Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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Falcon's Nuclear Warfare
   
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GameType: RedAlertMod
File Size
Posted
Updated
267.352 MB
24 Jan, 2024 @ 11:11pm
2 Oct @ 11:28am
96 Change Notes ( view )

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Falcon's Nuclear Warfare

Description
Welcome to Falcon's Nuclear Warfare, if you ever wondered what lies beyond the Aftermath then this MOD is for you Commander! Thanks to the following: Chthon CFE, ezr0913, Karl/KlausK, Kerekupai/Maru33, lovalmidas, RangerbeastDrill's, Sleipnir/pchote, & zerobyte666. I would also like to personally thank MGSteveC that created RedEdit 98 Professional, without RE98 Nuclear Warfare would not exist!


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 when GPS is launched.
*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 & radar.
*Power PIPs show for owner's & 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.


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.
*Mod Commands:
#1 - Unlock Tech Level's.
#2 - God Mode.


NUCLEAR CHANGES LISTED BELOW (tech, research, or hospital needed):
*Nuclear Explosion Screen Flashes removed.
*Petroglyph's Nuke Tank a Mammoth Variant with Tactical Nuke (A & S).
*Nuclear Transport a Stealth Transport Variant with Tactical Nuke (A & S).
*Nuclear Specialist a Volkov Variant Mechanical Unit With 50cal Sniper Rifle HE Rounds (A & S).
*Nuclear K9 a Chitzkoi Variant Mechanical K9 With Ability To Hunt In Radioactive Terrain (A & S).
*Nuclear Orca Attack Helo (N.O.A.H.) an Orca Variant with Tactical Nuke (A).
*Nuclear Destroyer a Destroyer Variant with Tactical Nuke (A).
*Nuclear Submarine a Missile Submarine Variant with Tactical Nuke (S).
*Nuclear Power Plant generates thermonuclear power resulting in massive output (A & S).
*Nuclear Power Plants, Missile Silos, & Research Facilities are Radioactive.
*Field Surgeon - Provides healing for infantry throughout the battle field (A & S).
*Field Technician - Provides repairs for units throughout the battle field (A & S).
*APMines & AVMines are equipped with nuclear munitions (A & S).
*All Nuclear IsHuman Aircraft, Infantry, Units, & Vessels self heal 100%.
*Soviet M4 MOLOT Variant with Tactical Nuke (S).
*Pershing II - Lighter, faster, but more accurate missile defense system that can shoot enemies & enemy defense structures from great distances (A).
*RYaN - Larger, slower, but more destructive missile defense system that can shoot enemies & enemy defense structures from great distances (S).
*Frontier Defense - Non-nuclear laser base defense (A).
*Guard Tower - Raised fully automated larger small arms platform (S).
*Project High Frontier - Allied non-nuclear missile deterrent (A).
*Iron Sickle - Soviet non-nuclear missile deterrent (S).
*Paradrop - Drops 5 mammoth tanks from a C-130 aircraft (A).
*A-10 Strike - Deploys a devastating barrage of overwhelming firepower from Warthogs (A).
*Plague - Releases a catastrophic wave of deadly biological warfare (A & S).
*Heal All - Releases healing to army (A & S).
*Armor+ - Grants Armor+ to army (A & S).
*Firepower+ - Grants Firepower+ to army (A & S).
*Speed+ - Grants Speed+ to army (A & S).
*Spied structures, now you get a 1 time use (Research Center->Armor+, Firepower+, & Speed+ / Hospital->Plague & Heal All / Combat Center->Project High Frontier, Paradrop, A10 Strike, & RADAR / Soviet FOB->Iron Sickle, SOSUS, & Stealth).
*Laser Tank with Mobile Laser Defense (A & S).
*Laser Trooper with Portable Laser Defense (A & S).
*Chem Warrior with Chem Thrower (A & S).
*Mobile SAM - Anti Aircraft unit (A & S).
*Satellite Hack - special weapon with the satellite ability (1 of 2), requires Soviet FOB (S).
*Hospital now does area healing for infantry nearby, speed x3.
*Mobile Survival Unit (M.S.U.) - heals objects nearby, speed x2 (A & S).
*Vessel Transport has healing ability - heals vessels nearby, speed x2.
*Aircraft Transport has healing ability - heals infantry, units, & aircraft nearby, speed x2.
*Mod Commands:
#3 - Deploys Nuclear Specialist.
#4 - Deploys Nuke Tank.


MODERATE RULES.INI ADDITIONS:
*IsSelfHealing allows humans to heal 100% & AI to heal 50% for units or buildings.
*IsHumanHealing allows human to heal 100% for units or buildings.
*ExtraTextandAudio allows to turn on/off added text/audio.


EXTREME RULES.INI ADDITIONS:
*EngineerInstantCapture to rules.ini.


NUCLEAR RULES.INI ADDITIONS:
*IsRadioactive causes buildings to detonate like nukes when destroyed.
*AIBuildNWWeapons allows AI to use NUCLEAR_WARFARE technology.
*AtomRadius changes radius of atom explosion.
*ObeliskLaserColor allows you to change color of the laser.
*NukeDestroyerManualFire can toggle auto-fire.
*NukeSubmarineManualFire can toggle auto-fire.
*NukeTransortManualFire can toggle auto-fire.
*NukeTankManualFire can toggle auto-fire.


RA PROJECTS I NEED HELP WITH:
(for progress reports view change notes, the list below is set in order of priority, if you know how to do or fix any of the below please reach out via discord.

*Move Ion Cannon Mouse cursor from TD to RA.
*Allow to build off allied conyard.
*Add new & fix old hot keys.
*Fix deploy/unload keyboard binding for Nuclear Transporter.
*Add new & fix old bindings: Captured Allied & Soviet Barracks (N/A), Doubled Soviet Tech Centers (Z), & Airfield (Z).
7 Comments
NightFalcon101  [author] 2 Sep @ 4:42pm 
Sorry for the late post, and ty for pointing that out, glad you found it, for everyone else you just have to assign a "key" in the binding tab. I personally use the numbers on the right side of the keyboard since those are all unused. I'll have to add that to the description next update.
Swerve83 9 Aug @ 12:26pm 
Nevermind, I found i in the key bindings lol
Swerve83 9 Aug @ 12:25pm 
So is there a "readme" on how to activate god mode and other options. or am I blind and just not seeing it lol
NightFalcon101  [author] 20 Jan @ 2:27pm 
@Daniel_USA, thats correct, those features are specific to the AI Boost MOD only.
Daniel_USA 3 Jan @ 7:40pm 
So I played this and the AI boost, and this one is missing some stuff that the AI boost does.
For example:
Attack move disabled in non AI boost version.
Exit Que for built units missing from buildings in non AI boost version.

I don't know what all else could be missing since I only played a skirmish to completion with each one enabled individually.
NightFalcon101  [author] 24 Dec, 2024 @ 9:01pm 
@Xae1A1(째원), as of right now the limited time I have is for finishing my current MOD's, but that could def be a possibility in the near future. I might even redo TD since the original Nuke Tank MOD released only made it available through the NOD faction. Until then I hope you enjoy the NW series and the new content that was just released. Merry Christmas Commander.
Xae1A1(째원) 16 Dec, 2024 @ 2:00am 
I really love your Nuke Tank(made by Petroglyph)
I always envy Nuke Tank only in C&C1
Would you please upload only an nuke tank?