Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

TD New Features Mod
zerobyte666  [developer] 1 Apr, 2022 @ 12:07pm
Requests for new features
If you have any ideas for new features or how to improve the mod - post them here!
Last edited by zerobyte666; 1 Apr, 2022 @ 1:09pm
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Showing 1-15 of 38 comments
REH_BlackJack 2 Apr, 2022 @ 5:56am 
Love this mod so far. :steamhappy:

Particularly like the fact, that i can disable elements, i do not need, such as the complete new units (Sorry, appreciate the effort, but i stick to existing units) and even edit rules to exchange units.

Always wanted to rock the light tank right next to the Medium for GDI in the campaign.
(I'm using Mortecha's vehicle skins; looks kickass to have Bradley's right next to Abrams.)
:lunar2019coolpig:
Did you also implement the vanilla bug fixes and pixel zoom from CFE Patch?

Anyway, i was wondering, if you could add 1 more feature:
Is it possible to incorporate the "immersive_Heli" mod by Kerekupai? :lunar2019piginablanket:
zerobyte666  [developer] 2 Apr, 2022 @ 6:07am 
Most CFE Patch bugfixes should be in place because this mod was based initially on NCO mod which in turn incorporated many features from CFEPatch.

Pixel zoom is not there though, but I can check if it's something that's possible to add.
Same for immersive heli, I'll check what is it about and see if I can add it.

It's already easier to use air units for explorations now because they have vision, but yeah, you can't send them to unexplored places. Probably will be able to add it!

Thanks for suggestions!
Last edited by zerobyte666; 2 Apr, 2022 @ 6:11am
REH_BlackJack 2 Apr, 2022 @ 6:22am 
Sorry, i actualy didn't check that feature out with the increased vision distance.
This is a cool and fair compromise, all that would be missing now is the ability to hover and not just land automaticly.

Nevertheless, sweet. :lunar2019grinningpig:
zerobyte666  [developer] 2 Apr, 2022 @ 6:24am 
BTW some new units might prove to be fun to play.

Civilians/technicians have more powerful pistols than originally and with elite veterancy they become cloaked i.e. ideal recon (civilian spies).

In a few missions that I almost lost I was saved by a technician that I managed to make elite, then explored entire enemy base and found weak spots for flank attacks or LZ for transport heli.

And EMP Tank is probably not balanced, but it's a fun way to poach enemy units (if you have some micro) and create weird unit compositions.
Last edited by zerobyte666; 2 Apr, 2022 @ 6:26am
zerobyte666  [developer] 2 Apr, 2022 @ 4:26pm 
Originally posted by REH_BlackJack:
Did you also implement the vanilla bug fixes and pixel zoom
Anyway, i was wondering, if you could add 1 more feature:
Is it possible to incorporate the "immersive_Heli"

Pixel zoom should work now in the latest version.
Helicopters don't land when idle anymore, use L-Shift to land them manually (can be disabled in settings, SmartHelicopters in "AdvancedFeatures" section).
Boris.Volkov 4 Apr, 2022 @ 3:16am 
At least let ai use the war factory instead of just building and setting it aside in skirmish.
zerobyte666  [developer] 4 Apr, 2022 @ 3:35am 
Originally posted by comrade volkov:
At least let ai use the war factory instead of just building and setting it aside in skirmish.
From what I know about TD Skirmish, it's a standard (bad) AI behavior, they just don't build vehicles. I.e. it's not a bug in this mod, it's how it was originally, right?

I'll check what I can do.
Boris.Volkov 4 Apr, 2022 @ 5:02am 
"From what I know about TD Skirmish, it's a standard (bad) AI behavior, they just don't build vehicles. I.e. it's not a bug in this mod, it's how it was originally, right?"
Yes,it is surely a bad feature.
Benevolent Tyrant 7 Apr, 2022 @ 12:34am 
I can't think of any at this stage. Much like mods like Killer were gold standards for an expanded play experience of Quake, TDNF is the gold standard for C&C as far as I'm concerned.

At a certain point less = more and I feel like if you continue to add, you might lose the brilliance of the mod as is.

Instead, I'd suggest an 'expanded TDNF' mod where you can go crazy, adding all sorts of customs units/maps/whatever while keeping the core mod for those who want the 'close to classic' experience (with modern gameplay conventions like rally points, improved AI, floating helicopters etc)
zerobyte666  [developer] 7 Apr, 2022 @ 1:02am 
I always can add them here and disable by default in settings.

So the default experience that most players have is the same, but if you want to go crazy, you can go to INI file and enable this stuff.
Dorsai! 8 Apr, 2022 @ 5:06pm 
Could you add a feature like the old "Tiberium Sustainability" mod? I.e. make it so that harvesters don't clear tiberium cells fully so they can regrow. It's already possible with some micromanagement so it shouldn't affect balancing too much.
Last edited by Dorsai!; 8 Apr, 2022 @ 5:06pm
zerobyte666  [developer] 9 Apr, 2022 @ 1:02am 
You mean, change harvester's AI so it moves to another cell is there's a cell with more tiberium nearby?
But if there are only cells with the last bit of tiberium, harvester still should be able to collect it?

Or make it so harvesters are not able to harvest the last tiberium bits _at all_, even if you send them manually? This one is easier to implement.
Last edited by zerobyte666; 9 Apr, 2022 @ 1:02am
Dorsai! 9 Apr, 2022 @ 3:30am 
I mean you would want to have them clear up the assigned field first before they move to another one. Otherwise that would be counter-intuitive for the player, I think. If you order your harvester to work on a certain field you'd expect them to follow that order.

So the harvester should (about) work like this:

-harvest rich cells from the tree outward until all rich chells have been depleted
-while no more rich cells are found, harvest the poor cells closest to the tree and move outwards from there
-If rich cells have grown back, harvest those again first
-If the entire field is depleted, move to the next field as usual

Maybe you can look at the mod and see how it worked (it's currently broken):
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2125307015

Completely maximizing the tiberium efficiency at the cost of intuitiveness isn't the goal, just making the harvesters act a little bit more conservatively would be a good thing. Currently you can get so much more out of your tiberium fields if you babysit and micro the harvesters, but it's terribly annoying having to do that.

(Also note that this isn't an issue in RA, because ore doesn't grow on its own)
Last edited by Dorsai!; 9 Apr, 2022 @ 3:35am
zerobyte666  [developer] 9 Apr, 2022 @ 3:41am 
Thanks for this detailed explanation!
Next I fire up Visual Studio I'll check harvester logic in that regard.
FixbotWill 29 Apr, 2022 @ 1:16pm 
One thing I always wanted to see is improving the effectiveness of SAM sites vs the GDI Airstrike, perhaps by speeding up the SAM site's firing mechanism somehow (popping up earlier/checking whether aircraft are still there before popping back down)
Failing that I suppose simply making the Airstrike planes slower would do it.
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