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CFE is being incorporated in stages (so far the pathfinding, rally points, RA2 style wall building and tile gap distance, and commando guard features have been added in, with the other features on the way at some point) into a new mod that also includes a RULES.INI file for you to be able to make your own tweaks if you desire to. The mod is called [TD] NCO + RULES, so don't feel like you have to give up on C&C Remastered just yet, at least try this new NCO mod out first...
just spent two hours in code for no reason. i built a new dll with some of the official update baked in, i may finish it off if i can, some of it requires some work and knowledge beyond mine, but, it still works as is
Game dev is my day job, so modding isn't really a hobby for me, it's additional work. I started this project because the harvester pathfinding was driving me mad, and I shared it because I felt others may be facing the same annoyances.
Now that I'm done playing the remasters (for now), I don't really have a vested interest in maintaining the mod. Though as it's open source, anybody else can pick it up and run with it if they like.
I see that this is at it's End already. How unfortunate. Well since I enjoy this game I will try and keep this updated with my own additions in my spare time.
As I don't know every change in code he made, I can't guarantee all the features will be maintained for future game patches/updates I should be able to keep mine updated with most features for future patches as long as the changes are well documented.
So I assume you leave the remaster behind just how Petroglyph Games will leave it behind once their timed contract with EA to support it runs out. And then this remaster keeps rotting away since EA doesnt give a crap.
Thanks for your hard work and good luck with whatever is next for you!
That's a good idea.
I experiment with that a little bit! The difficulty is, that the mix files are pretty big and you have to write a script to copy the according files to the install directory of CnC Remastered.
It's not that easy and makes the working of mods much harder. At least the way as it is intended at the moment.
Easiest way for us, EA changes the way modding in implement into the game. :) Maybe they are going to change it sometime (better now than then)
Are considering an approch like that, @cfehunter or did you rule it out already?
@cfehunter
i am guessing it has some thing to do where that building is placed exsample next to a wall so i am guessing the AI with the waypoints enabled thinks the building can not be placed there even there is room for that building and if you know how AI base building works if they cannot place a building due from being blocked by something they sont build teh rest of there base
As a result the mission was a vastly different experience; I was completely caught off guard by how dramatic the behavioural difference was as it'd been an absolute cake walk on Hard with the rally points enabled.
I recall that Thel'Vadam (Flippy) recently reported an issue with the AI not building its base if rally points are enabled. I've tested multiple different GDI missions in campaign and Spec Ops/Covert Ops, and only 1 mission so far has been dramatically different in terms of AI behaviour with rally points disabled.
That mission is GDI Spec Ops 23 "Hell's Fury". With rally points enabled the AI won't build an Airfield or Hand of NOD at their main base, but with the rally points disabled it will build them, and quickly too.
The A10 HP reduction isn't in this mod, but the Balance mod by Faciana84 which also incorporates this mod does include a nerf to A10 HP, which is probably what you were thinking of.
I also seemed to have the bug with this mod with funpark mission 4 not ending, I can only imagine pathfinding to be a cause, but simply disabling this one mod for this mission is fine and helps you appreciate the mod when it's on.
Hey, I've got a suggestion.
Would it be possible to make it so that when the player captures every building of a base, they also get ownership of the walls? (sandbags, fences and concrete walls)
There are so many missions where the player starts the mission by receiving an already-existig base, or having to capture one, but the walls that are there just don't come under the player's ownership, meaning they can't sell the walls. This sucks a lot. Numerous times I found myself wishing I could sell parts of the walls so I can build my base the way I want to.
It'd be super sweet if that could be done.
Thank you
Yep, the same.
So basically I give an attack move command holding down shift, then I stop holding down shift and click again to give a normal move command. But the game counts it as yet another attack move command.
This only happens when giving the command quickly. If you wait a few more seconds between the attack move click and the normal move click it doesnt happen.
Anyone else noticed this?
Yes, everything according the frontend is blocked --> My guess, to prevent cheating!
Heya! Im trying to increase tiberium growth number, but nothing significantly happens. What im doing wrong? This mod is not compatible with tiberium growth mods here, cuz of dll?
And next question: EA really blocked access to UI? They did so much for mods creation here...and block access to UI? WTF?
No I'm afraid not. We don't have any control over the remastered UI.
Hey man, thank you for adding the safesabotage option. I appreciate it.
Would it be possible for you to make the cursor turn red when holding shift to order an attack-move? I think that's how it was in latter games in the series. It's the same cursor as usual, but the green lines turn red.
Any specific examples? I've completed both campaigns and a bunch of spec ops with the mod active and had no issues.
@JIDF
If the A* pathfinder fails it falls back to the standard pathfinder. Which means wherever the AI is trying to path to is impassable or unreachable.
if you use the CFEpatch in missions if you have enabled rallypoints the AI may not builds some buildings that causes them to hinder there base buildings if you disable rally points the AI builds there base just fine just try it
No problem, your welcome! I just realised that I forgot to write question after similar but it clearly doesn't matter anyway as you've clearly understood what I was saying despite the grammatical error on my part :D
Steam achievements for this game are NOT disabled when using mods; I've gotten most of the game's achievements and have been using mods basically since it launched without any issues.
Have a look at the comment on page 7 of the comments for this mod by A_Gun, their comment in response to a similar explains what the Offset is used for better than I currently understand so I'd rather not confuse you by trying to repeat it.
I can confirm though that the Gap value is the number of spaces that can be allowed between buildings, so a value of 2 is 1 space, 3 is 2 spaces, 4 is 3 spaces, 5 is 4 spaces etc. I currently have my value set to 5 to give me up to 4 spaces between buildings, and it works perfectly fine for me.
Also, what do you think about adding unit veterancy?
Thanks for the responses and clarification, that makes perfect sense, thank you both kindly for the explanations you've both given!