Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Falcon's Nuclear Warfare - AI Boost
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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 @ 2:18pm

*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.

Update: 14 Jun @ 2:43pm

Updated PershingII, RYaN, Nuclear Transport, Nuclear Submarine, & Nuclear Destroyer weapon images.

Update: 14 Jun @ 8:45am

*Added ChethonVII & Nyerguds infinite power bugfix 747 & 749.
*Updated PershingII & RYaN sidebar images.
*Redundant GameSpeed variables removed from GameConstants_Mod.xml.
*Changed placement good color.

Update: 29 May @ 7:27pm

*Names to most NW units changed to always show.
*Cost to most NW units changed.
*AI now able to build entire NW arsenal using AIBuildNWWeapons bool in rules.ini, default is false.
*Added int max for AIBuildNWWeapons base defense in aiboost.ini.
*Increased Barracks/Tent visibility 5->6.
*Fixed TEXT_LOW_POWER_MESSAGE_###.
*Updated imaging for PMII & RYaN structures.

Update: 10 May @ 4:43am

*Fixed Tesla Coil glitch being stuck in shapenum 3 before firing (changed to 7).
*Fixed Tesla Coil firing offset.
*NW Infantry, Units, & Vessels PIPS changed from - 4 to - 6.
*Added Nyerguds tile fixes.
*Allies Paradrop now has Mammoth MK1.
*Fixed Tesla Coil Offline text message.
*Added Rainbow LITNING.