Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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CFE Patch
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GameType: TiberianDawnMod
File Size
Posted
Updated
1.669 MB
Jun 6, 2020 @ 1:36pm
Jun 23, 2020 @ 10:01am
44 Change Notes ( view )

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CFE Patch

Description
The End

I'm moving on from the C&C Remasters and I'll no longer be actively working on this mod.
Others are welcome to pickup where I left off, the source code is available on my bitbucket.
The usual rules apply, if you use my code just follow the GPL and credit myself, and the others that have contributed, where appropriate.

The mod will remain on the steam workshop in an unlisted state, it'll continue to work until the next official patch.


Features

**Every feature can be toggled in the INI file.**

A* Pathfinding
This mod replaces the "crash and turn" pathfinding in Tiberian Dawn with a simple implementation of A*. Generally this means that your units wont get lost or stick to edges when moving around the map.

Rally Points
All construction buildings (and repair depots) can now set rally points. Order a building to move to set a rally point on the ground. Hold Alt to set a rally point on a unit or building.

Attack Move
Shift click to issue an attack move order. This will make units stop to fight along their path.

Repair Suspended Instead of Cancelled
Buildings will no longer cancel their repairs if you run out of money. They'll just pause and continue when you do have money.

Harvester Tweaks
Harvesters will no longer wait around the refinery for a harvester that is further away. They'll now jump the queue if they're closer. Maximum efficiency!
Harvesters will also no longer try and unload at a refinery they cannot reach, just because it's closer than one they can. (Nod 13)
Harvesters will also self heal up to 50% of their health (at the same rate as a mammoth tank) this should make their grand adventures in enemy bases a little less irritating.

Tiberium Growth Scale
Configurable tiberium growth. Defaults to 1 (normal growth) but you can set it as high as you like in the ini file

Configurable Build Distance
By default you can now build one tile further from your buildings (as in later C&C games), but you can make this distance as big/small as you like in the ini file.

Commando Mission Airstrike Tweaks
Disables A10 Warthog strikes on commando missions prior to the player having a base

Commando Guard Tweak
Commandos will actually shoot while on guard or attack moving (Toggle in the ini)

Safe Demolition Tweaks
If a structure is destroyed by C4 (commando) it will no longer spawn enemy soldiers (Toggle in the ini)

Aircraft Tweaks
Orcas and other aircraft will no longer fly to an enemy, realise they have no ammo, and then fly home. They'll just RTB to reload if out of ammo.

RA2/TS Style wall building
Configurable wall build length in the style of RA2 and TS. Configurable in the ini file between 1 and 10 tiles.
WALL_BUILD_LENGTH=N



Configuration
You can find the configuration file in "Documents/CnCRemastered/Mods/Tiberian_Dawn/CFEPatch"
All of the features can be toggled and several settings can be tweaked.
It'll be created when you first start a game (skirmish, campaign or save) if you're installing this from the steam workshop.
We don't have any access to the frontend, so this is the earliest any mod can run code.

If you have an old version of the ini file, and a setting is missing, just delete your local CFEPATCH.INI and the game will recreate it on next run.

Make sure you leave a blank line at the end of the file!

Planned Features
Rules.INI support for TD
Red Alert Port
Better AI

FAQ

Can I use this with other mods?
If they touch the game code, no. That's just the nature of modding for TD/RA at this time.
Any data mods should be absolutely fine.

Does this work in multiplayer?
I've written the mod to support multiplayer, but it's currently locked in the frontend UI and we have no way to bypass it.

Nothing works, help?
Try turning off your other mods, perhaps one of them is a code mod.

Can I suggest a feature?
Sure, create a post on nexus mods or the discussion forum on the steam workshop.

Will you port this to Red Alert?
Yes, after it enters Beta. When I'm done adding features.

Building placement doesn't work and other random issues
If you're loading a save game it can break if you've ever had other mods active during that skirmish/mission. There's nothing I can do about this, you'll just have to either go back to your old mod configuration and finish the mission or restart it with mine.
If you've started a mission/skirmish, with just my mod active, then please tell me about it. I try to make bug fixes a priority.

Can I use your code in my mod?
Generally yes, just credit me.
Please don't just re-upload my mod with data changes though.

Unit Queue is broken
This is a bug in the base game, not the mod. Toggle the option off/ on in the menu

Mission difficult has changed from hard to normal
This is a bug in the base game, not the mod. There's nothing I can do to help with this, sorry.

Code
Bitbucket[bitbucket.org]

Credits and Special Thanks
FluffyQuack - Assistance with building tile gaps & multi wall improvements
A__Gun - Assistance with building tile gaps.
Spyyre - Helping to track down the building placement issue.
pchote - Tile drawing in remastered view
Butch - Assistance with attack move polish

*** WARNING ***
I have been testing this where I can, but use at your own risk. This may potentially break missions or just fail to function.
Popular Discussions View All (38)
9
Jun 26, 2020 @ 3:41pm
Unlock multiplayer units in campaign
VenomSK
8
Jun 30, 2020 @ 12:59pm
How to find the mod these days?
3D Master
6
Jun 17, 2020 @ 6:07am
Guard mode for commando
Milkey-Wilkey
545 Comments
Chthon Oct 26, 2020 @ 12:26am 
@ Mikeagan I don't know if cfehunter will ever come back, but I've updated his mod to work with the final official patch, plus made a few improvements: https://steamcommunity.com/sharedfiles/filedetails/?id=2239875646
Mikeagan Sep 28, 2020 @ 5:24pm 
@cfehunter I realize that you are no longer working on the mod, but I thought that I would let you know that they announced that they have released the Final Official Client Patch for the game. So if you decide to do one final update you could do so.
cobber51 Aug 6, 2020 @ 8:56pm 
The specific name of the mod I just referred to is [TD] 🛠 NCO 🛠 (RULES.INI 📃 & Lua Scripting ⚙).
cobber51 Aug 6, 2020 @ 8:54pm 
@Zincoshine:

CFE is being incorporated in stages (so far the pathfinding, rally points, RA2 style wall building and tile gap distance, and commando guard features have been added in, with the other features on the way at some point) into a new mod that also includes a RULES.INI file for you to be able to make your own tweaks if you desire to. The mod is called [TD] NCO + RULES, so don't feel like you have to give up on C&C Remastered just yet, at least try this new NCO mod out first...
XxSTOZZYxX Aug 6, 2020 @ 7:40pm 
so it still works... i didn't even think to test it before i started ripping into the source.


just spent two hours in code for no reason. i built a new dll with some of the official update baked in, i may finish it off if i can, some of it requires some work and knowledge beyond mine, but, it still works as is
Zincoshine Aug 6, 2020 @ 11:18am 
And C&C just got updated. RIP CFE Patch, you will be missed. Time to unrecommend C&C remastered, its shit without this patch.
Bucky Seifert Jul 6, 2020 @ 12:05pm 
Hey there! This mod is fantastic, but there is an issue where if I do attack move at least in TD, the units will seem to stay in that mindset and won't move to where I right click them to. I love having attack move in these games so I'm grateful for this mod, but I just wanted to let you know of this bug :ss2heart:
cfehunter  [author] Jul 2, 2020 @ 6:14pm 
@3RDplayer There's nothing serious, I just got bored.
Game dev is my day job, so modding isn't really a hobby for me, it's additional work. I started this project because the harvester pathfinding was driving me mad, and I shared it because I felt others may be facing the same annoyances.
Now that I'm done playing the remasters (for now), I don't really have a vested interest in maintaining the mod. Though as it's open source, anybody else can pick it up and run with it if they like.
3RDplayer Jul 2, 2020 @ 5:19pm 
I do hope the toggle feature that got introduced in the CFE patch will make its rounds and find its way into every available mod. Because I believe what made this mod the best there is, was because of said feature.
Mikeagan Jul 2, 2020 @ 5:15pm 
I have posted my own Mod that includes this Mod + Nuke Tank + Skirmish Units in Campaign and more, Check it out Here: https://steamcommunity.com/sharedfiles/filedetails/?id=2151467489

I see that this is at it's End already. How unfortunate. Well since I enjoy this game I will try and keep this updated with my own additions in my spare time.

As I don't know every change in code he made, I can't guarantee all the features will be maintained for future game patches/updates I should be able to keep mine updated with most features for future patches as long as the changes are well documented.