Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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September 24 (Patch Notes)
Final Patch Notes:

  • Fixed an issue where vehicle turrets were disappearing or sorting below the chassis
  • Fixed an issue where vehicles were drifting / sliding during their movement
  • Fixed an issue where certain fire animations were choppy or missing animation frames
  • Fixed an issue where the Attack Cursor was not always reflecting properly
  • Fixed an issue where helicopter units were not landing on the Helipad when using certain hotkeys
  • Fixed an issue where Turkey’s sub-faction bonus was not working properly
  • Fixed an issue where the intro cinematic was not playing when restarting custom missions
  • Fixed an issue where the gameplay would freeze when restarting custom missions
  • Fixed a crash (we hope) which was occurring when accessing the Options menu
  • Adjusted Harvester behavior:
- Here is some context on the chain of events here. In the August patch, Harvesters would jam up around a single Refinery and often get stuck. We made a change in the September patch to encourage Harvesters to search for an open Refinery, but this was resulting in less desirable behavior where the Harvester would drive to a Refinery far away from their current resource field and become far less efficient.
- So in this update, we attempted to make an adjustment based on community feedback. We have reverted the original change in the September patch, sending us back to jamming Harvesters. But Harvesters can now be re-assigned to a specific Refinery and will remember their assignment. So players who wish to optimize their resource harvesting can do so through attentive micro, and try to keep a balance of Harvesters on each Refinery at their nearest desired field. We hope this is an acceptable compromise.

  • Adjusted the implementation of the Church capture in Tournament Ore Rift
- Our previous fix for this issue resulted in the behavior of making all neutral buildings non-capturable, which was negatively impacting the flexibility of User Maps. So we adjusted the fix for this to specifically prevent just the Church object (V01) from being capturable.

  • Removed “Canyon Pursuit” from the Tiberian Dawn Quickmatch pool
  • Removed “Electric Avenue” from the Tiberian Dawn Quickmatch pool
- Both of these removals were originally requested by the community prior to the September patch, which is now possible with the addition of two new maps below.
  • Added “Tournament Middle Camp” community map into Tiberian Dawn and the Quickmatch pool
  • Added “Tournament Desert” community map into Tiberian Dawn and the Quickmatch pool
- We also attempted to add several other community maps, but did not receive permission from their associated authors or had difficulty contacting them. We promised not to use community content without the authors’ permission and respect their decision.

Thanks for the support and patience as we worked through these items, and we’re eager to hear if this update improves your experience with the C&C Remastered Collection.
Naposledy upravil EA_Aeter; 24. zář. 2020 v 11.33
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Zobrazeno 115 z 78 komentářů
Thanks for bug fixes.
Very nice.
sending us back to jamming Harvesters. But Harvesters can now be re-assigned to a specific Refinery and will remember their assignment. So players who wish to optimize their resource harvesting can do so through attentive micro, and try to keep a balance of Harvesters on each Refinery at their nearest desired field. We hope this is an acceptable compromise.

The AI can't Asign :s so AI will be less good again and have harvesters stuck again.
Since this Patch i got always a black screen after i choose one of the two games.
Reinstall, Windows reboot...
Nothing helps.
Thank you for your work on this game and this open communication, I really appreciate it!
The Harvester compromise you came to is a great one IMO. I think it should have been that way from the beginning.

All the other fixes spot on EA/Petro. I assume this includes the rotors disappearing from the helicopters?

Thanks for the update EA_Aeter!
imi87 24. zář. 2020 v 13.58 
Just waiting for you to confirm the TS/RA 2 remaster :steamdance: Do IT!

also thanks for the latest patch - those harvesters were driving me crazy at times
Naposledy upravil imi87; 24. zář. 2020 v 14.00
Thank you for finally doing something about the harvester AI!

I just did a test in a skirmish game and I was able to keep over 100 ore trucks running without my economy clogging up even once, they spread out among my refineries very nicely.

I really like that they stick to their assigned refineries. It makes it very easy to deal with any bottlenecks as they crop up.

This might just be the best harvester AI we've had in this game yet!

Time to start playing some multiplayer games again.
So why was pathing not fixed? The terrible pathing from the original (including units not responding to commands or just stopping) still exists. I love the franchise but it would be a quality of life change
BURIN 24. zář. 2020 v 17.01 
Thanks!
lol I liked the drifting vehicles
Thanks for up date.
DDF3 25. zář. 2020 v 12.44 
In the last patch you changed the editor Home waypoint for TD to 28 , but the game is still using waypoint 26 as the Home

If you put a Home waypoint from the editor into a new TD Map you will get a black screen until you add a waypoint 26 to the map , at which time it will work ,


I mean why bother changing things for 2 extra waypoints, if you change the game to use the new home of way point 28 now , all of the maps for TD will have to be redone.

As it is now i have to use 2 waypoints to get things to work , the new Home and waypoint 26

Personally i would just put the editor back to what it was.
Naposledy upravil DDF3; 25. zář. 2020 v 23.30
Thanks for the continuous updates. You guys rock!
thanks guys you're doing gods work
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