Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

72 ratings
[TD] 🛠 NCO 🛠 (RULES.INI 📃 & Lua Scripting ⚙)
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GameType: TD, TiberianDawnMod
File Size
Posted
Updated
2.055 MB
29 Jun, 2020 @ 4:48pm
2 Jan @ 3:24pm
43 Change Notes ( view )

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[TD] 🛠 NCO 🛠 (RULES.INI 📃 & Lua Scripting ⚙)

Description
🛠New Construction Options🛠

This mod provides an new gameplay features, a 📃 RULES.INI file 📃 for Tiberian Dawn & ⚙ Lua event scripting ⚙.

Currently only one C&C code mod can run at once, this mod aims to fix that problem by providing a rules file and a scripting API.

Simply write your mod using this interface instead of editing the source code directly.

****

Features:

Several new gameplay features have been added and some ported from the popular CFEPatch.

Note: All features are enabled by default, you can disable them in the rules file.

  • Rally Points
  • A* Path Finding
  • Multiple Harvesters per Refinery
  • Commando Guard Rule
  • Modern Wall Building

See the Enhancements section in the RULES file.

Mods

This mod allows you to add new units and infantry using just the rules file, no code changes required.

  • Add new infantry types
  • Add new unit types

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Getting Started:

TL;DR - Setup guide: https://github.com/djfdyuruiry/cnc-td-nco-mod/blob/master/README.md

Complete wiki: https://github.com/djfdyuruiry/cnc-td-nco-mod/wiki

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Help

If you are having issues with the mod, you can:


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Rules

Ever wanted gunboats that can cloak and shoot laser beams❓❓❓
How about capturing a Obelisk with an Engineer❓❓❓
Building Temple of Nod as GDI❓❓❓

You can do all this and more!

  • Set distance between buildings (build more than one cell away)
  • Full rules for: Aircraft, Infantry, Units, Buildings, Weapons, Bullets & Warheads
  • Turn off single player constraints, for example: Nod can't build APCs, GDI can't build Temple of Nod
  • Superweapons, AI and difficulty
  • Additional rules for tweaks and cheats and debug options

More rules are planned: change graphics, load additional mix files etc.

Guide on how to edit the RULES.INI file can be found here[github.com].

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Lua Scripting:

  • Lua 5.3 support
  • Run your scripts when game events happen
  • Get/set rules - affecting units etc. in real-time
  • Control superweapons, credits and the game UI

A guide on how to use Lua Scripts with the mod can be found here[github.com].

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Links

Project Roadmap can be found here[github.com].

Github Repository[github.com]

I stream coding on twitch: https://www.twitch.tv/djfdyuruiry

Popular Discussions View All (5)
176
11 minutes ago
Bugs
djfdyuruiry
57
27 Sep, 2020 @ 8:20pm
Suggestions and features
fasciana84
6
29 Sep, 2020 @ 10:03am
LUA Event Ideas
UncleUncle
< >
245 Comments
Springtrap 24 Jun @ 2:44pm 
ini files are difficult for me!
Aizen 22 May @ 10:00pm 
How do you make V2 rocket launcher have a nuclear warhead?
Reilsss 4 Apr @ 9:31am 
Out of curiose, this this mod allows making new Units, has there anything 'new' been realsed to the public to try out ?
Or are there tutorial how to make units? Example try to add the heavy tank from RA, code wise with a rules probally easy but what about the graphics of a unit?
KotCR 4 Apr @ 4:54am 
@zerobyte666 Essentially due toe playing the game like a Tower Defense game with the occasional sneak attack is basically the way to go with the way the singleplayer is designed in the original C&C due to the AI playing by essentially a different set of rules to the player, with full Harvester loads, a constant supply of free units, being able to see the whole map, being able to rebuild structures anywhere on the map ignoring adjacency, ignoring the tech tree, yadda, yadda, yadda :p.

But I suppose I should not get too carried away with what a big improvement on the AI and missions Red Alert was over the original C&C :p.
KotCR 4 Apr @ 4:52am 
@zerobyte666 Also useful for hit and run attacks, gunning down Harvesters and Structures in particular. They're one of the most cost efficient units in the entire Nod arsenal, and will generally out perform anything else Nod have (except Recon Bikes, which should be used in tandem) with correct micro. Though it's true the entire game balance in the singleplayer missions of the original C&C revolved almost entirely around the entire of you sneaking an Engineer into the AI's Con Yard. Obviously that means anything with a transport slot is going to be a thousand times more useful, but the Nod Buggy is one of the few Nod units that was probably useful even without one, that's all.

Not that I've got anything against you changing the game to be whatever you like of course. Just it seemed like you didn't realise the Nod Buggy was a really good unit anyway. Common misconception that people who only played the singleplayer have; Not their fault, really, the mission design itself is to blame.
zerobyte666 3 Apr @ 9:15am 
They're useful for recon, and that's it.
I already made my own version of this mod, with buggies and Humvees having 1 transport slot, and it's quite handy sometimes. :)
KotCR 27 Mar @ 8:36am 
If they're useful in multiplayer, in most cases they'll be useful in singleplayer too. Buggies are no exception, you just need to learn how to use them.
zerobyte666 14 Mar @ 4:46am 
Oh, I don't play MP at all, all my concerns are about SP only. :)
Aso in OpenRA versions of TD and RA1 jeeps/buggies have 1 transport slot.
KotCR 12 Mar @ 1:00am 
@zerobyte666 I dare you to play a MP match against a human Nod opponent, then try and tell me that Buggies aren't useful enough :p.
zerobyte666 3 Mar @ 1:14pm 
Also it would be nice if other units like Humvee or Nod Buggy could transport infantry, say, 1 solider.
Currently they can with proper flags set, but
- load/unload animation is ugly
- they cannot be transported by hoverboats (i.e. hoverboat is empty when it was supposed to transport a humvee).
This fix would make Humvee/Buggy a bit more useful throughout the game.