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Maybe it is a simple mod, but given the limitations of only being able to use 1 DLL mod at a time for each of TD and RA this mod as an early mod was (and still is) a very useful mod for those not needing anything more than it offers.
I was thinking, would you want more Silo/Refinery capacity? I was thinking around 5k, or would that unbalance the game? let me know. Cheers and thanks for supporting this rather frankly mediocre mod.
steam/steamapps/workshop/content/1213210/XXXXX/FasterOreGrowthRA/CCDATA/
XXXXXX = depending on how many mods you have, will have a number assigned, so look in each one for the name above.
1213210 = appid or game id
I can confirm that what ҥӵриӧѕ said is true, QoL's INI will overwrite this mod's INI file if both are used together at the same time, so if you make that growth change in the QoL INI and delete this mod it will have the same desired effect as what this mod does (speaking from direct experience), but you will also have to edit the values in the QoL INI for the refinery and silo capacity if you want them to have the same storage capacity as what was implemented with this mod.
[General]
GrowthRate=2.0 ; minutes between ore (Tiberium) growth
You need to edit qol's ini and delete my mod. It should work then.
Achievements are NOT getting blocked by using mods with the C&C Remastered Collection; you have absolutely nothing to worry about, as I've been using mods since basically the launch date and I'm getting achievements without any issues whatsoever.
One note:
I'm not sure about others, but recently I've gotten a few game crashes. While it's not indicative (a crash itself) of this mod, I've noticed that the next time I reload the game, it has the regrowth mod disabled, which makes me think it's a part of the problem in some sort of way.
Have others experienced this? Wanted to bring it to ҥӵриӧѕ's attention if so.
I'll keep the mod up with the hope of mod compatibility, but beyond that, I'd understand if people stopped using it. Again I'm grateful to the 4k peeps for giving it a go even if it just a simple ini tweak. I'll update it if it needs it, or I think of something that would benefit the mod. Cheers.
A pity diamonds don't grow too :( :-D
Plus side: playing with AI is more fun. If you give them enough time they start working like non-stop war assembly lines :-)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2121564366
I am sorry for offtopic, but where did you get information on how to create mod for this game? Is there some kind of manual?
Other than that, you have to code the options in and to be honest beyond coding my abilities. plus it would conflict with other dll. Until we get mod compatibility or some kind of mod manager, we have to either merge some mods not all, because not everyone wants every mod bundled together. What is better is a lets say a economics mod, which encompasses gold/gem/ore growth, which this mods seems to be doing atm lol.
Ore value is 25(pb) Gems are 50(pb) I guess If that changes peeps could say there is no challange is every bail was worth, say 200 lol.
;GrowthRate=0.1 ; minutes between ore (Tiberium) growth // default is 2
;GrowthRate=0.2 ; minutes between ore (Tiberium)
;GrowthRate=0.3 ; minutes between ore (Tiberium)
;GrowthRate=0.4 ; minutes between ore (Tiberium)
GrowthRate=0.5 ; minutes between ore (Tiberium)
;GrowthRate=0.6 ; minutes between ore (Tiberium)
;GrowthRate=0.7 ; minutes between ore (Tiberium)
;GrowthRate=0.8 ; minutes between ore (Tiberium)
;GrowthRate=0.9 ; minutes between ore (Tiberium)
;GrowthRate=1.0 ; minutes between ore (Tiberium)
etc