Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 44.1
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Päivitys: 22.8.2024 klo 4.09
tekijältä DontCryJustDie

Version 32.1
  • Fixed BurstDelay0-4 not working correctly. Burst settings were added in the previous update, but I forgot to add them to the patch notes.
New ini settings
  • BlossomTreeDamage, BlossomTreeWarhead [Combat] - Damage and warhead of the blossom trees.
  • BurstDelay [Combat] - Delay in GameTicks between two shots when firing a weapon with Burst > 1 (def=9).
  • BurstDelay0-4 [WeaponTypes] - Override of [Combat]BurstDelay for up to 5 shots. BurstDelay0 is the delay between shot 1 and 2 and so on.

Päivitys: 2.8.2024 klo 8.06
tekijältä DontCryJustDie

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

Version 32
  • The armor system has been rewritten to allow more customization. Inspired by RA2 mod Ares[ares-developers.github.io]. See this thread for detailed informations.
  • Added several new customization options.
  • Self heal from SelfHealing=yes now stacks with self heal from veteran levels.
  • ⚠️Burst is now a weapons setting like in RA and later games, the setting was on the unit before. Setting primary and secondary to the same weapon now enables multi shooter like in RA.‼️ This will probably break many user modifications so please update your ini files.
  • ⚠️Removed the XYZ_FIXUPS ini section (e.g. [FTNK_FIXUPS]), the directional FLH and offset values are now read directly from the UnitType section (e.g. [FTNK]). Offset value positions corrected to x,y was y,x (x = horizontal, y = vertical).
Object changes
  • RAMEDI (Medic) now has self heal (up to 100%).
  • E2 (Grenadier): removed legend ability TWO_SHOOTER, updated GrenadeMK2 stats to compensate, GrenadeMK2 isn't inaccurate anymore.
  • RMBO (Commando): removed legend ability TWO_SHOOTER, added VeterancyPrimary AWP (double dmg against infantryman, no prone damage reduction, new sound).
  • ARTY: removed legend ability TWO_SHOOTER, added VeterancyPrimary 155mmE (triple shot weapon, new sound).
  • APC,BGGY,JEEP: removed legend ability TWO_SHOOTER, increased damage of M60MK2 to compensate.
  • AlienRifle, M60MK2: replaced the HE warhead with SA2. Which does higher damage against infantry but the damage against buildings is reduced. The SA2 warhead can not destroy walls or tiberium.
  • HollowPoint: This warhead can now bypass shields as it was able to quickly deplete a Shield tank's shield.
  • I_U2 (Kevlar Vest): now also reduces the damage of the SA2 warhead.
New ini settings
  • CreditReserve [AI] - Structure repair will not begin if available cash falls below this amount (def=1000). Is set to 100 in veterancy_rules.ini, the same value as in Red Alert.
  • SelfHealingCombatDelay [AircraftType, BuildingType, InfantryType, UnitType] - Defines how long after a damaging attack an object will not be able to self heal (in GameTicks, def=0 (disabled)).
  • SelfHealingRatio [AircraftType, BuildingType, InfantryType, UnitType] - Used to override the setting from the General section (def=[General]SelfHealingRatio).
  • DefaultsTo [ArmorTypes] - Can be set to either an original ArmorType (none, wood, light, heavy or concrete) or to a default versus value (e.g. 50%) that applies to all warheads. This setting is not read for the 5 original armor types.
  • BlackoutDamage, BlackoutWarhead, BlackoutRatio [General] - Used to customize the damage when low on power. ‼️ BlackoutDamage=0 now disables the damage, previously was done by setting DamageDelay to 0.
  • SelfHealingRatio [General] - The health ratio that objects with SelfHealing=yes are restored to (def=50%).
  • TiberiumHeal [General] - GameTicks between applying Tiberium healing [for those units that heal in Tiberium] (def=16).
  • SelfHealingVeteranRatio, SelfHealingVeteranAmount, SelfHealingEliteRatio, SelfHealingEliteAmount, SelfHealingHeroRatio, SelfHealingHeroAmount, SelfHealingLegendRatio, SelfHealingLegendAmount [Veterancy] - Used to customize veterancy self heal.
  • BypassShields [WarheadTypes] - If yes, the damage of the weapon that fired this warhead is not affected by absorption shields.
  • Versus.ArmorName [WarheadTypes] - Sets the efficiency of this warhead against the armor 'ArmorName'.
  • Versus.ArmorName.PassiveAcquire [WarheadTypes] - Whether or not this warhead is allowed to be used to attack the 'ArmorName' ArmorType automatically.
  • Versus.ArmorName.Retaliate [WarheadTypes] - Whether or not this warhead is allowed to be used in retaliation against the 'ArmorName'.
Updated ini settings
  • ⚠️PrimaryFirePixelOffset [UnitType] renamed to FLHOffset. It never was a pixel offset, the value is in leptons. It never referred only to the primary weapon, so "Primary" was removed from the name.
  • ⚠️LifeLeech [WarheadTypes] has been renamed to CureIfLethal. It never was a LifeLeech effect. Help text has been added to indicate that this setting only works when killing infantryman.
  • Verses/Versus [WarheadTypes] now accepts the special value Infinity (or short inf). When Infinity is used the damage of the weapon is the targets current health.
Abilities
  • ⚠️The abillities SELF_HEAL_50_1, SELF_HEAL_75_1, SELF_HEAL_100_1 and SELF_HEAL_100_2 have been renamed to SELF_HEAL_VETERAN, SELF_HEAL_ELITE, SELF_HEAL_HERO and SELF_HEAL_LEGEND.
⚠️Breaking change. If you have used those settings please update your ini files.

Päivitys: 17.7.2024 klo 3.00
tekijältä DontCryJustDie

Version 31
  • The AI can now build custom buildings when added to the AI BuildXYZ settings.
  • You can now control the probability of which units the AI produces (PickWeight).
  • Updated the way the AI places their defense buildings (implementation from my RA mod).
  • Added an option to force the AI to have one cell between its buildings (AIBaseSpacing), this helps to reduce base jamming but can also slow down the AI on maps with limited space. This setting requires that [General]BuildingGap is atleast set to 2.
New ini settings
  • AIBaseSpacing [AI] - If yes the AI must have one cell spacing between buildings (def=no).
  • AiBuildLimit [all types] - Custom AI build limitation, defaults to the normal BuildLimit.
  • CanCollectCrates [AI] - Can the AI collect (drive over) crates in skirmish (def=no)?
  • BuildPower, BuildRefinery, BuildBarracks, BuildWeapons, BuildRadar, BuildTech, BuildDefense, BuildPDefense, BuildAA, BuildHelipad, BuildSpecial [AI] - List of buildings which the custom AI can build, see veterancy_rules.ini for the default values.
  • ⚠️PickWeight [all unit types and defensive buildings] - Controls the likelihood that the custom AI will build this object. Defaults to 0 which means the AI will not build this object.

⚠️Breaking change. If you want the AI ​​to create the units you add, you need to add the new ️PickWeight setting to them.

Päivitys: 21.6.2024 klo 11.38
tekijältä DontCryJustDie

Version 30.1
  • Fixed an issue where a building would not upgrade if a unit was standing on its bib (gravel).

Päivitys: 14.6.2024 klo 7.04
tekijältä DontCryJustDie

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

Version 30
  • Added support for aircrafts with 16 directional images like airplanes from RA.
  • The BuildLimit setting now accepts negativ values, see this[modenc.renegadeprojects.com] explanation.
  • Fixed an issue that caused MCVs to return to their guard area after reaching their target (GDI mission 3).
  • You can now adjust how many times a super weapon can be fired.
  • Fixed missing tile in Nod '99 Special Ops M2.
  • Fixed all wrong warhead 'Verses' settings.
  • Fixed several bugs related to Mega Map support.
New ini settings
  • AITaunts (AudioVisual) - Can the skirmish AI randomly taunt the player (def=yes)?
  • CenterOffset - Pixel (x,y) offset to change the center of the object.
  • Dimension - Pixel size (width, height) of the selection rectangle.
  • NumberOfCharges (SuperWeaponTypes) - How many times can this super weapon be fired [def=-1, unlimited]?
  • RotCount (AircraftTypes) - Number of rotation stages, can be set to 16 or 32 (def=32).
Updated ini settings
  • Verses (WarheadTypes) - This setting now accepts floating point values.
Removed ini settings
  • CampaignOneTime (SuperWeaponTypes) - Replaced by NumberOfCharges.

Päivitys: 24.5.2024 klo 10.05
tekijältä DontCryJustDie

Version 29.1
  • Fixed an issue where the engineer could not capture the transport telicopter.
  • Fixed an issue in the base game where the engineer could not capture a building.

Päivitys: 23.5.2024 klo 1.12
tekijältä DontCryJustDie

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

Version 29
  • Added support for megamaps (128x128).
  • Added support for 8-player skirmish.
  • Added support for custom animated units (like dinosaur & ants).
  • Added an ini option to disable the randomness in multiplayer house (Multi1-8) assigning. This allows map creators to create TowerDefense maps for skirmish.
  • Updated animation & bullet render system, they both now accept the ShapeSize, ShapeFrames & ShapeScale settings.
  • Code is now compiled with VS v143 (was v142) compiler.
  • Removed boost library.
New ini settings
  • FromBottom (Animations) - Is a replacement for Flags=SHAPE_BOTTOM. Can be set to yes/no and determines whether the animation is aligned from the bottom (def=no).
  • RadomizeMPlayerHouses (General) - Are multiplayer/skirmish houses (Multi1-8) assigned at random (def=yes)?
  • ClockwiseFacing (VehicleTypes) - Can be set to yes/no and determines whether the shape facings are clockwise (def=no).
  • FiringFrames (VehicleTypes) - Number of frames the firing animation has.
  • FireLaunch (VehicleTypes) - At this frame the weapon will be fired.
  • StartFiringFrame (VehicleTypes) - The frame number where the firing animation starts.
  • StartWalkFrame (VehicleTypes) - The frame number where the walking animation starts.
  • WalkFrames (VehicleTypes) - Number of frames the walking animation has.
  • WalkRate (VehicleTypes) - Number of ingame ticks before the next walking frame is displayed.
Removed ini settings
  • AnimSize, Flags, VirtualStages, VirtualScale, VirtualAnim, VirtualImage (Animations).

Päivitys: 23.4.2024 klo 4.52
tekijältä DontCryJustDie

Version 28.1
  • Fixed another case where the airstrike was not appearing in campaign.
  • Fixed the problem where power wasn't updating correctly when a building was destroyed with C4.

Päivitys: 31.3.2024 klo 10.32
tekijältä DontCryJustDie

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

Version 28
  • Code is now compiled with VS v142 (was v141) compiler and uses C++20 (was C++17).
  • Updated boost and pugixml to their latest versions.
  • EVA now tells you that you can not build more once you have reached an object's BuildLimit.
  • Fixed airstrike not appearing in campaign.
New ini settings
  • MCVUndeploy (General) - Allow construction yard to undeploy back into MCV in campaign?

Päivitys: 23.3.2024 klo 3.17
tekijältä DontCryJustDie

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

Version 27
  • In placement mode, you can now clear the desired build location from blocking units by pressing the "Mod Command 1" hotkey.
  • Own units that block the MCV now move away when you try to deploy.
  • The MCV now supports the unload move (alt-key modifier).
  • You can now upgrade certain buildings into other buildings. Select an upgradable building and press the "Mod Command 2" hotkey to activate the upgrade process. Press the hotkey while the upgrade is in progress will cancel it.
  • Added super weapon customization, similar to that of Tiberian Sun. Creating new superweapons is possible.
  • Added the prerequisite category system from Tiberian Sun.
  • Added new ini file for EVA voices.
New ini settings
  • AreaDamage, AreaRadius (Animations) - Options to define explosions over multiple cells through animations.
  • NukeSilo (BuildingTypes) - Can this building launch a nuke missile, does it have the animation for it?
  • SuperWeapon1-3 (BuildingTypes) - Specifies the Super Weapon that this structure provides to the player.
  • UpgradesInto (BuildingTypes) - Specifies the BuildingType that this structure can be upgraded to.
  • ToOverlay, DamageLevels, CrushSound (BuildingTypes (wall only)) - Wall customization. The buildings Strength value is now used for the wall instead of hardcoded values.
  • RegularPower, AdvancedPower (General) - List of buildings that are power plants.
  • CanBuildOnBridges (General) - Can you build on bridges? Vanilla behavior is yes, but it is now disabled by default.
  • PrerequisitePower (General) - Any building on this list fulfills the Prerequisite=POWER condition.
  • PrerequisiteFactory (General) - Any building on this list fulfills the Prerequisite=FACTORY condition.
  • PrerequisiteBarracks (General) - Any building on this list fulfills the Prerequisite=BARRACKS condition.
  • PrerequisiteRadar (General) - Any building on this list fulfills the Prerequisite=RADAR condition.
  • PrerequisiteTech (General) - Any building on this list fulfills the Prerequisite=TECH condition.
  • PrerequisiteAdvanced (General) - Any building on this list fulfills the Prerequisite=ADVANCED condition.
  • PrerequisiteRefinery (General) - Any building on this list fulfills the Prerequisite=REFINERY condition.
  • IsPowered, RechargeVoice, ChargingVoice, ImpatientVoice, SuspendVoice, RechargeTime, SidebarImage, TechLevel, Owner (SuperWeaponTypes) - See "Special Weapon types" in rules.ini for more informations.
  • AmmoShapeOffset0-2 (VehicleTypes) - Shape image offset when having ammo. Used by vehicles like the V2 rocket launcher.
  • TurretAmmoShapeOffset0-2 (VehicleTypes) - Like AmmoShapeOffsetX but for turrets. Used by Nod's rocket launcher.
Updated ini settings
  • Removed the "ALL_" prefix from the AppliesTo aura/upgrade setting, e.g. instead of ALL_UNITS just write UNITS.
  • Removed SpeakMoneyVox (AudioVisual) - EVA voices can now be edited using the new EVA.ini file.
Removed ini settings
  • The complete SpecialWeapons section has been removed because the setting is now on the special weapon directly.