Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 30.2
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Update: Jul 24 @ 4:33am

Version 30.2
  • Updated AI unit retaliation behavior.
    Old: check if the attacker does more damage against me than my current target.
    New: check if I can do more damage against the attacker than I do to my current target.
  • Fixed a crash related to the Mobile Gap Generator.
  • Fixed building tech upgrades not available in Soviet campaign.

Update: Jul 18 @ 2:56am

Version 30.1
  • Fixed a crash.

Full v30 patch notes below.

Update: Jul 18 @ 12:26am

Reverted back to Version 29 because Version 30 appears to have crash issues that may take some time to resolve.

Update: Jul 14 @ 5:50am

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

Version 30
  • Added building upgrade system. "Mod Command 2" hotkey is used to start upgrades.
  • Added FLH system.
  • Added Veteran crate from Tiberian Sun.
  • Added levelup animation.
  • Vehicles with OpenTopped=yes now adjust their weapon range based on the passengers weapon range, as in Red Alert 2.
  • Fixed WallsHaveFullCost not working.
  • Fixed a use after free crash.
  • Fixed crash when placing a beacon because of wrong BeaconAnim.
  • Fixed BurstDelayX not being read when the weapon has no native Burst.
  • Fixed white shape when LAR1 dies.
New ini settings
  • Silo [BuildingTypes] - Is this building an ore silo (def=no)?
  • UpgradesInto [BuildingTypes] - Specifies the BuildingType that this BuildingType can upgrade into (def=none).
  • Veteran [Powerups] - Veteran crate settings.
  • UseStorage [Resources] - If set to no, ore & gems are converted directly into money, as in Red Alert 2 (def=yes).
  • HideCameo [TechnoTypes] - If set to yes the sidebar icon of this object is hidden (def=no). Useful for building upgrades that shouldn't be on the sidebar.
  • PrimaryFireFLH, SecondaryFireFLH, VeterancyPrimaryFireFLH, VeterancySecondaryFireFLH [TechnoTypes] - Objects projectile launch position.
Updated ini settings
  • BustDelayX [WeaponTypes] - 0 now means no frame delay between shots.
Removed ini settings
  • ⚠️VerticalOffset, PrimaryOffset, PrimaryLateral, SecondaryOffset, SecondaryLateral [TechnoTypes] - Replaced by xFireFLH.
⚠️Breaking change. If you have used those settings please update your ini files.

Update: Apr 7 @ 5:06am

Version 29
  • Helicopter can now have Secondary weapons that differ from their Primary weapon.
  • Slightly improved A* path find performance.
  • Fixed defensive buildings getting stuck when a target is assigned during construction animation.

Update: Mar 26 @ 3:02am

Version 28.3
  • Fixed helicopter landing behaviour in campaign.

Update: Mar 21 @ 1:57pm

Version 28.2
  • Fixed a possible crash when picking up an explosives crate.
  • Re-enabled compiler optimizations.

Update: Mar 21 @ 12:22am

Temporary disabled compiler optimizations.

Update: Mar 19 @ 1:26am

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

Version 28
  • Added the option to create laser weapons.
  • Added the option to add custom laser/line colors. See Colors section in art.ini.
  • Fixed missile silo stuck in launch missile state.
  • Fixed undefined behaviour in the A* algorithm.
New ini settings
  • [AudioVisual] HarvesterRefineryLine, HarvesterRefineryLineColor, RallyPointFallbackColor - See rules_veterancy.ini for more details.
  • [WeaponTypes] IsLaser, LaserColor, LaserDuration - See rules.ini for more details.

Update: Feb 8 @ 9:53am

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

Version 27
  • Added a new highly customizable ore growth algorithm. To activate it set [Resources]GrowthMod=yes.
  • Fixed the problem wherein infantry could not enter/leave buildings with certain foundations.
  • Fixed an issue where buildings would get stuck in the unloading mission.
  • Fixed the issue in the base game where OreGrows and OreSpreads were not working in skirmish.
New ini settings
  • [AI] AutocreateMinTeams, AutocreateMaxTeams - Minimum and maximun teams created.
  • [Combat] GuardRangeMax - Maximum cell distance to scan for enemies to attack.
  • [Resources] CampaignScale, GrowthMod, GrowthRate, Gem.Value, Ore.Value, Ore.Grows, Ore.Spreads, Ore.SpreadLevel, Ore.GrowthTime, Ore.GrowthTimeScale, Ore.GrowthChance, Ore.GrowthChanceScale, Ore.SpreadTime, Ore.SpreadTimeScale, Ore.SpreadChance, Ore.SpreadChanceScale, Mine.SpreadTime, Mine.SpreadTimeScale, Mine.SpreadChance, Mine.SpreadChanceScale, Mine.Growth, Mine.TimeVariance - See rules.ini and rules_veterancy.ini for details.
  • [TechnoTypes] GuardRangeAI - Special guard range for the AI. Ignores GuardRangeMax.
  • [TechnoTypes] GuardRangeMax - Per object override of [Combat]GuardRangeMax. Should be used instead of [Combat]GuardRangeMax to minimize impact on campaign missions.
  • [UnitTypes] AnimRate - Frame delay between animation frames (def=1).
  • [Experimental] HuntCommand (yes/no) - If enabled you can give your units a hunt command by pressing shift + guard hotkey (default 'G').
Updated ini settings
  • [TechnoTypes] GuardRange - Is now capped to weapon range for human controlled objects in normal guard (guard hotkey not pressed).
Removed ini settings
  • ⚠️[General] GemValue, GoldValue, GrowthRate, OreGrows, OreSpreads, OreGrowthScale - They are now in the [Resources] section, some with new names.
  • ⚠️[General] OreTruckRate - Replaced by [UnitType]AnimRate.
⚠️Breaking change. If you have used those settings please update your ini files.