Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 43
661 Comments
RangerbeastDrill 6 Sep @ 10:54am 
Hi All, Thanks for helping out DontCryJustDie with the updated INI, its of incredible value to me! I've taken the decision to unlist the mod (Tiberian Dawn Expansion Pack for others to recognise) for the short term as it is clear that it is needing the work, and it is not acceptable (to me) to be used in its current form. I will update and bring back when correct functionality is restored.

Out of respect for your work DontCryJustDie this is the best option at this time! :KaneLives:
Wolfee 1 Sep @ 3:54am 
No, not this time, my sidebar is fine with your mod and RA assets, i had that issue when the expansion pack was enabled, i don't have said mod now so its all good, yes when your mod told me to restart the game i actually did. Again, all is in working order now, just waiting for the updated pack.
DontCryJustDie  [author] 1 Sep @ 3:46am 
You have black boxes on the sidebar because you didn't restarted the game app when you were told to or maybe some of the items just don't have sidebar camoes. With next update the game will automatically close when XML file were modified and will show a message in a console app, hopefully that will finally stop those 'bug' reports/comments about that...
Wolfee 1 Sep @ 3:33am 
The one from your mod works fine so far no blacked boxes on the sidebar, when i used the expansion pack i had trouble with helipad, some things to buy were not displaying the icon just the name ( blacked boxes) i'd call it. so i decided to remove the mod until its updated. Yours with RA assets work fine no issues so far and no crashes. I did download that rule ini file you mentioned just now.
DontCryJustDie  [author] 1 Sep @ 3:21am 
Some days ago I posted an updated rules_mod.ini in that mod's comment section (just 2 comments under your comment there) that fixed the problems. You can use that until RangerbeastDrill updates the mod.
Wolfee 1 Sep @ 3:17am 
All fixed no warning messages now! Thanks for the help :D . Now to wait for the Tiberian Expansion Pack to be updated!
Wolfee 1 Sep @ 3:08am 
ah i see yes i had compability there twice i deleted one of them and will test now! :)
DontCryJustDie  [author] 1 Sep @ 2:57am 
Oh and by "Simply remove it." I mean removed the duplicate entry and not delete the file because when you delete it you can't play the game because the Remaster needs to file for whatever reason.
DontCryJustDie  [author] 1 Sep @ 2:47am 
Followup post: Yes, the original CONQUER.INI shipped with the Remaster contains Compatibility twice, I guess I fixed that in my ini long time ago that is why I never got the warning.
DontCryJustDie  [author] 1 Sep @ 2:40am 
You can share files using Google Drive or you can create a pastebin. Anyway not needed for this because I now know what the problem is. For some reason, your CONQUER.INI file contains a duplicate entry called "Compatibility." Simply remove it. It is a leftover ini from vanilla TD, maybe I'll stop parsing the file in a future update because most settings are useless in the Remaster.
Wolfee 1 Sep @ 2:14am 
I am not using third party mods, i just simply subscribed to your mod and that's it, the game has had a clean install done.
Wolfee 1 Sep @ 2:11am 
How would i go about posting my log? The only mod i am using besides yours is RA assets. I'm waiting for them to update Tiberian Dawn Expansion Pack, so at the moment i just use yours and RA assets. This is what it says: WARNING: 'Compatibility' hash collision with existing entry key 'Compatibility' in section [Options]. Im just confused in what options??
DontCryJustDie  [author] 1 Sep @ 12:32am 
As I said I added some basic rules validation with my last update that is to help the user find wrong ini settings he may made. If you got a warning then your probably made a mistake when you edited ini files. If you got a hash collision warning it probably means you have a duplicated section or duplicated entries in a section. The log entry tells you the section/entry, just fix it.

If you haven't made any edits the warning comes from a third party mod, ask the author to fix it.
If you haven't made any edits and don't use a third party mod then the warning is from my mod then please post your log so I can fix it.
Wolfee 31 Aug @ 2:49pm 
i dont get any errors but i get a 1 warning and 0 errors when running ini message, i checked the log it says something about compability hash??
DontCryJustDie  [author] 29 Aug @ 10:40am 
I saw you also posted on Tiberian Dawn Expansion Pack, that mod isn't updated for the latest version of my mod, the warnings/errors are from that mod, so deactivate said mod until it got fixed by the author.
Mikahil 29 Aug @ 10:15am 
the mod crashes my game i belive it say it have 17 errors in veteran file
DontCryJustDie  [author] 28 Aug @ 11:18am 
No, you haven't restarted your game after you got the xml file modification message.
[PIGZ]MrTango 28 Aug @ 10:36am 
mobile shield is a blank square?
Cobber [1st M.I.] 24 Aug @ 2:45am 
@DontCryJustDie:

Thanks for the tips, as always they're greatly appreciated and as of now I'm making a record of them and implementing them into my mod.ini files as per your directions
DontCryJustDie  [author] 24 Aug @ 12:22am 
The settings with Scenario prefix only work in campaign. BuildTimePenalty works in skirmish but is disabled there via skirmish.ini. If you want the pre nerf difficulty copy [Brutal] from veterancy.ini to campaign_mod.ini, rename it to [Difficult] and add HarvAutoCrushScenario=0.
Cobber [1st M.I.] 23 Aug @ 10:13pm 
Regarding the new difficulty settings in the mod's INI file, are they applicable to both skirmish mode and campaign/spec ops mode, or only skirmish mode? I'm just trying to get my head around that new feature in the INI file and how I can utilise it to make the campaign's hard difficulty genuinely pre-nerf hard again
DontCryJustDie  [author] 17 Aug @ 6:07am 
Mod has been updated if you now get warnings & errors it means that either your personal ini edits are faulty or if you use a third party mod then their rules are faulty, in the latter case ask the author to update the mod.
AwsetWraeCZE 29 Jul @ 12:20pm 
great, thank you
DontCryJustDie  [author] 28 Jul @ 10:15am 
By using a map editor that can do that like this .
AwsetWraeCZE 28 Jul @ 9:52am 
How do you create megamap?
Jerkakame² 17 Jul @ 8:32am 
ah thanks
DontCryJustDie  [author] 17 Jul @ 5:25am 
Ask the Ares (RA2) or Vinifera (TS) devs.
Jerkakame² 17 Jul @ 5:19am 
do you know if its possible to add a button for Hunt in Dune 2k or TS/RA2? I presume they also have a hunt order for the AI
232173077 24 Jun @ 8:35pm 
怎样启用第三方MOD,不如那些是支持的?
DontCryJustDie  [author] 19 Apr @ 9:46am 
There is no parachute in TD.
ghmd 19 Apr @ 9:05am 
A general question ...

Do all the parachute parameters that are used in the Red Alert rules.ini work in the TD version of your mod?
(So that I only have to add them to my .ini file)

I have a lot of ideas about things that could be parachuted.
DontCryJustDie  [author] 3 Apr @ 3:27am 
Please use the bug report thread for bug reports, thanks.

As I said nuke had wrong scaling in v40 (fixed in v41) maybe your pc couldn't handle that, idk I don't have crashes when I fire the nuke.
The problem with the turrets should be fixed with v41, which was reported/discussed in said bug report thread.
Pietras 3 Apr @ 3:11am 
For the nuke bug I quick saved before using it, throw nuke and do not look on explosion. For me looking at it is almost 100% crash.
Also from what I found during getting my platinum:
- Sometimes Helicopters with Veterancy level hover above landing zone and freeze there.
- Sometimes while building turrets there is just a gray placeholder which doesn't react in any way. Got it while building Turret / Obelisk in Covert OPS. You can't sell it but you can fix / attack it as it has HP bar.
DontCryJustDie  [author] 2 Apr @ 10:42am 
It doesn't crash for me but I just saw that the nuke isn't scaled correctly because I made a copy&paste error in the last update. It will be fixed with next update.
Pietras 2 Apr @ 10:14am 
Cool, is there any possibility that using Nuke Superweapon crashes game now?
DontCryJustDie  [author] 25 Mar @ 1:30pm 
Yes, I implemented better usage of secondary weapons. If you can't beat it reduce difficulty, deactivate the mod or use the ini system to change the Mammoth.
Pietras 25 Mar @ 12:12pm 
is this mod changing how Mammoth Tank target infantry? They always seem to shoot rockets which makes Nod 11B impossible to beat.
faty_100 22 Mar @ 7:40pm 
@DontCryJustDie
Thanks for the reply i tried to download the os big editor from the website it doesnt seen to be downloading. I will try again later.
DontCryJustDie  [author] 21 Mar @ 2:11pm 
You can change the difficulty values in the CNCRULES XML . I plan to move those settings to the rules.ini in a future update.
faty_100 21 Mar @ 7:16am 
is there a way to make the AI harder in the campaign?

Can someone point me to a rule I can change?

Maybe i missed.
faty_100 11 Mar @ 5:56pm 
Does this mod effect the ai in campaign like is it harder?
Rookie (ZOE) 11 Mar @ 1:48pm 
Apparently this makes the final dino mission in which you control the dinos instead the military forces utterly impossible to take down since, according to a youtube user's comment, the passive cash gain that Advanced Communications Center and Temple of Nod give makes it so that the enemy forces will always outnumber you, so yeah, just figured i'd point out this annoyance. ^^;

As such, anyone trying to do that final dino mission should turn this mod temporarily off so that the mission doesn't become impossible to beat.
Rookie (ZOE) 9 Mar @ 11:37am 
Alright, thank you for responding to my comments here, it's very much appreciated. :higu_mion:
DontCryJustDie  [author] 9 Mar @ 11:36am 
Please see rules ini and example rules threads. Click the links I just posted or click on the discussion section of this mod.
Rookie (ZOE) 9 Mar @ 11:24am 
Ah, I see. I'm pretty much new to the C&C1 modding scene, so I dunno how to change the tib growth myself. If it's a simple change similar to the text-based "rules.ini" then I understand that, but I dunno what governs the tib growth, as I don't want it to be grown back insanely too fast or far from its original field, but just enough so that it can get one's footing during the early stuff before solidifying a good enough defense/exploration force for other tib field.

Could you please tell me how to change the tib growth rate then? I'd greatly appreciate it. :higu_mion:

Also, how do you activate the "bounty system"? I would really like to use it after all. :erune:
DontCryJustDie  [author] 9 Mar @ 6:43am 
You can't use more than one mod that changes the DLL as said in this mods description. You can only use mods together when they change different files, once mods change the same files they are incompatible with each other.

This mod has a highly customizable tib growth algorithm since Version 36.
Rookie (ZOE) 9 Mar @ 6:23am 
Have a question, can this be combined with the "tib growth" mini-mods on the workshop? I'm asking since, as you can imagine, i'm getting VERY ANNOYED by the fact that, once a certain tib field is depleted, it immediately loses its main resource value, whereas the "tib growth" mini-mods mentioned before can help IMMENSELY to offset that.
Rookie (ZOE) 6 Mar @ 12:05am 
Got it, thanks for clarifying regardless, really. :higu_mion:
DontCryJustDie  [author] 5 Mar @ 11:59pm 
As said in the description of this mod, the legacy renderer has been disabled.
Rookie (ZOE) 5 Mar @ 11:54pm 
Gotcha, i'm guessing this mod won't work with classic unit graphics, right? Just figured i'd ask is all.