Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 41.1
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Update: 3 Nov, 2024 @ 5:02am

Version 35
  • Greatly increased performance of the A* path finding algorithm. It should now find a path 3 times faster than the original cfehunter implementation.
  • Fixed an issue in the base game that allowed units to ignore attack orders.
  • Fixed an issue in the base game that prevented the laser orca modification being applied when a savegame was loaded for GDI mission 72.
  • Fixed incorrect burst value for certain Legend rank units.

Update: 21 Sep, 2024 @ 3:16am

Version 34.1
  • Fixed custom defensive buildings with a charge animation not working.

Update: 9 Sep, 2024 @ 7:50am

Version 34
  • Crush overhaul.
    1. Added CrusherLevel and CrushableLevel which allows you to fine control crushing.
    2. Added new veteran ability CRUSH_RESIST, each CRUSH_RESIST grants one CrushableLevel.
    3. The veteran ability CRUSHER is now stackable, each CRUSHER grants one CrusherLevel.
    4. Crushing of walls, vehicles and aircrafts is now possible.
    5. Helicopters can now be Crusher.
  • Helicopters can now collect wooden crates.
  • Disabled the target cursor for friendly walls.
  • Crushers can now drive over sandbag and chain link walls.
  • Added the vehicle crush sound (VCRUSHA) from RA2.
  • Added a new animation (VEH-CRUSH1) that you can use when a vehicle is crushed, it has the vehicle crush sound attached to it.
New ini settings
  • CrushableLevel [TechnoTypes (buildings only walls)] - If Crushable=yes this object can be crushed by Crusher=yes objects if their CrusherLevel is not lower than this value (def=1 for infantry/walls otherwise 0).
  • CrusherLevel [AircraftType, UnitType] - If Crusher=yes this object can crush Crushable=yes objects if their CrushableLevel is not higher than this value (def=1 for Crusher=yes units otherwise 0).
  • CrushAnim [TechnoTypes (buildings only walls)] - Anim to play when this object is crushed.
  • CrushSound [TechnoTypes (buildings only walls)] - Sound to play when this object is crushed.
  • Crusher, CrushResist [Veterancy] - Sets the number of CrusherLevel/CrushableLevel objects gains for each CRUSHER/CRUSH_RESIST ability.

Update: 2 Sep, 2024 @ 8:54am

Version 33
  • Added two new veteran abilities, AMMO and SIGHT.
  • Units will now gain +1 sight range at Veteran and Hero level.
New ini settings
  • MaxAmmoPips [AudioVisual] - Maximum visible ammo pips (def=5, max=18), vanilla value is 5 but is set to 6 in veterancy.ini.
  • ExpModifier [TechnoType] - Experience point modifier for this object (def=1.0). Was previously hard-coded for ORCA (1.5) and HELI (1.2).
  • MaxPips [TechnoType] - Can be set to a number between 0 and 18, where 0 means the max pip count is determined by the game (def=0). Only works with PipScale=Tiberium/Ammo.
  • ReloadAmount [TechnoType] - Each tick of Reload this amount of Ammo is reloaded (def=1). Has no effect when ReloadWhenEmpty=yes.
  • ReloadWhenEmpty [TechnoType] - When this flag is set, reloading will only occur when there is no ammo left, and all ammo will be reloaded at once (def=no).
  • AmmoBurst [WeaponType] - The number of shots that can be fired before Ammo is reduced by one (def=1).
New ini settings for TechnoTypes that allows you to override [Veterancy] settings.
  • Veterancy.ExpVeteran
  • Veterancy.ExpElite
  • Veterancy.ExpHero
  • Veterancy.ExpLegend
  • Veterancy.ExpPerKill
  • Veterancy.ExpFromAttacks
  • Veterancy.ExpFromHitsTaken
  • Veterancy.VeteranCap
  • Veterancy.WeaponUnlockLevel
  • Veterancy.VeteranRatio
  • Veterancy.Stronger
  • Veterancy.Armor
  • Veterancy.Firepower
  • Veterancy.Rof
  • Veterancy.Reload
  • Veterancy.Range
  • Veterancy.Faster
  • Veterancy.Rot
  • Veterancy.Ammo
  • Veterancy.Sight
  • Veterancy.SelfHealing.VeteranRatio
  • Veterancy.SelfHealing.VeteranAmount
  • Veterancy.SelfHealing.EliteRatio
  • Veterancy.SelfHealing.EliteAmount
  • Veterancy.SelfHealing.HeroRatio
  • Veterancy.SelfHealing.HeroAmount
  • Veterancy.SelfHealing.LegendRatio
  • Veterancy.SelfHealing.LegendAmount
⚠️The following [Veterancy] ini settings have been renamed.
  • SelfHealingVeteranRatio -> SelfHealing.VeteranRatio.
  • SelfHealingVeteranAmount -> SelfHealing.VeteranAmount.
  • SelfHealingEliteRatio -> SelfHealing.EliteRatio.
  • SelfHealingEliteAmount -> SelfHealing.EliteAmount.
  • SelfHealingHeroRatio -> SelfHealing.HeroRatio.
  • SelfHealingHeroAmount -> SelfHealing.HeroAmount.
  • SelfHealingLegendRatio -> SelfHealing.LegendRatio.
  • SelfHealingLegendAmount -> SelfHealing.LegendAmount.

TechnoType = AircraftType, BuildingType, InfantryType, UnitType
⚠️Breaking change. If you have used those settings please update your ini files.

Update: 22 Aug, 2024 @ 4:09am

Version 32.1
  • Fixed BurstDelay0-4 not working correctly. Burst settings were added in the previous update, but I forgot to add them to the patch notes.
New ini settings
  • BlossomTreeDamage, BlossomTreeWarhead [Combat] - Damage and warhead of the blossom trees.
  • BurstDelay [Combat] - Delay in GameTicks between two shots when firing a weapon with Burst > 1 (def=9).
  • BurstDelay0-4 [WeaponTypes] - Override of [Combat]BurstDelay for up to 5 shots. BurstDelay0 is the delay between shot 1 and 2 and so on.

Update: 2 Aug, 2024 @ 8:06am

‼️ This version doesn't work with saved games made with prior versions.‼️

Version 32
  • The armor system has been rewritten to allow more customization. Inspired by RA2 mod Ares[ares-developers.github.io]. See this thread for detailed informations.
  • Added several new customization options.
  • Self heal from SelfHealing=yes now stacks with self heal from veteran levels.
  • ⚠️Burst is now a weapons setting like in RA and later games, the setting was on the unit before. Setting primary and secondary to the same weapon now enables multi shooter like in RA.‼️ This will probably break many user modifications so please update your ini files.
  • ⚠️Removed the XYZ_FIXUPS ini section (e.g. [FTNK_FIXUPS]), the directional FLH and offset values are now read directly from the UnitType section (e.g. [FTNK]). Offset value positions corrected to x,y was y,x (x = horizontal, y = vertical).
Object changes
  • RAMEDI (Medic) now has self heal (up to 100%).
  • E2 (Grenadier): removed legend ability TWO_SHOOTER, updated GrenadeMK2 stats to compensate, GrenadeMK2 isn't inaccurate anymore.
  • RMBO (Commando): removed legend ability TWO_SHOOTER, added VeterancyPrimary AWP (double dmg against infantryman, no prone damage reduction, new sound).
  • ARTY: removed legend ability TWO_SHOOTER, added VeterancyPrimary 155mmE (triple shot weapon, new sound).
  • APC,BGGY,JEEP: removed legend ability TWO_SHOOTER, increased damage of M60MK2 to compensate.
  • AlienRifle, M60MK2: replaced the HE warhead with SA2. Which does higher damage against infantry but the damage against buildings is reduced. The SA2 warhead can not destroy walls or tiberium.
  • HollowPoint: This warhead can now bypass shields as it was able to quickly deplete a Shield tank's shield.
  • I_U2 (Kevlar Vest): now also reduces the damage of the SA2 warhead.
New ini settings
  • CreditReserve [AI] - Structure repair will not begin if available cash falls below this amount (def=1000). Is set to 100 in veterancy_rules.ini, the same value as in Red Alert.
  • SelfHealingCombatDelay [AircraftType, BuildingType, InfantryType, UnitType] - Defines how long after a damaging attack an object will not be able to self heal (in GameTicks, def=0 (disabled)).
  • SelfHealingRatio [AircraftType, BuildingType, InfantryType, UnitType] - Used to override the setting from the General section (def=[General]SelfHealingRatio).
  • DefaultsTo [ArmorTypes] - Can be set to either an original ArmorType (none, wood, light, heavy or concrete) or to a default versus value (e.g. 50%) that applies to all warheads. This setting is not read for the 5 original armor types.
  • BlackoutDamage, BlackoutWarhead, BlackoutRatio [General] - Used to customize the damage when low on power. ‼️ BlackoutDamage=0 now disables the damage, previously was done by setting DamageDelay to 0.
  • SelfHealingRatio [General] - The health ratio that objects with SelfHealing=yes are restored to (def=50%).
  • TiberiumHeal [General] - GameTicks between applying Tiberium healing [for those units that heal in Tiberium] (def=16).
  • SelfHealingVeteranRatio, SelfHealingVeteranAmount, SelfHealingEliteRatio, SelfHealingEliteAmount, SelfHealingHeroRatio, SelfHealingHeroAmount, SelfHealingLegendRatio, SelfHealingLegendAmount [Veterancy] - Used to customize veterancy self heal.
  • BypassShields [WarheadTypes] - If yes, the damage of the weapon that fired this warhead is not affected by absorption shields.
  • Versus.ArmorName [WarheadTypes] - Sets the efficiency of this warhead against the armor 'ArmorName'.
  • Versus.ArmorName.PassiveAcquire [WarheadTypes] - Whether or not this warhead is allowed to be used to attack the 'ArmorName' ArmorType automatically.
  • Versus.ArmorName.Retaliate [WarheadTypes] - Whether or not this warhead is allowed to be used in retaliation against the 'ArmorName'.
Updated ini settings
  • ⚠️PrimaryFirePixelOffset [UnitType] renamed to FLHOffset. It never was a pixel offset, the value is in leptons. It never referred only to the primary weapon, so "Primary" was removed from the name.
  • ⚠️LifeLeech [WarheadTypes] has been renamed to CureIfLethal. It never was a LifeLeech effect. Help text has been added to indicate that this setting only works when killing infantryman.
  • Verses/Versus [WarheadTypes] now accepts the special value Infinity (or short inf). When Infinity is used the damage of the weapon is the targets current health.
Abilities
  • ⚠️The abillities SELF_HEAL_50_1, SELF_HEAL_75_1, SELF_HEAL_100_1 and SELF_HEAL_100_2 have been renamed to SELF_HEAL_VETERAN, SELF_HEAL_ELITE, SELF_HEAL_HERO and SELF_HEAL_LEGEND.
⚠️Breaking change. If you have used those settings please update your ini files.

Update: 17 Jul, 2024 @ 3:00am

Version 31
  • The AI can now build custom buildings when added to the AI BuildXYZ settings.
  • You can now control the probability of which units the AI produces (PickWeight).
  • Updated the way the AI places their defense buildings (implementation from my RA mod).
  • Added an option to force the AI to have one cell between its buildings (AIBaseSpacing), this helps to reduce base jamming but can also slow down the AI on maps with limited space. This setting requires that [General]BuildingGap is atleast set to 2.
New ini settings
  • AIBaseSpacing [AI] - If yes the AI must have one cell spacing between buildings (def=no).
  • AiBuildLimit [all types] - Custom AI build limitation, defaults to the normal BuildLimit.
  • CanCollectCrates [AI] - Can the AI collect (drive over) crates in skirmish (def=no)?
  • BuildPower, BuildRefinery, BuildBarracks, BuildWeapons, BuildRadar, BuildTech, BuildDefense, BuildPDefense, BuildAA, BuildHelipad, BuildSpecial [AI] - List of buildings which the custom AI can build, see veterancy_rules.ini for the default values.
  • ⚠️PickWeight [all unit types and defensive buildings] - Controls the likelihood that the custom AI will build this object. Defaults to 0 which means the AI will not build this object.

⚠️Breaking change. If you want the AI ​​to create the units you add, you need to add the new ️PickWeight setting to them.

Update: 21 Jun, 2024 @ 11:38am

Version 30.1
  • Fixed an issue where a building would not upgrade if a unit was standing on its bib (gravel).

Update: 14 Jun, 2024 @ 7:04am

‼️ This version doesn't work with saved games made with prior versions.‼️

Version 30
  • Added support for aircrafts with 16 directional images like airplanes from RA.
  • The BuildLimit setting now accepts negativ values, see this[modenc.renegadeprojects.com] explanation.
  • Fixed an issue that caused MCVs to return to their guard area after reaching their target (GDI mission 3).
  • You can now adjust how many times a super weapon can be fired.
  • Fixed missing tile in Nod '99 Special Ops M2.
  • Fixed all wrong warhead 'Verses' settings.
  • Fixed several bugs related to Mega Map support.
New ini settings
  • AITaunts (AudioVisual) - Can the skirmish AI randomly taunt the player (def=yes)?
  • CenterOffset - Pixel (x,y) offset to change the center of the object.
  • Dimension - Pixel size (width, height) of the selection rectangle.
  • NumberOfCharges (SuperWeaponTypes) - How many times can this super weapon be fired [def=-1, unlimited]?
  • RotCount (AircraftTypes) - Number of rotation stages, can be set to 16 or 32 (def=32).
Updated ini settings
  • Verses (WarheadTypes) - This setting now accepts floating point values.
Removed ini settings
  • CampaignOneTime (SuperWeaponTypes) - Replaced by NumberOfCharges.

Update: 24 May, 2024 @ 10:05am

Version 29.1
  • Fixed an issue where the engineer could not capture the transport telicopter.
  • Fixed an issue in the base game where the engineer could not capture a building.