Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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Veterancy and more - Version 22.2
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GameType: RedAlertMod
File Size
Posted
Updated
6.384 MB
Aug 11, 2020 @ 7:10am
May 11 @ 8:09am
38 Change Notes ( view )

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Veterancy and more - Version 22.2

Description
➡️ Looking for the TD version

‼️ You can only activate one DLL mod and this mod does change the DLL. ‼️

⚠️ I haven't tested this mod with the LAN mode yet. ⚠️

Found a bug? Please use this thread for bug reports.

New features
  • Clear construction sites while in placement mode with the "Mod-Command 1" hotkey.
  • MCV deploy move with alt modifier. MCV clears blockage when you try to deploy it.
  • Attack-QMove and Patrol system. Patrols can be created by pressing the "Mod-Command 4" hotkey after assigning it in the hotkey menu.
  • Chrono Tank group teleport. Select the group then hold down the alt key and select a destination.
  • Third party modding system.
  • Expanded rules ini system, create new units, weapons and more.
  • Cash supply feature. Buildings can generate cash over time.
  • Helicopter guard mode. When Immersive Helis is active helicopter can now guard an area.
  • Weapon factory and helipad faction switch. Press Ctrl key to change the faction of your current selected or pending factory. You need to own either a weapon factory, helipad or construction yard of the opposite faction for this to enable.
  • Bounty system. When enabled you gain some money from killing hostile targets.
  • Tesla Coil overload. Shock Trooper that are close to a Tesla Coil now overload them.
  • Immersive Helis originally developed by Kerekupai-meru. To land a heli set the "Mod-Command 1" inside the hot keys menu.
  • Units that take part in combat gain exp. There are 4 levels they can get, reaching them unlocks powerful traits.
  • Infantry may now shot from inside an APC, like they could in Generals Zero Hour.
  • Added tech upgrades available at the Sidebar.
  • Option to enable Aftermath units in campaign.
  • Units attack is buffed if Tanya is near.
  • Based on More QoL Improvements developed by Rampastring and CFE Patch (for Red Alert) by t2d | no.SkiLLz @ Töffte.
    Key features taken from said mods:
    • Rally Points
    • Configurable Build Distance
    • Multi wall building
    • Harvester Queue Jumping
  • Attack Move, hold SHIFT while ordering units to move somewhere on the map.
  • A* path finding originally developed by cfehunter.

QoL changes
  • Added an option to disable friendly fire.
  • Buildings will pause repairs instead of canceling it if the player runs out of money.
  • TD building capture style.
  • Option to hide fake buildings.

Visual updates and changes
  • Disabled the legacy renderer because many features this mod offer only work correctly with the remastered renderer.
  • Aircrafts with ammunition now show a bullet symbol instead of the generic one.
  • Units in Guard Mode will now indicated with a 'G' letter.

Veterancy level bonuses
Configurable via ini system.
  1. Veteran
    • +25% HP
    • +1 HP heal <50%
    • +10% Damage done
  2. Elite
    • +25% HP (+50% total)
    • +1 HP heal <75%
    • -10% Damage Taken (-30% for Infantry)
    • +15% Weapon Range
    • Infantry immume to fear
    • Infantry automatically scatters from incoming threats
  3. Hero
    • +25% HP (+75% total)
    • +1 HP heal <100%
    • +10% Damage done (+20% total)
    • -10% Damage Taken (-20% total, -40% for Infantry)
    • -10% Reload, Reload, Recharge Time
  4. Legend
    • +25% HP (+100% total)
    • +2 HP heal <100%
    • -10% Damage Taken (-30% total, -50% for Infantry)
    • +15% Weapon Range (+30% total)
    • +25% Movement Speed

Tech upgrades
Configurable via ini system.
  1. Infantry upgrades
    • Rifle Infantry Training - All Rifle Infantry are recruited with Elite level - Cost $1500
    • Soviets - Kevlar Vest - Equip your infantry with a kevlar vest - Cost $1000
    • Allies - Insulated Armour - Improves the resistance of Infantry against heat and electrical threats - Cost $1000
  2. Unit upgrades
    • Minigun - Upgrades the weapons of Rangers, APCs and Pill Boxes - Cost $1500
    • Soviets - Uranium Ammunition - Uranium ammunition for tanks - Cost $2000
    • Allies - Composite Armor - Improved tank armor - Cost $2000
  3. Building Upgrade
    • Fortified Structures - Increases armor and repair efficiency of structures - Cost $2000
    • Advanced Power Turbines - Increases the power output of power plants - Costs $1500

Credits and Special Thanks
See this thread.
Popular Discussions View All (9)
138
May 11 @ 1:56pm
PINNED: Bug report - Veterancy and more - RA
DontCryJustDie
17
Jul 14, 2023 @ 2:47am
20th Century Warfare - WIP - Need Help with some roadblocks
Chillax 1000mg
13
Feb 22 @ 5:37am
PINNED: Rules.ini
DontCryJustDie
255 Comments
Blade May 11 @ 5:39am 
Holy Cow that was fast! That's awesome that you're still working on this 4 years later. I just left that taking my chances, but that's really exciting. Aside from that little but very interfering detail, this mod is perfect and makes Red Alert what it was always supposed to be. Thank you for all the hard work mate!
DontCryJustDie  [author] May 10 @ 4:39am 
I uploaded a new version that fixes the problem.
DontCryJustDie  [author] May 10 @ 1:18am 
I know what you mean, it annoys me too, but somehow I always forget to fix it. I'm going to make it a high priority now.
Blade May 10 @ 1:02am 
This mod has a major issue because it interferes with tactics by improperly changing the unit AI. Most people have a tendency to use coordinated attacks, for example when you're attacking a soviet base you want all your units focusing the power plants and flame towers before going all in, this mod makes that impossible because units are constantly ignoring your orders and getting distracted by units shooting at them which causes them to stop attacking the target and shoot the unit attacking them instead. They should stop attacking everything else and focus the target once they reach it. This creates all kinds of issues in all kinds of scenarios. In this case the power plants don't get destroyed and your units picked off one by one by tesla coils because they keep stopping to shoot other things instead of what you tell them to. Everything else in the mod is wonderful and I'd love to use it but with an issue like that it just can't stay on my mods list no matter how amazing it is. :(
tuomas18 Mar 28 @ 2:00am 
I've been having so much fun with this mod! The customization options are really something else, thank you so much for your hard work ^^
Skydream Fastyhorse Mar 27 @ 3:03am 
Perfect, thanks! I'll poke at the ini then :D
DontCryJustDie  [author] Mar 25 @ 1:19am 
The ini options for this are available since Beta 11 (VeterancyPrimary and VeterancySecondary). So if you want them so badly you may create them yourself.
Skydream Fastyhorse Mar 24 @ 4:21pm 
Sorry, Legend level, not Elite level
Skydream Fastyhorse Mar 24 @ 4:21pm 
Is there any possibility at all that the RA mod will get legendary weapons at Elite veteran levels the way the Tib Sun mod does?
DontCryJustDie  [author] Mar 22 @ 3:39am 
I just noticed that I never put a link to the rules.ini thread on the mods description page... I'll fix that later.