Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 42.1
643 Comments
Cobber [1st M.I.] Aug 24 @ 2:45am 
@DontCryJustDie:

Thanks for the tips, as always they're greatly appreciated and as of now I'm making a record of them and implementing them into my mod.ini files as per your directions
DontCryJustDie  [author] Aug 24 @ 12:22am 
The settings with Scenario prefix only work in campaign. BuildTimePenalty works in skirmish but is disabled there via skirmish.ini. If you want the pre nerf difficulty copy [Brutal] from veterancy.ini to campaign_mod.ini, rename it to [Difficult] and add HarvAutoCrushScenario=0.
Cobber [1st M.I.] Aug 23 @ 10:13pm 
Regarding the new difficulty settings in the mod's INI file, are they applicable to both skirmish mode and campaign/spec ops mode, or only skirmish mode? I'm just trying to get my head around that new feature in the INI file and how I can utilise it to make the campaign's hard difficulty genuinely pre-nerf hard again
DontCryJustDie  [author] Aug 17 @ 6:07am 
Mod has been updated if you now get warnings & errors it means that either your personal ini edits are faulty or if you use a third party mod then their rules are faulty, in the latter case ask the author to update the mod.
AwsetWraeCZE Jul 29 @ 12:20pm 
great, thank you
DontCryJustDie  [author] Jul 28 @ 10:15am 
By using a map editor that can do that like this .
AwsetWraeCZE Jul 28 @ 9:52am 
How do you create megamap?
Jerkakame² Jul 17 @ 8:32am 
ah thanks
DontCryJustDie  [author] Jul 17 @ 5:25am 
Ask the Ares (RA2) or Vinifera (TS) devs.
Jerkakame² Jul 17 @ 5:19am 
do you know if its possible to add a button for Hunt in Dune 2k or TS/RA2? I presume they also have a hunt order for the AI
232173077 Jun 24 @ 8:35pm 
怎样启用第三方MOD,不如那些是支持的?
DontCryJustDie  [author] Apr 19 @ 9:46am 
There is no parachute in TD.
ghmd Apr 19 @ 9:05am 
A general question ...

Do all the parachute parameters that are used in the Red Alert rules.ini work in the TD version of your mod?
(So that I only have to add them to my .ini file)

I have a lot of ideas about things that could be parachuted.
DontCryJustDie  [author] Apr 3 @ 3:27am 
Please use the bug report thread for bug reports, thanks.

As I said nuke had wrong scaling in v40 (fixed in v41) maybe your pc couldn't handle that, idk I don't have crashes when I fire the nuke.
The problem with the turrets should be fixed with v41, which was reported/discussed in said bug report thread.
Pietras Apr 3 @ 3:11am 
For the nuke bug I quick saved before using it, throw nuke and do not look on explosion. For me looking at it is almost 100% crash.
Also from what I found during getting my platinum:
- Sometimes Helicopters with Veterancy level hover above landing zone and freeze there.
- Sometimes while building turrets there is just a gray placeholder which doesn't react in any way. Got it while building Turret / Obelisk in Covert OPS. You can't sell it but you can fix / attack it as it has HP bar.
DontCryJustDie  [author] Apr 2 @ 10:42am 
It doesn't crash for me but I just saw that the nuke isn't scaled correctly because I made a copy&paste error in the last update. It will be fixed with next update.
Pietras Apr 2 @ 10:14am 
Cool, is there any possibility that using Nuke Superweapon crashes game now?
DontCryJustDie  [author] Mar 25 @ 1:30pm 
Yes, I implemented better usage of secondary weapons. If you can't beat it reduce difficulty, deactivate the mod or use the ini system to change the Mammoth.
Pietras Mar 25 @ 12:12pm 
is this mod changing how Mammoth Tank target infantry? They always seem to shoot rockets which makes Nod 11B impossible to beat.
faty_100 Mar 22 @ 7:40pm 
@DontCryJustDie
Thanks for the reply i tried to download the os big editor from the website it doesnt seen to be downloading. I will try again later.
DontCryJustDie  [author] Mar 21 @ 2:11pm 
You can change the difficulty values in the CNCRULES XML . I plan to move those settings to the rules.ini in a future update.
faty_100 Mar 21 @ 7:16am 
is there a way to make the AI harder in the campaign?

Can someone point me to a rule I can change?

Maybe i missed.
faty_100 Mar 11 @ 5:56pm 
Does this mod effect the ai in campaign like is it harder?
Rookie (ZOE) Mar 11 @ 1:48pm 
Apparently this makes the final dino mission in which you control the dinos instead the military forces utterly impossible to take down since, according to a youtube user's comment, the passive cash gain that Advanced Communications Center and Temple of Nod give makes it so that the enemy forces will always outnumber you, so yeah, just figured i'd point out this annoyance. ^^;

As such, anyone trying to do that final dino mission should turn this mod temporarily off so that the mission doesn't become impossible to beat.
Rookie (ZOE) Mar 9 @ 11:37am 
Alright, thank you for responding to my comments here, it's very much appreciated. :higu_mion:
DontCryJustDie  [author] Mar 9 @ 11:36am 
Please see rules ini and example rules threads. Click the links I just posted or click on the discussion section of this mod.
Rookie (ZOE) Mar 9 @ 11:24am 
Ah, I see. I'm pretty much new to the C&C1 modding scene, so I dunno how to change the tib growth myself. If it's a simple change similar to the text-based "rules.ini" then I understand that, but I dunno what governs the tib growth, as I don't want it to be grown back insanely too fast or far from its original field, but just enough so that it can get one's footing during the early stuff before solidifying a good enough defense/exploration force for other tib field.

Could you please tell me how to change the tib growth rate then? I'd greatly appreciate it. :higu_mion:

Also, how do you activate the "bounty system"? I would really like to use it after all. :erune:
DontCryJustDie  [author] Mar 9 @ 6:43am 
You can't use more than one mod that changes the DLL as said in this mods description. You can only use mods together when they change different files, once mods change the same files they are incompatible with each other.

This mod has a highly customizable tib growth algorithm since Version 36.
Rookie (ZOE) Mar 9 @ 6:23am 
Have a question, can this be combined with the "tib growth" mini-mods on the workshop? I'm asking since, as you can imagine, i'm getting VERY ANNOYED by the fact that, once a certain tib field is depleted, it immediately loses its main resource value, whereas the "tib growth" mini-mods mentioned before can help IMMENSELY to offset that.
Rookie (ZOE) Mar 6 @ 12:05am 
Got it, thanks for clarifying regardless, really. :higu_mion:
DontCryJustDie  [author] Mar 5 @ 11:59pm 
As said in the description of this mod, the legacy renderer has been disabled.
Rookie (ZOE) Mar 5 @ 11:54pm 
Gotcha, i'm guessing this mod won't work with classic unit graphics, right? Just figured i'd ask is all.
DontCryJustDie  [author] Mar 5 @ 11:38pm 
@★Darkassasinworld★ Please unsub and resub, maybe your install in broken. Also don't load savegames that weren't made with this mod / this mods version.
@Rookie (ZOE) This mod works in both game modes.
Rookie (ZOE) Mar 5 @ 11:22pm 
So this won't work for campaign then? Damn... :OhNo:
★Darkassasinworld★ Mar 5 @ 4:50pm 
Okay, I just checked, the problem only occurs in Campaign, Skirmish works just fine
★Darkassasinworld★ Mar 5 @ 3:32pm 
I made sure that I only have those two mods enabled, and yes, I restarted the game a few times
DontCryJustDie  [author] Mar 5 @ 1:08pm 
@★Darkassasinworld★ Normally that problem occurs because of other DLL mods, please double check that really only 1 DLL mod is active and also make sure to restart the game when you toggle mods on/off.
★Darkassasinworld★ Mar 5 @ 12:25pm 
Can anyone help me? I only have this mod and RA-Assaet installed, and I still can't build a powerplant. What might be the problem? Can I fix this somehow?
DontCryJustDie  [author] Mar 4 @ 2:23am 
Sub & activate the required mod, then restart the game until you see the texture.
Not sure why I have to write this so often, the mod tells you when the required mod is missing and it also tells you that you have to restart when after it integrates the new graphics into the games config files.
LtDutchman Mar 4 @ 2:14am 
Is it normal that my medic texture is missing? Installed the game after a long time. Unsubscribed and deleted all the files. Did the restart and everything but still not working correctly. Do not know what to do
milanrohac6 Mar 2 @ 2:22am 
Hi, i love this mod realy, but having issue with missing texture? What can be wrong?
Sardes Feb 28 @ 9:59am 
Sorry for asking here. I have found your post and figured out how to do this. Thank you.
DontCryJustDie  [author] Feb 28 @ 8:52am 
Please ask such questions in the appropriate threads. Example rules , contains many examples including how to use the RA asset mod. To use an asset from RA just create an object with the RA name and prefix it with RA, so for the flame tower just name it RAFTUR, that way you also get the icon and text. And as I also said in that (or another thread) buildings from RA need to SevereDamageShape=no setting set.
Sardes Feb 28 @ 7:44am 
Is it possible to add new buildings with RA assets? Im trying to add flame tower, added new building in rules_mod, set Image=RAFTUR. Also I added new shape in art_mod (with correct number of buildup frames) with same name as in rules_mod. But if I try to place it in game, its invisible, has no graphics.
DontCryJustDie  [author] Feb 8 @ 12:22am 
Yes, add the following to your rules_mod.ini.

[General]
TechUpgrades=no
NewUnitsEnabled=no
SeriousToni Feb 7 @ 2:06pm 
Can I play this without the additional technology in the sidebar and without the added units? I just want the A*, smarter harvesters and of course the AI that actually builds a base with defenses and tanks ^^
Sardes Feb 3 @ 12:32pm 
I will try to make all autocreate teams prebuilt and see.
DontCryJustDie  [author] Feb 3 @ 12:12pm 
Only 60 teams can be active at the same time. The amount of teams created is selected at random between AutocreateMinTeams and AutocreateMaxTeams, setting both to the same value removes the randomness. The AI ​​will send a team as soon as it has enough members, the AI ​​will not wait until all teams are full.
Sardes Feb 3 @ 11:42am 
Hi. Thanks for new update! Finaly I have some time to test your new features. Setting AutocreateMaxTeams to 99 atlast made game about to challenging. But I wonder, AI is not build all autocreate waves at one time, but after some waves will be destroyed, it will build the rest. Is it as should be? Or the reason is that I set UseRATeamSuggestion to yes? Or I also must set AutocreateMinTeams to 99 too? I mean Im trying to make it so AI build all available waves at ones.
Jerkakame² Jan 19 @ 9:21am 
I had a memory of someone asking for a hunt command but you saying no. Maybe it was another mod or just a weird nightmare I had.