Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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Falcon's Extreme Warfare - AI Boost
   
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GameType: RedAlertMod
File Size
Posted
Updated
57.611 MB
4 Jul, 2024 @ 1:52am
30 Oct @ 8:41pm
44 Change Notes ( view )

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Falcon's Extreme Warfare - AI Boost

Description
Welcome to Falcon's Extreme Warfare - AI Boost, 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: Bast75, Chthon CFE, Karl/KlausK, lovalmidas, Mini Franki, 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:
*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).
3 Comments
NightFalcon101  [author] 2 Sep @ 4:57pm 
@Futt Buckerson that has been fixed ty for pointing that out. @dragon_6167 due to the sheer size this MOD allows the AI to grow puts an extremely heavy load on the games processing. In the comments in "AI Boost 3.2b" they advise if you hit the "esc" key every once and a while in game play and allow the game to catch up it wont have that issue, but if you got to the post game loading screen hopefully that means you won! I personally had a game that took about 5 min to load due to playing against 7 hard AI.
dragon_6167 18 Jul @ 9:14pm 
stays on loading screen in skirmish...forever
Futt Buckerson 22 Jun @ 5:39pm 
crashes when you sell regular power plant during skirmish, idk about the campaign yet