Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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Veterancy and more - Version 22.3
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GameType: RedAlertMod
Dateigröße
Veröffentlicht
Aktualisiert
6.384 MB
11. Aug. 2020 um 7:10
18. Mai um 1:34
39 Änderungshinweise (anzeigen)

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Veterancy and more - Version 22.3

Beschreibung
➡️ 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.
Beliebte Diskussionen Alle anzeigen (9)
141
18. Mai um 1:37
ANGEHEFTET: Bug report - Veterancy and more - RA
DontCryJustDie
17
14. Juli 2023 um 2:47
20th Century Warfare - WIP - Need Help with some roadblocks
Chillax 1000mg
13
22. Feb. um 5:37
ANGEHEFTET: Rules.ini
DontCryJustDie
260 Kommentare
Blade 24. Mai um 1:04 
Awesome, that worked. Thanks a lot.
DontCryJustDie  [Autor] 23. Mai um 23:18 
The mod is highly customizable, if you don't like something you can change it. Look at the rules.ini thread to learn how to do it. You want the allies to have the Uranium Ammunition upgrade then change the Prerequisite from stek (soviet tech center) to atek and the Owner from soviet to allies.
Blade 23. Mai um 19:47 
May I please make a suggestion? I've been playing this mod a lot and there's one thing I've really noticed and that's that the mod works heavily in favor of the Soviets. Every one of their vehicle units is strong against structures, they also have uranium ammo which only further unbalances them. The upgrades to the power turbines and Structure health absolutely make tesla coils a real pain to deal with and the only Allied unit that's strong against structures is the Artillery. With the increased structure health upgrade, the allies drop off almost immediately. All of the upgrades work in favor of the bulking the Soviets while making the Allies super weak, power turbines don't benefit the Allies at all. If it's possible, I don't know if it is, could medium tanks be changed to be strong against structures? I think that'd really make a difference.

The other thing I can think of is swap the vehicle upgrades and give the allies a boost to firepower and the Soviets a boost to armor.
DontCryJustDie  [Autor] 21. Mai um 1:02 
Hi, no, but if you had at least read the description you would know that this mod includes the pathfinding mod. If mods modify the dll they are incompatible with other mods that modify the dll. All mods the modify the same files are incompatible with each other.
Frosby 20. Mai um 15:36 
hello can this mod work with other mods like the path finding mod ?
Blade 11. Mai um 5:39 
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  [Autor] 10. Mai um 4:39 
I uploaded a new version that fixes the problem.
DontCryJustDie  [Autor] 10. Mai um 1:18 
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 10. Mai um 1:02 
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 28. März um 2:00 
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 ^^