Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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TD Mujalli Mod
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GameType: TiberianDawnMod
File Size
Posted
Updated
25.675 MB
9 Aug, 2020 @ 7:02am
17 Mar, 2024 @ 4:08am
90 Change Notes ( view )

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TD Mujalli Mod

Description
Hello commanders!

For Origin players
Dropbox link to install the mod as a custom mod.

https://www.dropbox.com/s/sc777cf2bgufnd6/Mods.zip?dl=0

Just extract the files into \Documents\CnCRemastered

What does this mod do?

In this mod, the AI builds
- silos
- repair depot
- base defenses
- super weapons
- all units (including commandos)
- AI building priorities reworked
- when building, AI randomly selects among structures of similar priority (this adds a bit of variation to the early game)
- AI repairs damaged buildings
- AI captures oil derricks
- AI takes goodies (crates) (skirmish only)
- AI will sell captured structures that are not factories
- AI transport vehicles / aircraft load up infantry
- there are some tweaks (e.g., units scaling) to make the AI a bit more challenging

In addition
- enables the creation of hospitals to heal up infantry units (hospitals display icon when healing infantry)
- minigunner, flame and chemical warrior fire range slightly increased
- jeep and buggy can transport one infantry unit
- missile launcher MLRS and mobile SAM have rotary turret
- technicians can go back to work (ctrl + click on building).
- engineers can capture oil derricks for cash over time (20 cash units every ~10 seconds under normal speed)
Neutral oil derricks reward the player with cash = 330 when captured
Icon colour information:
green: own by player
red: own by enemy
grey: neutral

- engineers will not move after an attack command on unit targets
- AI is more responsive to base attack (including attacks to base defenses)
- AI units adjust their target priorities when under attack
- Anti air units will no longer hunt enemy aircraft across the map
- AI units will have a preference to attack those enemies wandering outside their home
- AI units will scatter around base to guard the area
- AI creates additional helis / orcas units
- AI engineers will go hunting if injured (as done for RA)
- AI passengers that unload from transports, start hunting
- AI commando sabotage enemy buildings
- units gain experience in combat (see details below)
- helis and orca enter the map from closest map border to their helipad
- helis perform guard mode (press "G" when heli is hovering, otherwise it will return to base)
- helis return to helipads after repairs
- helis will not fly towards targets if there is no ammo
- helis will hunt for targets, within certain range, until ammo is depleted (press X, scatter, to break attack mission)
- innactive helis without ammo will find an available helipad to reload
- tanks exit repair facility when full health
- smart harversters: harversters skip the line, prefer nearest refinery (if available), and unload at alternative
refineries, when the preferred one is busy
- attack while moving (shift + move order)
- no survivors from sabotaged buildings
- guard mode icon indication
- way-point system (barracks and war factories)

BALANCE CHANGES
- dark map area will not autoreveal when enemies fire their weapon
- units belonging to the human player can no longer attack unrevealed enemy units
- driving speed was reduced for missile launcher MLRS and mobile SAM
- range was increased for missile launcher MLRS and nod artillery

FEATURES FROM OTHER MODS
- includes the immersive-helis mod (check it out for more information on what it does)
IMPORTANT!! Immersive helis: press the key "LEFT ALT" for landing
- the 1-tile gap for building construction (made by FluffyQuack, many thanks!)
- hospital icon from Mikeagan (present in old mod version)
- AI units respond to nearby threats while moving towards a target (modified from screaming_chicken, MinorAiFixes mod)
- AI Unit waves use 90% of all available Units, not 75% (modified from MinorAiFixes mod)
- harvesters try to backup one cell if they're stuck for 10 seconds (from screaming_chicken, MinorAiFixes mod)
- AI won't spread units/infantry onto cells immediately below Refineries (from screaming_chicken, MinorAiFixes mod)
- AI builds Refineries in the base quadrants(Zones) nearest Tiberium (from screaming_chicken, MinorAiFixes mod)
- M1 Abrams, M2 Bradly, M270 MLRS, M998 Humvee model replacer by Mortecha
- way-point system, modified from CFE PATCH REDUX mod
- modern wall building mod by Sleipnir

ENHANCED COOP EXPERIENCE
- player units can load on ally transports
- player vehicles can use ally repair depots for repairs
- immersive helis compatible with LAN games with friends

( Remember that it is possible to play with friends using mods via LAN / VPN )

COMPATIBILITY
- Compatible with both, campaign and skirmish.
- This is a *.dll file mod. Remember that one can have only one *.dll mod active at a time

OPTIONAL
Personally, I like playing this mod along my TD color mod (check it out in case you want to try it as well). They are fully compatible.

UNITS GAIN EXPERIENCE IN COMBAT
- Units engaged in combat against the enemy house have a probability of increasing either, their firepower, rate of fire or armor (friendly fire does not affect experience). The selection among these three skills is random. Thus, there can occur specialist units (e.g., they are expert only in firepower), or generalist units. Generalist units cannot be experts in all skills. Units can increase experience up to a maximum of five levels.
- This probability depends on the cost of the unit. The more expensive, the lower the probability value
- There is no health regeneration for veteran units. Remember that soldiers can heal up at hospitals

ICON COLOR EXPLAINED
- yellow --> rate of fire (RoF)
- blue --> armor
- red --> fire power (fpower)

Already present in-game audio (SONAR) will play every time a unit gains experience

KNOWN ISSUES
- The mod does not work on saved games that were created without this mod active

Please, let me know if you spot some issues.

Many thanks in advance for the support!!

MANY THANKS to

- Thel 'Vadam (Flippy) for sharing AI mod files. They helped me a lot to find my way for the AI in this mod.

- FluffyQuack, for his code on the 1-tile gap for building construction

- Mikeagan for the nice hospital icon (old mod versions)

- Screaming_chicken for the MinorAiFixes!

- the CFE team for their material that was very helpful to understand how to bring custom icons into the game
and for the way-point system!

- Mortecha for the excellent unit models

- Sleipnir, for the modern wall building mod

TO MODDERS

All my mods are available at:
https://github.com/danielrm84/My-CNC-Remastered-mods

Please, give the corresponding credits. Many thanks in advance!

Please make mod files public so we all can enjoy the game with our favorite mods working simultaneously

DEDICATION
In memory of Luis Enrique Diaz who liked to beat every mission without losing a single man
(of course, taking advantage of the wall trick :P )

Have fun commanders!

---------------------------------------------------------------------------------------------------------------------------------------------------------

Changelog

31_08_2023
- inclusion of modern wall building mod by Sleipnir
...

changelog < 31.08.2023 no longer present
136 Comments
Tegge 8 Sep @ 2:15pm 
Hi Meru33!

We haven't had time yet to play. Both have been busy and such. But I'll let you know as soon as we try again.

Yeah, looks a bit funny when they have an MCV that drives around inside their base. Other than that it's a solid and so fun mod.
Meru33  [author] 8 Sep @ 11:09am 
Hi Night!
It should be marked.
Anyway, what I will do this week, now that I have time, is to upload the latest version of all mod files from both games, RA and TD. All my modifications can be found by searching for "Kerekupai".
I will write you on your mod´s website when all is ready.
Many thanks by de way for informing that your mod is available. I am looking forward to trying it out, perhaps this week already ;)
NightFalcon101 6 Sep @ 7:51am 
Hi Meru33, was wondering if you had the sections marked out in your TD code for the way-point system. I went to your github page, but couldn't find it anywhere in the download.
Meru33  [author] 27 Aug @ 10:49am 
Hi Tegge,

hope that you and your friends could solve the issue to play the mod via LAN.

Many thanks as well for the report on the MCV behavior. I will make sure that the AI will use extra MCVs to expand their base and speed up production.

Have fun at gaming,
Tegge 12 Aug @ 3:55pm 
Hi there Meru33!

Yeah, I told my friend that too. So strange, because it just kept saying "unable to join match" when me and my friend tried yesterday. And since other people has been able to play together it should work.
Yeah, I had no other mods on and I told my friend to remove the ones he had as well.
We never really tried the troubleshoot firewall or VPN.

Maybe we'll give it another try again tomorrow and see because the mod is really fun to play.

If there were an even harder difficulty I wouldn't mind. I love the chaos.
The only thing I noticed was that when the AI's building an MCV they don't know where to set it up so it's just driving around in their base. Other than that I think it's a solid mod! <3
Meru33  [author] 12 Aug @ 12:35pm 
Hi Tegge,

from the game side, LAN matches should work without problems since the base game and the mod have not changed.

What I would suggest to try:
1. make sure that all players have exactly the same mod(s) enable
2. in case you use other mods, make sure that they are compatible to each other
3. troubleshoot firewall and the VPN app (if applies)

I hope that the list of things to try will help you find the solution and enjoy LAN matches
Tegge 11 Aug @ 11:56am 
This doesn't seem to work to play on LAN anymore. It keeps saying "unable to join match".
Meru33  [author] 1 Apr @ 12:09pm 
Hi Charlyko,
only in skirmish, AI harvesters can carry more tiberium than player`s harversters.
This way, 1v1 matches remain challenging. It is recommended to team up with friends (or AI) when increasing the number of AI players in the enemy team.

In the near future, I would like to release a mod configuration file, such that the user can customize many mod features to personal preferences.

Try 1v1 skirmish matches on official maps. Then, as you get confidence you may jump into custom maps with plenty resources
Charlyko 30 Mar @ 2:49pm 
Does the AI have any sorted of cheated stats in this? Extra income, faster build, more damage, etc? Or am I just not as good at this game as I thought I was. I tried a few rounds and it seems like the AI is able to out produce me even when I went hard on economy in the early game... :<
Meru33  [author] 20 Mar @ 9:36am 
Hi faty_100
at the moment, the mod unfortunately does not provide editable files for the TD version. This is something that I would like to do, but at the moment I do not have the time to work on it.

Best,