Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Falcon's Nuclear Warfare
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Update: 2 Oct @ 11:28am

*Spy can now access IsZoneCheat to infiltrate Shipyards & Sub Pens.
*Fixed Spy infiltration cursor to distant Shipyard/Sub Pen.
*Spies owned by humans can travel further on water to infiltrate the Shipyard/Sub Pen.
*Eliminated Check_Fire_Sale - when all factories are destroyed the AI sells everything.
*Simplified EFV logic.

Update: 26 Sep @ 11:15am

*Fixed Vanilla Conquer #422 Magic Build Bug.
*Updated MSU & PLAGUE images.
*Updated BLDG full health sound.
*Changed MULTI team color layout.
*Made Expeditionary Fighting Vehicle apart of normal build (Research Center needed).
*Fixed One_Time layouts in all ?DATA.CPP files.
*Plague now only effects enemy infantry (house and ally is immune).
*EFV can now go onto Service Depot.

Update: 7 Sep @ 4:51pm

*Fixed Tanya's voice by changing Nuclear Specialist XML, AUDIO.CPP, & audio files to end in 2 (they over rid originals).

Update: 4 Sep @ 7:46am

*Fixed EFV getting stuck in locations with diagonal rocks.

Update: 2 Sep @ 4:25pm

*Added Expeditionary Fighting Vehicle - A heavy armored personnel carrier equipped with a Mk44 Bushmaster that can transport infantry on land and water. But only playable if enabled in rules.ini, as this is a working prototype it hasn't been included in the regular MOD...yet! At least until I figure out how to prevent it from passing through rock diagonally and freely moving on water instead of only traversing through water.

Update: 2 Sep @ 2:17pm

*Adjusted Destroyer's Stinger weapon 200->90 so their not super OP.
*Thief ratio changed (if > $1000 you get 50%, if < $1000 you get 100%).
*Added EngineerInstantCapture to rules.ini.
*All mines are visible.
*Adjusted Nuclear Specialist's strength 1000->500 so their not super OP.
*Adjusted Nuclear K9's strength 1000->500 so their not super OP.
*Adjusted Nuclear Specialist's radiation resistance 2->4 due to strength adjustment.
*Adjusted Nuclear K9's radiation resistance 4->8 due to strength adjustment.
*Changed Nuclear Specialist's armor heavy->none to allow medic/surgeon healing abilities.
*Changed SPC_PLAGUE from fixed to int.
*Changed WARHEAD_HOLLOW_POINT2->WARHEAD_PLAGUE and stats that only effect infantry.
*Updated UNIT_NTRA and UNIT_ACV logic in UNIT.CPP & INFANTRY.CPP.

Update: 22 Aug @ 4:41pm

MAJOR UPDATE:
*Fixed rules.ini so spies can enter missile silo to get special weapon atom bomb.
*A red PIP shows for spied enemy gap generator and radar.
*Kerekupai VANILLA_CONQUER fixes added.
*TechLevel set to 1 for Chronosphere(12), Iron Curtain(12), & Missile Silo(13) in rules.ini.
*IsSelfHealing & IsHumanHealing objects now have icons for aircraft, units, & vessels not cloaked.
*IsSelfHealing & IsHumanHealing objects now has icons for infantry not cloaked.
*Added power pips for owner's and allies power plants when selected.
*Added Missile Silo to AIBuildNWWeapons so AI can use the special weapon Atom Bomb & Demo Trucks.
*Created Rule.NukeDestroyerManualFire=true bool for auto-fire in rules.ini file.
*Created Rule.NukeSubmarineManualFire=true bool for auto-fire in rules.ini file.
*Created Rule.NukeTransortManualFire=true bool for auto-fire in rules.ini file.
*Created Rule.NukeTankManualFire=false bool for auto-fire in rules.ini file.
*Added vertical pips for spied enemy nuclear power plant.
*2 original NW non-playable units can now be built & used if enabled in rules.ini.
*Mobile SAM - Anti Aircraft unit (A & S).
*INFANTRY_DOG & INFANTRY_NKK9 are excluded from Speed+ due to them glitching when in hunt mode.
*Stealth SPC now cloaks allies and uncloaks enemies (including subs).
*Satellite Hack - special weapon with the satellite ability (1 of 2), requires Soviet FOB (S).
*DLL_Draw_Intercept - changed out all HOUSE_NONE to HOUSE_NEUTRAL to display green images.
*Hospital now does area healing for infantry nearby, speed x3.
*Mobile Survival Unit (M.S.U.) - heals objects nearby, speed x2 (A & S).
*Vessel Transport has healing ability - heals vessels nearby, speed x2.
*Aircraft Transport has healing ability - heals infantry, units, & aircraft nearby, speed x2.

Update: 8 Jul @ 3:39pm

MAJOR UPDATE:
*Fixed Sonar Pulse SPC from Sub Pen & Ship Yard not being removed when destroyed/sold.
*Unit Crates now give MCV 100% of the time.
*Added PIPS to Soviet FOB & Combat Center.
*Added Combat Center & Soviet FOB structures to AIBuildNWWeapons.
*Added RADAR, SOSUS, & Stealth SPC to AIBuildNWWeapons.
*Spied Combat Center gives SPC_PHF, SPC_A10_STRIKE, & SPC_PARADROP.
*Spied Soviet FOB gives SPC_IRON_SICKLE & SPC_STEALTH.
*Implemented the Combat Center tech branch with:
-Project High Frontier SPC.
-Paradrop SPC.
-A10 Strike SPC.
-RAdio Detection And Ranging - RADAR SPC.
*Implemented the Soviet FOB tech branch with:
-Iron Sickle SPC.
-Stealth SPC.
-SOund SUrveillance System - SOSUS SPC.

Update: 26 Jun @ 2:46pm

*Fixed selling a building crash from infinite power bugfix.
*Added IronCurtainTechLevel & NuclearBombTechLevel in rules.ini.

Update: 25 Jun @ 4:22pm

HOUSE.CPP AI_Unit - AI now replaces ore trucks if not on easy.
INFANTRY.CPP - Spied HealAll & Plague description typo fix for Hospital.