Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

CFE Patch
546 Comments
trey 2 Apr @ 9:20pm 
this does not work anymore
Chthon 26 Oct, 2020 @ 12:26am 
@ Mikeagan I don't know if cfehunter will ever come back, but I've updated his mod to work with the final official patch, plus made a few improvements: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2239875646
Mikeagan 28 Sep, 2020 @ 5:24pm 
@cfehunter I realize that you are no longer working on the mod, but I thought that I would let you know that they announced that they have released the Final Official Client Patch for the game. So if you decide to do one final update you could do so.
Cobber [1st M.I.] 6 Aug, 2020 @ 8:56pm 
The specific name of the mod I just referred to is [TD] 🛠 NCO 🛠 (RULES.INI 📃 & Lua Scripting ⚙).
Cobber [1st M.I.] 6 Aug, 2020 @ 8:54pm 
@Zincoshine:

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...
XxSTOZZYxX 6 Aug, 2020 @ 7:40pm 
so it still works... i didn't even think to test it before i started ripping into the source.


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
Zincoshine 6 Aug, 2020 @ 11:18am 
And C&C just got updated. RIP CFE Patch, you will be missed. Time to unrecommend C&C remastered, its shit without this patch.
Bucky "FTE" Seifert 6 Jul, 2020 @ 12:05pm 
Hey there! This mod is fantastic, but there is an issue where if I do attack move at least in TD, the units will seem to stay in that mindset and won't move to where I right click them to. I love having attack move in these games so I'm grateful for this mod, but I just wanted to let you know of this bug :ss2heart:
cfehunter  [author] 2 Jul, 2020 @ 6:14pm 
@3RDplayer There's nothing serious, I just got bored.
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.
3RDplayer 2 Jul, 2020 @ 5:19pm 
I do hope the toggle feature that got introduced in the CFE patch will make its rounds and find its way into every available mod. Because I believe what made this mod the best there is, was because of said feature.
Mikeagan 2 Jul, 2020 @ 5:15pm 
I have posted my own Mod that includes this Mod + Nuke Tank + Skirmish Units in Campaign and more, Check it out Here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2151467489

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.
3RDplayer 2 Jul, 2020 @ 4:40pm 
Well, so much for that. Wish there were some proper reason instead of just moving on.
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!
marmite 2 Jul, 2020 @ 3:32pm 
The End? This seems kinda sudden. Hope everything is cool and you are well. I assume this means the mod manager idea you talked about is no longer on the cards either?
fasciana84 30 Jun, 2020 @ 11:59am 
@MaxiTB

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)
zerobyte666 30 Jun, 2020 @ 11:59am 
Is there any kind of a road-map so we know what to wait in near future?
MaxiTB 30 Jun, 2020 @ 9:34am 
I wonder if it could be possible to turn the DLL into a mixed C++/CLI assembly, to allow easier extensibility via netcore assemblies, for example for data loaders and slowly replacing the legacy C++ code with a more clean implementation both in native C++, managed C++ and/or C# bindings.

Are considering an approch like that, @cfehunter or did you rule it out already?
jLyon 28 Jun, 2020 @ 7:23am 
playing through covops missions last night and i had trouble with attack move and if i have a ratio of 3 to 1, harvesters to refineries, or more then the harvester pathing / prioritizing who gets to queue next for the refinery gets pretty funky.
Best Pureeyaa 28 Jun, 2020 @ 1:38am 
Attack move mode isn't working well. Shift+click often sends my units into kamikaze mode.
Thel 'Vadam (GDI) 27 Jun, 2020 @ 4:52am 
@cobber51
@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
Cobber [1st M.I.] 26 Jun, 2020 @ 5:50pm 
On GDI Spec Ops 23 "Hell's Fury" on Hard it started hitting me with cheap and quick units from the Airfield and Hand of NOD before I had even finished clearing out half of the small initial outpost that you have to storm at the start of the mission compared to not producing anything at all when rally points were enabled.

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.
Cobber [1st M.I.] 26 Jun, 2020 @ 5:50pm 
@cfehunter:

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.
Cobber [1st M.I.] 26 Jun, 2020 @ 5:29pm 
@Battlestar:

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.
Battlestar 26 Jun, 2020 @ 10:47am 
Did this mod at one point have a reduction in A10 health, or was that my imagination?

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.
WakizashiM 26 Jun, 2020 @ 6:18am 
@cfehunter

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
FoxThree 25 Jun, 2020 @ 7:07pm 
Seeing that it preventing mouse scrolling of the map when moving the mouse to the right side of the screen, up,down and left are not effected. Removing the mod allows mouse scrolling. Was noticed during NOD mission Nod 8A.
kurkow2912 25 Jun, 2020 @ 5:48pm 
@3RDplayer

Yep, the same.
3RDplayer 25 Jun, 2020 @ 10:12am 
The attack move seems to be stuck for a while after having held down shift.
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?
[Guardia Civil] ZORRO 25 Jun, 2020 @ 6:21am 
dont get me wrong, your patch is amazing, but your attack move implementation is kind of ... weird, sometimes your units just go arround enemies shotong at them (in case they are turreted vehicles), sometimes they just stop and engage, (like they should do) sometimes they just ram the enemy while shooting, and after they colided, then they stop, kind of similar thing happens to infantry were sometimes they need to go where you clicked before engaging, other times they need to headbutt the enemy before stoping and shooting, and worst of all, sometimes they just start chassing a fleeing enemy that is out of their range ignoring other enemies that are closer, again, dont take this as a complain, but as a... bug report?
A__Gun 25 Jun, 2020 @ 3:13am 
@cfehunter @WakizashiM Could some kind of overlay be used for attack-move, like with the extended wall placement..? Not sure whether its possible or not and obviously its not ideal, but may be better than nothing given the UI limitations.
fasciana84 25 Jun, 2020 @ 1:43am 
@Hy8ridd

Yes, everything according the frontend is blocked --> My guess, to prevent cheating!
Hy8ridd 24 Jun, 2020 @ 12:13pm 
@cfehunter

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?
Gordon Weedman 24 Jun, 2020 @ 10:34am 
Will this mod eventually also include some balance changes? Or is it mechanic/system changes only?
cfehunter  [author] 24 Jun, 2020 @ 10:10am 
@WakizashiM
No I'm afraid not. We don't have any control over the remastered UI.
WakizashiM 24 Jun, 2020 @ 10:01am 
@cfehunter
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.
Thel 'Vadam (GDI) 24 Jun, 2020 @ 9:15am 
@cfehunter i have a example the AI does not build a Hand of Nod if the upper left side touches a wall or something not buildable i tested it by messing with the config file
cfehunter  [author] 24 Jun, 2020 @ 8:37am 
@Thel 'Vadam
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.
Thel 'Vadam (GDI) 24 Jun, 2020 @ 6:22am 
@cfehunter

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
Cobber [1st M.I.] 24 Jun, 2020 @ 5:24am 
@martsigras:

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
Cobber [1st M.I.] 24 Jun, 2020 @ 5:22am 
@Galapagon:

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.
Galapagon 24 Jun, 2020 @ 5:09am 
Do these mods disable steam achievements, or do they remain available for completion?
martsigras 24 Jun, 2020 @ 3:51am 
Thanks @cobber51
Cobber [1st M.I.] 24 Jun, 2020 @ 2:45am 
@martsigras:

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.
martsigras 24 Jun, 2020 @ 2:37am 
@cfehunter what is the difference between BUILDING_GAP and BUILDING_GAP_OFFSET? the former appears to be how many spaces between buildings you can build. The latter is set to 0 by default, what does it do?
Mackintoke 23 Jun, 2020 @ 11:38pm 
Unit veterancy's not possible I dunt think.
Neckwhiskers 23 Jun, 2020 @ 9:19pm 
I think the patch may have messed with the AI because they seem to be back to doing the crash and turn method. Some of them, at least.

Also, what do you think about adding unit veterancy?
Maverique 23 Jun, 2020 @ 4:48pm 
My game doesn't seem to be creating the .ini file :(
Cobber [1st M.I.] 23 Jun, 2020 @ 4:38pm 
@cfehunter; @faciana84:

Thanks for the responses and clarification, that makes perfect sense, thank you both kindly for the explanations you've both given!
Ronrussel 23 Jun, 2020 @ 2:30pm 
Just a question though, do you think it's possible to add comments to the .ini file? That would make it, long term, better. So, if we are unsure about a certain function (certain name patterns are not .. overly great IMO) in a month or a half year, we don't need to search the workshop for it?
Mackintoke 23 Jun, 2020 @ 1:24pm 
@cfehunter Thanks for response. You familiar with Red Alert rules.ini? The Ore GrowthRate= tag work exactly like tiberian dawn's, as in you increase the number to increase growth rate, and it is double for multiplayer?
Bittabola 23 Jun, 2020 @ 10:45am 
@cfehunter thanks a lot!