Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

CFE Patch Redux for RA
Showing 1-5 of 5 entries
Update: May 11, 2022 @ 9:49pm

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.
* Added option to enable Q-move loops. (This was an unfinished feature that WW cut.)
* Added option to enable aircraft to Q-move (and Q-move-loop).
* Added option 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.)
* Changed behavior when a unit's navigation queue is overfilled (now evicts oldest entry to make space instead of evicting newest entry). (This fix is only active in RA if Q-move-loops are enabled.)
* Changed behavior so that 'S' key fully stops a unit instead of merely making it skip the next destination in its navigation queue. (This fix is only active in RA if Q-move-loops are enabled.)
* Numerous bugfixes to Q-move system.
* See the "Q-Move Overhaul" page on the wiki for input hotkey commands, ini entries, and full details.

2. 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.

3. TANYA_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.

4. 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.

5. New feature ORE_INDEX_BUGFIX enables fixes for a cluster of vanilla bugs concerning inconsistency over whether ore level is 0-indexed or 1-indexed, which manifests as harvesters sometimes scooping but not gaining bails of ore. This bugfix is made optional because it impacts in-game economics.

6. New feature GEM_OVERLOAD_FIX enables better behavior when an ore truck harvests a scoop of gems when it doesn't have enough space to hold all 4 resulting bails. The vanilla behavior is that the excess gem bails simply vanish. The fixed behavior is that the ore truck dumps enough ore back into the cell to make room for the gems.

7. Changed the rules for ore that has nowhere to grow or spread sometimes promoting to gems when "Better Ore Growth" is enabled. The odds of promotion are now set so the average credits added to the map by an attempted promotion equals the number of credits that would be added by a regular grow/spread, divided by a fudge factor set in ORE_TO_GEM_SLOW_FACTOR to prevent gems from overrunning the map.

8. Changed cloaking for veteran rank 3 Tanya 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.)

9. New feature BUILDING_CAPTURE_ANNOUNCE (RA only) implements unfinished "building captured" announcments in RA.

10. New feature SMARTER_SONAR. If enabled, the sonar ping superweapon only reveals subs unfriendly to the user. (Vanilla behavior reveals friendly subs too.)

11. Bugfixes
* Fixed a crash bug with A-Star pathfinding when the shortest path was more than 200 cells long.
* Fixed veterancy and other mod variables being reset to 0 when loading a saved game in RA.
* Bugfix vanilla bug that counted helipads towards fixed-wing aircraft limit in RA.
* Bugfix veterancy pips no longer turn red when iron curtain is applied.
* Bugfix for units that gained stealth through veterancy failing to trip mission triggers.
* 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 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 in RA that caused darkness crate to hide allied units despite IsAllyReveal setting.
* Fixed vanilla bug that prevented a player from getting another reveal crate after previously getting a reveal crate followed by a darkness crate.

12. 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 @ 8:15am

Version 1.7

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

3. Veterancy system. Same basic functionality as TD version. Details are available on the wiki.

4. Overhaul of TS/RA2-style wall building.
4.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.)
4.b. "Inverse Wall Placement Preview" feature added to compensate for lack of TS-style wall preview.
4.c. "Walls Have Full Cost" is no longer the default setting. (Though it will still be enabled if you keep your current INI file.)
4.d. When "Walls Have Full Cost" is disabled, walls now sell for 1/N the normal amount, where N is the wall build length.

5. "OpenRA Wide Supers" -- Option to make Chronosphere and Iron Curtain effect up to 4 extra legal targets in cells adjacent to the main target, similar to OpenRA.

6. "OpenRA Quick Supers" -- Option to reduce Chronosphere and Iron Curtain recharge to 2 min. and duration to 20 sec. (and reduce chrono disaster chance proportionately), similar to OpenRA.

7. "SMARTER_CHRONO" Option
7.1. Units shifted by the Chronosphere are deselected for all players upon shifting in either direction. This prevents accidentally issuing orders to/at a unit that's now in a radically different spot.
7.2. Chronoshifted units are removed from other units' targeting systems upon shifting in either direction. This prevents other units from trying to chase a chronoshifted unit across the map.
7.3. Chronoshifted units are removed from bullets' targeting systems upon shifting in either direction. This prevents funky stuff with bullet physics.
7.4. Some miscellaneous cleanup to make chronoshift visuals and sound effects more consistent.

8. Chrono Disaster Overhaul
8.1. "TIMEQUAKE_FIX" Option. Fixes the vanilla Aftermath bug that prevented timequakes from working.
8.2. "USE_SHARED_CHRONO_ODDS" Option. Instead of independent rolls for whether to spawn chronal vortex and timequake, do one roll for whether to spawn a chrono disaster, potentially followed by a second roll to pick vortex or timequake. (Shared odds for a disaster are specified in the mod's .ini file; odds in rules.ini used as weights for picking between vortex and timequake.)
8.3. "CUMULATIVE_TIMELINE_DAMAGE" Option. Chrono disaster odds start at 1/10th the stated value, and increase by the same amount each time the Chronosphere is used. When a chrono disaster happens, the odds reset to one step higher than the previous starting point.

9. Attack-Move Updates
9.1. Fixed bug with twitchy bazooka guys reported by shadics ARG and related weiredness. (At least I think I fixed it.)
9.2. Units should now be more persistent about still trying to reach attack-move destination when blocked.
9.3. Added special attack-move behavior for minelayers. (AT minelayer is actually useful now.)
9.4. Added special attack-move behavior for chronotanks. (Plus an option to disable this if you find it overpowered.)

10. "Smarter Repair Bay" Option
10.1. Ground units can be ordered to queue for repair bay even when the bay is occupied.
10.2. Fixed and re-enabled rally point for repair bays.
10.3. Vastly improved exit logic: Units will always try to exit the repair bay, unless the unit didn't need repaired or reloaded 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/airstrip. 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.)

11. "LONG_BGAP_BUGFIX" Option. Forces the use of the same logic across all functions that test for building placement proximity regardless of building type or building gap settings. Probably fixes some subtle issues with AI building placement arising from inconsistent logic for some building types. Fixes bug in Root-Core's original port with normal buildings using naval yard/sub pen logic in some places when building gap offset is set > 0. (I also made an alternative fix for this bug even when this option is disabled.) Slightly increases the diagonal placement range of naval yard/subpen.

12. "MIG Ammo Fudge" -- Option to give certain planes 1 extra ammo to preserve original unit balance that depended on now-fixed buggy behavior.

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

14. Incorporated "Red USSR Flag for all Soviet Barracks" by eksmad.

15. Changed steath sound for infantry.

16. Bugfixes:
* Fixed missing chrono vortex animation.
* Fixed crash when loading custom map/mission with invalid mission string in ini file.
* Fixed vanilla bug that allowed certain planes 1 extra shot after running out of ammo.
* Fixed vanilla bug with mobile gap generator not working while in motion if owned by SP player/MP server
* Fixed bug in "Smarter Aircraft" that caused planes to fly off the map if given an attack order while airborne with no ammo
* Fixed building placement map-wrapping bug.
* Fixed vanilla bug with units ignoring collision detection on the repair bay, sometimes resulting in multiple units in one cell.
* Fixed vanilla bugs with multiple MAD Tanks detonating on the same tick or consecutive ticks.
* 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 Ukrainian general using Stavros voice.
* Fixed vanilla crash bug when infantry move into a building during their death animation.
* Fixed vanilla bug with infinite "new construction options" announcement when allies build soviet aircraft stuctures from captured MCV.
* Fixed vanilla exploit building off stale proximity check from destroyed building.
* Fixed vanilla remastered bug with inability to see mission critical units in "monster tank madness" SP mission.
* Fixed ally points set on units not being cleared when the units die.
* Fixed rally points not being cleared when buildings are captured.
* Fixed numerous memory-related misc vanilla bugs.

Update: Jan 31, 2021 @ 6:25am

Version 1.6

1. Fixed a vanilla RA bug that prevented inaccuracy from working as intended. Since this bugfix has a significant impact on gameplay, it's been made optional.

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

3. Fixed vanilla bug with muzzle flash on wrong turret when Mammoth/Heavy Tank fired.

4. Fixed vanilla bug with MIGs having 5 ammo pips despite having only 3 ammo.

(Most of the development this cycle went into TD. RA is planned to catch up to those features in the next patch.)

Update: Nov 12, 2020 @ 7:08am

Version 1.5

* New feature: Better Ore Growth -- Replaces the vanilla ore 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, mine heads and cells of fully grown ore that can't spread because they are surrounded by fully grown ore have a tiny chance to promote to gems (or, in the case of mine heads, promote a neighbor to gems) when they fail a spread attempt. (Also fixes some ore-growth--related bugs in vanilla RA.) (Note: When Better Ore Growth is disabled, the Ore Growth Scale setting is multiplicative with the multiplayer growth scale setting; When Ore Growth is enabled, the larger of the Ore 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.

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

Update: Oct 25, 2020 @ 11:51pm

Version 1.4 -- initial upload