siren:

  • Can now be purchased on Tech Level 5 maps for 2400 credits.
  • Acts as a tank destroyer (it stands a better chance than a Medium Tank when facing down a Mammoth Tank) and a building harasser (while its anti-building power is merely on par with a Medium Tank's, shifting lets it evade base defenses and take attack and escape routes that other vehicles cannot)
  • Press Q to open the overhead map, then left-click on a destination to chronoshift there. You can only shift to places that are within 250 metres of you (this range is shown by the white circle around your map icon) and are free of any obstacles, and after shifting you will not be able to shift again for another 30 seconds.


I have a quick video showing it in action!


  • Points value increased (75 -> 100; now equal to Light Tank)

Mine_Layer.gif Minelayer

  • Fixed 2 AT mines leaving heavy tanks on 1 HP.

mrjicon.gif MRJ

  • Price down (1200 -> 600)

mggicon.gif MGG (and variants)

  • Windows no longer have the opposite shader settings that they should, so now they actually reflect like other windows.

PhaseTank.png Phase Tank

  • Price down (2000 -> 1600)
  • Is now visible on radar.

Gunboat.gifDestroyer.gif Gunboat/Destroyer

  • Now have the same property as subs/LSTs, where being in open waters prevents the pilot from ejecting and causes the pilot to instantly die when the vehicle dies.
  • Bobbing animation now includes them rocking from side to side slightly (1 degree)
  • Gunboat range up (105 -> 110m)

navtrans.gif LST

  • Radar dish is animated again.
  • Lowered target bone so that flame towers aren't so prone to missing against it.
  • Should no longer explode and instantly kill you if you eject while not fully inside a beaching zone.

Attack_Sub.gifMissile_Sub.gif Attack Sub/Missile Sub

  • When surfaced, they should no longer explode and instantly kill you if you eject while not fully inside a beaching zone. (They'll still kill you if eject when submerged though. So don't.)
  • Attack Sub range up (110 -> 120m)
  • Attack Sub projectile speed down (75 -> 50m)

Hind.gif Hind

  • Band-aided the terrible unwrap on the tail rotor.

Yak.png Yak

  • Fixed scaling; it is now half its previous size, and comes to about the same length as a Heavy Tank - which is more accurate to the real-life Yak being about the same length as a T-80.
  • Physical collision box now covers a little more of the wings - though due to the size reduction it still has a smaller collision area than it used to.
  • Health down (300 -> 250) to compensate for the reduced size.
  • Has its old "lenient in-flight hitbox" again to compensate for the reduced size.
  • Homing weapons now home in on the tail of the Yak instead of the nose, so they are better at catching Yaks on the retreat.
  • Build limit up (2 -> 3) since they take up less space on the runway.


  • Reduced random field rocks on various maps


  • Tech Level downgraded; only T3 vehicles are available, but T5 infantry are still available. (Do you really want to see Allies getting Chrono Tanks on a map that's already biased in their favour and would let them do base-to-base warps?)

Keep off the Grass

  • Removed the wall near the Soviet OT route/CY.
  • Moved Tesla Coil out to where that wall used to be.
  • Removed Flame Tower from WF side.
  • Moved Refinery Flame Tower closer to the empty field for reasons.
  • Soviet resource field downgraded to ore. (It takes about as long to make a trip as it does on Camos Canyon anyway.)
  • Allied OT now takes a little longer to get ore, to help keep it on more even footing with the reduced Soviet economy.

Ridge Racer

  • Ranger physics redone; now heavily based off the standard gameplay Ranger (less flippable), main difference being it has less drag and a less restricted gearbox.
  • Instead of just the original two Allied and Soviet ranger colour schemes, you now have 8 - the 4 standard Ranger camos, 3 of Pyryle's classic colour schemes, and hot pink.
  • Technicians no longer receive damage from falling (a common source of accidental deaths when jumping through the portals due to how falldamage works) or from the finishing-line wall of barrels.
  • Moved the walls backwards at the final turn to make it less obnoxious and less likely to result in pile-ups if multiple people race.
  • Jukebox changed to the old theme song of Fissure: RenAlert Jam.

Ridge War

  • Fixed VIS error on roof of Allied storage shack.


  • Allies now get an additional Light Tank when the 5-minute chinook drop happens.
  • Tesla Coils downgraded to Flame Towers like in older versions of the map.
  • Added environmental sounds (surf+birds)
AR :: August 2018 Update

AR :: August 2018 Update

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A small WIP update on the MiG. More updates to follow!

Dread Plateau (Work In Progress)

Dread Plateau (Work In Progress)

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Work in progress by community contributor Raap! Dread Plateau will feature new environmental effects and core gameplay! See how it's shaping up!

Play Test Client via SVN

Play Test Client via SVN

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Comments  (0 - 10 of 36)

Are you aware of the OpenSAGE project to recreate Generals and Zero Hour, among other 3D strategy games made by EA? Like OpenRA, I think it's a great project and needs some support.

Reply Good karma Bad karma+2 votes

It's funny how some trolls are going after our standalone mod ( Indiedb.com ) saying it is a pirated version.
Although it is true we use some assets from the original game most of the content we added is created by our developers. The no-cd thing is required for ANY standalone mod based on the SAGE engine to be able to run. This includes the releases of them guys that are now bashing this release @ TSR and AR. Even APB and TCW use it.

Reply Good karma Bad karma+1 vote

This Engine has lags and so BAD! .CC Generals uses SAGE engine and it has performance problems on Modern OS like;Win8.1 x64...

Reply Good karma Bad karma-4 votes

where can i get Sage engine pls help??? I need it for a Mod

Reply Good karma Bad karma+1 vote

Wery good mod ;)

Reply Good karma Bad karma+2 votes


Norwegian piece of ******* ****.

Reply Good karma Bad karma-20 votes

i probably sound like a complete retard here guys but im new to this sorta thing so could anyone give me advice to how to get these engines??

Reply Good karma Bad karma+4 votes

You have to buy a game that has this engine. After that, you decompile it and use it. You have to get permission from EA though, otherwise you could run into some legal issues, however.

Reply Good karma Bad karma+2 votes

1. buy a game that uses SAGE engine.
Examples: C&C3, RA3, C&C Generals
2. learn how to code with the .INI files
3. if you are going to make a game with this engine, make sure that the textures, models, gameplay, is completely different
4. if you have a copyright problem with the engine,
just make a total conversion mod

Reply Good karma Bad karma+3 votes

I think EA should give up their SAGE because it sucks and they don't have originality

Reply Good karma Bad karma0 votes
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Highest Rated (4 agree) 10/10

one of the best RTS engines out there.

Feb 7 2010 by Maxen1416

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