Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

CFE Patch (for Red Alert)
63 Comments
GameDude420 10 Feb @ 2:24am 
Should update to let us know its not updated.
Draco 8 Dec, 2024 @ 3:26am 
to old version
មkមនkឬឃមវker១ 3 Jan, 2024 @ 2:50pm 
keen to play someone live if interested pm me, cheers!
TevoTFM 25 Apr, 2023 @ 10:52pm 
Needs to be updated.
aliensbmpre 29 Jan, 2022 @ 8:59am 
voulus tester mais pas la bonne version,suis en v1001 alors que il faut la 1002 en gros dommage
Chthon 26 Oct, 2020 @ 12:28am 
@NejoNak I've updated this mod to the latest official patch, plus made a few improvements: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2268301299
Nejo 22 Oct, 2020 @ 5:32am 
will this ever be updated to work with the september patch?
puggy74 17 Sep, 2020 @ 7:40pm 
I hope this can be updated for the new patch as well
Zincoshine 8 Aug, 2020 @ 12:10am 
I hope this can be updated for the new patch, I'm really hoping to be able to play RA. :(
Zaptagious 26 Jul, 2020 @ 10:35am 
@Marwenicus I have the same problem, very annoying. Unless units are in range of whatever they're ordered to attack they'll just stop dead in their tracks
Inquizitor 11 Jul, 2020 @ 3:32am 
@zerobyte666 The author got bored of modding. CFE is still there but now unlisted.
cat.sitter 11 Jul, 2020 @ 12:57am 
@Toffte you mentioned every feature could be turned off in the CFEPATCH_RA file, but I notice there's no option for the "Aircraft Tweaks" feature?
t2d | no.SkiLLz @ CachyOS  [author] 1 Jul, 2020 @ 3:21pm 
It is still there.
The problem is, that the units have the same behaviour for me with the base game.. so debugging is not that easy. Also I don't have much time right now, sorry about the issues.
zerobyte666 1 Jul, 2020 @ 1:11pm 
Does anyone know what happened to original CFE Patch? It disappeared from the list of mods...
Marweinicus 1 Jul, 2020 @ 12:25pm 
With this mod enabled my units dont always attack together. Very often when I have a group of units selected and I tell them to attack a unit, only the one closest attacks, and the rest doesnt follow. I will have to spam click to get them all to attack. Its very annoying. It only happens with this mod, I switched around to test. Got any clue? Thanks for making us enjoy this game more with this mod though :)
VirgoCompany 29 Jun, 2020 @ 11:54am 
Made a thread asking how to access file, read through description a little more carefully, found that there ARE directions on how to access it...

whoops
boliver2355 28 Jun, 2020 @ 11:57am 
at the point where the mission loads
t2d | no.SkiLLz @ CachyOS  [author] 28 Jun, 2020 @ 2:43am 
On which point does your game crash?
boliver2355 27 Jun, 2020 @ 11:38pm 
this one is crashing my game
Hy8ridd 27 Jun, 2020 @ 5:46pm 
Oh, thanks a lot!
t2d | no.SkiLLz @ CachyOS  [author] 27 Jun, 2020 @ 5:00pm 
ORE_GROWTH_SCALE will multiply the growth rate of ore. 2 = double, 3 = tripple etc.

ORE_CAPACITY_OFFSET will be added to silo and refinery capacity. You can not really double it, as both have different default values (3000 - refinery, 1500 - silo). So 2000 might be a good value (results in 5000 / 3500).
Hy8ridd 27 Jun, 2020 @ 1:23pm 
What values i need to put in ini file to double the refinery and silo capacity, and make ore growth faster? What each number will means?
BFCrusader 26 Jun, 2020 @ 11:49pm 
I'd like it if you could make it doable to queue up repairs for several aircraft (choppers & planes) just like you're able to with ground vehicles in RA1

Also, I imagine being able to simply use the repair cursor to order a unit to go and repair itself at any available repair bay can be handy.
t2d | no.SkiLLz @ CachyOS  [author] 26 Jun, 2020 @ 9:31am 
This could be archived by merging the source code. As this is a port of CFEPatch, this is not the goal here.. BUT cfehunter has better AI on his todo, so it might happen eventually.
RHOB242 26 Jun, 2020 @ 8:40am 
i wonder if there is a way to combine this and the enhanced skirmish AI
t2d | no.SkiLLz @ CachyOS  [author] 25 Jun, 2020 @ 2:27pm 
Yeah.. the menu seems really buggy since the update. :steamsad:
Basileus Basileon 25 Jun, 2020 @ 1:35pm 
I think the game messed up loading the mod rather than there being an issue with the mod itself.
t2d | no.SkiLLz @ CachyOS  [author] 25 Jun, 2020 @ 9:17am 
The attack move works as intended for me. The units only stop and fight on there way if I hold shift while setting a target. If not, they just keep running and shooting.
t2d | no.SkiLLz @ CachyOS  [author] 25 Jun, 2020 @ 9:05am 
I have adapted some changes, which alter the harvester behaviour. This seems to have still problems with Allies Mission 9A.. but I can not identify problems in other levels yet.

Wallbuilding still works. Are you sure the mod is active, not blocked by other mods and correctly configured in the INI?

The units do the same for me even without the mod. Maybe it's better with the new version? I will check the attack move.
MasterChief 24 Jun, 2020 @ 7:01pm 
Harvesters don't go back to factories after ore collection.
Basileus Basileon 24 Jun, 2020 @ 3:13pm 
The walls part of this mod no longer seems to work.
Profile_Name 24 Jun, 2020 @ 1:53pm 
Yeah, I noticed some weird responses from units. If I make them attack, only one of them attacks, everyone else just moves forward then stops. I have to click repeatedly to even get them moving. I also noticed that attack-move seems to be on by default. Useful in tanya missions, very frustrating on missions with just riflemen. Not sure if this is the mod or the update did something, but its something worth checking up on just in case.
Ha Chii 24 Jun, 2020 @ 10:52am 
No, forget it. Get it anyway that units don't respond to attack commands, sorry.
Ha Chii 24 Jun, 2020 @ 9:47am 
It's the same with the "More QoL" mod. I think it was less without all the mods. I'll test it.
t2d | no.SkiLLz @ CachyOS  [author] 24 Jun, 2020 @ 8:34am 
Do you load a game? The major game update and changes made by the mod break old savestates. Please try a clean game and hit me back if the problem persists.
Ha Chii 24 Jun, 2020 @ 7:43am 
Is it just me or is this mod broken? My units refuse commands when I have this mod activated.
t2d | no.SkiLLz @ CachyOS  [author] 22 Jun, 2020 @ 6:42pm 
Mod is uptodate.. but I have not tested it yet. Feel free to give feedback.
The harvester problem might be quiet big. I will adapt cfehunter's changes later, which might help in some cases.
Profile_Name 22 Jun, 2020 @ 3:01pm 
Game has been updated. Mod won't work anymore. Actually a lot of mods aren't working.

Its Homeworld Remastered all over again.
yesto 21 Jun, 2020 @ 10:36pm 
and last there is no reason to set a value above 1,000,000 for the silos and refinery storage cause (at least in my testing of it)
the game has a hard limit of around 1,048,576ish or something below 1,100,000 .. it doesnt stop at its max instead overflows to the remaining amount you should have gotten

fun tho to not have to worry about "silo needed" happening while playing tho
yesto 21 Jun, 2020 @ 9:50pm 
also base amount a silo adds is 1500 so at 0 offset you get 1500 ore storage per silo
yesto 21 Jun, 2020 @ 9:49pm 
to those confused like i was for the ore capacity offset its 1 point of ore per 1 offset so in the ini file if you set say 50 then youll hold 50 more ore not x50 more ore straight +50
so if you want something massive set a massive number
t2d | no.SkiLLz @ CachyOS  [author] 21 Jun, 2020 @ 5:42pm 
I can validate this. I've had no time to look into it yet. This should be a problem that could happen with TD as well, with a similar map.. but not too sure yet.
agenttito1287 21 Jun, 2020 @ 12:43pm 
Same thing here, Link00T
Link00T 21 Jun, 2020 @ 11:53am 
Harvester doesnt seem to work on mission allies 9a.
t2d | no.SkiLLz @ CachyOS  [author] 20 Jun, 2020 @ 7:32pm 
You are right, the last change has introduced a bug causing the offset to break.
Should be fixed.

The offset is added to the value configured in your game INI files.
So an offset of 3 will give you 1 (default value) + 3 (offset) = 4.
Same for the capacity.
Jordvn 20 Jun, 2020 @ 6:37pm 
I'm not getting any change to the build distance after changing the ini file. I've tried setting it to 5, 10, 100. Maybe this is a bug? I am able to change the wall build length and it works just fine. Also, changing the growth scale and refinery capacity setting just multiplies the default by that number? As in the capacity setting to 3 makes silos then hold 3 times the default capacity?
t2d | no.SkiLLz @ CachyOS  [author] 20 Jun, 2020 @ 3:46pm 
The mod can now offset silo / refinery capacity. This should enable you to change the behaviour to your liking.
t2d | no.SkiLLz @ CachyOS  [author] 20 Jun, 2020 @ 1:14pm 
This is not possible due to limitations by the main game. The mod itself it developed with multiplayer in mind, but Petroglyph has to make it possible. This *could* happen, if LAN games are a thing (which is confirmed, but no ETA yet).
Erzengel Tyrael 777 20 Jun, 2020 @ 1:05pm 
does this also work on multiplayer?
t2d | no.SkiLLz @ CachyOS  [author] 20 Jun, 2020 @ 8:38am 
Fixed building of wire fences, have not checked the harvester bug yet.
Fixed description, thank you.

Which INI do you mean? For modding silo capacity?