Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 44.1
Showing 1-10 of 75 entries
< 1  2  3 ... 8 >
Update: 30 Oct @ 12:40am

Version 44.1
  • Defensive buildings controlled by human players can now automatically attack hostile defensive buildings.

Update: 24 Oct @ 4:48am

Version 44
  • Fixed an issue where it was not possible to manually target aircraft with AAO weapons.
  • Fixed undefined behavior in the trigger code, maybe this fixes problems with none ending missions on Linux as reported here.
New ini settings
  • CrewEscape [General] - Percent chance that crew will escape from destroyed vehicle.
  • TransferToSurvivor [Veterancy] - Should the veteran status of destroyed vehicles transfer to the surviving infantry?
Updated ini settings
  • UpgradesInto [BuildingTypes] - The UpgradesInto building must now have the same foundation as the original building. Reason: With different foundations the upgrade may fail.

Update: 24 Oct @ 4:36am

Faulty v44 upload, was missing updated ini files.

Update: 1 Sep @ 4:23am

‼️ This version doesn't work with saved games made with prior versions.‼️

Version 43
  • The game now automatically closes when the XML files were modified, the VeterancyConsole app will notify you about this fact.
  • The game now automatically closes when an incompatible save game was loaded, the VeterancyConsole app will notify you about this fact.
  • The hash collision log message has been improved, it now tells you when it is a duplicate.
  • Rule validation for CONQUER.INI has been disabled because the file supplied with the Remaster contains an entry duplication.
  • Fixed potiantial crash when playing custom skirmish maps with preplaced defensive buildings that belong to non-multi houses.
New ini settings
  • UseConsoleApp [Debug] - If the console app doesn't work for you or you don't want the auto close functionallity then you can set this to no (def=yes).

Update: 17 Aug @ 6:44am

Version 42.1
  • The hash collision log message has been improved to include the section.

Please also read v42 notes below.

Update: 17 Aug @ 5:26am

‼️ This version doesn't work with saved games made with prior versions.‼️

Version 42
  • The ini parser and savegame loader now write errors/warnings to the veterancy.log file.
  • Added difficulty settings to rules.ini. The settings that the GlyphX engine reads from cncrules.xml are ignored.
  • Vehicles with OpenTopped=yes now adjust their weapon range based on the passengers weapon range, as in Red Alert 2.
  • Made countries available in the ini file.
  • Added terrain.ini, smudge.ini, overlay.ini and template.ini, these files are not intended for editing by the user.
  • Removed the modifications to HOSP, added HOSP2. Hospital is now available in campaign.
  • Fixed BurstDelayX not being read when the weapon has no native Burst.
  • Fixed repair bay unit kickout when no funds.
  • Fixed building upgrades ignoring prerequisites.
New ini settings
  • UseStorage [Tiberium] - If set to no, Tiberium is converted directly into money, as in Red Alert 2 (def=yes).
  • HideCameo [TechnoTypes] - If set to yes the sidebar icon of this object is hidden (def=no). Useful for building upgrades that shouldn't be on the sidebar.
  • InheritTarget [InfantryTypes] - Will this infantry inherits the OpenTopped vehicle's target (def=yes)?
  • OccupyWeapon/VeterancyOccupyWeapon [InfantryTypes] - Weapon to use when firing from inside transport or building.
Updated ini settings
  • SkirmishDifficulty [AI] - Now accepts the values Easy, Normal, Difficult, Brutal instead of EASY, NORMAL, HARD, BRUTAL.
  • BustDelayX [WeaponTypes] - 0 now means no frame delay between shots.

Update: 7 Apr @ 5:19am

Version 41.1
  • Fixed an issue that caused helicopters to get stuck when their primary and secondary weapons had different ranges.

Update: 2 Apr @ 12:25pm

‼️ This version doesn't work with saved games made with prior versions.‼️

Version 41
  • Helicopter can now have Secondary weapons that differ from their Primary weapon.
  • Implemented path find optimizations from Red Alert.
  • Slightly improved A* path find performance.
  • Fixed defensive buildings getting stuck when a target is assigned during construction animation.
  • Fixed objects having wrong scaling (e.g. nuke or ion cannon animation).
New ini settings
  • [Combat] AircraftROFModifier - When a weapon is fired from an aircraft multiply the ROF with this value (def=0.5).
  • [AircraftTypes] ROFModifier - Per unit override (def=[Combat]AircraftROFModifier).
Removed ini settings
  • [Options] Rotation - This setting from CONQUER.INI is no longer read by this mod.

Update: 19 Mar @ 1:25am

‼️ This version doesn't work with saved games made with prior versions.‼️

Version 40
  • Added the option to add custom laser/line colors. See Colors section in art.ini.
  • Disabled cash supply in the final funpark mission.
  • Fixed undefined behaviour in the A* algorithm.
  • Fixed an issue with the custom Tiberium growth algorithm.
New ini settings
  • [AudioVisual] HarvesterRefineryLine, HarvesterRefineryLineColor, RallyPointFallbackColor - See rules_veterancy.ini for more details.
  • [WeaponTypes] LaserDuration - Laser duration in game ticks (def=5).
Updated ini settings
  • [WeaponTypes] LaserColor - Now also accepts a color name that is defined in the Colors section.

Update: 25 Jan @ 1:55am

Version 39.2
  • Added EVA voice option 'UnitRepaired'.
  • Fixed an issue where buildings would get stuck in the unloading mission.
Updated ini settings
  • UnitRepair [BuildingTypes] - Can now be set for structures with Helipad=yes and UnitReload=yes. However, repairs are not as fast as in a repair bay.