Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

TD New Features Mod
286 Comments
bungiefan Jul 1 @ 1:36pm 
Unique upgrades, 2 for every unit, you can choose only one, to see them select a unit and press Alt+Shift+E https://ibb.co/Z6wKvZ3 can't find the discussion, list of upgrades should be in the text of the mod, or the image.
Steelpoint May 10 @ 9:35am 
I've not had any crashes from using this mod at all, however I have no other mods installed at the same time.
The mod seems to work well and I've enjoyed it so far, well done!
Balbrock Apr 8 @ 12:32pm 
Unfortunately it crashes systematically for me as soon as I start a game.
karain0330 Mar 2 @ 9:59am 
The game crashes halfway through the encounter. Is there any way to fix this?
Sardes Dec 10, 2024 @ 12:02am 
Hi.
Is it possible to config AI build cost/time 50% bonus at Hard defficulty? In ini file it it 1.0 multi but AI still get bonus.
Scxpezz Sep 2, 2024 @ 4:22pm 
Any chance the update is coming?...........
Scxpezz Aug 19, 2024 @ 10:18am 
Cannot wait for update looking forward to seeing the new features :steamhappy:
zerobyte666  [author] Aug 13, 2024 @ 3:28pm 
Attention to whoever is interested!
Some time in the next few days - when I have a less busy than usual day at work - I will update the mod, which will overwrite the INI config file. Thus rewriting any changes you could have made there - if you made any, of course.

So if you don't want that to happen, backup your current INI file so you could copy your changes to the new INI file later!

See you soon!
zerobyte666  [author] Aug 12, 2024 @ 11:21am 
@FixbotWill - Sustainable economy means harvesters will ignore single patches of tiberium to let it grow. Can save you a bit of manual micro control.

Mammoth Tanks are supposed to use their rockets vs wood structures because this means higher DPS. Using them vs bikes is a mistake that I have already fixed in my local version.

@Scxpezz I will update mod soon, probably in the next few days. There are new features incoming...
Scxpezz Jul 26, 2024 @ 9:52am 
How is the new unit testing going 🤔 is the update coming soon 😁 sorry loving it
FixbotWill Jul 11, 2024 @ 10:07am 
couple of questions
- is the Mammoth Tank supposed to be using its tusk missiles against Recon Bikes and some buildings? (against Recon Bikes in particular, it isn't really the best option)
- What does "Sustainable Economy" mean, in relation to refineries?
shadow26 Jul 11, 2024 @ 5:45am 
thanks for your help

its very interesting
zerobyte666  [author] Jul 11, 2024 @ 5:36am 
No, unfortunately it's not possible to edit upgrades this way via INI file, only their costs. To change how an upgrade works/behaves I'd need to rewrite it in code.

In theory - in future, not now as it would take quite a bit of time to develop - I could add another type of upgrades (or rather sidegrades), the same set for all units, say:
- heavier armor, +30% hp but -20% speed
- heavier ammo, +25% damage but -20% range
- better aim, +20% range but -25% rate of fire
- faster speed, +25% move speed but -20% hp (i.e. lighter armor)
- hp regeneration, unit gets slow hp regen but has some drawback (speed or something else)
- cloak
- etc.

Things like these that player could apply to any unit type they want, thus shaping any unit how they want.
But this would be a separate system. If I'll find a way to implement it in terms of UI, maybe I can add it later...
Thanks for the idea though!
shadow26 Jul 11, 2024 @ 4:50am 
is there a way to combine 2 upgrades so both could have the cloak and have something added with it
shadow26 Jul 11, 2024 @ 4:47am 
there isn't anything wrong with it

its just for me i don't think choppers should have a cloak and i was thinking of putting something else in instead

or to balance it have one on the orca
zerobyte666  [author] Jul 11, 2024 @ 4:38am 
If you don't like this upgrade, you can ignore and never buy it?
Or did you want to replace it with another bonus?
I.e. what is the problem with that very optional cloak upgrade? Maybe I'm missing something.
shadow26 Jul 11, 2024 @ 4:12am 
okay thanks
i wanted to remove the cloak for the Nod chopper
zerobyte666  [author] Jul 11, 2024 @ 3:44am 
Edit upgrades in what way? Their effects are hard-coded, you can only change their cost.
For not-unique upgrades - i.e. Infantry Training or Composite Armor - I think you can also change which factions have them.
shadow26 Jul 10, 2024 @ 8:13pm 
okay thanks mate

one last thing how do you edit the upgrades i cant find where the files for that are
zerobyte666  [author] Jul 10, 2024 @ 8:43am 
You need to select a unit of the type you want to see upgrades for.
I.e. if you select a flame tank and press Alt + Shift + E, you will see unique upgrades for it in the sidebar. Same combination to hide them so they don't clutter the UI.

This is a clunky interface solution, I know, but the game is pretty restrictive in what can be done with UI unfortunately...
I might have an idea, maybe I can pull it off in one of the next version.
shadow26 Jul 10, 2024 @ 3:58am 
i still have one issue had do you use unique upgrades
i try using the alt shift E and nothing happens
shadow26 Jul 10, 2024 @ 3:56am 
thanks i just figured out that i had overlay active on Nvidia which was causing the issue
zerobyte666  [author] Jul 10, 2024 @ 3:00am 
Did you go to Bindings menu option and set them up?
Mod hotkeys are the 4 green ones.
shadow26 Jul 10, 2024 @ 2:52am 
The hotkeys not working for me
ghmd Jun 2, 2024 @ 1:23am 
I was trying to understand how the Pillbox allows garrisoning units AND allow them to shoot their weapons from inside.

Which part in the Rules.ini, in the Pillbox section, does allow that?


Also, is there some way to add a 'cost' (I mean money cost) to a superweapon?
I tried simply adding 'cost=...', but that does not work.
ren5953 May 12, 2024 @ 7:13am 
Understood... Thank you. Originally, we had to set hotkeys separately
zerobyte666  [author] May 9, 2024 @ 12:21pm 
Hm, it works for me.
What type of cheat hotkeys are you trying to use?
Did you setup mod hotkeys in general?
ren5953 May 8, 2024 @ 6:34pm 
EnableCheatHotkeys=1
Thank you to the creator. Why is the cheat hotkey turned on, but it has no effect in the game
JediMindTrix May 8, 2024 @ 3:26pm 
No I wanted to report a CTD when trying to build a GDI upgrade but unfortunately I forgot which upgrade it was. Sorry for the late reply
zerobyte666  [author] Apr 18, 2024 @ 11:50am 
Nope, I'm actively working on it, adding new features - I just never can stop myself and finally release a new version.
What exactly do you want from a new release, what features?
JediMindTrix Apr 18, 2024 @ 12:17am 
Is development on this dead?
zerobyte666  [author] Sep 11, 2023 @ 5:25pm 
1. Garrisoning infantry other than minigunners -> should be fixed now.

2. One extra option was added to vehicle auto-repair feature.
UnitAutoRepairMode= 1 enables auto-repair for selected vehicles up to 60%
UnitAutoRepairMode= 2 enables auto-repair for all vehicles up to 60%
UnitAutoRepairMode= 3 enables auto-repair for all vehicles up to 100%
pyroman33 Sep 11, 2023 @ 12:53pm 
@zerobyte666
that i understand, but in the ini settings i did actualy switch the 1 to 2 so it says it will auto repairs all vehicles, but in gameplay i see no change after saving the changes in the ini file beforehand
zerobyte666  [author] Sep 11, 2023 @ 12:46pm 
@pyroman33
Auto-repair affects only Medium, Light and Stealth tanks by default.
To enable it for all vehicles you need to change this setting from 1 to 2.
UnitAutoRepairMode=1

Other types of infantry shouldn't vanish, they should work as minigunners - e.g. a rocket soldier garrisoned in the building should attack with a minigun/rifle attack.

Unless there's a bug - I will test it just in case.
I have plans to add more extensive garrisoning options, e.g. allowing other types of infantry to use their own weapon instead of machine gun.
zerobyte666  [author] Sep 11, 2023 @ 12:42pm 
@TiberAzure
My local version of RA1 mod is pretty close to TD in terms of functionality.

Two main things are left - unique upgrades (for every unit) and ferry logic for water transports, so it's easy and convenient to transport big armies across water.

When these are ready, I'll upload the new version.

Soviets have access to Missile Sub, it requires Missile Silo - because it's so OP I decided to make it not as easily accessible.
pyroman33 Sep 11, 2023 @ 11:48am 
question about the auto repair part of the mod for airstrip and war factory units, ive built 2 repair pads but it seems that id does not work, not even when i have it set for all vheicles to auto repair, something im doing wrong?
also when setting so that all infantry can garison in a building like the pillbox, only minigunners are able to do it, other infantry seem to just vanish
TiberAzure Sep 11, 2023 @ 5:46am 
Idk if you read red alert topics of your mod. But any plans on updating that mod?
Things i wish: Higher Zoom lvl, upgrade system like in Tiberian dawn version.
Able to get missile sub back for soviets, why is there a helicarrier instead??
More features to implemented in it from tiberian dawn.
zerobyte666  [author] Sep 10, 2023 @ 1:52pm 
It is implemented and the new version is uploaded.
Feel free to report any bugs or exploits you'll find!

Now you should be able to request your elite reserves by
- selecting a Comm-Center
- using Alt+Q to choose what units you want to request
- using Alt+W to request selected units

They will cost their standard price - i.e. they are not free units - and arrive to a point close to your Comm-Center. Also I guess this way you might get a vehicle or two without building a War Factory which can be useful sometimes...
And, of course, everything that wasn't used will still be transferred to next missions.
zerobyte666  [author] Sep 9, 2023 @ 2:40pm 
Hmm, idea with a Chinook sounds really good, I wonder if there's a good way to implement it in such a way UI-wise, so it's easy to control what you're doing.
I.e. maybe not a random unit but a selected specific unit (or several of the same type).

It could be quite a bit of work but... it sounds really cool, mate.
Baron Þadis Sep 9, 2023 @ 1:55pm 
To flesh out this feature further you could add a support power that summons a random unit from your pool via Chinook. Give it the satisfying "Reinforcements have arrived" line and add a setting in the ini file for the time and whether it requires a Communication Center. It could even be an option on the fixed forces maps. You could something similar with pulling resources from a reserve. To help balance things you give the AI extra elite reinforcements if you loiter on a map too long.

Anyway, good work on this project! This feature in particular helps brake the feeling that each mission is a isolated event!
Baron Þadis Sep 9, 2023 @ 1:55pm 
Great implementation on the mission order!

I turned up the money pass through and down the leveling and was enjoying farming XP on GDI mission 7 when I had a crash. Oh well! I already had a lot when I last saved and probably shouldn't make things too easy further on. Though there are plenty of settings to the game harder and despite starting with a lot of extra money the AI has done a good job giving a challenge.

As for the Covert Ops maybe you could use flags for all previously completed missions. That is, say you start by completed mission 1; the pools are then updated for all missions except 1. You then complete mission 3; then the pools are updated for all missions except 1 and 3. Etc.
zerobyte666  [author] Sep 9, 2023 @ 12:28pm 
So no, if you had 5 elite minigunners at the end of GDI 3 and then jump straight to GDI 13 - these veteran minigunners won't be there. :)
But if you finished, say, GDI 7 once , you can start GDI 8 many times and every time you'll get bonuses from the last GDI 7 "save file".

I'm thinking about whether it's possible to add campaign progress to Covert Ops or/and Console missions - not from technical point of view, but more like "does it make sense?", as these missions are not necessarily played in order..?
zerobyte666  [author] Sep 9, 2023 @ 12:16pm 
Every mission in the base campaigns has a scenario number - 1...15 for GDI and 1..13 for Nod.
For missions with several options - those options occupy the same slot.

Every time a mission is finished, it overwrites the slot for this scenario number.
Every time a new mission is started, it reads the results of the previous mission.

If you will play GDI 6 after GDI 5, it will load both money and unit pool from GDI 5 - and won't use them, ofc, as this is a solo commando mission. But it will still write down these resources as "GDI 6 results", and mission 7 will use them.

But if you completed GDI missions 1-5 and then start GDI 7, skipping GDI 6 - your "resource pool" from 5 won't be there, because GDI 7 reads data from "GDI 6 results" file and this file wouldn't exist as you skipped this mission.
Baron Þadis Sep 9, 2023 @ 11:48am 
Follow up question, how does the money/rank pool work with going back to already complete missions? Once you finish one is the next mission in the sequence updated?
Baron Þadis Sep 9, 2023 @ 11:39am 
Thanks! I was missing that 'elite' meant 'rank 3'! The money transfer skipping missions with no production I already figured out, but it is good to know that the unit ranks will also skip ineligible missions.

Thanks for you quick response and have a great weekend!
zerobyte666  [author] Sep 8, 2023 @ 12:35am 
CampaignProgressRank carries over part of the money and all elite (rank 3) units into the next mission where it's applicable .

Any elite units are added to your "pool", and next time you get such a unit at the start of the mission, it will get some veterancy.

If you don't get units of this type in the next mission - it will be carried over for the next time you get it.

Same with money - a share of your money will be carried over to the next mission with base-building, i.e. it's not wasted on missions where you don't need money at all.

There are additional settings in [Advanced] section where you can specify the carry-over effects.
In this example below
- your elite units will be carried over with veterancy rank 2
- 20% of your leftover money (up to 1000) will be carried over

CampaignProgressRank=2
CampaignProgressMoneyPercentage=20
CampaignProgressMoneyMax=1000
Baron Þadis Sep 7, 2023 @ 7:36pm 
What does the setting for CampaignProgressRank actually do? Is veterancy from prior missions being carried over? How much? How does number effect it?

This has been a lot of fun to go back to a game from my childhood with a new twist!
zerobyte666  [author] Sep 5, 2023 @ 10:10am 
This was a bug and it should be fixed now!
Alt+Q twice on single units - this is intentional, because single Alt+Q means "get prone / get up" for infantry. And you usually don't need many stealth soldiers anyway as they're expensive (unless you play for Stealth Tech sub-faction).
TiberAzure Sep 5, 2023 @ 5:15am 
Thx, that explains it a lot better.
But i don't understand stealth minigunners. One for some reason i gotta press alt +q twice on each unit individually.
And second once they attack they do not re stealth nor can you pay to upgrade them again. It is like 500 credits to do 1 attack. Seems kinda weak.
zerobyte666  [author] Sep 4, 2023 @ 1:56pm 
@TiberAzure
Sub-factions were one of the latest features I added, so it's not documented very well, yes.
I created a topic in the Discussions section with description for all sub-factions.

In general, all sub-factions have:
- 3 unit types that earn 1.5x XP, helping you to get more elite units of these types
- an unique mechanics / bonus or two
- 3 unit types that are not available