Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

[TD] 🛠 NCO 🛠 (RULES.INI 📃 & Lua Scripting ⚙)
251 Comments
Nhosneruh 1 Mar @ 2:19am 
I'm currently "trying" to make a new Warhead and weapon, both offshoots of HE and CHAIN_GUN respectively, to give to the APC as a heavy machine gun with a different power than that of the Guard Towers, I assigned the new weapon to the APC and the new Warhead to the SPREADFIRE bullet, but when the game loads, it just says that the String (in this case the name of my new weapon and warhead) are not recognized as a Weapon and Warhead type.

Checking the nco.log says a different story, showing no errors whatsoever, and even saying that the mod setup was successful (down to showing the exact values I assigned to them.)

Is there anything I'm overlooking, or are there specific file-dependencies for this mod?
Ffabbia 7 May, 2024 @ 12:25am 
After installing this I found that the AI in campaign mode now has an infinite amount of money, irrespective of whether or not they have any Tiberium or harvesters. I spent around 40 minutes relentlessly destroying their harvesters on A13a and they just kept on building new harvesters seconds later along with waves of tanks and infantry. Their silos were clearly empty, I'd killed maybe 50 harvesters that they kept on sending out by that point
I've played this mission many times and it's never been like that. The only difference was this mod.
SirBorbarad 3 Apr, 2024 @ 1:54am 
Somwehow it doesn´t work for me :(
ChilLeR 11 Mar, 2024 @ 6:07pm 
Thank you, dear Sir!
Dame Puffball 14 Feb, 2024 @ 1:05am 
adding secondary attacks to tanks doesn't seem to work. Is that just a limitation of C&C?
Chrono 28 Feb, 2022 @ 5:06pm 
Not sure why the AI doesn't want to build any vehicles maybe like 1 an hour they build plenty of infantry anyone come across a fix for this ?
Benevolence 24 Jun, 2021 @ 2:44pm 
ini files are difficult for me!
Destroyer of Worlds 22 May, 2021 @ 10:00pm 
How do you make V2 rocket launcher have a nuclear warhead?
Reilsss 4 Apr, 2021 @ 9:31am 
Out of curiose, this this mod allows making new Units, has there anything 'new' been realsed to the public to try out ?
Or are there tutorial how to make units? Example try to add the heavy tank from RA, code wise with a rules probally easy but what about the graphics of a unit?
KotCR 4 Apr, 2021 @ 4:54am 
@zerobyte666 Essentially due toe playing the game like a Tower Defense game with the occasional sneak attack is basically the way to go with the way the singleplayer is designed in the original C&C due to the AI playing by essentially a different set of rules to the player, with full Harvester loads, a constant supply of free units, being able to see the whole map, being able to rebuild structures anywhere on the map ignoring adjacency, ignoring the tech tree, yadda, yadda, yadda :p.

But I suppose I should not get too carried away with what a big improvement on the AI and missions Red Alert was over the original C&C :p.
KotCR 4 Apr, 2021 @ 4:52am 
@zerobyte666 Also useful for hit and run attacks, gunning down Harvesters and Structures in particular. They're one of the most cost efficient units in the entire Nod arsenal, and will generally out perform anything else Nod have (except Recon Bikes, which should be used in tandem) with correct micro. Though it's true the entire game balance in the singleplayer missions of the original C&C revolved almost entirely around the entire of you sneaking an Engineer into the AI's Con Yard. Obviously that means anything with a transport slot is going to be a thousand times more useful, but the Nod Buggy is one of the few Nod units that was probably useful even without one, that's all.

Not that I've got anything against you changing the game to be whatever you like of course. Just it seemed like you didn't realise the Nod Buggy was a really good unit anyway. Common misconception that people who only played the singleplayer have; Not their fault, really, the mission design itself is to blame.
zerobyte666 3 Apr, 2021 @ 9:15am 
They're useful for recon, and that's it.
I already made my own version of this mod, with buggies and Humvees having 1 transport slot, and it's quite handy sometimes. :)
KotCR 27 Mar, 2021 @ 8:36am 
If they're useful in multiplayer, in most cases they'll be useful in singleplayer too. Buggies are no exception, you just need to learn how to use them.
zerobyte666 14 Mar, 2021 @ 4:46am 
Oh, I don't play MP at all, all my concerns are about SP only. :)
Aso in OpenRA versions of TD and RA1 jeeps/buggies have 1 transport slot.
KotCR 12 Mar, 2021 @ 1:00am 
@zerobyte666 I dare you to play a MP match against a human Nod opponent, then try and tell me that Buggies aren't useful enough :p.
zerobyte666 3 Mar, 2021 @ 1:14pm 
Also it would be nice if other units like Humvee or Nod Buggy could transport infantry, say, 1 solider.
Currently they can with proper flags set, but
- load/unload animation is ugly
- they cannot be transported by hoverboats (i.e. hoverboat is empty when it was supposed to transport a humvee).
This fix would make Humvee/Buggy a bit more useful throughout the game.
zerobyte666 28 Feb, 2021 @ 2:52pm 
Is it possible to add a medic?
I can make, say, Dr. Moebius trainable - but there's seemingly no way to set a negative damage for a weapon (so it heals instead).
Midnight 25 Jan, 2021 @ 5:41pm 
@djfdyuruiry just wondering if there is any news on if this mod will work for people on windows 7?
No Thanks, Bro  [author] 25 Jan, 2021 @ 10:32am 
@KotCR Just had a go myself and I am seeing the same issue.

Will have a look into it - seems to be ignoring mod types for some reason when parsing weapon rules for units etc.

Watch this space
KotCR 25 Jan, 2021 @ 7:44am 
Hmm...is it possible to add weapons using this in Tib Dawn yet?

Tried to do it the old-fashioned way you'd have done it in Tib Sun or RA2 (adding to the [weapons] section), no luck.

Also tried to do it the way the github documentation says to add infantry or tanks (adding to the [mods] section), as there's no guide for weapons. but that also didn't work.

Also tried doing both.

Just keep getting the "string not recognised as a weapon type" error for whatever unit I try to put the new weapon on. Any ideas, or simply not possible yet?

Editing currently existing weapons seems to work fine though.
No Thanks, Bro  [author] 4 Jan, 2021 @ 10:02am 
@Midnight If you go to the bugs discussion and see @linusji's post - look for lines like that and post them in that thread
Midnight 4 Jan, 2021 @ 2:35am 
Hi @djfdyuruiry, i have just tried to post the logs you have asked for, however steam won't allow me to post them as they are too long. is there another way i can get you the logs???
No Thanks, Bro  [author] 4 Jan, 2021 @ 1:45am 
Hi @Midnight and @linusji - can you guys check logs that look like LogFileErrors_x.txt and InstanceErrorLog_xxxxx.txt in the 'log' folder where C&C is installed. Post in the bugs discussion if you find anything in there.
Midnight 3 Jan, 2021 @ 11:48pm 
Hi, i have just downloaded and ran your mod for the first time today. C&C keeps crashing when i try to start a mission... I have made no changes to the mod, simply turned it on from inside the game.... any help would be great!
Thanks in advance.
Cobber [1st M.I.] 3 Jan, 2021 @ 2:56am 
Have you tried to verify integrity of your C&C Remastered installation directory? I dunno if it would help, but it could be that somehow your local files have become damaged and that could the reason why its crashing on you and not generating any log files, so fixing those might solve the problem.
linusji 3 Jan, 2021 @ 2:01am 
I did a reinstall of the game and resubscribe now the mod can be load at the start, but keeps on crashing when entering a mission. I tried to set the loglevel to debug and changed log file location to different places but it does not generate any log files. any ideas?
No Thanks, Bro  [author] 2 Jan, 2021 @ 4:02pm 
Just an update on Red Alert as I know a few people have been asking.

The changes made in v3.2 have decoupled as much code as possible from the Tiberian Dawn game engine, which will make integrating with Red Alert a lot simpler as we can now reuse the existing code.

Hopefully over the next few weeks/months you'll see an initial version - also check out the discussions thread if you have any ideas or thoughts.
No Thanks, Bro  [author] 2 Jan, 2021 @ 4:00pm 
Hey Guys

Update from me - Release v3.2 is now available with two important fixes:

- Fixed an issue where certain unit weapon fire animations were missing (either nothing shown or white squares instead of graphics)
- Fixing AI risk/reward calculation (this determines what targets are a priority and what to avoid etc.)

There is also a big change in the Lua scripting API. See the updated tutorial here [link] https://github.com/djfdyuruiry/cnc-td-nco-mod/wiki/02.-Lua-Scripting-Tutorial [/link] and new docs here [link] https://github.com/djfdyuruiry/cnc-td-nco-mod/wiki/09.-Lua-Scripting-API [/link] for more info.

New rules:

- Ion Cannon & Nuclear Strike damage (nuke multiplayer damage can be set separately to singleplayer)
- Flag to control infantry/units exploding when they die, this can be used to stop grenadiers doing damage when they die for example (see 'ExplodesUponDeath')
- Ability to specify damage and animation/warhead for a unit/infantry death explosion
No Thanks, Bro  [author] 2 Jan, 2021 @ 3:51pm 
@linusji Try unsubscribing from the mod and re-subscribing - this mod works with the current version OK
linusji 2 Jan, 2021 @ 3:16am 
I just tried the mod but keep getting dll version wrong message. I guess the mod need to be updated?
IcePheonix2019 22 Nov, 2020 @ 12:37pm 
I honestly can't wait for red alert! Me and my friends have been playing a lot of it so making chaotic units in RA would be fun XD
No Thanks, Bro  [author] 15 Nov, 2020 @ 4:19pm 
Hey guys - hope you are all doing ok.

A major update to the mod has been released, this lays the foundation for creating a red alert version of NCO.

There are no functional changes - just some improvements in terms of performance and memory use.

If you notice any issues let me know as this is a big code change under the hood.
No Thanks, Bro  [author] 1 Nov, 2020 @ 12:59pm 
Hey @Vitamin-J

I have tested with a clean install of the latest C&C and mod files, all seems to be ok for me.

Is there anymore info you have about your issue? If not i'd recommend enabling the logs so we can find the problem - see: https://github.com/djfdyuruiry/cnc-td-nco-mod/wiki/11.-Troubleshooting
Vitamin-J 31 Oct, 2020 @ 1:44pm 
I noticed that after last update my game crashes with this mod.

Does the file need to be updated?

This mod has literally changed the game for me and I can't live without!
No Thanks, Bro  [author] 3 Oct, 2020 @ 6:52am 
@Nuxes

Not currently - but I can look at adding that in the future :)
Nuxes 2 Oct, 2020 @ 8:19pm 
Is there a setting to remove grenadiers exploding on death? Or to reduce the damage?
Cobber [1st M.I.] 29 Sep, 2020 @ 7:48pm 
@da Killa B:

As far as I know the answer is "yes", but it will be much further down the track as this mod and TD are the focus for a good while yet; again as far as I know, don't take my word for it though as I could be wrong about the intended timeframes etc.
Da Killa B 29 Sep, 2020 @ 7:42pm 
Is the author thinking about doing a version to replace the CFE Patch for Red Alert? That workshop mod is no longer supported and crashes with the current version of Red Alert.:explosive:
faty_100 29 Sep, 2020 @ 8:07am 
Anyone else having issues with their missions not being saved and losing your entire gallery and also my settings are not saving either each time I load the game.
No Thanks, Bro  [author] 28 Sep, 2020 @ 3:19pm 
@Arthandas It will only affect harvesters and rouge units (ones not pre-programmed to attack from a given direction - minigunner from a destroyed building for example)

Most CPU units are scripted to move to certain cells and then attack - so the pathfinding will not change their behaviour in campaigns. However in skirmish it will as those units are not scripted :)
Arthandas 28 Sep, 2020 @ 5:20am 
Do the new pathfinding algorythms also affect CPU controlled units in the campaigns?
Pixelharvester 26 Sep, 2020 @ 1:57pm 
This mod is absolutely fantastic! To be able to customise C&C Remastered in a simple Rules.ini is making the game so much more interesting. Like being able to customise the look and functions of your own Car!
I love this mod, as a 3D graphic designer there is 1 feature on the Roadmap I hope will come true very soon: Allow customising graphics of new units/infantry!
I would finally be able to update all Units an Buildings!

Keep on the good work!! :-) :steamhappy:
No Thanks, Bro  [author] 26 Sep, 2020 @ 5:57am 
@cobber51 Thanks for the test and update :) - Yeah the RULES.INI just had a rule removed for every type that is not fully implemented yet. I'll have a look into the anti-infantry issue when I have some time soon - hopefully just a game rule that has been defaulted to on by mistake.
Cobber [1st M.I.] 25 Sep, 2020 @ 6:47pm 
@dj:

The fix you uploaded appears to have worked perfectly, didn't notice any unusual or abnormal damage behaviours.

I noted too that I was able to build transport helicopters and SAM sites (playing as GDI in Mission 10A) after enabling them in the RULES.INI, so that other matter regarding houses not applying and working properly appears to be resolved as well, although I will test more to confirm that. Interestingly, this v.2.6.1 RULES.INI file is 132 lines shorter than the v2.6 version; was that intentional or accidental?

I also note that vehicles/aircraft are still ignoring whenever you issue overriding orders to focus their fire on a specific target if an infantry unit lands a hit on them. They're still seeking to attack/run over the infantry unit that last landed a hit on them and ignore everything else (unless they get damaged by it in which case they will then switch focus to that new attacker, particularly if it is another infantry unit) going on around them.
No Thanks, Bro  [author] 25 Sep, 2020 @ 11:53am 
Hey Guys - v2.6.1 patch release has been pushed out.

Fixing incorrect rule values/parsing or warhead armour modifiers which was causing issues with weapons causing incorrect damage (either way too much or way too little).

Thanks to @DarkStar and @cobber51 for raising this issue after the release!

Cobber [1st M.I.] 23 Sep, 2020 @ 4:49pm 
@DJ:

Sounds like a great addition. One question though, is it going to help resolve the issue of not being able to build buildings/units from the other faction (i.e. SAM site as GDI; Medium Tank as NOD) if you change the settings of the house to enable it to happen?

I know @fasicana84 is particularly keen to see this issue resolved soon, and I'm keen to see it happen too. I know you're a busy person, so I'm not asking you to do it like now/straight away; just wanted to remind you of the issue in case this update hasn't addressed it with this new functionality.

If you could also look at porting over from the CFE Patch the attack move functionality sometime, sooner than later, that too would be fantastic!

In any event, great to see another update and keep up the amazing work!
No Thanks, Bro  [author] 23 Sep, 2020 @ 4:11pm 
Hey all you good people - v2.6 is here with some big additions.

You can now add new types of:
Aircraft
Buildings
Warheads
Bullets
Weapons

All using the RULES file

See the wiki for more info: https://github.com/djfdyuruiry/cnc-td-nco-mod/wiki/01.-RULES.INI-Full-Guide#Mods

Extra special thanks to @jballou for his contributions which made this release possible
Cobber [1st M.I.] 16 Sep, 2020 @ 5:42pm 
@Riaktion:

I'm glad to hear that I was wrong about the C&C version being the issue.

I must say I'm surprised that there isn't anything in the Steam news for C&C yet about the update, especially if it was uploaded yesterday; very low key update it would seem at the moment.

To me is uncharacteristic for EA to launch an update in such a low key manner; they normally make a bigger deal out of updating games (likely to try to appease annoyed and irate gamers they've been otherwise ignoring) in my experience to date.
Riaktion 16 Sep, 2020 @ 5:28pm 
Thanks! Really quick, it's appreciated.

Now to continue trying to figure out if there is a way to add hotkeys for game speed!

Thanks again 👍
No Thanks, Bro  [author] 16 Sep, 2020 @ 5:21pm 
Hey all you good people

I have pushed out v2.5 which includes the latest changes form the patch released yesterday.

If you notice any issues let me know - I have not seen anything in the changes that should break things but you never know.

Please note: new infantry/unit modding guidance has changed as EA have rewritten how mod XML files work - see the wiki

Also - the keybindings are still not working at the moment, I will prioritise this for the next patch as I know it prevents using the next beacon functionality.