Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

CFE Patch + Nuke Tank & More Changes
42 Comments
WolF 25 Feb, 2023 @ 3:06pm 
delete ....its abandoned
dirkybaby7 28 Jan, 2022 @ 9:29am 
this mod needs updated. If you arent going to update take it down out of the way because it wont work without it
El_Burro_Diablo 11 Jul, 2021 @ 5:22am 
im guessing this never got updated :(
Earl Sneakington 24 Feb, 2021 @ 11:19pm 
Needs an update
Locomotor79 24 Dec, 2020 @ 8:28am 
plz Update
Electrifyer 26 Nov, 2020 @ 3:59am 
please update
Hyperlynx 25 Sep, 2020 @ 11:35pm 
Need update, friendo!
Brandmeister 20 Sep, 2020 @ 11:56pm 
Backing up Madmartigan29. For me DLL ver 102 is now required too.
Madmartigan29 17 Sep, 2020 @ 2:13pm 
DLL Ver 102 required now? Update required?
Procyon 9 Aug, 2020 @ 4:37pm 
The only way to remaster tiberian twilight is "unmaking" that game and make it a completely different one from scratch. Even making its "story" non-canon.
StormKitty 9 Aug, 2020 @ 3:59pm 
do you think tiberian twilight will be added to this remastered version the units and maps "?
Mikeagan  [author] 6 Aug, 2020 @ 9:16pm 
Quick Announcement: Tomorrow August 7, 2020 I will be starting a backpacking trip through August 19, 2020. I'm doing a portion of the Pacific Coast Trail. Unfortunately this means that I will not be able to get this updated until I return. So please be understanding and have patience. Hope you have fun playing until then. BTW (Not to steer people towards another mod), The Veterancy and more MOD is very similar to mine.
Lavennator 3 Aug, 2020 @ 4:54pm 
this mod is great! i was actually coming here to suggest adding a no fog of war option and then i saw you have the ctrl-f command, so i'm gonna go check that out.

Again great work!
mm_chambers 27 Jul, 2020 @ 11:24am 
I'm sorry, this mod was probably made with the best intentions.... But it's crap BUGGY AS HELL...
Procyon 25 Jul, 2020 @ 6:51pm 
I think I detected a bug... or something. Playing with Nod in Skirmish, the Nuke cannon was activated, even after I deactivated it with the .ini file.
Slycooper1177 21 Jul, 2020 @ 9:10pm 
Can I suggest a hard AI mode where its just insane difficulty? More buildings, defenses, AI troops, and attacks. Playing against 3 hard bots in skirmish as it is isnt very challenging. Great mod otherwise!
El_Burro_Diablo 16 Jul, 2020 @ 8:22am 
@mikeagan i dont know if its something you want to add or something people would be intrested in but i found a mod on the workshop that unlocks all tech from mission 1 that i found really fun now that i played the whole thing like 4 or 5 times again changed the way i played the campaine just missed haveing all the settings this mod brings , could be a option in the ini?
Mikeagan  [author] 13 Jul, 2020 @ 9:23pm 
@ZerINecrosus - I will eventually look into the skirmish AI, but there are a few items I need to take care of first like safeguarding this mod for future patches.

@Mackintoke - I will see what I can do about combining this with the Rules.INI Mod. Let me talk to the owner first and get permission to use his code.

For the time being, I am still in the process of going through everything cfehunter did in the original mod to ensure that when Petroglyph/EA sends out the next patch, I will be able to get what we currently have up and running as quickly as possible.
Mackintoke 13 Jul, 2020 @ 8:10pm 
Hey man all you gotta do is combine this mod with the rules.ini mod and this mod be the best mod for c&c FUCK YEAH!

Also, down the road, try modifying he AI to make it more of a challenge, if possible. Then we can give you the crown for best C&C mod.
Azzy_Asurazariel 12 Jul, 2020 @ 4:30pm 
Please add improved skrimish AI
Mikeagan  [author] 12 Jul, 2020 @ 12:47pm 
@Gummiel
[q]What does the "WALLS_HAVE_FULL_COST=1" do exactly in the INI?[/q]

Example:
Sandbags Walls Cost $50 in game
With "WALL_BUILD_LENGTH=5" you can build and place up to 5 walls at a time.
When "WALLS_HAVE_FULL_COST=1" and you build 5 walls at once and it charges you 5 x $50 = $250 and you CAN sell them later.
When "WALLS_HAVE_FULL_COST=0" and you build 5 walls at once and it only charges you $50 but you CANNOT sell them later.
Gummiel 12 Jul, 2020 @ 4:14am 
What does the "WALLS_HAVE_FULL_COST=1" do exactly in the INI?
Mikeagan  [author] 11 Jul, 2020 @ 8:02pm 
@morobert - I agree that the Nuke Tank is OP. I just saw it in the code and added a way to enable it for fun, same as adding a way to build the hospital to build civilians. I will have them disabled by default in the next update.

If you have the option to keep the game automatically updated ON, then this should be automatically updated when I publish an update.

If you are referring to the original CFEPATCH. This is a separate mod based/built on it. So you don’t need it anymore, just this one.

Currently I am going through all the code from CFEPATCH so that I know everything cfehunter did. This way I can minimize the time it is down when petroglyph pushes the next patch for the game.
morobert 11 Jul, 2020 @ 4:00am 
For me, I think there's no need to have a nuke tank in this mod, since it would change the game too much. Other features would be okay. By the way, what should I do to the older version of this mod after having the newer one downloaded? Would it be automatically overwritten or deleted?
HBK 10 Jul, 2020 @ 8:44am 
These are the kinds of things I wanted as optional enhancements to C&C 1, I understand diehard fans wanted a 1:1, which is great, but not having a legion of modern optional choices for AI, gameplay, units, buildings, even upgrades seemed like a massive miss opportunity that could allow newer fans to join in not wanting to deal with the older style. But who knows, maybe in the near future they will add stuff like this in updates for more optional options. Also, I would love to have more choice in my sounds options, I like the older weapons and explosions and building sounds but I also want the ambiance in the maps
Ghost of the Machine 9 Jul, 2020 @ 9:22pm 
Many thanks for keeping this updated! Sad about CFEHunter, but I'm glad you took up his mantle.
Mikeagan  [author] 9 Jul, 2020 @ 8:20pm 
@Procyon - As for Red Alert, I have not started one as cfehunter did not make one, but another person made their own for Red Alert by looking at what cfehunter did.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2126622623

Since that is open source as well, I may eventually look at it to add my own features to it and release my own version.
Mikeagan  [author] 9 Jul, 2020 @ 8:06pm 
@Procyon - Actually, I just added that option in the INI file. I just have not added it to the description yet.
I believe the Humvee Name Replacement Mod should work with this one as well as the Additional Zoom Levels Mod, as they do not affect the DLL File.
Procyon 9 Jul, 2020 @ 7:52pm 
Can you please add the “superweapon buildable via construction yard” mod? (And the humvee name replacemnt)

I like your mod a lot so I have a request: can you make an equivalent of the cfe patch with aftermath units for Red Alert?
Mikeagan  [author] 9 Jul, 2020 @ 7:51pm 
@Deadly Kitten - Full Map (Shroud Remover) is now toggled with CTRL + F in game
Mikeagan  [author] 9 Jul, 2020 @ 5:38pm 
I am looking into adding an in game button toggle for the Shroud remover to switch between full-map-view and normal-view when the option is enabled in the INI file.
Mikeagan  [author] 9 Jul, 2020 @ 5:33pm 
If you enable the option to see everything you will, but not your units. They will only react to what has actually been discovered.

This means the Orca, Apache, and Chinook will not move to land in an area not previously explored. Also the Orca and Apache will not move to attack anything in unexplored territory even when ordered to.
Mikeagan  [author] 9 Jul, 2020 @ 5:10pm 
@faty_100 - Stealth Tank option should now be working now for Mission 12 & 13 as the option to build the Technology Center is now fixed. SSM Launcher should be updated to be built on Mission 13+. Thanks for catching that.

@Deadly Kitten - There should now be an option to remove the shroud in game.
faty_100 8 Jul, 2020 @ 1:32pm 
Stealth tank option not working. Playing nod mission 12 and I dont see the option to build a Technology Center. I am also able to build an SSM launcher on mission 12
Mikeagan  [author] 6 Jul, 2020 @ 6:52pm 
@capsaicin - The INI file should appear in your Documents folder. It is created the first time you play a mission with the mod active.
C:\Users\.......\Documents\CnCRemastered\Mods\Tiberian_Dawn\CFEPatch\CFEPatch2.ini

@Deadly Kitten - I will see what I can do about adding shroud/fog remover. It may take me a little while, but I will look into it.

I am also seeing if I can get the guy who owns the "[TD] 🛠 NCO 🛠 (RULES.INI 📃 & Lua Scripting ⚙)" mod to combine these features with for one large mod the creates a Rules.ini file.
El_Burro_Diablo 6 Jul, 2020 @ 5:48am 
im glad someone took this mod over really like the extra touches as well keep up the good work
The Naughty Chef 5 Jul, 2020 @ 7:27am 
Hi
Just want to say I love the mod and was wondering if you could add in shroud/ fog of war remover as well?
Cheers keep up the good work
ICEBREAKER 5 Jul, 2020 @ 1:31am 
thanks
capsaicin 4 Jul, 2020 @ 3:13am 
the mod shows up in my modlist, but i'm not seeing the INI file get created. the folder it should be in is empty for me.
Mikeagan  [author] 3 Jul, 2020 @ 11:32am 
Fixed it. Did not realize a file was missing.
ICEBREAKER 3 Jul, 2020 @ 4:24am 
Does not work, does not appear in the in-game mod list.
Angels Ackiz 3 Jul, 2020 @ 3:18am 
I've subscribed to this mod but it doesn't show up in my mod list, and also no CFEPATCH2.INI file has been created, I still have just the original CFEPATCH.INI.