Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

CFE Patch Redux
Chthon  [developer] 6 Jun, 2024 @ 9:22pm
Test Build 9 for 1.9 Available
Test Build 8 for 1.9 Available
Version 1.9 test build 9 for TD is now available on github: link[github.com]

This test build mostly fixes vanilla issues and feature requests from the test build 1.8 discussion thread.

Unless there is a serious bug with this test build, I plan for it to be the last one before the 1.9 release.

This test build is not compatible with old save files. Sorry!

If installing over test build 7 or earlier, you must disable this mod in the options menu, restart, run Remastered once, enable it in the options menu, and restart again. Otherwise Remastered does not recognize some of the modded asset files. (Weird. GlyphX bug of some kind.)

What's in Test Build 9?
  • Everything from test builds 1 through 8.
  • Adjusted wall-flipping to require either a house losing a wall b/c it lost a building, or a house gaining a wall b/c it gained a building.
  • New option to fix the distance calculation. The vanilla game uses a fast but inaccurate way of computing distances that was necessary for performance on early-90s consumer PCs. Enabling this fix computes distances correctly. (The biggest practical impact is that some units can shoot a little further at some diagonals.)
  • New ini option to force non-captured CY to always spawn 1 engineer when sold.
  • New "split buildables" option. If enabled:
    • If you have captured the other faction's CY, and otherwise meet the requirements for helipads, you can build a "GDI Helipad" or "Nod Helipad" that comes with that faction's helicopter and allows you to build that helicopter. (Note that the Nod helipad can't be built in single-player unless the option for multiplayer units in single player is also enabled, because Nod cannot normally build helipads in single-player.)
    • If you have captured or built the other faction's vehicle production and capstone buildings, you can build a "GDI MCV" or "Nod MCV" that enables building that faction's buildings. (Note that, when this is enabled, the combination of one faction's vehicle production and the other faction's capstone building is no longer sufficient to build any MCV.)
    • For the Funpark missions, both the GDI and Nod variants are available. (And the default-faction variant is unavailable.)
  • Fixed CYs forgetting their faction and captured status when undeploying into MCVs. (For example, if a Nod player captured a GDI CY, undeploys it, moves it, then redeploys it, it will now still behave like a captured GDI CY.)
  • Fixed vanilla bugs with capture and act-like flags:
    • Barracks, Hand, War Fact, and Airstrip are no longer incorrectly flagged as captured the moment they are build in MP. (Should result in larger crew when selling them.)
    • All single-sided buildings now have act-like flag set properly.
    • Buildings that were captured via engineer are now distinguished from buildings that were built via a captured CY. The latter no longer has reduced crew, etc.
  • Added option to allow building Adv. Comm, Temple, and Obelisk via captured CY in single-player. (This is disabled by default because I still don't like it, but Tayo really, really wanted it.)
  • New option to make AI-controlled commandos radically smarter. (For example: In N64 Nod2, the vanilla behavior of the AI commandos is to run towards one of your buildings and then shoot the building with its sniper rifle. It generally ignores threats along the way, but may return fire -- including shooting at a tank with its sniper rifle. The new behavior with this option enabled is that the commando will run towards one of your buildings, while gunning down in-range infantry along the way. Once it gets close enough to the building, it will continue to return fire at infantry, but no longer stop to shoot them simply for being there. Then it will BOMB the building with C4. It will never try to use its sniper rifle on non-infantry.) (This feature will carry over into the planned skirmish AI overhaul.)
  • Fixed missing tile in N64 Nod2 and misaligned tiles in N64 Nod2 and GDI1.
  • Veterancy changes:
    • The stealth effect that commandos gain upon reaching rank 3 now only applies when the commando is stationary.
    • Fixed handling for the rare situation where a unit gains stealth from both veterancy and a crate a the same time. Create stealth takes precedence.
    • Adv. Comm and Temple can now gain XP from damage dealt with super weapons. Veteran capstone buildings do not grant a damage bonus to super weapons. Instead, the recharge rate is sped up 10% per rank (based on you most veteran building if you have more than one). (In single-player, the AI does not get the recharge rate bonus because it might break some missions.)
    • Harvesters now gain XP for harvesting equal to 1/5 the amount harvested. This works out to rank 1 after 10 full loads, rank 2 after 30 full loads, and rank 3 after 60 full loads. (In practice, you'll see rank 1 reasonably often in medium-long games; rank 2 takes a very long game; and you probably won't see rank 3.) (Harvesters can also gain XP by crushing infantry, like every other heavy vehicle.)
  • Fix bug in nuke tank mod that prevented nuke tank from appearing in a house's unit scan. (No practical impact without further development of something that cares whether someone has a nuke tank.)
Last edited by Chthon; 13 Jun, 2024 @ 8:04am
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Showing 1-8 of 8 comments
WakizashiM 7 Jun, 2024 @ 12:46pm 
Awesome! Thank you, Chthon!
Tayo 7 Jun, 2024 @ 9:56pm 
Shout out to the awesome Chthon! Also for giving me a shoutout in the patch notes and for the full tech capture tech tree options! Will be downloading and putting this test build to work asap.

That commando overhaul sure looks sweet, enemy commandos were usually a non-issue unless you rushed your commando into a stationary enemy one heh. Glad to see they're more of a threat now.

Was the last bullet point supposed to be missing?
Chthon  [developer] 8 Jun, 2024 @ 6:28am 
Yes, sorry. The editor converted a blank line into an empty bullet point.
Afevis Solmunko 12 Jun, 2024 @ 9:09pm 
Opened a PR fixing another vanilla bug I found, hopefully it can make it into 1.9! :)

https://github.com/ChthonVII/CnC_Remastered_Collection/pull/2
Last edited by Afevis Solmunko; 12 Jun, 2024 @ 9:10pm
Nyerguds 12 Jun, 2024 @ 11:36pm 
You seem to be mixing up "MCV" and "construction yard" in some of these points; you talk about capturing MCVs, and MCVs spawning Engineers. I assume these points are actually about the CY?

By the way, could you link to Mobius Map Editor when mentioning megamaps in your mod description? It really is the best version out there by now.
Last edited by Nyerguds; 12 Jun, 2024 @ 11:39pm
Chthon  [developer] 13 Jun, 2024 @ 8:02am 
@Afevis: Please see my comment on your PR.

@Nyerguds: Yes, I'm calling the Con Yard "MCV" out of (bad) habit.

And, yes, I'll definitely link to your map editor when I finally get 1.9 ready to go. (Which is now going to be postponed due to Afevis accidentally finding a whole class of bugs.)
Late to the party, but using this build now. No issues observed.
May have found a glitch. It happened when I picked up a crate. The unit itself didn't really act normal. I think it was a tank, but not sure. It couldn't target enemies and it couldn't deploy. It could move around the map however. Just realized, I should've made a save. :steamfacepalm:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3536620692
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Showing 1-8 of 8 comments
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