Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

CFE Patch
VenomSK 16 Jun, 2020 @ 9:34pm
Unlock multiplayer units in campaign
Hi there,

as title says, it is possible to implement this feature into your CFE patch? I know that they are this mods here but it will be great to have this all in one piece...this and unit veterancy if possible and I will be most happy human on planet :D

Thanks.
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Showing 1-9 of 9 comments
Mikeagan 16 Jun, 2020 @ 10:37pm 
I see that cfehunter is working on adding Rules.INI support for TD. Once this feature is added to the mod you will be able to make multiplayer / skirmish units & buildings in missions yourself. Changing the build-level of a building, unit, or infantry to the mission (1-13) you want it to be built in. You will even be able to change the requirements to build different buildings, units, or infantry. Make Chem Warrior buildable and require Bio Lab instead of Temple of Nod. Make Bio Lab buildable and just for fun require silo to unlock it (All the extra Tiberium needed for research). Making MLRS require the repair pad instead, would allow you to build it as soon as it starts appearing in missions (Lets be real, having to build the Adv Comm Center or Temple of Nod[Multiplayer]).

As for Veterancy, that is a feature that would need to be created from the ground up and tested to make sure it works properly without changing the overall balance of the game. Add tracking for Unit / Infantry Kills. Possible value of said kills to convert to reasonable experience. Tiers of upgrades 1-3 (One could probably apply armor / weapon /speed upgrades similar to Red Alert. Look at the crates in the Ants Mission 4). Showing said Veterancy on selected units.
zerobyte666 17 Jun, 2020 @ 12:39am 
"Possible value of said kills to convert to reasonable experience"
Don't all units and buildings already have "points" property? It's the easiest option to use, I guess.
And if it's toggled off by default, there's no need to care about game balance - don't like it, don't use it.
cfehunter  [developer] 17 Jun, 2020 @ 1:52am 
Also the game is inherently inbalanced.
If you start on the left side of the map as NOD you're screwed because your airstrip will take forever to deliver your units, and the next one won't start building until after the plane has dropped the unit.
Raap 17 Jun, 2020 @ 7:20am 
@cfehunter Is it not possible to spawn the Airstrip cargo plane a fixed distance away from the runway? So it, for example, always spawns 5 tiles east of it, goes into its downward movement to make the drop-off, and then flies back up again to vanish 5 tiles to the west?
Mikeagan 17 Jun, 2020 @ 7:15pm 
zerobyte666 - I didn't realize that units had a "points" property in Tiberian Dawn. Since that exists, it would indeed be the easiest option to use. With this in mind, I would definitely use the 3 possible unit upgrades from crates in red alert or something similar.
Level 1 Unit Armour Upgrade
Level 2 Unit Firepower Upgrade
Level 3 Unit Speed Upgrade
Possibly Level 4 Self Healing.

Raap & cfehunter - I read in a post that all reinforced units (the method used for the Airstrip Cargo Plane) must come from a valid side (entry point) of the map. If I recall, Jimtern said he was looking into this in the comments of his latest post on Reddit. Possible solutions that have been suggested and could be combined as a fix (or balancing) are 1. Increasing (even doubling) the speed of the Cargo Plane and/or 2. Have the reinforced Cargo Plane enter from the side of the map closest to the Airstrip (Take Shortest Route) and/or 3. Allow multiple Cargo Planes to delivering to the same airstrip at once if new units are built before previous ones are delivered.
zerobyte666 18 Jun, 2020 @ 12:34am 
I'd say speed upgrade maybe not a good thing for most units - such veteran units will always be "ahead of the pack" and die without additional micro.
I'd be happy with simple 2-level veterancy with, say, +50% HP and damage at elite level.
Be it
"+50% HP on 1st lvl, +50% damage on 2nd" or
"+25% HP and damage on 1st, +25% HP and damage on 2nd"
fasciana84 20 Jun, 2020 @ 7:43am 
@zerovyte666

That sounds goog :)
Mikebloke 25 Jun, 2020 @ 2:29am 
@cfehunter I have one of the mods that opens the skirmish units in Campaign missions (set to mission tech level, essentially its mostly just reducing mission requirement numbers and removing some of the Nod side's restrictions in campaign mode - nothing fancy), and have been asked if the mod can be integrated with yours.

I'm conscious that you have opened up your code for use with credit, but felt it best to ask anyway, or to ask if you were intending to do something similar yourself. I've merely changed a few numbers here and there where as you have done a lions share of alterations - I admit I'd quite like to use both at the same time myself!

It'd be very easy for me to take your code and edit and upload myself, but if you had any intention to do it I'd leave you to it. I'm also happy to make the changes and have you upload it under your name if you'd prefer it that way as I don't want to take credit for the work you've done.

Let me know if you can please what you are happy with.
Regards. Mike
uncleuncle 26 Jun, 2020 @ 3:41pm 
Originally posted by Mikeagan:
zerobyte666 - I didn't realize that units had a "points" property in Tiberian Dawn.

There is points, and there is also unit value (or cost). For instance, if a $2000 unit kills a bunch of little $100 units it takes a while to level up, but if it kills a bunch of other $2000 units it levels much quicker.
Last edited by uncleuncle; 26 Jun, 2020 @ 3:42pm
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