Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

CFE Patch Redux
Showing 1-6 of 6 entries
Update: May 11, 2022 @ 9:48pm

Version 1.8

1. Q-Moves Overhaul
* Overhauled the Q-move system in RA and ported it to TD.
* Attack-move now works with Q-move.
* Fixed and enabled Q-move loops. (This was an unfinished feature that WW cut.)
* Added ability for aircraft to Q-move (and Q-move-loop).
* Added ability for aircraft in attack-Q-move-loop to remember their navigation queue and return to it after reloading. (Allows for aerial base defenders kind of like Emperor: Battle for Dune.)
* Note that TD uses a different input method than RA due to GlyphX limitations.
* See the "Q-Move Overhaul" page on the wiki for input hotkey commands, ini entries, and full details.

2. Changed tiberium growth on megamaps to scale according to the size relative to a normal 64x64 map. (Previously assumed 4x was appropriate, which is not true if a map is only slightly bigger than 64x64.)

3. VETERANCY is moved from ini file's "FEATURES" section to "SETTINGS" section and now accepts 0 (off), 1 (MP only), or 2 (SP & MP). Default is 2.

4. MEANER_VISCEROIDS is moved from ini file's "FEATURES" section to "SETTINGS" section and now accepts a range from 0 (off) to 3 (very mean). Default is 3.

5. Meaner visceroids now have a chance to lose aggro once their target is out of range so that they won't chase a unit forever.

6. COMMANDO_GUARD is moved from ini file's "FEATURES" section to "SETTINGS" section and now accepts 0 (off), 1 (MP only), or 2 (SP & MP). New default is 1 because this was trivializing too many SP missions.

7. SAFE_SABOTAGE is moved from ini file's "FEATURES" section to "SETTINGS" section and now accepts 0 (off), 1 (SP only), or 2 (SP & MP). New default is 1 because bombing multiple buildings with a single commando/Tanya with no risk was overpowered in MP.

8. New feature TIB_INDEX_BUGFIX enables fixes for a cluster of vanilla bugs concerning inconsistency over whether tiberium level is 0-indexed or 1-indexed, which manifests as harvesters sometimes scooping but not gaining bails of tiberium and TD almost never using the art assets for the smallest level of tiberium. This bugfix is made optional because it impacts in-game economics.

9. Changed cloaking for veteran rank 3 commando to decloak faster and allow firing halfway through decloak process. (The delay imposed by decloaking was so problematic in some situations as to constitute a nerf rather than a buff.)

10. Dr. Moebius now has a chance to say "A most remarkable Metasequoia Glyptostroboides" as an idle quote if he is standing near a tree (or tiberium tree). Thanks to Nyerguds for extracting the sound file from the N64 port.

11. New feature GDI9_FIX. If enabled, the CPU will surrender in GDI mission 9 if it has no buildings or units left except for the turrets on the south bank of the river.

12. New feature MP_PREPLACED_UNIT_ORDER_MODE controls behavior of preplaced (usually neutral) units on MP maps. 0=remastered vanilla - enter idle mode (results in guard area); 1=honor orders in map file; 2=original game vanilla - hunt for infantry, timed hunt for vehicles (aircraft not affected; they DO honor orders in map file regardless)

13. New feature DISABLE_MP_NEUTRAL_ATTACKS controls behavior of neutral houses in MP maps. If enabled, prevents neutral houses from declaring an attack 1 minute into the match (which is quite undesirable in Cactus Valley, for instance).

14. New feature BUILDING_DEATH_ANNOUNCE_MODE implements unfinished building death announcements. Modes: 0=off, 1=owner notice only, 2=generic global notice, 3=faction-based global notice in SP and generic global notice in MP, 4=faction-based global notice in SP & MP.

15. Changed default setting for DO_OVERRIDE_WFACTORY_HP to 1 so that War Factory will have 520 HP in single player if APPLY_BALANCE_TO_SINGLE_PLAYER==1.

16. Bugfixes
* Fixed a crash bug with A-Star pathfinding when the shortest path was more than 200 cells long.
* Bugfix for units that gained stealth through veterancy failing to trip mission triggers.
* Bugfix vanilla remastered bug in SP missions in TD where a non-player unit firing on another non-player unit is supposed to reveal the map. (Same bugfix was previously applied to RA only.)
* Bugfix vanilla remastered bug in Cactus Valley map where neutral visceroids would die immediately upon starting a match with a "kill structures" objective because HOUSE_NEUTRAL had no structures.
* Bugfix vanilla bug that allowed a player to ally with visceroids in Cactus Valley map. (They wouldn't ally back, but you'd be unable to attack them until you figured out what you'd done.)
* Bugfix vanilla bug that allowed AI houses to consider HOUSE_NEUTRAL and HOUSE_JP when selecting which opposing house to fixate on in MP games in TD.
* Fixed vanilla remastered bug that caused AI houses to give far too much weight to proximity when selecting which opposing house to fixate on in MP games in TD. (Thanks to screaming_chicken)
* Fixed a HUGE number of vanilla remastered bugs with sounds playing for the wrong player(s) and/or not playing for the right player(s) in MP games.
* Fixed vanilla bug with commando saying two things at once when ordered to bomb a building.
* Fixed vanilla bug with gunboats failing to retarget when turning around in TD. (Thanks to screaming_chicken)
* Fixed vanilla bug with custom missions using the wrong threshhold for the AI to begin repairing buildings. (The AI in custom mission now uses the same threshhold as late-game missions.) (Thanks to screaming_chicken)
* Completely overhauled the system for flagging units as "discovered" by a given house. This was barely working in classic C&C and totally broken in remastered MP. This should fix some issues with units firing from under the shroud not always causing a shroud reveal. This is also important foundational work for eventually making the skirmish AI "play fair" and respect the shroud.
* Fixed vanilla bug that caused MISSION_AMBUSH to do nothing. (Thanks to screaming_chicken)
* Fixed vanilla bug that prevented a player from getting another reveal crate after previously getting a reveal crate followed by a darkness crate.
* Fixed vanilla bug in TD that allowed a player to still reveal get crates after having the full map revealed via sight sharing when an ally picked up a reveal crate.
* Fixed bug that caused units preplaced on map not getting their current HP changed when balance patch settings or "modern balance" multiplayer lobby toggle changes their max HP.

17. Version 1.8 is NOT compatible with old save files. Sorry!
Optimized several things that were previously done inefficiently in order to maintain save file compatibility.

Update: Jul 26, 2021 @ 8:12am

Version 1.7

1. Megamap (128x128) support for TD!!
1.a. Note: This will break all your old save files -- sorry!
1.b. Note: While this mod can *play* megamaps, it doesn't enable the editor to *create* them. If you want to create megamaps for TD, you need to use one of:
* screaming_chicken's standalone editor: https://github.com/screamingchicken/CnCTDRAMapEditor
* vanilla-conquer's standalone TD game: https://github.com/TheAssemblyArmada/Vanilla-Conquer

2. 8-player support for TD!

3. Increased object limits and increased map ini file size limit to 64k to better accomodate bigger maps and more players.

4. Rearranged TD multiplayer color order to match C&C95 (plus 2 extra colors for players 7 and 8) and incorporated "Jozef's Silver Funpark" (traditional silver color in "funpark" secret levels).

5. Attack-Move Updates
5.1. Fixed bug with twitchy bazooka guys reported by shadics ARG and related weiredness. (At least I think I fixed it.)
5.2. Units should now be more persistent about still trying to reach attack-move destination when blocked.

6. "Smarter Repair Bay" Option
6.1. Ground units can be ordered to queue for repair bay even when the bay is occupied.
6.2. Vastly improved exit logic: Units will always try to exit the repair bay, unless the unit didn't need repaired in the first place and no one else is waiting to use the bay. (This exception gives you a chance to sell full-health units.) Air units will always return to their helipad. Ground units will go to the rally point if set, or, failing that, exit into the open cell that requires the least rotation, or, failing that, ask the blocking units to scatter. (The annoying "sit on the repair bay and twitch" behavior should now only occur if the unit is too blocked in for the scatter request to clear the blockage.)

7. Balance Patch based on CnCNet's Community Balance Patch:
7.a. Option to override for APC never requiring repair bay, despite "modern balance" toggle. (default "on")
7.b. Option to override war factory HP. (default "off")
7.c. Option to override stealth tank price. (default 700)
7.d. Option to override arty turn rate. (default 4)
7.e. Option to make MLRS require radar instead of comm center. (default "on")
7.f. Option to override MLRS HP. (default 120)
7.g. Option to make MLRS buildable for GDI only. (default "on")
7.h. Option to override for MCV/conyard sight range. (default 4/6)
7.i. Option override rocket guy HP. (default 35)
7.j. Option to override rocket guy cost. (default 250)
7.k. Optional chem guy buff (makes biolab buildable and moves req there, chance to create visceroid when killing infantry (increases with veterancy), both chem guy and visceroid 90% resistance to chem spray attack). (default "on")
7.l. Option to apply balance settings to SP too. (default "on")
7.m. Option to enable MP units in SP. (default "on")

8. "Smarter Mammoths" -- Mammoth Tanks always use missiles against infantry.

9. Changed rank 3 veteran bonus for Mammoth Tank, AGT, and SAM to "quad shooter." (SAM is actually twice as many shots as "Smarter SAMS" setting, in 4-shot volleys.)

10. Added Nuke Tank (disabled by default).

11. Incorporated "Pixel-Perfect Zoom Levels" by bleid (plus some extra levels between 1x and 2x to make the gaps smaller).

12. Added spawn animation for visceroids (rapidly grow up from a tiny blob).

13. Added ini options to control visceroids spawning from "frustrated" tib trees independently of "Better Tiberium Growth" feature. Now defaults to off in SP and obeys the MP lobby visceroid setting.

14. Change "Better Tiberium Growth" so that chance to spawn visceroid from "frustrated" tib trees doesn't scale together with tiberium growth rate.

15. Changed steath sound for infantry

16. Superweapon buildings no longer gain veterancy XP from superweapon use.

17. Bugfixes:
* Fixed crash bug when rank 3 veteran bikes/jeeps/minigunners shoot at the ground/walls.
* Fixed bug with splash damage from rank 3 veteran bikes/jeeps/minigunners sometimes getting incorrect armor penetration.
* Fixed crash when loading custom map/mission with invalid mission string in ini file.
* Fixed vanilla bug with units ignoring collision detection on the repair bay, sometimes resulting in multiple units in one cell.
* Fixed vanilla bugs with unit flash effect being shown to wrong players.
* Fixed vanilla bug with not being able to assign harvest mission via radar.
* Fixed vanilla bug with player losing due to dead MHQ in other game modes besides no-bases capture-the-flag.
* Fixed vanilla bug with gunboats not firing in certain missions.
* Fixed vanilla crash bug when infantry move into a building during their death animation.
* Fixed vanilla exploit building off stale proximity check from destroyed building.
* Fixed vanilla bug with not getting the special GDI ending if another building is destroyed by other means after the temple is destroyed with ion cannon
* Fixed rally points set on units not being cleared when the units die.
* Fixed rally points not being cleared when buildings are captured.
* Fixed auto repair rate for rank 3 veteran helicopters on pad.
* Fixed not getting veterancy XP for passengers killed when a transport is killed.
* Fixed fixed turret not always getting 2-shooter bonus applied for next shot after achiving veterancy rank 3.
* Fixed vanilla bug with AI picking base defense units incorrectly.
* Fixed numerous memory-related misc vanilla bugs.

Update: Jan 31, 2021 @ 6:25am

Version 1.6

1. Full LAN multiplayer support. All mod features should now work perfectly in LAN multiplayer, with the exception of the visual preview for TS-style wall building. This is an unfixable consequence of the way the GlyphX client/server handles LAN multiplayer. The "Inverse Wall Placement Preview" feature is provided as a substitute of sorts.

2. Veterancy system. There's a TON of cool stuff in here. See here[github.com]

3. Overhaul of TS/RA2-style wall building.
3.a. It is now possible to build walls in a straight line from walls of the same type that you own up to the full wall build length. (The endpoint no longer needs to be within the normal building range.)
3.b. Building buildings from walls ("sandbagging") is disallowed whenever the wall build length exceeds the building gap.
3.c. "Inverse Wall Placement Preview" feature added to compensate for lack of TS-style wall preview.
3.d. "Walls Have Full Cost" is no longer the default setting. (Though it will still be enabled if you keep your current INI file.)
3.e. When "Walls Have Full Cost" is disabled, walls now sell for 1/N the normal amount, where N is the wall build length.

4. Fixed building placement map-wrapping bug.

5. New rally point artwork. (Was necessary for making it visible only for building owner in LAN multiplayer.)

6. Fixed bug that prevented attack-move from working in LAN multiplayer.

7. Fixed vanilla bug with muzzle flash on wrong turret when Mammoth Tank fired.

Update: Nov 12, 2020 @ 7:07am

Version 1.5

* New feature: Better Tiberium Growth -- Replaces the vanilla tiberium grow/spread algorithm with one that maintains (almost) the same default growth rate but is unbiased, more granular, and more randomized. The growth rate is slightly higher than vanilla because failed spreads fall back into grows when possible. For added flavor, tiberium trees that can't spread because they are surrounded by fully grown tiberium have a small chance to spawn a visceroid when they fail a spread attempt. (Note: When Better Tiberium Growth is disabled, the Tiberium Growth Scale setting is multiplicative with the multiplayer growth scale setting; When Tiberium Growth is enabled, the larger of the Tiberium Growth Scale setting or the multiplayer growth scale setting is used.)

* Two new components added to Smarter Aircraft: (1) Purchased aircraft that fly in from off-map will fly in on same Y coordinate as main helipad. (2) Helicopters periodically check if their target has moved and adjust their flightpath accordingly.

* New feature: Smarter SAMs -- SAM sites that lose their target while they still have ammo will briefly scan for a new target before retracting underground. The number of missiles a SAM site can fire before needing to retract underground to reload is adjustable in the INI. The delay after every second shot is also adjustable in the INI for balance tweaking the overall firing rate.

* New feature: TS-style Visceroid Spawns -- Implements a chance for a visceroid to spawn each time an infantry unit dies from walking through tiberium. (Chance is 5%, plus additional 5% for each other infantry death by tiberium since the last visceroid spawned this way.)

* New feature: Meaner Visceroids -- Several buffs that make visceroids more threatening: 50% increased damage; 50% reduced damage taken; 10% increased speed; 6x healing while in tiberium or 2x healing while not in tiberium; better AI; and infantry killed by a visceroid's tiberium spray have a 25% chance to spawn another visceroid. Under the new AI, visceroids wander randomly, attacking whatever they encounter. Usually they stay close to their current position, but they occasionally travel far, and rarely head straight for someone's base. As a reward for defeating them, visceroids spawn tiberium when killed.

Bugfix: Ground vehicles now properly snap out of attack-move mode upon reaching their destination.

Bugfix: Only infantry are now targeted by Commando Guard. (Shooting the sniper rifle at vehicles/buildings was pointless and could mess up some campaign missions.)

Update: Oct 25, 2020 @ 11:50pm

Version 1.4:

* RA port complete!
* Fixed bug in A* implementation.
* A* pathfinding now ignores currently moving friendly units unless they're nearby (on the assumption they'll move before this unit arrives).
* Fixed bug that made queue jumping cause harvesters to forget refinery when they shouldn't.
* Refinery selection for harvester optimization and harvester load balancing modes with A* active will now fall back to the nearest refinery by crow-flies distance if A* finds no reachable refinieries.
* Fixed rare crash bug that was maybe related to attempting refinery selection reconsideration during refinery build animation.
* Added infantry tiberium aversion feature.
* Added INI control for smarter aircraft.
* Complete rewrite of attack-move code. Works better in general. New behavior for aircraft -- Aircraft will return to base after running out of ammo or reaching the destination. Should be compatible with LAN multiplayer now. (Other features still need fixed for LAN compatibility though.)

Update: Sep 26, 2020 @ 8:31am

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