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		<title><![CDATA[Latest topics for the forum "Announcements"]]></title>
		<link>http://forums.commandandconquer.com/jforum/forums/show/34.page</link>
		<description><![CDATA[The newest discussed topics in the forum "Announcements"]]></description>
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				<title>Command &amp; Conquer 4 Announced!</title>
				<description><![CDATA[ As most of you are aware, Command & Conquer 4 was officially announced today! Check out the new C&C4 website!<br /> <br /> <a class="snap_shots" href="http://www.commandandconquer.com" target="_blank" rel="nofollow">http://www.commandandconquer.com</a><br /> <br /> As well as our coverage on the C&C Portal:<br /> <a class="snap_shots" href="http://portal.commandandconquer.com/portal/site/tiberium/article/detail?contentId=b03f9c5154062210VgnVCM1000006017780aRCRD" target="_blank" rel="nofollow">http://portal.commandandconquer.com/portal/site/tiberium/article/detail?contentId=b03f9c5154062210VgnVCM1000006017780aRCRD</a><br /> <br /> The end is soon upon us!<br /> <br /> "Shipping in 2010, Command & Conquer 4 will introduce a multitude of innovations to the classic fast and fluid Command & Conquer gameplay while retaining the core compulsions that fans have come to love over the series' history. Introducing new class-based gameplay, mobile bases and persistent player progression throughout all game modes, Command & Conquer 4 offers players new, innovative and compelling strategic depth."<br /> <br /> Read the official press release here:<br /> <a class="snap_shots" href="http://www.commandandconquer.com/cnc4/pressrelease.html" target="_blank" rel="nofollow">http://www.commandandconquer.com/cnc4/pressrelease.html</a><br /> <br /> Alongside Gamespot's C&C retrospective, they have posted a new Q&A with designer Sam Bass. You won't want to miss this! Learn more about Kane's plans, new units, class based gameplay, player progression, 10 player online battles, and much more!<br /> <a class="snap_shots" href="http://www.gamespot.com/pc/strategy/commandandconquer4/news.html?sid=6213111&tag=topslot;title;1" target="_blank" rel="nofollow">http://www.gamespot.com/pc/strategy/commandandconquer4/news.html?sid=6213111&tag=topslot;title;1</a><br /> <br /> <br /> Lastly, Kane orders to you to sign up for the monthly newsletter! Be sure to bookmark our new website, as the official C&C4 trailer premiers in 15 days!<br /> <a class="snap_shots" href="http://preferences.fun.ea.com/ea/mf_Command.asp" target="_blank" rel="nofollow">http://preferences.fun.ea.com/ea/mf_Command.asp</a><br /> <br /> <br /> We will be watching the boards for your feedback, but please be respectful of everyone's opinions.<br /> <br /> -2POC]]></description>
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				<pubDate><![CDATA[Thu, 9 Jul 2009 18:12:51]]> GMT</pubDate>
				<author><![CDATA[ EA_2POC]]></author>
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				<title>Welcome EA_2POC to the official ranks!</title>
				<description><![CDATA[ Hey everyone,<br /> <br /> To many of you this should be no surprise, I'd like to formally re-introduce EA_2POC back to the Command & Conquer scene, this time however, he is now an official EA Los Angeles employee, and more specifically my official C&C Assistant Community Manager. After 4+ years of running this show as a solo Commander, I finally have a partner in crime I can call my official wingman.<br /> <br /> Some quick back story about EA_2POC, otherwise known as Jeff Suhr, and formerly known to the C&C community as Nukewave. Jeff started his presence in the C&C community by opening a fansite called www.cncvision.org (its currently closed due to as of yet unfounded circumstances), a site that focused on polling and collecting feedback from the C&C community at large. Jeff and I quickly established a community leader relationship and I soon discovered he had the fire and passion inside I've been looking centuries for in a Community Manager Assistant. I asked Jeff to intern with me last summer 08, and thus he became known to the community as EA_2POC. Upon a very successful and strong 3-month summer internship, Jeff was offered a full time opportunity upon graduation at Brockport University in New York where he graduated with a degree in Biology and a minor in Psychology. Hold up, how the heck does that fit this role? Maybe the Psychology aspect does =)<br /> <br /> The Command & Conquer team, the EALA studio,  and especially myself are proud to welcome Jeff "EA_2POC" Suhr back to the official front lines of the Command & Conquer world to serve as your Assistant Community Manager, ah hell lets the drop the Assistant term and give 2POC the prop up he deserves, your 2nd in arms, your Lieutenant Community Manager, that sounds better. <br /> <br /> As the days, weeks, and months move forward, you will see 2POC making an increasingly active presence on the message boards. One of his primary responsibilities is ensuring you are being heard every day and further ensuring your voice screams through the hallways and cubes here at EALA and throughout our C&C Development Team.<br /> <br /> Please join me in welcoming back, EA_2POC. Do take his words and statements as an official voice of EA and C&C.<br /> <br /> Welcome back, Commander!<br /> <br /> -APOC<br /> <br /> [img]http://i41.tinypic.com/ejaiwg.jpg[/img]]]></description>
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				<pubDate><![CDATA[Wed, 8 Jul 2009 21:46:40]]> GMT</pubDate>
				<author><![CDATA[ EA_Apoc]]></author>
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				<title>Forum Updates to sig images and technical fixes</title>
				<description><![CDATA[ Hey everyone,<br /> <br /> We just pushed some technical changes to the forums. Lets cross our fingers that our few changes didn't inhibit any other functionality yet again, lol. You gotta laugh it off sometimes. Here are the changes that have just been pushed:<br /> <br /> [b][size=big]Signature Images are now limited to 440 x 100[/size][/b]<br /> <br /> Yes, we turned images back on recently, but it also came with an unfortunate price where many people created signature images at extreme heights. To avert this and make the system more unified, we've standardized all signature images to a resolution of 440 x 100. You can make your sig image smaller than that if you'd like, but you cannot make it larger. If you make a signature image that is larger, it will CROP any part of the image that is larger than 440 x 100. Just keep your sig to 440x100 and you'll be good to go! This resolution is in line with many other forum signature image limits.<br /> <br /> [b][size=big]Doubled field character limits for location and web address [/size][/b]<br /> <br /> In our previous update we constrained the character limit a little too much. The amount allowed now should be plenty for your website addresses, etc.<br /> <br /> [b][size=big]Search and Sent Messages pages fixed[/size][/b]<br /> <br /> You should be able to search and check your sent private messages just fine now. Apologies for the inconvenience on these features from our last push. They are no longer busted!<br /> <br /> <br /> Now you guys can finally see my Nod Twitter Bird, he is lethal, watch out!<br /> <br /> -APOC<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 26 May 2009 22:40:01]]> GMT</pubDate>
				<author><![CDATA[ EA_Apoc]]></author>
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				<title>Signature and image rules</title>
				<description><![CDATA[ Just a general announcement about the images<br /> <br /> All images embedded will be automatically formatted to a 300px width thumb x whatever height that conforms the image to. If you click the thumbnail it’ll take you to the original image. Apoc thought this would be a happy medium so users cannot post images that break the forum size and so users can post images that can be seen in full at a reasonable size but clicked on for larger.<br /> <br /> When it comes to signature sizes you should abide by the following <br /> Keep signature images to 680 wide x 128 high.<br /> <br /> See my sig for an example. A tiny bit higher and wider is fine, just use common sense and do not go over board.<br /> <br /> The YouTube embed are also re-enabled so users can easily embed YT videos in threads.<br /> <br /> PLEASE NOTE<br /> Forum rules and the ToS still apply, users posting inapropriate images with violent/sexual themes will be reported to customer services, as will innapropriate youtube videos.<br /> <br /> please keep it clean guys and enjoy the new features, i'm sure avatars are on the way in the near future too.]]></description>
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				<pubDate><![CDATA[Thu, 7 May 2009 23:21:13]]> GMT</pubDate>
				<author><![CDATA[ CommanderT]]></author>
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				<title>Follow APOC on Twitter</title>
				<description><![CDATA[ C&C fans around the world, i'm sure you've heard about all the rage that is Twitter, well...I am joining the party.<br /> <br /> Follow me on Twitter and keep up with my daily escapades, adventures, life at EALA, C&C tid-bits, and all the other craziness that is sure to follow. I'm just getting started.<br /> <br /> Follow me!<br /> <br /> <a class="snap_shots" href="http://twitter.com/EA_APOC" target="_blank" rel="nofollow">http://twitter.com/EA_APOC</a><br /> <br /> -APOC<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 5 Feb 2009 19:11:13]]> GMT</pubDate>
				<author><![CDATA[ EA_Apoc]]></author>
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				<title>Kanes Wrath Patch 1.02 LIVE + Changelist!</title>
				<description><![CDATA[ THE PATCH IS NOW LIVE! DOWNLOAD IT VIA THE AUTO-UPDATER IN THE GAME OR THROUGH THIS WEBSITE:<br /> <a class="snap_shots" href="http://www.commandandconquer.com/portal/site/cnc/article/detail;jsessionid=45294999DE0D9EAD14EF6CE3A8316D4A.ea-e-h-p-del1-2?contentId=6a138756bb74e110VgnVCM100000100d2c0aRCRD" target="_blank" rel="nofollow">http://www.commandandconquer.com/portal/site/cnc/article/detail;jsessionid=45294999DE0D9EAD14EF6CE3A8316D4A.ea-e-h-p-del1-2?contentId=6a138756bb74e110VgnVCM100000100d2c0aRCRD</a><br /> <br /> <br /> Originally posted by EA_Apoc in the Kane's Wrath forum:<br /> <br /> Hey everyone,<br /> <br /> Been a while, I know. I've been hustling and bustling and working with our C&C TV team to make our current Kane's Wrath Ladder Season an epic and important event for the C&C communiity, and especially the players involved. It's been a long road to our Final 2 and we hope you will join us through the Grand Championship. But, I'm sure you've been wondering, when all the fireworks have exploded and our winner is declared, what's next for Kane's Wrath? Well, it's simple, and we've been working on it for a while now, and that is Patch 1.02!<br /> <br /> That's right, we are nearing the production completion of Patch 1.02 for Kane's Wrath, a strong follow-up to the epic 1.01 patch, this patch is squarely aimed at making "numerous" economic balance changes across all 9 factions. We've been watching replays and reading the boards all across the C&C community the past couple of months and feel the 1.02 balance changes we are implementing will be dynamic and yet not earth-shattering (Jeremy Feasel, our lead balance designer on this patch will concur). The list may look long, but in reality these are very targeted changes which we have been testing for a while now and have no doubt it will bring Kane's Wrath to yet another new-level of play. Plus 9 factions, yikes, that's a lot of units to handle!<br /> <br /> Below is the entire change-list and here is some other info for you:<br /> <br /> -We will be discussing Patch 1.02 on tomorrow's special edition of BattleCast Primetime with further insight on this list of changes so you can better understand our motives and what these changes will bring to the economic balance gameplay of Kane's Wrath.<br /> <br /> -While I cannot provide you a specific release date yet, I can tell you the patch is very close to production and testing completion and is looking strong. We'll have more updates for you as they become available.<br /> <br /> -Tune in to the KW Ladder Season Grand Championship show which will go live on our website this Tuesday, Dec 16th. I absolutely strongly suggest you watch...you don't want to miss this.<br /> <br /> <br /> <br /> ==================================================================<br /> Command & Conquer™ 3: Kane's Wrath<br /> Version 1.02 Patch Notes<br /> <br /> This patch brought to you by the C&C Live Team, EALA<br /> ==================================================================<br /> <br /> <br /> This patch for Command & Conquer™ 3 Kane's Wrath fixes several bugs and makes gameplay and slight economic balance changes across all nine factions.<br /> <br /> <br /> <br /> Bug fixes:<br /> <br /> · Fixed an error that sometimes caused players to unexpectedly select multiple control groups at once when rapidly switching between control groups.<br /> <br /> · Beacons once again work for subfactions<br /> <br /> · GDI Slingshot and Shatterer icons swapped at the Reclamator Hub to mirror the War Factory<br /> <br /> · Watch tower will now correctly autotarget units at maximum range<br /> <br /> · ZOCOM Shatterer can no longer bypass the overload beam power down by using Call for Transport<br /> <br /> · Sonic fencing will no longer disappear from the armory when healing infantry<br /> <br /> · Decoy Specters will no longer deal the full non-decoy damage if the decoy dies while the weapon shell is in flight<br /> <br /> · Decoy specters will no longer do damage if the decoy dies while the shell is in flight<br /> <br /> · Specters will no longer damage airborne units<br /> <br /> · Nod Crane can now build the Voice of Kane<br /> <br /> · Units will no longer retain the mothership catalyst effect when transported through a wormhole<br /> <br /> · Decoy Tripods can no longer EMP<br /> <br /> · Fixed an exploit that allowed small units to walk along the map border, outside of normal detection, on the Tournament Tower map<br /> <br /> <br /> Global Conquest:<br /> <br /> · Meta-unit hardpoints will be reset at the beginning of each Global Conquest battle<br /> <br /> · Strike forces can now have spaces in their names<br /> <br /> <br /> <br /> Global changes:<br /> <br /> · Level 2 Veterancy bonus increased from +20% damage, +30% health to +25% damage, +40% health.<br /> <br /> · All Harvesters: cost reduced to 1600, build time reduced to 16s. This will speed up the time to unit production and decrease the impact of all-in rushes without affecting the early-game scouting phase.<br /> <br /> <br /> GDI factions – units<br /> <br /> · Guardian Cannon damage increased from 175 to 200<br /> <br /> · Hammerhead: range increased from 200 to 300, speed increased from 150 to 160<br /> <br /> · ZOCOM Orca: clip size increased to 5<br /> <br /> · Rig: unpacked hit points increased from 5000 to 5500<br /> <br /> · Rig stealth detection range increased from 200 to 400<br /> <br /> · Zone Shatterer overload beam damage increased from 1250 to 1500<br /> <br /> · Shatterer and Zone Shatterer: range increased from 325 to 350<br /> <br /> · Orca attack duration increased by 50% per shot<br /> <br /> · Mobile Repair Transport repair drone leash distance increased from 50 to 100<br /> <br /> · Mammoth tank health increased from 10000 to 11500<br /> <br /> · Juggernaut: clip reload time reduced from 5s to 3s<br /> <br /> · Juggernaut and Behemoth: turret turn rate doubled<br /> <br /> · Titan range increased from 300 to 325<br /> <br /> <br /> <br /> GDI Factions – abilities<br /> <br /> · Zone Trooper/Zone Raider jumpjets no longer have a small pre-jump delay, flying speed increased<br /> <br /> · Sniper Team no longer unstealths when using Bombard<br /> <br /> · Sensor pod cost reduced to 100<br /> <br /> · APC minefield cost reduced to 300<br /> <br /> <br /> <br /> GDI Factions – upgrades<br /> <br /> · Pitbull Mortar: upgrade cost reduced to 1000<br /> <br /> · AP Ammo: cost reduced to 2000, build time increased to 60s<br /> <br /> · Hardpoints: build time increased to 60s<br /> <br /> · Zone Trooper/Raider Scanner Pack: upgrade range bonus increased from 10% to 20%, cost reduced from 1000 to 500, build time reduced to 15s<br /> <br /> · Zone Trooper/Raider Autoinjectors: cost reduced to 1000, build time reduced to 30s<br /> <br /> · Stratofighter: upgrade cost reduced to 1000, build time reduced to 30s<br /> <br /> · Composite Armor: cost reduced to 1500, build time reduced to 45s<br /> <br /> · Tiberium Field Suits: cost reduced to 1000, build time reduced to 30s<br /> <br /> · Railgun: upgrade cost reduced to 4000<br /> <br /> · Adaptive Armor: research cost reduced to 1000<br /> <br /> <br /> GDI Factions – powers<br /> <br /> · Railgun accelerator: rate of fire bonus increased to 200%, cost reduced to 500<br /> <br /> · Orbital bombardment: cost reduced to 3000<br /> <br /> · Supersonic air attack: cost reduced to 2000<br /> <br /> <br /> <br /> Nod factions – units<br /> <br /> · Fanatics: damage increased from 700 to 800, explosion radius increased from 50 to 60<br /> <br /> · Attack bike armor versus cannon reduced by 10%<br /> <br /> · Black Hand raider buggy stealth detection range increased from 200 to 400<br /> <br /> · Obelisk of light cost/build time increased to 2000/20s<br /> <br /> · Specter cost/build time increased to 1500/15s<br /> <br /> · Shadow team: range increased from 200 to 225, clip reload time reduced by 40%, speed increased from 80 to 90, flying speed increased from 100 to 120<br /> <br /> · Reckoner health increased from 2000 to 2200<br /> <br /> · Avatar range increased from 350 to 375, commandeered beam cannon damage increased from 900 to 1100, range of flame weapon increased from 100 to 200<br /> <br /> · Flame tank range increased from 100 to 150<br /> <br /> · Awakened are now much more resilient to missile and cannon fire<br /> <br /> · Enlightened hit points increased from 600 to 650<br /> <br /> · Venom damage, pre- and post-upgrades, increased by 10%<br /> <br /> · Vertigo Bomber area effect radius increased from 30 to 40<br /> <br /> <br /> <br /> Nod factions – Abilities<br /> <br /> · Disruption pod: cost reduced to 300<br /> <br /> · Booby trap: cost decreased to 100<br /> <br /> <br /> Nod factions – Upgrades<br /> <br /> · Tiberium Infusion: cost reduced to 1000, build time increased to 30s<br /> <br /> · Laser capacitors: cost reduced to 2500, build time increased to 1:15<br /> <br /> · Black disciples: upgrade cost reduced to 1000, build time reduced to 30s<br /> <br /> · Tiberium core missiles: cost increased to 2500, build time increased to 1:15<br /> <br /> · Super charged particle beam: cost reduced to 3000<br /> <br /> · Dozer blades: armor bonus decreased from 25% to 15%<br /> <br /> <br /> <br /> Nod factions – powers<br /> <br /> · Cloaking field: damage vs infantry reduced to 400 from 500<br /> <br /> · Power signature scan: cost reduced to 300<br /> <br /> · Decoy temple: cost reduced to 500<br /> <br /> · Redemption power: cost decreased to 750<br /> <br /> · Radar Jamming Missile: cost reduced to 300<br /> <br /> <br /> <br /> Scrin factions – units<br /> <br /> · Hexapod: ravager addition no longer hits air<br /> <br /> · Devourer tank range reduced from 350 to 340<br /> <br /> · Corrupter healing reduced by 50%<br /> <br /> · Seeker tank armor versus rockets increased 10%, armor versus gun increased 10%<br /> <br /> · Planetary Assault Carrier: damage increased from 45 to 55, health of drones increased 10%<br /> <br /> · Mechapede: disintegrator segment range increased from 150 to 175<br /> <br /> · Mechapede corrupter segment healing reduced by 66%<br /> <br /> · Mechapede ravager segment: range increased from 300 to 325<br /> <br /> · Shard Walker: cost/build time increased to 800/8s<br /> <br /> · Tripod and Reaper Tripod damage increased by 10%<br /> <br /> <br /> <br /> Scrin factions – abilities<br /> <br /> · Blink packs have been tuned to feel significantly more responsive<br /> <br /> · Ion storm healing increased from 2% to 5%<br /> <br /> · Mastermind/Prodigy teleport recharge increased to 20s, no longer works on EMP’d/phased units<br /> <br /> · Cultist, prodigy, and mastermind mind controls (all types) no longer work on Epic Units or commandos<br /> <br /> <br /> <br /> Scrin factions – upgrades<br /> <br /> · Advanced articulators: cost reduced to 1000, build time reduced to 30s, speed bonus increased by 10%<br /> <br /> · Traveler engines: cost reduced to 1500, speed bonus increased by an additional 10%<br /> <br /> · Reaper 17 forcefields: cost reduced to 2000, build time reduced to 60s<br /> <br /> · Shard launchers: cost reduced to 2500, build time increased to 1:15<br /> <br /> · Plasma Disc launcher: cost and build time reduced to 1500/45s<br /> <br /> · Blink Packs: cost/build time reduced to 500/15s<br /> <br /> · Forcefield generator: cost reduced to 4000<br /> <br /> · Blue shards: cost reduced to 2000, build time increased to 60s<br /> <br /> · Attenuated forcefields: build time reduced to 60s<br /> <br /> <br /> <br /> Scrin factions – powers<br /> <br /> · Tiberium vibration scan: cost reduced to 300<br /> <br /> · Infestation power cost reduced to 1000 ]]></description>
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				<pubDate><![CDATA[Fri, 12 Dec 2008 03:15:48]]> GMT</pubDate>
				<author><![CDATA[ EA_2POC]]></author>
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				<title>HTML POSTING FIX COMING SHORTLY</title>
				<description><![CDATA[ Hey guys, we know paragraphs are breaking and no formatting is taking in, as you can tell from my announcement post. We have a fix and should have it implemented shortly. Thanks, APOC]]></description>
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				<pubDate><![CDATA[Mon, 3 Nov 2008 22:43:44]]> GMT</pubDate>
				<author><![CDATA[ EA_Apoc]]></author>
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				<title>Welcome to the new Command &amp; Conquer Forums!</title>
				<description><![CDATA[ Hey everyone,<br /> <br /> Well, we have finally launched our new message boards here and working feverishly to tidy up our new website as well. You'll probably see some bumps and bruises along the way as we work around the clock this week to pretty up the website. Please note, we are currently implementing new fixes to our website every day, so you should see remarkable improvements in the skinning, content, etc.<br /> <br /> However, we did not want to hold out any longer so you could access the new forums and your Red Alert 3 profile.<br /> <br /> In order to register for the forums you need to follow these very simple steps:<br /> <br /> - Go to www.commandandconquer.com<br /> <br /> -In the upper right corner login in with your Master EA  E-Mail address and ***. Please note, in order for the website to tie your stats to your C&C profiles, you must use the exact account you used when registering your C&C games. This is your Master EA Account, not your persona, not your C&C name, your Master EA E-Mail account and ***.<br /> <br /> -If correct, the system will recognize your account and prompt you to create your C&C Webname. CRITICAL - this name will be YOUR FORUM NAME. I say again, this name that you create will be YOUR FORUM NAME, so choose wisely!<br /> <br /> PLEASE ALSO NOTE - you are only allowed 1-NAME per Master EA E-Mail Account to talk on the C&C forums. You may not create multiple forum names under one e-mail ***. Think "XBOX Live" style. So again, please be careful when choosing your name.<br /> <br /> -Enter the rest of the info, click ok, and if your name has not been reserved yet, it's all yours and your good to go.<br /> <br /> - If you do not have a Master EA Account then click "SIGN UP NOW!" in the upper right corner of commandandconquer.com and create one!<br /> <br /> That's pretty much it. We'll have plenty more info this week on the new website and new forums.<br /> <br /> And finally, please do not worry, we will make sure the important topics from the old forums are not forgotten and re-stickyed. Bare with us as we launch the new forums and website today.<br /> <br /> Thanks and welcome!<br /> <br /> Please say hello in this thread if you just registered.<br /> <br /> -APOC<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 3 Nov 2008 22:15:30]]> GMT</pubDate>
				<author><![CDATA[ EA_Apoc]]></author>
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