Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 43
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Update: 8 May, 2022 @ 3:42am

Beta 18
  • New feature helicopter repair queue. Note: Queued helis will hover near the repair bay while waiting even if Immersive Helis is disabled.
  • Added new settings to General section.
    • RepairBayAutoKickOut which controls if the last unit should be automatically be remove from the repair bay.
    • BailsPerUnloadCycle which controls how fast a harvester unloads its storage.
  • Helicopter now fly towards the closest helipad after repairs are completed.
  • The repair bay will now accept additional units for repair even if it is already busy.
  • Moved the harvester wait location from north to south of refinery.
  • Removed the bib from silo and repair bay to reduce its size. If you prefer the old size set Bib=yes.
  • Fixed harvester driving back and forth while waiting for free refinery.
  • Fixed harvester setting QueueJumpCutoff was using wrong data type.
  • Fixed units selecting the wrong building to dock with.

Update: 3 May, 2022 @ 12:35pm

Beta 17.2
  • Fixed the crash and black screen issue some users were experiencing.
  • Added some basic logging. The game will create a file called veterancy.log inside your games install folder.

Update: 1 May, 2022 @ 1:58pm

Beta 17.1
  • Fixed the problem wherein the refinery didn't spawned the free harvester in campaign. If you used the workaround I posted earlier you can remove that now.
  • Added FreeUnitConfig to General section which lets you define how free units are handled.
  • The Cost value inside the rules.ini for PROC and HPAD now doesn't include the free units cost anymore because the game now calculates the cost during gameplay. If you changed those values in your local rules you have to update them accordingly.

Update: 1 May, 2022 @ 2:31am

Beta 17
  • New feature Immersive Helis originally developed by Kerekupai-meru. To land a heli set the "Mod-Command 1" inside the hot keys menu or use the new landing move modifier.
  • New feature Bounty System. You gain some money when killing hostile targets. Disabled by default.
  • Added 2 new move types.
    • Unload move which allows you to select a cell at which a transport vehicle will move and automatically unload. Use the alt key to enable it.
    • Landing move which allows you to select a cell at which a heli will move and land when Immersive Helis is on. Use the alt+shift key to enable it.
  • Added the weapon selection code from Red Alert which makes secondary weapons more useful.
  • Added MoveToShroud setting which enables helicopters to fly into undiscovered territory. ⚠️ Cursor will still show that they aren't able to because it seems that functionality is hard coded into the game engine.
  • Added EVA speak settings to the AudioVisual section.
  • Added new ini settings to the General section. RepairPercent, RepairStep (for each type separately), TiberiumValue.
  • Added Storage setting for units, it is the amount of Tiberium the unit can load.
  • Added building setting FreeUnit and FreeUnitCount.
  • Many new ini settings were added to remove hardcoded object IDs. Cargo, CargoPlane, Dock, DockingOffset, GunBoat, HoverCraft, Refinery, ToProtect, UnitRepair, UnitReload.
  • Fixed a problem wherein the game loaded the rules.ini from Red Alert.
  • Fixed several targeting issues with the Commando.
  • Fixed other infantry with C4 using the Commando taunt "I've got a present for ya".

Older save games probably won't load, I haven't tested this time. You can download Beta 16.3 here[drive.google.com].

Update: 19 Apr, 2022 @ 7:33am

Beta 16.3
  • Fixed an issue with reinforcements which was created by the last bug fix update.

Update: 17 Apr, 2022 @ 5:33am

Beta 16.2
  • Fixed an issue wherein the hovercraft wasn't able to deliver units that have the Passengers ini setting set to a value greater than 0.
  • Fixed an issue with buildings not initializing correctly in campaign.
  • Fixed an issue wherein the refiner was showing the unload mouse cursor.

Update: 11 Apr, 2022 @ 1:36pm

Beta 16.1
  • Fixed an issue where the game would generate corrupt saves.

Update: 10 Apr, 2022 @ 12:27am

‼️ This version doesn't work with saved games made with Beta 15 and prior. ‼️
If you need to load Beta 15 save games you can download it here[drive.google.com].

Beta 16
  • Corrected and enabled built-in recoil system. Certain units now have a recoil animation similar to the one in Red Alert.
  • Rewrote of the aura (CommandoBuff) and shield systems. You are now able to create your own, see Aura Logic and Shield Logic settings inside rules_veterancy.ini for more informations.
  • Damage from C4, low power and tiberium now bypasses any shields.
  • The ECM tank will once again only fire at targets it can disable.
  • Fixed several cases wherein attack move was not reset properly.
  • Fixed several power related issues. Thanks to Nyerguds.
  • Fixed an issue where C4 was not working properly on EMP-disabled buildings.
  • Added BuildLimit setting for all techno types.
  • Added Recoilless setting for buildings and vehicles.
  • Added RecoilAnim to AudioVisual settings to globally toggle the recoil feature.
  • Added AttackMovePip to AudioVisual settings. When enabled an 'A' letter is shown when an unit attack moves.
  • Added ShakeScreen and ShakeScreenDivider to AudioVisual settings to let you control screen shaking when objects are destroyed.
  • Added Veterancy settings Mode and VeteranRatio to enable the classic way (by using the units cost) to level-up your units.
  • Added veterancy traits CRUSHER and GUARD_AREA.
  • Added TurretImage and TurretSize settings for vehicles. This allows you to mix and match different bodies and turrets.
  • Added weapon setting OmniFire which allows weapons to be fired without facing the target.
  • Added weapon setting CanFireOut which specifies whether this weapon can be fired when its wielder is inside a transporter or building.
  • Added weapon setting Charges and ChargeSound. These settings control charging logic when the weapon is used by buildings.
  • Added Powered setting to buildings, cash supply logic and SpecialWeapons which determines if power is needed to be functional.
  • Added DamageDelay to General settings. GameTicks between applying trivial structure damage when low on power.
  • Added RefundPercent to General settings. Percent of original cost to refund when building/unit is sold.
  • Added AirStrikeBuilding, IonCannonBuilding and NukeBuilding to SpecialWeapons settings. AirStrikeBuilding is currently not read in campaign.
  • Added C4Delay and C4Warhead to Combat settings.
  • ⚠️ Replaced Animations ini setting Width & Height with AnimSize=Width,Height.
  • ⚠️ Removed CommandoBuff and CommandoBuffRange Combat settings.
  • ⚠️ Renamed CashSupplyLogic to CashSupply.
⚠️ Please update your mod files accordingly if you have used these settings.

Update: 27 Feb, 2022 @ 2:27am

‼️This version doesn't work with saved games made with Beta 14.3 and prior.‼️
If you need to load Beta 14.3 save games you can download it here[drive.google.com].

Beta 15
  • Animation are now editable through the ini files. ⚠️ Due to this several animations had to be renamed.
  • Added ini settings for unit projectile launch points, PrimaryFireFLH / SecondaryFireFLH / VeterancyPrimaryFireFLH / VeterancySecondaryFireFLH.
    Read this[modenc.renegadeprojects.com] for more information about FLH.
  • Added VeteranCap and WeaponUnlockLevel settings to the Veterancy ini section.
  • Added ini setting VeterancySecondary for techno types.
  • Added ini setting Organic for techno types. Infantry, dinosaurs and the Visceroid are organic. Organics can't be disabled by EMP.
  • Added ini setting EMDuration for warheads. Base duration based on the EMPulseSparkles animation length, if you disable the animation then the EMP effect is also disabled.
  • Added ini setting EMSpreads for warheads. If the weapon has a damage component then it spreads to nearby objects if this setting is enabled.
  • ⚠️ Replaced ini setting TwoShooter with Burst which lets you specify the number of shots.
  • ⚠️ Renamed ini setting Legendary to VeterancyPrimary.
  • ⚠️ Fixed SetupDelay not working correctly. INI setting updated accordingly.
  • ⚠️ Renamed infantry ini setting Crawling to Crawls to be in line with other CnC titles.
  • ⚠️ Replaced projectile ini setting Animates with Trailer which holds an animation for smoke trails.
  • Reworked the modern sam feature, you can now manually deploy/undeploy the SAM site. Renamed the ModernSam ini setting to SamDeployable.
  • Infantry with enabled AvoidingTiberium setting will now try to avoid tiberium when searching for a path towards their target.‼️Only works with A* path finding enabled.
    CustomSkirmishAI from Hard onwards will also avoid tiberium. Removed AI ini setting TiberiumProof.
  • Fixed a problem wherein aircrafts and civilians were able to reveal terrain.
  • Corrected the absorption animation in rules_veterancy.ini.
  • Increased the possible maximum value of weapon Attack and ROF from 255 to 32,767.
  • Several hard-coded unit behaviour have been updated to better support INI settings.
⚠️ Please update your mod files accordingly if you have used these settings.

Update: 16 Feb, 2022 @ 7:06am

‼️ This version doesn't work with saved games made with Beta 14.2 and prior. ‼️
If you need to load Beta 14.2 save games you can download it here[drive.google.com].

Beta 14.3
  • Buildings can hold infantry and if enabled they may shoot out. Note: this won't work with all buildings because some already have some kind of load/unload logic.
    [GTWR] MaxNumberOccupants=2 CanOccupyFire=yes PipScale=Passengers