Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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Veterancy and more - Version 42.1
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GameType: TiberianDawnMod
File Size
Posted
Updated
7.061 MB
7 Jul, 2020 @ 9:16am
17 Aug @ 6:44am
71 Change Notes ( view )

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Veterancy and more - Version 42.1

Description
➡️ Looking for the RA version

‼️ You can only activate one DLL mod and this mod does change the DLL. ‼️

⚠️ I haven't tested this mod with the LAN mode yet. ⚠️

Found a bug? Please use this thread for bug reports.

New features
  • Support for custom ini rules inside the map's ini.
  • Megamap (128x128) and 8-player support.
  • Upgradable buildings. You can now upgrade the Power Plant directly into the Advanced Power Plant and the Communications Center into Advanced Communications Center. Just select the building and press the "Mod-Command 2" hotkey.
  • Clear construction sites while in placement mode with the "Mod-Command 1" hotkey.
  • MCV deploy move with alt modifier. MCV clears blockage when you try to deploy it.
  • Third party modding system.
  • Helicopter guard mode. When Immersive Helis is active helicopter can now guard an area.
  • Helipad faction switch. Press Ctrl key to change the faction of your current selected or pending helipad. You need to own either a helipad or construction yard of the opposite faction for this to enable.
  • Helicopter repair queue.
  • Immersive Helis originally developed by Kerekupai-meru. To land a heli set the "Mod-Command 1" inside the hot keys menu.
  • Bounty system. When enabled you gain some money from killing hostile targets.
  • Rules.ini system. For informations click here. For examples click here.
  • Units that take part in combat gain exp. There are 4 levels they can get, reaching them unlocks powerful traits.
  • Infantry may now shot from inside an APC, like they could in Yuri's Revenge and Generals Zero Hour.
  • Added tech upgrades available at the Sidebar.
  • Added 2 new units. GDIs Mobile Shield Generator and Nods ECM Tank.
  • Units attack is buffed if a Commando is near.
  • Option to enable skirmish units in campaign.
  • A* Pathfinding originally developed by cfehunter.
  • Rally Points originally developed by cfehunter.
  • Configurable Build Distance originally developed by cfehunter, FluffyQuack and Spyyre.
  • Multi wall building originally developed by cfehunter, FluffyQuack and pchote.
  • Harvester Queue Jumping, Tiberium Growth Scale for campaign and Commando Mission Airstrike Tweaks developed by cfehunter.
  • Attack Move. Hold SHIFT while ordering units to move somewhere on the map.

Skirmish AI fixes, updates and changes
  • GDI now builds defense.
  • GDI now builds repair pad so it has access to the heavy tank.
  • Nod now builds airstrip earlier.
  • AI now builds powerplants.
  • AI now builds advanced defense if you play normal or hard mode.
  • AI now builds combat vehicles.
  • AI now builds radar.
  • AI doesn't sell contruction yard anymore.
  • Faster attack intervals on normal and hard mode.
  • Configurable bonus credits from tiberium for the AI.
  • AI infantry may avoid tiberium depending on difficulty setting.

QoL changes
  • Added an option to disable friendly fire.
  • Added +1 HP self repair for Harvesters when under 50%.
  • Buildings destroyed by the Commando don't spawn any survivors.
  • Aircrafts now return to the base if they run out of Ammo instead of chasing their targets.
  • Aircrafts now updates the targets position during its approach.
  • Helipads now play a sound when they are done with the reload process.
  • Copied RA aircraft combat style.
  • Buildings will pause repairs instead of canceling it if the player runs out of money.
  • Deployable SAM Sites.

Skirmish Balance changes
  • Increased Minigunners weapon ranged to be the same as Grenadier.
  • Increased the weapon range of ARTY and MLRS by 33%.
  • Increased the storage capacity of Refinery and Silo by 1000.
  • Commando units now have a build limit of 1.

Visual updates and changes
  • Disabled the legacy renderer because many features this mod offer only work correctly with the remastered renderer.
  • Aircrafts with ammunition now show a bullet symbol instead of the generic one.
  • Increased ammunition display of Orcas to 6.
  • Units in Guard Mode will now indicated with a 'G' letter.
  • Visual display of units affected by Commando's buff.
  • The MLRS now has alternate projectile launch positions.


Veterancy level bonuses
Configurable via ini system.
Veteran
  • +25% HP
  • +1 HP heal <50%
  • +10% damage done

Elite
  • +25% HP (+50% total)
  • +1 HP heal <75%
  • -10% damage taken (-30% for infantry)
  • +15% weapon range
  • Infantry immune to fear
  • Infantry automatically scatters from incoming threats

Hero
  • +25% HP (+75% total)
  • +1 HP heal <100%
  • +10% damage (+20% total)
  • -10% damage taken (-20% total, -40% for infantry)
  • -10% reload time

Legend
  • +25% HP (+100% total)
  • +2 HP heal <100%
  • -10% damage taken (-30% total, -50% for infantry)
  • +25% movement speed
  • +15% weapon range (+30% total)
  • Legendary weapon


Tech upgrades
Configurable via ini system.
Infantry upgrades
  • Minigunner Training - All Minigunner are recruited with Elite level - Cost $1500
  • Nod - Kevlar Vest - Equip your infantry with a kevlar vest - Cost $1000
  • GDI - Heat and Chemical Resistance - Improves the resistance of Infantry against heat and chemical threads - Cost $1000

Unit upgrades
  • Minigun - Upgrades the weapon of light combat vehicles (APC, Buggy and Jeep) also applies to GDIs Guard Tower - Cost $1500
  • Nod - Uranium Ammunition - Upgrades the weapons of Turrets and Light and Stealth tanks to use uranium ammunition - Cost $2000
  • GDI - Composite Armor - Upgrades Medium and Mammoth tanks armor - Cost $2000
  • GDI - Advanced Shield Technology - Increases the shields potency, allows recharging while driving and also decreases the recharge time - Cost $2800

Aircraft Upgrade
  • GDI - Radar-Guided Missiles - Advanced Guard Tower and Orca missiles are more accurate and powerful - Cost $1800
  • Nod - Apache Reinforced Armor - Grants Apache helicopters access to advanced armor tech - Cost $1500

Building Upgrade
  • Fortified Structures - Increases armor and repair efficiency of structures - Cost $2000
  • Advanced Power Turbines - Increases the power output of power plants - Costs $1500
  • Spy Satellite - The spy satellite reveals the map - Cost $2500


Credits and Special Thanks
See this thread.
Popular Discussions View All (12)
290
24 Aug @ 8:55am
PINNED: Bug report - Veterancy and more
DontCryJustDie
129
18 Apr @ 11:21am
PINNED: Rules.ini
DontCryJustDie
95
1
13 Aug @ 3:32am
PINNED: Feature requests
DontCryJustDie
647 Comments
DontCryJustDie  [author] 29 Aug @ 10:40am 
I saw you also posted on Tiberian Dawn Expansion Pack, that mod isn't updated for the latest version of my mod, the warnings/errors are from that mod, so deactivate said mod until it got fixed by the author.
Mikahil 29 Aug @ 10:15am 
the mod crashes my game i belive it say it have 17 errors in veteran file
DontCryJustDie  [author] 28 Aug @ 11:18am 
No, you haven't restarted your game after you got the xml file modification message.
[PIGZ]MrTango 28 Aug @ 10:36am 
mobile shield is a blank square?
Cobber [1st M.I.] 24 Aug @ 2:45am 
@DontCryJustDie:

Thanks for the tips, as always they're greatly appreciated and as of now I'm making a record of them and implementing them into my mod.ini files as per your directions
DontCryJustDie  [author] 24 Aug @ 12:22am 
The settings with Scenario prefix only work in campaign. BuildTimePenalty works in skirmish but is disabled there via skirmish.ini. If you want the pre nerf difficulty copy [Brutal] from veterancy.ini to campaign_mod.ini, rename it to [Difficult] and add HarvAutoCrushScenario=0.
Cobber [1st M.I.] 23 Aug @ 10:13pm 
Regarding the new difficulty settings in the mod's INI file, are they applicable to both skirmish mode and campaign/spec ops mode, or only skirmish mode? I'm just trying to get my head around that new feature in the INI file and how I can utilise it to make the campaign's hard difficulty genuinely pre-nerf hard again
DontCryJustDie  [author] 17 Aug @ 6:07am 
Mod has been updated if you now get warnings & errors it means that either your personal ini edits are faulty or if you use a third party mod then their rules are faulty, in the latter case ask the author to update the mod.
AwsetWraeCZE 29 Jul @ 12:20pm 
great, thank you
DontCryJustDie  [author] 28 Jul @ 10:15am 
By using a map editor that can do that like this .