Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 41.1
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Update: 23 May, 2024 @ 1:12am

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

Version 29
  • Added support for megamaps (128x128).
  • Added support for 8-player skirmish.
  • Added support for custom animated units (like dinosaur & ants).
  • Added an ini option to disable the randomness in multiplayer house (Multi1-8) assigning. This allows map creators to create TowerDefense maps for skirmish.
  • Updated animation & bullet render system, they both now accept the ShapeSize, ShapeFrames & ShapeScale settings.
  • Code is now compiled with VS v143 (was v142) compiler.
  • Removed boost library.
New ini settings
  • FromBottom (Animations) - Is a replacement for Flags=SHAPE_BOTTOM. Can be set to yes/no and determines whether the animation is aligned from the bottom (def=no).
  • RadomizeMPlayerHouses (General) - Are multiplayer/skirmish houses (Multi1-8) assigned at random (def=yes)?
  • ClockwiseFacing (VehicleTypes) - Can be set to yes/no and determines whether the shape facings are clockwise (def=no).
  • FiringFrames (VehicleTypes) - Number of frames the firing animation has.
  • FireLaunch (VehicleTypes) - At this frame the weapon will be fired.
  • StartFiringFrame (VehicleTypes) - The frame number where the firing animation starts.
  • StartWalkFrame (VehicleTypes) - The frame number where the walking animation starts.
  • WalkFrames (VehicleTypes) - Number of frames the walking animation has.
  • WalkRate (VehicleTypes) - Number of ingame ticks before the next walking frame is displayed.
Removed ini settings
  • AnimSize, Flags, VirtualStages, VirtualScale, VirtualAnim, VirtualImage (Animations).

Update: 23 Apr, 2024 @ 4:52am

Version 28.1
  • Fixed another case where the airstrike was not appearing in campaign.
  • Fixed the problem where power wasn't updating correctly when a building was destroyed with C4.

Update: 31 Mar, 2024 @ 10:32am

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

Version 28
  • Code is now compiled with VS v142 (was v141) compiler and uses C++20 (was C++17).
  • Updated boost and pugixml to their latest versions.
  • EVA now tells you that you can not build more once you have reached an object's BuildLimit.
  • Fixed airstrike not appearing in campaign.
New ini settings
  • MCVUndeploy (General) - Allow construction yard to undeploy back into MCV in campaign?

Update: 23 Mar, 2024 @ 3:17am

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

Version 27
  • In placement mode, you can now clear the desired build location from blocking units by pressing the "Mod Command 1" hotkey.
  • Own units that block the MCV now move away when you try to deploy.
  • The MCV now supports the unload move (alt-key modifier).
  • You can now upgrade certain buildings into other buildings. Select an upgradable building and press the "Mod Command 2" hotkey to activate the upgrade process. Press the hotkey while the upgrade is in progress will cancel it.
  • Added super weapon customization, similar to that of Tiberian Sun. Creating new superweapons is possible.
  • Added the prerequisite category system from Tiberian Sun.
  • Added new ini file for EVA voices.
New ini settings
  • AreaDamage, AreaRadius (Animations) - Options to define explosions over multiple cells through animations.
  • NukeSilo (BuildingTypes) - Can this building launch a nuke missile, does it have the animation for it?
  • SuperWeapon1-3 (BuildingTypes) - Specifies the Super Weapon that this structure provides to the player.
  • UpgradesInto (BuildingTypes) - Specifies the BuildingType that this structure can be upgraded to.
  • ToOverlay, DamageLevels, CrushSound (BuildingTypes (wall only)) - Wall customization. The buildings Strength value is now used for the wall instead of hardcoded values.
  • RegularPower, AdvancedPower (General) - List of buildings that are power plants.
  • CanBuildOnBridges (General) - Can you build on bridges? Vanilla behavior is yes, but it is now disabled by default.
  • PrerequisitePower (General) - Any building on this list fulfills the Prerequisite=POWER condition.
  • PrerequisiteFactory (General) - Any building on this list fulfills the Prerequisite=FACTORY condition.
  • PrerequisiteBarracks (General) - Any building on this list fulfills the Prerequisite=BARRACKS condition.
  • PrerequisiteRadar (General) - Any building on this list fulfills the Prerequisite=RADAR condition.
  • PrerequisiteTech (General) - Any building on this list fulfills the Prerequisite=TECH condition.
  • PrerequisiteAdvanced (General) - Any building on this list fulfills the Prerequisite=ADVANCED condition.
  • PrerequisiteRefinery (General) - Any building on this list fulfills the Prerequisite=REFINERY condition.
  • IsPowered, RechargeVoice, ChargingVoice, ImpatientVoice, SuspendVoice, RechargeTime, SidebarImage, TechLevel, Owner (SuperWeaponTypes) - See "Special Weapon types" in rules.ini for more informations.
  • AmmoShapeOffset0-2 (VehicleTypes) - Shape image offset when having ammo. Used by vehicles like the V2 rocket launcher.
  • TurretAmmoShapeOffset0-2 (VehicleTypes) - Like AmmoShapeOffsetX but for turrets. Used by Nod's rocket launcher.
Updated ini settings
  • Removed the "ALL_" prefix from the AppliesTo aura/upgrade setting, e.g. instead of ALL_UNITS just write UNITS.
  • Removed SpeakMoneyVox (AudioVisual) - EVA voices can now be edited using the new EVA.ini file.
Removed ini settings
  • The complete SpecialWeapons section has been removed because the setting is now on the special weapon directly.

Update: 11 Feb, 2024 @ 12:06pm

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

Version 26
  • It is now possible to create new weapon factories. See this example.
  • Fixed the issue in the base game where only the body of the helicopter would jitter, but not the rotor.
  • Fixed the issue where it wasn't possible to capture custom aircraft transporter.
New ini settings
  • DoorAnim (BuildingTypes) - Name of the door shape for weapon factories.
  • DoorRate, DoorStages (AircraftTypes, BuildingTypes, UnitTypes) - Controls the door animation of the object.
  • TDUnloadStyle (BuildingTypes) - Used by the weapons factory. If yes the unit will drive out to south-west, if no then south like in Red Alert.
  • ShapeSize, ShapeFrames, ShapeScale (AircraftTypes, BuildingTypes, InfantryTypes, UnitTypes) - Can be used instead of the Shape setting.
  • NukeCampaignOneTime (SpecialWeapons) - If disabled the nuke can be used more than once in campaign.
Updated ini settings
  • RotorEquipped (AircraftTypes) has been renamed to Rotors to be consistent with other CnC titles.
  • RotorCustom (AircraftTypes) has been renamed to CustomRotor to be consistent with other CnC titles.

Update: 28 Jul, 2023 @ 4:35am

Beta 25.1
  • Fixed the problem with the missing names for medic and mechanic.
  • Fixed the problem where the nuke from crates wouldn't create an explosion.
  • Fixed the problem where the dying cries of infantry had no variation.

Update: 18 Jul, 2023 @ 10:30am

  • The warning message if you are missing the required mod or that the xml files have been updated should now appear correctly in the campaign.
  • Updated rules.ini with Silo=yes for the SILO.
Please also read patch notes for Beta 25 below.

Update: 18 Jul, 2023 @ 6:44am

‼️The RA Assets mod is now required.‼️
‼️ This version doesn't work with saved games made with Beta 24 and prior.‼️

Beta 25
  • Added support for third party mods.
  • Added new Sound system which lets you set sounds for unit selection, move/attack command etc.
  • Added TiberiumTransmogrify to Combat section. Infantry dying from Tiberium damage now have a chance to transform into a Visceroid.
  • Added AudioVisual setting CloakSound.
  • Added building settings SevereDamageShape (does the building have an additional dmg shape, RA buildings do not have these) and Silo (enables silo logic). Both accept a yes/no value. Note: I forgot to add the value to the original silo in the rules.ini, so it won't have the fill level indicator until the next update.
  • Added ini setting Cameo which allows you to override the sidebar icon of the object. There are some bugs to it that I can't fix because of the remastered client so the usefulness of this is limited.
  • The building tooltips in the sidebar now show the updated energy value if you own the energy upgrade.
  • Updated the buildings foundation system to be more readable. Removed all the Occupy and Overlap lists from the art.ini.
  • Fixed veterancy levels from upgrades not working with units delivered via Nod's Airstrip.
  • Fixed AI bonus credits calculation.
  • Fixed AntiAircraftBonus not being applied.
  • Fixed bug in base game where Commando would react twice when ordered to place C4.
  • ⚠️Removed all Red Alert assets. Please use the assets from the RA Assets mod now, e.g. APC2 would be RASTNK.

Update: 12 Aug, 2022 @ 4:52am

‼️ This version doesn't work with saved games made with Beta 23 and prior. ‼️
If you need to load Beta 23 save games you can download it here[drive.google.com].

Beta 24
  • Added aura ini setting AppliesTo and AppliesToOwner.
  • Added building ini setting UndeploysInto.
  • Added projectile ini setting AAO.
  • Added vehicle ini setting AutoCrush, DeployCell, DeployDir, DeploysInto and TurretLocked.
  • Added AttackMoveCursor to AudioVisual section.
  • Added AttackMoveScanRange to Combat section.
  • Added FixGunBoats and MaxPath to General section.
    * Please check the rules.ini and veterancy_rules.ini files for a help text of these settings.
  • Ini setting Prerequisite now accepts UpgradeTypes.
  • Rewrote the attack move system. Special thanks to [Guardia Civil] ZORRO for testing and feedback.
  • Fixed auto scatter not working in certain game modes and with certain difficulty settings.
  • Fixed a problem wherein veterancy traits not being read correctly.
  • Fixed buildings gaining aura boni.
  • Fixed SetupDelay reducing vehicles firing timer on rotation.
  • ⚠️ Fixed typo 'Inaccuate' of projetile ini setting Inaccurate.
⚠️ Please update your mod files accordingly if you have used these settings.

Update: 19 Jul, 2022 @ 5:47am

Fixed wrong upload.