Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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Switch Jul 9, 2020 @ 8:49pm
How to add NEW units
Hi, does anyone know how to add custom units (even with the same images/sprites). Like adding a new tank with a different speed, cost, weapons, but using the image of an existing type of tank. I'm guessing it should be done in the rules.ini but I don't know how.
Originally posted by Nyerguds:
Originally posted by madadam1:
Edit the RULES.INI file.
You can't add new units through editing rules.ini.

Originally posted by Switch:
Hi, does anyone know how to add custom units (even with the same images/sprites). Like adding a new tank with a different speed, cost, weapons, but using the image of an existing type of tank. I'm guessing it should be done in the rules.ini but I don't know how.
You need to get into actual modding; that means, download the source code, make your changes in it, compile it to a dll file, and make a mod out of it that the game can load.

There should be some modding guides around already. See these sources:
https://ppmforums.com/forum-1073/cc-remastered-collection-editing-forums/
https://answers.ea.com/t5/Game-Information/What-Filetype-do-MOD-s-use/m-p/9210315
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Showing 1-11 of 11 comments
madadam12 Jul 10, 2020 @ 11:38pm 
Edit the RULES.INI file.
The author of this thread has indicated that this post answers the original topic.
Nyerguds Jul 11, 2020 @ 2:56am 
Originally posted by madadam1:
Edit the RULES.INI file.
You can't add new units through editing rules.ini.

Originally posted by Switch:
Hi, does anyone know how to add custom units (even with the same images/sprites). Like adding a new tank with a different speed, cost, weapons, but using the image of an existing type of tank. I'm guessing it should be done in the rules.ini but I don't know how.
You need to get into actual modding; that means, download the source code, make your changes in it, compile it to a dll file, and make a mod out of it that the game can load.

There should be some modding guides around already. See these sources:
https://ppmforums.com/forum-1073/cc-remastered-collection-editing-forums/
https://answers.ea.com/t5/Game-Information/What-Filetype-do-MOD-s-use/m-p/9210315
PROPHET Jul 11, 2020 @ 4:09am 
Another option for Skirmish and Hosted games, is to alter the *.MPR file of your custom map.

By simply adding in text like the below, you can alter existing units. E.g. for a laugh I set the harvester speed to 100, was super funny watching a harvester go from one end of the map to the other in about 3 seconds.

I have yet to find a comprehensive list of command options that can be set, but here are some options I pulled from other maps people have published for Red Alert)

[SILO]
Strength=600
Cost=500
Power=0
Storage=10000
BaseNormal=no

[APWR]
Power=1000

[HARV]
Strength=1200
Sight=9
Speed=8

[155mm]
Damage=150
ROF=65
Range=13
Projectile=Ballistic
Speed=12
Warhead=HE
Report=TANK5
Anim=GUNFIRE
Switch Jul 11, 2020 @ 3:02pm 
Thanks guys!
Zodion Jul 12, 2020 @ 3:36am 
You know, I always thought you could add units through the rules.ini... I'm sure back in the day I added a civilian building that produced civilians for a dollar each lol! I've tried but I can't seem to do it.

I did change rocket soldiers projectile to have a nuclear warhead and an increased range, which had very funny results, lol, safe to say you either win easily or get destroyed by the AI... in about 2 minutes max.

A "serious" change I made was to have flame troops available after building a flame turret - what was interesting was that the computer trained them too.
Nyerguds Jul 12, 2020 @ 3:40am 
Originally posted by Zodion:
You know, I always thought you could add units through the rules.ini...
This only became a thing in Tiberian Sun.
EternalNooblet Jul 12, 2020 @ 6:58am 
So total TS conversion mod when?
wx4177 Jun 3, 2022 @ 4:08am 
I think #2 hit the point. You can not easily revise rules.ini to add a new uint. However, though the SOURCECODE can be found in the file of CnCRemastered, I still how to achieve. Is there anyone can work it ? It seems a tough task.
DontCryJustDie Jun 3, 2022 @ 4:24am 
Adding new units via ini editing is possible with some mods. My mod Veterancy & more for TD enables this, also the NCO mod and its derivatives.

I think there is also a RA mod that adds this (I don't remember the name) and I plan to add this functionality to my mod in the future.
DDF3 Jun 3, 2022 @ 1:21pm 
First i would suggest you download the source code to some other folder . And use this folder as your source. If you muck something up you can always replace the file from your remastered\source code folder

(click the green code button to download )

https://github.com/electronicarts/CnC_Remastered_Collection

Here is a couple of guides to get you started with the source code. (visual studio 2022 works as well)

https://steamcommunity.com/sharedfiles/filedetails/?id=2120714714

https://steamcommunity.com/sharedfiles/filedetails/?id=2132108399

Once you have all of these things in the first guide installed , you can open RedAlert folder and open the project file . Then before you do anything try to build it , If it builds with no errors your good to go.

The first file you will need to modify is Udata.cpp
Last edited by DDF3; Jun 3, 2022 @ 1:26pm
Baghira Jun 4, 2022 @ 12:42am 
Another thing you can do where you dont need to figure out how modding works is just to replace units.
You can do this in the INI files.
For example you can get the YAK unit replaced by a fighter jet.

You just need to find the INI values

[YAK]
You set Image=U2
What happens now is, that the image of the Spy Plane shows up when you build a YAK plane.
Now you can go on and edit the speed values and weapons

After this you have replaced the YAK (Keep in mind this unit as you know does not exist anymore) by a modern fighter jet. (You can also rename the unit. Just type Name= Whatever
under the unit section in the ini files

[YAK]
Image=U2
Name=Super Figther
Speed=15

For example. Yak now has much higher Speed, Is named as Super Figther and the Picture of the unit is the pic from the Spy Plane
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Date Posted: Jul 9, 2020 @ 8:49pm
Posts: 11