Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

86 ratings
[TD] 🛠 NCO 🛠 (RULES.INI 📃 & Lua Scripting ⚙)
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GameType: TD, TiberianDawnMod
File Size
Posted
Updated
2.155 MB
29 Jun, 2020 @ 4:48pm
2 Jan, 2021 @ 3:24pm
43 Change Notes ( view )

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[TD] 🛠 NCO 🛠 (RULES.INI 📃 & Lua Scripting ⚙)

Description
🛠New Construction Options🛠

This mod provides an new gameplay features, a 📃 RULES.INI file 📃 for Tiberian Dawn & ⚙ Lua event scripting ⚙.

Currently only one C&C code mod can run at once, this mod aims to fix that problem by providing a rules file and a scripting API.

Simply write your mod using this interface instead of editing the source code directly.

****

Features:

Several new gameplay features have been added and some ported from the popular CFEPatch.

Note: All features are enabled by default, you can disable them in the rules file.

  • Rally Points
  • A* Path Finding
  • Multiple Harvesters per Refinery
  • Commando Guard Rule
  • Modern Wall Building

See the Enhancements section in the RULES file.

Mods

This mod allows you to add new units and infantry using just the rules file, no code changes required.

  • Add new infantry types
  • Add new unit types

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Getting Started:

TL;DR - Setup guide: https://github.com/djfdyuruiry/cnc-td-nco-mod/blob/master/README.md

Complete wiki: https://github.com/djfdyuruiry/cnc-td-nco-mod/wiki

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Help

If you are having issues with the mod, you can:


****

Rules

Ever wanted gunboats that can cloak and shoot laser beams❓❓❓
How about capturing a Obelisk with an Engineer❓❓❓
Building Temple of Nod as GDI❓❓❓

You can do all this and more!

  • Set distance between buildings (build more than one cell away)
  • Full rules for: Aircraft, Infantry, Units, Buildings, Weapons, Bullets & Warheads
  • Turn off single player constraints, for example: Nod can't build APCs, GDI can't build Temple of Nod
  • Superweapons, AI and difficulty
  • Additional rules for tweaks and cheats and debug options

More rules are planned: change graphics, load additional mix files etc.

Guide on how to edit the RULES.INI file can be found here[github.com].

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Lua Scripting:

  • Lua 5.3 support
  • Run your scripts when game events happen
  • Get/set rules - affecting units etc. in real-time
  • Control superweapons, credits and the game UI

A guide on how to use Lua Scripts with the mod can be found here[github.com].

****

Links

Project Roadmap can be found here[github.com].

Github Repository[github.com]

I stream coding on twitch: https://www.twitch.tv/djfdyuruiry

Popular Discussions View All (6)
177
1
5 Nov, 2021 @ 6:17pm
Bugs
James Broderland
57
27 Sep, 2020 @ 8:20pm
Suggestions and features
fasciana84
6
29 Sep, 2020 @ 10:03am
LUA Event Ideas
𝔘𝔫𝔠𝔩𝔢𝔘𝔫𝔠
251 Comments
Nhosneruh 1 Mar @ 2:19am 
I'm currently "trying" to make a new Warhead and weapon, both offshoots of HE and CHAIN_GUN respectively, to give to the APC as a heavy machine gun with a different power than that of the Guard Towers, I assigned the new weapon to the APC and the new Warhead to the SPREADFIRE bullet, but when the game loads, it just says that the String (in this case the name of my new weapon and warhead) are not recognized as a Weapon and Warhead type.

Checking the nco.log says a different story, showing no errors whatsoever, and even saying that the mod setup was successful (down to showing the exact values I assigned to them.)

Is there anything I'm overlooking, or are there specific file-dependencies for this mod?
Ffabbia 7 May, 2024 @ 12:25am 
After installing this I found that the AI in campaign mode now has an infinite amount of money, irrespective of whether or not they have any Tiberium or harvesters. I spent around 40 minutes relentlessly destroying their harvesters on A13a and they just kept on building new harvesters seconds later along with waves of tanks and infantry. Their silos were clearly empty, I'd killed maybe 50 harvesters that they kept on sending out by that point
I've played this mission many times and it's never been like that. The only difference was this mod.
SirBorbarad 3 Apr, 2024 @ 1:54am 
Somwehow it doesn´t work for me :(
ChilLeR 11 Mar, 2024 @ 6:07pm 
Thank you, dear Sir!
Dame Puffball 14 Feb, 2024 @ 1:05am 
adding secondary attacks to tanks doesn't seem to work. Is that just a limitation of C&C?
Chrono 28 Feb, 2022 @ 5:06pm 
Not sure why the AI doesn't want to build any vehicles maybe like 1 an hour they build plenty of infantry anyone come across a fix for this ?
Benevolence 24 Jun, 2021 @ 2:44pm 
ini files are difficult for me!
Großdeutschland Division 22 May, 2021 @ 10:00pm 
How do you make V2 rocket launcher have a nuclear warhead?
Reilsss 4 Apr, 2021 @ 9:31am 
Out of curiose, this this mod allows making new Units, has there anything 'new' been realsed to the public to try out ?
Or are there tutorial how to make units? Example try to add the heavy tank from RA, code wise with a rules probally easy but what about the graphics of a unit?
KotCR 4 Apr, 2021 @ 4:54am 
@zerobyte666 Essentially due toe playing the game like a Tower Defense game with the occasional sneak attack is basically the way to go with the way the singleplayer is designed in the original C&C due to the AI playing by essentially a different set of rules to the player, with full Harvester loads, a constant supply of free units, being able to see the whole map, being able to rebuild structures anywhere on the map ignoring adjacency, ignoring the tech tree, yadda, yadda, yadda :p.

But I suppose I should not get too carried away with what a big improvement on the AI and missions Red Alert was over the original C&C :p.