Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 43
Showing 11-20 of 72 entries
< 1  2  3  4 ... 8 >
Update: 4 Jan @ 12:45am

Version 38
  • The code of the SAM Site has been revised to respect the weapons Burst setting.
  • GuardRangeMax now applies to guard (weapon range) and area guard (double weapon range) target scans, previously only to area guard.
  • Fixed healer types can heal enemies.
New ini settings
  • GuardRangeMax [Combat] - Maximum cell distance to scan for enemies to attack.
  • SamFastRetarget [Combat] - Does the SAM Site immediately scan for a new target if the current target is lost but still has shots left? Normally the SAM Site descends before scanning for a new target.
  • GuardRangeAI [TechnoTypes] - Special guard range for the AI. Ignores GuardRangeMax. In vanilla game used by helicopters.
  • GuardRangeMax [TechnoTypes] - Per object override of [Combat]GuardRangeMax. Should be used instead of [Combat]GuardRangeMax to minimize impact on campaign missions.
Updated ini settings
  • FixTargetScan [Combat] - (experimental) When active, the Pythagorean theorem is used to calculate coordinate distances. The vanilla 'Dragon Strike' method is inaccurate. Read warning about this setting in Version 37 patch notes.

Update: 24 Dec, 2024 @ 3:51am

Version 37
  • Transmogrify reworked for more customization.
  • Added two experimental features.
  • Fixed issues with stealth.
New ini settings
  • WeaponRangeIndicator [AudioVisual] - (yes/no) (experimental) If enabled defensive buildings show a weapon range circle.
  • SporeGrowth [BlossomTree] - Requires [Tiberium]GrowthMod=yes. Do spores that hit existing Tiberium increase their growth level?
  • FixTargetScan [Combat] - (yes/no) (experimental) The vanilla game uses wrong range values when seeking for targets. If enabled a new algorithm is used. Should only be used in skirmish (e.g. in modern_mod.ini or skirmish_mod.ini) because it can break certain campaign missions (e.g. Nod 9A, Grenadier on bridge will kill your Rocket soldiers because he is in range when using correct distance calculations).
  • Transmogrify.Into, Transmogrify.Chance, Transmogrify.OnKill, Transmogrify.Forced, Transmogrify.Hostile, Transmogrify.Visceroid [WarheadTypes] - See rules.ini for details.
Updated ini settings
  • ⚠️Transmogrify [Tiberium] has been removed.
  • ⚠️IsFromTiberium [WarheadTypes] - Is not related to transmogrification anymore.
⚠️Breaking change. If you have used those settings please update your ini files.

Update: 15 Dec, 2024 @ 8:17am

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

Version 36
  • Added a new Tiberium growth algorithm which is highly customizable. To activate it set [Tiberium]GrowthMod=yes.
  • Added ARMOR (damage reduction) as a possible stat to the aura system.
  • ⚠️Several Tiberium and blossom tree related settings have been renamed and moved to new sections (BlossomTree, Tiberium).
  • Damage from blossom tree warhead 'Spore' can now transmogrify its target into a Visceroids.
  • Fixed an issue in the base game where all warheads could destroy Tiberium.
  • Fixed an issue in the base game that caused Tiberium to spread outside the visible map.
  • Fixed strange behavior of reinforcement helicopters in mission Nod 9.
  • Fixed BailsPerUnloadCycle not working correctly. ⚠️Renamed to UnloadAmount and moved from General to Harvester section.
  • Fixed the problem where Visceroids could not spawn from dying soldiers.
New ini settings
  • Damage, Warhead, TransformTime, TransformChance, SpreadTime, SpreadChance, StopChance [BlossomTree] - See rules.ini for details.
  • Value, Damage, Warhead, Grows, Spreads, Transmogrify, GrowthMod, CampaignScale, SpreadLevel, GrowthTime, GrowthTimeScale, GrowthChance, GrowthChanceScale, SpreadTime, SpreadTimeScale, SpreadChance, SpreadChanceScale [Tiberium] - See rules.ini and rules_veterancy.ini for details.
  • IsFromTiberium [WarheadTypes] - Is the source of this warhead Tiberium? If yes, then TiberiumProof=yes prevents damage from this warhead. Also enables Visceroid transformation when dying from this warhead.
Updated ini settings
  • ⚠️BailsPerUnloadCycle [General] has been renamed to UnloadAmount and moved to [Harvester].
  • ⚠️TiberiumGrowthScale [General] has been renamed to CampaignScale and moved to [Tiberium].
  • ⚠️TiberiumValue [General] has been renamed to Value and moved to [Tiberium].
  • ⚠️TiberiumDamage [Combat] has been renamed to Damage and moved to [Tiberium].
  • ⚠️TiberiumWarhead [Combat] has been renamed to Warhead and moved to [Tiberium].
  • ⚠️TiberiumTransmogrify [Combat] has been renamed to Transmogrify and moved to [Tiberium]. Also updated the type of this setting from integer to float, it now excepts integer percentage values (15%, 50%, etc) or float values (0.15, 0.5, 0.001536 etc).
  • ⚠️BlossomTreeDamage [Combat] has been renamed to Damage and moved to [BlossomTree].
  • ⚠️BlossomTreeWarhead [Combat] has been renamed to Warhead and moved to [BlossomTree].
⚠️Breaking change. If you have used those settings please update your ini files.

Update: 3 Nov, 2024 @ 5:02am

Version 35
  • Greatly increased performance of the A* path finding algorithm. It should now find a path 3 times faster than the original cfehunter implementation.
  • Fixed an issue in the base game that allowed units to ignore attack orders.
  • Fixed an issue in the base game that prevented the laser orca modification being applied when a savegame was loaded for GDI mission 72.
  • Fixed incorrect burst value for certain Legend rank units.

Update: 21 Sep, 2024 @ 3:16am

Version 34.1
  • Fixed custom defensive buildings with a charge animation not working.

Update: 9 Sep, 2024 @ 7:50am

Version 34
  • Crush overhaul.
    1. Added CrusherLevel and CrushableLevel which allows you to fine control crushing.
    2. Added new veteran ability CRUSH_RESIST, each CRUSH_RESIST grants one CrushableLevel.
    3. The veteran ability CRUSHER is now stackable, each CRUSHER grants one CrusherLevel.
    4. Crushing of walls, vehicles and aircrafts is now possible.
    5. Helicopters can now be Crusher.
  • Helicopters can now collect wooden crates.
  • Disabled the target cursor for friendly walls.
  • Crushers can now drive over sandbag and chain link walls.
  • Added the vehicle crush sound (VCRUSHA) from RA2.
  • Added a new animation (VEH-CRUSH1) that you can use when a vehicle is crushed, it has the vehicle crush sound attached to it.
New ini settings
  • CrushableLevel [TechnoTypes (buildings only walls)] - If Crushable=yes this object can be crushed by Crusher=yes objects if their CrusherLevel is not lower than this value (def=1 for infantry/walls otherwise 0).
  • CrusherLevel [AircraftType, UnitType] - If Crusher=yes this object can crush Crushable=yes objects if their CrushableLevel is not higher than this value (def=1 for Crusher=yes units otherwise 0).
  • CrushAnim [TechnoTypes (buildings only walls)] - Anim to play when this object is crushed.
  • CrushSound [TechnoTypes (buildings only walls)] - Sound to play when this object is crushed.
  • Crusher, CrushResist [Veterancy] - Sets the number of CrusherLevel/CrushableLevel objects gains for each CRUSHER/CRUSH_RESIST ability.

Update: 2 Sep, 2024 @ 8:54am

Version 33
  • Added two new veteran abilities, AMMO and SIGHT.
  • Units will now gain +1 sight range at Veteran and Hero level.
New ini settings
  • MaxAmmoPips [AudioVisual] - Maximum visible ammo pips (def=5, max=18), vanilla value is 5 but is set to 6 in veterancy.ini.
  • ExpModifier [TechnoType] - Experience point modifier for this object (def=1.0). Was previously hard-coded for ORCA (1.5) and HELI (1.2).
  • MaxPips [TechnoType] - Can be set to a number between 0 and 18, where 0 means the max pip count is determined by the game (def=0). Only works with PipScale=Tiberium/Ammo.
  • ReloadAmount [TechnoType] - Each tick of Reload this amount of Ammo is reloaded (def=1). Has no effect when ReloadWhenEmpty=yes.
  • ReloadWhenEmpty [TechnoType] - When this flag is set, reloading will only occur when there is no ammo left, and all ammo will be reloaded at once (def=no).
  • AmmoBurst [WeaponType] - The number of shots that can be fired before Ammo is reduced by one (def=1).
New ini settings for TechnoTypes that allows you to override [Veterancy] settings.
  • Veterancy.ExpVeteran
  • Veterancy.ExpElite
  • Veterancy.ExpHero
  • Veterancy.ExpLegend
  • Veterancy.ExpPerKill
  • Veterancy.ExpFromAttacks
  • Veterancy.ExpFromHitsTaken
  • Veterancy.VeteranCap
  • Veterancy.WeaponUnlockLevel
  • Veterancy.VeteranRatio
  • Veterancy.Stronger
  • Veterancy.Armor
  • Veterancy.Firepower
  • Veterancy.Rof
  • Veterancy.Reload
  • Veterancy.Range
  • Veterancy.Faster
  • Veterancy.Rot
  • Veterancy.Ammo
  • Veterancy.Sight
  • Veterancy.SelfHealing.VeteranRatio
  • Veterancy.SelfHealing.VeteranAmount
  • Veterancy.SelfHealing.EliteRatio
  • Veterancy.SelfHealing.EliteAmount
  • Veterancy.SelfHealing.HeroRatio
  • Veterancy.SelfHealing.HeroAmount
  • Veterancy.SelfHealing.LegendRatio
  • Veterancy.SelfHealing.LegendAmount
⚠️The following [Veterancy] ini settings have been renamed.
  • SelfHealingVeteranRatio -> SelfHealing.VeteranRatio.
  • SelfHealingVeteranAmount -> SelfHealing.VeteranAmount.
  • SelfHealingEliteRatio -> SelfHealing.EliteRatio.
  • SelfHealingEliteAmount -> SelfHealing.EliteAmount.
  • SelfHealingHeroRatio -> SelfHealing.HeroRatio.
  • SelfHealingHeroAmount -> SelfHealing.HeroAmount.
  • SelfHealingLegendRatio -> SelfHealing.LegendRatio.
  • SelfHealingLegendAmount -> SelfHealing.LegendAmount.

TechnoType = AircraftType, BuildingType, InfantryType, UnitType
⚠️Breaking change. If you have used those settings please update your ini files.

Update: 22 Aug, 2024 @ 4:09am

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.

Update: 2 Aug, 2024 @ 8:06am

‼️ 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.

Update: 17 Jul, 2024 @ 3:00am

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.