Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

RA New Features Mod
203 Comments
zerobyte666  [author] Jul 1 @ 2:32pm 
What you attached with that image is a list of unique upgrades (or rather side-grades as they come with some drawbacks) that you can buy in TD, yes, and unfortunately RA1 mod doesn't have those unique upgrades. I didn't have time to implement them.

Level 3 veterancy grants unique bonuses just like TD mod does, you don't need any hotkeys for this just like you don't need them in TD mod. These bonuses are just applied when a unit reaches rank 3.
bungiefan Jul 1 @ 1:37pm 
Unique upgrades, 2 for every unit, you can choose only one, to see them select a unit and press Alt+Shift+E found the command in the other mod
bungiefan Jul 1 @ 1:34pm 
Where's the image link for the new bonuses for tier 3 veterancy and the command to access them? I found it for TD but not RA, and no info on the command. Can't the image just be embedded in the text like in a guide?

TD one, no command https://ibb.co/Z6wKvZ3
Azzy_Asurazariel Jun 16 @ 8:31pm 
I will test this. Since I am a skilled beta tester before they scrapped us in the job market. *Stares at EA*
Pietras Mar 19 @ 10:01am 
Tried it on skirmish / campaign but it is not working sadly.
zerobyte666  [author] Mar 16 @ 5:20pm 
Not actively. Doesn't it still work though?
Pietras Mar 16 @ 2:22pm 
is it still supported?
zerobyte666  [author] Mar 2 @ 6:09am 
I might update it in future but currently I'm busy with other things, sorry.
ESoundlp Mar 2 @ 6:04am 
is not update
zerobyte666  [author] Jan 24 @ 12:27pm 
Hey!
1. This property is "Adjacent"

2. Custom upgrades are 10-12 upgrades you can buy, like more armor for tanks, better armor for structures, higher initial veterancy for infantry, machine guns for tanks, auto-repair for aircraft, etc.
Boomgg Jan 23 @ 7:50pm 
Hey so what property modifies how far I can construct buildings next to each other? Also what do custom upgrades do?
AlexTheRedScout Nov 7, 2023 @ 2:58pm 
also you should probably mention you have to start a new campaign first
AlexTheRedScout Nov 7, 2023 @ 2:57pm 
at the time i was writing the complaint about an issue i encountered it did not work at first
zerobyte666  [author] Nov 6, 2023 @ 4:45pm 
What do you mean by "it didn't load"?
Campaign started but mod changes (like veterancy) weren't applied?
Or it crashed?
AlexTheRedScout Nov 6, 2023 @ 2:54pm 
zerobyte i went into the campaign myself it did't load with the mod
zerobyte666  [author] Oct 29, 2023 @ 4:46am 
What do you mean? It can be used to play RA1 campaigns, that's what I made it for as I almost exclusively play campaigns.
AlexTheRedScout Oct 28, 2023 @ 8:16pm 
can this mod be used for the campaign please
TiberAzure Sep 19, 2023 @ 5:34am 
I think the issue is that most structures in RA are wood or none, i think main buff would be either change their armor type and adding extra strenght.
And about air repair, i meant helicopters, there is no auto repair option for them.
zerobyte666  [author] Sep 18, 2023 @ 1:19pm 
Actually even rank 3 units do 50% more damage, while this upgrade makes buildings 33% sturdier.
So rank-0 Mammoth does 80 damage, rank-3 Mammoth does 80*1.5 = 120 .
With building armor upgrades this becomes 120 * 0.75 = 90 damage.

90 is just 12.5% more than 80 , so it should largely compensate for veterancy-related damage increase - though not fully, of course.

But I can think if there's something else I can do for this...
TiberAzure Sep 17, 2023 @ 11:25am 
I know, but sometimes it is not enough sadly :S.
Well Hinds could use speed upgrade.
Naval units could use hitpoints and rate of fire upgrades.
Airfield could use auto repair and rearm speed.
zerobyte666  [author] Sep 17, 2023 @ 7:57am 
There's structure armor upgrade that makes buildings ~33% sturdier.

If we are talking about standard upgrades - i.e. not unique-per-unit-type ones, which I plan to implement in the same way as TD has them - what upgrades do you think would be good for naval or air?
TiberAzure Sep 17, 2023 @ 7:07am 
I think i would want to request buffing building hp. Due to veterency ton of units at hard difficulty spawning as rank 2 destroy buildings far too easily. Example vet 2 v2 or mammoth.
Also i think some more upgrades would be needed, example tiberan dawn has plenty of upgrades for all units. But soviet air has no upgrades, naval units have no upgrades.
zerobyte666  [author] Sep 17, 2023 @ 6:25am 
Maybe in a week or two I'll upload my current local version.

But for unique per-unit-type upgrades, sub-factions and transport ferry points - especially for water transports where I think it's needed to most - probably not until mid/late October when I'll have more time on my hands.
TiberAzure Sep 16, 2023 @ 7:41am 
Eta on next update?
TiberAzure Sep 16, 2023 @ 4:35am 
I see thx.
zerobyte666  [author] Sep 15, 2023 @ 4:38pm 
@Tiber Azure
I fixed it in the new version... probably I will upload it before I finish other features.

No Remorse can be done btw, if you slow speed down a move your units back immediately.
But it should have been fixed for long time and now it is.
TiberAzure Sep 15, 2023 @ 10:54am 
Allies final mission "No remorse" is undoable due to for some reason tanya and spies dieing instantly to barrels exploding.
TiberAzure Sep 8, 2023 @ 2:37pm 
Steam worked fine, it was just via the ingame option
zerobyte666  [author] Sep 8, 2023 @ 12:28pm 
Err, no idea, but I heard that subscribing to any content in the CnC Remastered Workshop can be glitchy sometimes.
What if you try to subscribe in Steam?
TiberAzure Sep 8, 2023 @ 11:29am 
When i try to subscribe from ingame workshop, it just stays in "syncing with mod" limbo forever. Any reason for it?
n0d4wn Aug 24, 2023 @ 9:54am 
Hello, how is progress on your mod? I watched TaxOwlbear play tiberian dawn with it, and I would love to try it myself on RA! I think you made something really awesome. But I assume it would be best to wait until you release the newest version right? Thanks for your hard work.
Friendly Fire Jul 16, 2023 @ 10:35pm 
RA2'S IFV is RA1 Armored Personnel Carrier (APC) ??
Davie Jul 2, 2023 @ 9:39am 
Good to hear :) Thanks for replying.
zerobyte666  [author] Jul 2, 2023 @ 2:25am 
Yes, I'm pretty close to it, just need to port a few more features.
Hopefully I'll have time for this next week.
Davie Jul 2, 2023 @ 12:35am 
Hello there, just wanted to know if you're close to updating this mod so it's matches your TD mod?
mark.kavanagh Mar 21, 2023 @ 7:49pm 
Thank you :)
zerobyte666  [author] Mar 21, 2023 @ 9:10am 
Hi, you should be able to build them in the main campain.
mark.kavanagh Mar 21, 2023 @ 8:59am 
Hi zerobyte666, I am just wondering with your mod would I be able to build the counterstrike units such as the tesla tank in the main game missions in the original red alert? If not then how can I change the INI file to make them playable in the original red alert missions? Thank you. :)

Sorry if this is a silly question.
zerobyte666  [author] Mar 8, 2023 @ 9:58am 
Buildable hospitals is something that I added - they existed only as a neutral buildings before.
So you can trrain medics without them, but with a hospital your infantry will get passive slow healing over time.
It's still good to have 1-2 medics to heal your heavily wounded soldiers, especially veterans, but light wounds from splash damage will heal pretty fast by themselves.

Re: changes in NEW_FEATURES.INI - are you sure you change the correct file?
Try to search for this file name in the mods folder - it might happen you have old inactive version of the mod and try to change inactive INI file?
Nii Mar 7, 2023 @ 8:20pm 
I should also mention: I've tried restarting the mission altogether after making these changes, even then the changes aren't applying, but your mod definitely works other than that, I can see the upgrades and all and I believe my tanks were upgraded with machineguns, though I did notice something kind of funky with it: the medics did not require an hospital to be produced, I thought that was a prereq for them? Maybe I am mistaken.
Nii Mar 7, 2023 @ 8:14pm 
But aside from vanilla Red Alert's awful cross-water transportation mechanics (which I seem to have pushed into some obscure recess of my mind to forget the pain lol) I'm having a blast playing with your add on, thank you very much for your efforts!
Nii Mar 7, 2023 @ 8:14pm 
Hi Zerobyte! Loving your addon! I'm need help with something, the changes I'm making to NEW_FEATURES.ini aren't applying. I've tried deactivating the mod in the game's options menu an then reactivating it and restarting the game, because I figure it needs to overwrite stuff in the game's files, but even so it isn't working.

You see I got to Soviet 5, the mission with the island in the middle with all of the ore, and I have... rediscovered that I absolutely hate the water transports, they are soooo painful to use, so I wanted to change them, I tried increasing the amount of units they can transport to something ludicrous like 50 so that I don't have to make several trips with them but that didn't work, then I decided to change their price to 100 so that I could make a bunch of them, but that didn't work, so I guess I don't understand what I need to do to make the changes in the ini file apply.
大漂亮 Feb 4, 2023 @ 10:41am 
Yiazmat Thank you
EON DUBZ Feb 3, 2023 @ 2:26am 
how to make single player campaign starts with a lot of money??
zerobyte666  [author] Jan 29, 2023 @ 4:32am 
Auto-repair works only for specific vehicles - Light/Medium/Stealth tanks.
Light and Medium tanks are main frontliners getting a lot of heat. And Stealth tanks are kinda "covert ops behind enemy lines" units who often cannot get back to the base for repairs.
I should have mention this in the comments somewhere, I guess...

Regarding medic and mechanics in TD - weird, I don't remember having such issues.
I don't use them often, maybe that's why. Maybe it's a time to have a look at them.
_________________

BuildingSlowdown setting sounds misleading:
It affects build time for cheap units/structures so for AI building a 300$ building is not 10x faster than 3000$ building.
But this is NOT a player difficulty setting, it's an AI difficulty setting. Yes, AI also can have difficulty settings applied to them. I.e. when _AI_ is playing on Easy, they don't have this slowdown.

I'm not sure how exactly this is used, to be honest, but this is what I know.
Seht of the Tribunal Jan 28, 2023 @ 4:15pm 
Regarding some rules.ini features in general, in the difficulty section there is the feature "BuildSlowdown," which, according to the NCO wiki controls the question: "Should the computer build slower than the player?" But for both Normal and Hard difficulty, the default for both vanilla and your mod is turned on, while on Easy difficulty, it is turned off. Are these not reversed? My assumption is that the NCO wiki simply listed the question the wrong way around, but I wanted to be sure.

I had other questions but I don't remember them and I don't want to bombard you more than I have already. Thanks so much!
Seht of the Tribunal Jan 28, 2023 @ 4:15pm 
Got it--thanks for the explanation! I definitely see what you were going for. I've really enjoyed your mod; I've had such a blast revisiting C&C thanks to the remaster and contributions like yours.

If you don't mind, I had a couple of other questions about your mod (mostly for TD though, as I haven't explored RA much yet), as well as the NCO and rules.ini system in general.

First, the auto repair for vehicles doesn't seem to be in effect, even after building 3 repair bays. The mechanic and medic by extension also seem to be buggy (only in TD though), more often than not they stand around and don't repair or heal, and I can't quite tell why.
zerobyte666  [author] Jan 28, 2023 @ 2:55am 
Short answer - heavy tanks has 68 damage with one shot every 3.5 seconds = 19.5 dps.
Medium tank has 36 damage with one shot every 2.5s = 14.5 dps.
So it's not almost 2x difference - it's only +35% DPS for heavy tank
zerobyte666  [author] Jan 28, 2023 @ 2:52am 
Originally Heavy Tank has 30x2 damage, I changed it to 60 to free up 2nd weapon slot for machine gun (which is both an upgrade you can buy and veteran level 3 bonus).

Mammoth tank has 40x2 damage = 80 total (double shot).
But you need to keep in mind that they have really different fire rate.

If you're really interested, this is their respective resulting DPS:
Light tank - 14
Medium - 14.5
Heavy - 19.5
Mammoth - 23

The balance ideas were...
- Light tank is fast and has decent DPS but low health, so it's good with hit-an-run and bad with prolonged fights.
- Medium tank is a bit slower and can take a beating unlike light tank.
- Heavy tank has a significantly higher damage - but also it's 25% more expensive and slower than medium tank
Seht of the Tribunal Jan 26, 2023 @ 8:01pm 
Really love both this and your TD version!

Quick question: is the Heavy Tank intended to have 68 damage, as compared to the Medium Tank's 36 damage, and the Mammoth Tank's 40 damage? And is it intended to only fire one shot instead of two? Just wanted to check, as these struck me as slightly odd changes.