Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 41.1
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Update: Apr 7 @ 5:19am

Version 41.1
  • Fixed an issue that caused helicopters to get stuck when their primary and secondary weapons had different ranges.

Update: Apr 2 @ 12:25pm

‼️ This version doesn't work with saved games made with prior versions.‼️

Version 41
  • Helicopter can now have Secondary weapons that differ from their Primary weapon.
  • Implemented path find optimizations from Red Alert.
  • Slightly improved A* path find performance.
  • Fixed defensive buildings getting stuck when a target is assigned during construction animation.
  • Fixed objects having wrong scaling (e.g. nuke or ion cannon animation).
New ini settings
  • [Combat] AircraftROFModifier - When a weapon is fired from an aircraft multiply the ROF with this value (def=0.5).
  • [AircraftTypes] ROFModifier - Per unit override (def=[Combat]AircraftROFModifier).
Removed ini settings
  • [Options] Rotation - This setting from CONQUER.INI is no longer read by this mod.

Update: Mar 19 @ 1:25am

‼️ This version doesn't work with saved games made with prior versions.‼️

Version 40
  • Added the option to add custom laser/line colors. See Colors section in art.ini.
  • Disabled cash supply in the final funpark mission.
  • Fixed undefined behaviour in the A* algorithm.
  • Fixed an issue with the custom Tiberium growth algorithm.
New ini settings
  • [AudioVisual] HarvesterRefineryLine, HarvesterRefineryLineColor, RallyPointFallbackColor - See rules_veterancy.ini for more details.
  • [WeaponTypes] LaserDuration - Laser duration in game ticks (def=5).
Updated ini settings
  • [WeaponTypes] LaserColor - Now also accepts a color name that is defined in the Colors section.

Update: Jan 25 @ 1:55am

Version 39.2
  • Added EVA voice option 'UnitRepaired'.
  • Fixed an issue where buildings would get stuck in the unloading mission.
Updated ini settings
  • UnitRepair [BuildingTypes] - Can now be set for structures with Helipad=yes and UnitReload=yes. However, repairs are not as fast as in a repair bay.

Update: Jan 22 @ 12:24am

Version 39.1
  • Fixed a problem where units in hunt mode wouldn't move towards their targets.

Update: Jan 20 @ 8:39am

‼️ This version doesn't work with saved games made with prior versions.‼️

Version 39
  • Added support for map ini snippets. Just like in Red Alert you can now create missions where you can override game settings directly in the map's ini file.
  • Added several new options to customize and improve the campaign AI.
  • The behavior of AI-controlled helicopters has been improved.
  • The campaign AI can now rebuild harvesters for all refineries it owns, not just one.
  • Added an option to enable Red Alert's attack team selection, as the vanilla method is biased and some team types are never used. Enabling this setting can give you a new experience in the campaign, as the AI ​​may now use new teams.
  • Fixed the problem wherein infantry could not enter/leave buildings with certain foundations.
New ini settings
  • AutocreateTime [AI] - Average minutes between creating 'auto-create' teams (def=0.0). If '0' the vanilla method (hardcoded values for each difficulty) is used to determine this value.
  • AutocreateMinTeams [AI] - Minimum teams created.
  • AutocreateMaxTeams [AI] - Maximum teams created. If '0', the build level of the mission is used to determine this value.
  • RebuildAircrafts [AI] - Can the campaign AI rebuild lost aircrafts?
  • SmarterBaseRebuild [AI] - If 'yes', the campaign AI cannot be disabled simply by blocking one base cell.
  • UseRATeamSuggestion [AI] - Should Red Alert's team suggestion algorithm be used to determine which attack (Auto-create) teams to create?
  • HuntCommand [Experimental] (yes/no) - If enabled you can give your units a hunt command by pressing shift + guard hotkey (default 'G').
Updated ini settings
  • GuardRange [TechnoTypes] - Is now capped to weapon range for human controlled objects in normal guard (guard hotkey not pressed). You can still use greater values, they still work for area guard (guard hotkey pressed).

Update: Jan 7 @ 12:18am

Version 38.1
  • Fixed a crash when starting the Nod 4A mission.

Update: Jan 4 @ 12:45am

Version 38
  • The code of the SAM Site has been revised to respect the weapons Burst setting.
  • GuardRangeMax now applies to guard (weapon range) and area guard (double weapon range) target scans, previously only to area guard.
  • Fixed healer types can heal enemies.
New ini settings
  • GuardRangeMax [Combat] - Maximum cell distance to scan for enemies to attack.
  • SamFastRetarget [Combat] - Does the SAM Site immediately scan for a new target if the current target is lost but still has shots left? Normally the SAM Site descends before scanning for a new target.
  • GuardRangeAI [TechnoTypes] - Special guard range for the AI. Ignores GuardRangeMax. In vanilla game used by helicopters.
  • GuardRangeMax [TechnoTypes] - Per object override of [Combat]GuardRangeMax. Should be used instead of [Combat]GuardRangeMax to minimize impact on campaign missions.
Updated ini settings
  • FixTargetScan [Combat] - (experimental) When active, the Pythagorean theorem is used to calculate coordinate distances. The vanilla 'Dragon Strike' method is inaccurate. Read warning about this setting in Version 37 patch notes.

Update: Dec 24, 2024 @ 3:51am

Version 37
  • Transmogrify reworked for more customization.
  • Added two experimental features.
  • Fixed issues with stealth.
New ini settings
  • WeaponRangeIndicator [AudioVisual] - (yes/no) (experimental) If enabled defensive buildings show a weapon range circle.
  • SporeGrowth [BlossomTree] - Requires [Tiberium]GrowthMod=yes. Do spores that hit existing Tiberium increase their growth level?
  • FixTargetScan [Combat] - (yes/no) (experimental) The vanilla game uses wrong range values when seeking for targets. If enabled a new algorithm is used. Should only be used in skirmish (e.g. in modern_mod.ini or skirmish_mod.ini) because it can break certain campaign missions (e.g. Nod 9A, Grenadier on bridge will kill your Rocket soldiers because he is in range when using correct distance calculations).
  • Transmogrify.Into, Transmogrify.Chance, Transmogrify.OnKill, Transmogrify.Forced, Transmogrify.Hostile, Transmogrify.Visceroid [WarheadTypes] - See rules.ini for details.
Updated ini settings
  • ⚠️Transmogrify [Tiberium] has been removed.
  • ⚠️IsFromTiberium [WarheadTypes] - Is not related to transmogrification anymore.
⚠️Breaking change. If you have used those settings please update your ini files.

Update: Dec 15, 2024 @ 8:17am

‼️ This version doesn't work with saved games made with prior versions.‼️

Version 36
  • Added a new Tiberium growth algorithm which is highly customizable. To activate it set [Tiberium]GrowthMod=yes.
  • Added ARMOR (damage reduction) as a possible stat to the aura system.
  • ⚠️Several Tiberium and blossom tree related settings have been renamed and moved to new sections (BlossomTree, Tiberium).
  • Damage from blossom tree warhead 'Spore' can now transmogrify its target into a Visceroids.
  • Fixed an issue in the base game where all warheads could destroy Tiberium.
  • Fixed an issue in the base game that caused Tiberium to spread outside the visible map.
  • Fixed strange behavior of reinforcement helicopters in mission Nod 9.
  • Fixed BailsPerUnloadCycle not working correctly. ⚠️Renamed to UnloadAmount and moved from General to Harvester section.
  • Fixed the problem where Visceroids could not spawn from dying soldiers.
New ini settings
  • Damage, Warhead, TransformTime, TransformChance, SpreadTime, SpreadChance, StopChance [BlossomTree] - See rules.ini for details.
  • Value, Damage, Warhead, Grows, Spreads, Transmogrify, GrowthMod, CampaignScale, SpreadLevel, GrowthTime, GrowthTimeScale, GrowthChance, GrowthChanceScale, SpreadTime, SpreadTimeScale, SpreadChance, SpreadChanceScale [Tiberium] - See rules.ini and rules_veterancy.ini for details.
  • IsFromTiberium [WarheadTypes] - Is the source of this warhead Tiberium? If yes, then TiberiumProof=yes prevents damage from this warhead. Also enables Visceroid transformation when dying from this warhead.
Updated ini settings
  • ⚠️BailsPerUnloadCycle [General] has been renamed to UnloadAmount and moved to [Harvester].
  • ⚠️TiberiumGrowthScale [General] has been renamed to CampaignScale and moved to [Tiberium].
  • ⚠️TiberiumValue [General] has been renamed to Value and moved to [Tiberium].
  • ⚠️TiberiumDamage [Combat] has been renamed to Damage and moved to [Tiberium].
  • ⚠️TiberiumWarhead [Combat] has been renamed to Warhead and moved to [Tiberium].
  • ⚠️TiberiumTransmogrify [Combat] has been renamed to Transmogrify and moved to [Tiberium]. Also updated the type of this setting from integer to float, it now excepts integer percentage values (15%, 50%, etc) or float values (0.15, 0.5, 0.001536 etc).
  • ⚠️BlossomTreeDamage [Combat] has been renamed to Damage and moved to [BlossomTree].
  • ⚠️BlossomTreeWarhead [Combat] has been renamed to Warhead and moved to [BlossomTree].
⚠️Breaking change. If you have used those settings please update your ini files.