Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 41.1
Showing 31-40 of 69 entries
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Update: 19 Jul, 2022 @ 5:28am

Beta 23
  • New feature helicopter guard mode. Helis in guard mode will automatically reload and move back to their guard location.❗️Needs the Immersive Helis feature enabled.
  • Aircrafts now accept the OpenTopped ini setting.
  • All vehicle weapons can now have directional FLH fixups in the XYZ_FIXUPS ini section.
  • A unit with DistributedFire will now fire normally if a target is set manually by the player.
  • Fixed several cases where passengers could be targeted.

Update: 26 Jun, 2022 @ 11:18am

Beta 22
  • Added new General ini settings AuraSystem and NewUnitsEnabled.
  • Added new General ini settings FunParkPlayerSide which lets you choose which side you wanna play the missions with.
  • Added directional FLH fixup settings. PrimaryFireFLH0-7 and PrimaryFireOffset0-7.
  • Re-enabled the Helipad=a la carte functionality from conquer.ini.
  • Fixed Flame Tanks fire animation positions by using the newly added settings.

Might not load older savegames.

Update: 22 Jun, 2022 @ 5:13am

Previous upload was missing some files.

Update: 22 Jun, 2022 @ 5:06am

Beta 21
  • New feature helipad factory faction switch. This allows you to change to faction of the current selected or pending (while in placement mode) helipad by simply preshing the Ctrl key. Prerequisite is that you own either a helipad or conyard of the opposite faction.
    ⚠️ Switching the faction will cancel current production.
  • Added AlwaysShowFactoryFaction setting to AudioVisual section.
  • Added building ini setting Helipad which enables you to create new custom helipads.
  • You can now have more than one primary factory if the differ in faction.

Update: 20 Jun, 2022 @ 8:39am

Beta 20
  • Added OpportunityFire ini setting which allows units to fire while moving. The following units use this now: HTNK, LTNK, MTNK, JEEP, BGGY.
  • Added AlternateFLH0-4 which lets you define different projectile launch positions for up to 5 passengers.
  • Added TurretShapeOffset and TurretImageShapeOffset ini settings. See this example.
  • Added Phase Tank (as APC2) tile sets from Red Alert this allows you to create APC like units with separate turret.
  • Added AI ini setting CanUseSuperWeapons which enables or disables super weapons for the AI in skirmish.
  • The Shape ini setting is now also read for ProjectileTypes, which allows you to create new bullets with a completely new look.
  • Changed the targeting of gun boats, they will now seek for targets within weapon range instead of twice weapon range. That way they automatically retarget when their target is out of range.
  • The FriendlyFire ini setting now also includes allies.
  • The following changes were made to the OpenTopped feature:
    • Decreased the accuracy of passengers' weapon fire when the transporter is moving.
    • The reload nerf now only applies when the transporter is moving.
    • The veterancy experience reduction for passengers has been removed.
  • Fixed the issue where field medics couldn't heal infantry that was in the same cell as the medic.
  • Fixed the issue where passengers could not fire if the APC was from a reinforcement.
  • Fixed passengers could fire when the transporter was cloaked.
  • Fixed a crash that occurred when a transport failed to spawn its passengers when destroyed.
  • Fixed construction animation not working for custom buildings.
  • Fixed several original/remaster revealing bugs that broke missions or unit behaviour.

Update: 26 May, 2022 @ 4:31am

‼️ This version doesn't work with saved games made with Beta 18 and prior. ‼️
If you need to load Beta 18 save games you can download it here[drive.google.com].

Beta 19
  • Harvesters will once again unload at the closest free refinery.
  • Manually assigning the enter mission to a harvester will link the harvester to that refinery. Once linked the harvester will not unload at any other refinery.
    Pressing the Guard hot key (default is G key) while the harvester is selected will remove that link. A linked harvester will show a line towards the linked refinery when it is selected.
  • Added Red Alert's electric bolt animation. To use it add the new IsElectricBolt setting to your weapon. Use InfDeath=5 on the weapons warhead to enable the electro death animation.
  • Added Red Alert's Field Medic and Field Mechanic.
  • Added DistributedFire ini setting which determines if the unit continually re-evaluates its target.
  • Added GuardRange ini setting which specifies the range, in cells, that this unit will scan for targets to attack. Defaults to weapon range.
  • Added RepairRate to General settings. Specifies the GameTicks between applying repair step to structures using the Wrench tool or units with self heal.
  • Added Crush and ProneDamage to Combat settings. See rules.ini for details.
  • Added veterancy trait ROT (rate of turn). Nod's ARTY will now gain ROT at level 1 and 2.
  • Added SymbolPosition, NodSymbols and SymbolOffset settings to Veterancy section.
  • Added support for wall owner to mission ini files. See this[pastebin.com] example (GDI 8 A), scroll to OVERLAY section, notice the "GoodGuy" after the SBAG which tells the game to transfer ownership to that house.
  • Changed the ECM tank's weapon to be an electric bolt instead of a laser.
  • Changed the maximal visible build icons in the side menu from 30 to 60.
  • Changed AStar pathfinding to prefer straight routes.
  • Changed the rally point graphic. In addition, it has been changed that it is not allowed to place a rally point on unreachable terrain. It is now also possible to clear the rally point by pressing the guard key.
  • Changed veterancy symbols position and added new symbols for Nod.
  • Changed levelup sound.
  • Fixed undefined behaviour and a potential crash within the sidebar.
  • Fixed cargo planes did not deliver to the primary factory.
  • Fixed units where healed/repaired beyond their max hp.
  • Fixed units would self heal after being killed.
  • Fixed custom weapons with Charges=yes not resetting charge status.
  • Fixed heli reload sound not always playing.
  • Fixed improved wall building UI not working.
  • Removed several assets that were copied from RA because it is possible to access them directly.

Update: 8 May, 2022 @ 10:06am

  • Fixed a typo in art.ini that caused the civilian building V23 to be untargetable. Which also made it impossible to win missions that required destroying all civilian buildings.

Update: 8 May, 2022 @ 3:42am

Beta 18
  • New feature helicopter repair queue. Note: Queued helis will hover near the repair bay while waiting even if Immersive Helis is disabled.
  • Added new settings to General section.
    • RepairBayAutoKickOut which controls if the last unit should be automatically be remove from the repair bay.
    • BailsPerUnloadCycle which controls how fast a harvester unloads its storage.
  • Helicopter now fly towards the closest helipad after repairs are completed.
  • The repair bay will now accept additional units for repair even if it is already busy.
  • Moved the harvester wait location from north to south of refinery.
  • Removed the bib from silo and repair bay to reduce its size. If you prefer the old size set Bib=yes.
  • Fixed harvester driving back and forth while waiting for free refinery.
  • Fixed harvester setting QueueJumpCutoff was using wrong data type.
  • Fixed units selecting the wrong building to dock with.

Update: 3 May, 2022 @ 12:35pm

Beta 17.2
  • Fixed the crash and black screen issue some users were experiencing.
  • Added some basic logging. The game will create a file called veterancy.log inside your games install folder.

Update: 1 May, 2022 @ 1:58pm

Beta 17.1
  • Fixed the problem wherein the refinery didn't spawned the free harvester in campaign. If you used the workaround I posted earlier you can remove that now.
  • Added FreeUnitConfig to General section which lets you define how free units are handled.
  • The Cost value inside the rules.ini for PROC and HPAD now doesn't include the free units cost anymore because the game now calculates the cost during gameplay. If you changed those values in your local rules you have to update them accordingly.