Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

CFE Patch
Feature Suggestions
- Allow queuing units for repair bay (TD) (looks like you have this planned already)
- Give harvester SelfHeal=yes to 50%, like RA1/TS/RA2 (TD)


- Allow APC to unload infantry all at once like RA1, rather than one at at time (TD)
There also seems to be an issue unloading APC's when at the very top and bottom edges of the map

- Make it so you can't build off of walls/sandbag like RA1 (TD)

- Make it so AI will destroy your walls, so you can't just build up into their base and trap them in (TD) (This is mostly resolved by the above fix, but could still pose an issue, for when you capture a building within an enemy base and do it that way).

- Personally I think infantry should take damage in Tiberium at all times, not just when they're moving, doesn't make sense. (TD)

- Allow harvester to be selectable, when unloading Tiberium in refinery (currently it merges with the building and become unelectable. Especially annoying if refinery is under attack and you want to save your harvester by moving it away. (TD)

- Change newly added 'Double click unit to select same type' to simply keyboard shortcut 'T', like later games TS/RA2. This will stop it interfering with unloading chinook/APC

- Fix SAM Sites so they don't pop up and down constantly, instead of staying fixed on target

- Having a 'Multi Engineer' option, at the start of skirmish, I think would be a great feature. So engineers function like RA1. This option was added exactly like this, in a later patch for Tiberian Sun.

Modern wall building
The TS + RA2 system had some downsides, to resolve these, I'd suggest, having it a
drag+build function

This means that:

- You will be properly charged for each wall segment
- You will be able to sell each wall segment and get a proper value for it
- You won't unintentionally end up connecting other walls together that are in proximity, then having to sell all the redundant wall segments
Last edited by Pump up the Jam; 13 Jun, 2020 @ 2:40am
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Showing 1-5 of 5 comments
Mikeagan 13 Jun, 2020 @ 11:31am 
Change newly added 'Double click unit to select same type' to simply keyboard shortcut 'T', like later games TS/RA2. This will stop it interfering with unloading chinook/APC
How about unload hotkey instead '\' just like deploying construction yard.
Not trying to be harsh or overly critical of your suggestions here, I like everything you suggested and would like to see them in-game, except for the following items which I do not want to see added to this mod:

"Make it so you can't build off of walls/sandbag like RA1 (TD)"

"Change newly added 'Double click unit to select same type' to simply keyboard shortcut 'T', like later games TS/RA2. This will stop it interfering with unloading chinook/APC"

Thanks for posting, I really do like all your suggestions except for those two I just listed above. If they are added, I hope there will be a toggle on/off for both features in the CONFIG.INI file.

Cdr Krill 13 Jun, 2020 @ 2:39pm 
sorting out the mammoth tank tusk missiles would be useful too so you dont have to keep moving then firing again to get them to work against infantry
Originally posted by Cdr Krill:
sorting out the mammoth tank tusk missiles would be useful too so you dont have to keep moving then firing again to get them to work against infantry

Yes, I totally agree with that! :)
Don Robot 15 Jun, 2020 @ 9:09pm 
I agree with the suggestions, even with the "Select units of the same type" hotkey because it's a feature most RTS do not have and I find it very useful when I play Kane's Wrath, but not disabling double click function as it is also a standard for the genre. If the patch works with an on/off switch for every feature I think it's OK to include such controversial features and let users decide not to apply them.
I want to add another one to the list, which I think is also very handy:

- Waypoint move
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