Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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Falcon's Extreme Warfare
   
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GameType: RedAlertMod
File Size
Posted
Updated
56.876 MB
21 Jan, 2024 @ 9:52pm
30 Oct @ 8:41pm
54 Change Notes ( view )

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Falcon's Extreme Warfare

Description
Welcome to Falcon's Extreme Warfare, this MOD is a little more in depth with slight changes to some units stats with the changes from Moderate Warfare that greatly reduces if not eliminates unnecessary micro managing & excessive clicking. Thanks to the following: Chthon CFE, Karl/KlausK, lovalmidas, Sleipnir/pchote, & zerobyte666.


MODERATE CHANGES LISTED BELOW:
*Modern Wall Building.
*Refinery's hold 20,000 credits.
*Silo's hold 15,000 credits.
*DamageTime in low power removed for PlayerPtr->IsHuman.
*"Insufficient Funds" & "Silos Needed" removed from both Text & VOC's.
*Shake_The_Screen removed.
*These crates are removed: SONAR, PARABOMB, & DARKNESS.
*Parabombs come with the Airfield.
*Chinook Helicopter available for both sides.
*Tanya auto shoots against infantry.
*Tanya's weapon damage raised.
*IsSelfHealing Rule.ConditionYellow changed to Green, IsHuman self healing units heal 100%.
*These IsHuman infantry self heal 100%: Medic & Tanya.
*These infantry are uncrushable: Spy, Thief, Tanya, Medic, & Mechanic.
*ChronoKill no longer kills infantry.
*Phase Transporter & Helicarrier are buildable units (A&S).
*Barbed Wire, Sandbags, & all FAKE structures removed.
*VOX_UNIT_LOST->VOX_AIRCRAFT_LOST for aircraft.
*VOX_UNIT_LOST->VOX_ALLIED_FORCES_FALLEN for infantry.
*Added nuclear explosion sound from TD, VOC_NUKE_EXPLOSION changed in ADATA.CPP from VOC_NONE.
*Spied structures, now you get a 1 time use (Sub Pen & Ship Yard->SONAR / Airstrip->Spy Plane, Paratrooper, & Parabombs / Iron Curtain->Iron Curtain, Chronosphere->Chronosphere, Missile Silo->Nuclear Bomb).
*SONAR SPC comes with a Sub Pen & Ship Yard when built (A&S).
*AI now builds Ship Yard with vessels, Sub Pen with subs, Chronosphere & Iron Curtain.
*AICompEasyBonus=yes has been changed to no, allows harder AI with more than 1 human player.
*Ore is now easily destroyed like Tiberium.
*Fixed backwards flying Soviet flag.
*Added VOX_SATALITE_LAUNCED audio for GPS.
*Removed Intro Video.
*RA2 Style Scaling Power Bar.
*Gap Generator can no longer produce Shroud when a Spy infiltrates.
*Special Weapons are now available in campaign (pending map ini rules).
*Fixed petrified/invincible trees damaged with fire.
*Fixed Gap Generator not showing on radar screen.
*Heal & Repair icons for IsSelfHealing & IsHumanHealing units.
*A red PIP shows for spied enemy gap generator and radar.
*Power PIPs show for owner's and allies power plants when selected.
*Thief ratio changed (if > $1000 you get 50%, if < $1000 you get 100%).
*Spy distance to Shipyard/Sub Pen matches Engineer/Tanya.
*Eliminated Check_Fire_Sale - when all factories are destroyed the AI sells everything.


EXTREME CHANGES LISTED BELOW:
*Aircraft sight increased.
*MCV sight increased.
*Atom Bomb is campaign strength.
*Transport sight & speed increased.
*Iron Curtain works on infantry.
*IronCurtainTime duration increased.
*Chronoshift duration increased.
*Landmine damage increased.
*Destroyer weapon damage raised.
*These crates are removed: EXPLOSION & NAPALM.
*Destroyed/sold buildings have no survivors.
*M.A.D. tank strength is increased & effects infantry.
*Engineer does 0 damage with instant capture.
*Parachute bomb damage increased.
*Medic & Mechanic healing & distance increased.
*Soviet Tech Center comes with Sputnik Satellite.
*Added VOX_SATALITE_LAUNCED audio when SPUTNIK is launched.
*All mines are visible.
*Vessels can use rivers.
*Mod Commands:
#1 - Unlock Tech Level's.
#2 - God Mode.
#3 - DeployModKey1 deploys unit from rules.ini.
#4 - DeployModKey2 deploys unit from rules.ini.


MODERATE RULES.INI ADDITIONS:
*IsSelfHealing humans heal 100% & AI heal 50%.
*IsHumanHealing allows anything human to heal 100%.
*ExtraTextandAudio turns on/off added text/audio.


EXTREME RULES.INI ADDITIONS:
*EngineerInstantCapture to rules.ini.
*TerrainDamageMultiplier to rules.ini.
*AtomRadius changes radius of atom explosion.


RA PROJECTS I NEED HELP WITH:
*Keep captured house tech when MCV un-deploys/redeploys.
*Move Ion Cannon Mouse cursor from TD to RA.
*Build off allied construction yards.
*Add new & fix old hot keys.
*Fix deploy/unload keyboard binding for Nuclear Transporter.
*Add new & fix old bindings: Captured A & S Barracks (N/A), Dbl Soviet Tech Centers (Z), & Airfield (Z).
4 Comments
NightFalcon101  [author] 24 Apr, 2024 @ 6:16pm 
@Karl I used the Rules.ini with the TechLevel=-1, to my knowledge I've never seen the AI use any of the structures I removed. So there was no point in having them to begin with since this MOD is only for off-line skirmish play.
farbeimer3 24 Mar, 2024 @ 4:22pm 
With witch file you removed buildings from the building que? Do you used the Rules.ini or the RedAlert.dll?
I changed it with the Rules.ini (in my own mod with commands: TechLevel=-1). But this method don't allow it for the enemy, too. I search a way do delte & change order of untis/buildings in the buildmenue, witch don't affect the enemy.
NightFalcon101  [author] 29 Jan, 2024 @ 8:10pm 
No, it was built for solo skirmish's, I'm unaware of any steam MOD's that are multiplayer compatible.
janmacgyver 24 Jan, 2024 @ 2:07pm 
hi there, is this multiplayer compatible if both players use this mod? thanks