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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?
I've played this mission many times and it's never been like that. The only difference was this mod.
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?
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.
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.
I already made my own version of this mod, with buggies and Humvees having 1 transport slot, and it's quite handy sometimes. :)
Aso in OpenRA versions of TD and RA1 jeeps/buggies have 1 transport slot.
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.
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).
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
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.
Thanks in advance.
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.
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
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.
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
Does the file need to be updated?
This mod has literally changed the game for me and I can't live without!
Not currently - but I can look at adding that in the future :)
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.
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 :)
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!! :-)
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.
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!
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!
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
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.
Now to continue trying to figure out if there is a way to add hotkeys for game speed!
Thanks again 👍
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.