Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 41.1
639 Comments
AwsetWraeCZE 29 Jul @ 12:20pm 
great, thank you
DontCryJustDie  [author] 28 Jul @ 10:15am 
By using a map editor that can do that like this .
AwsetWraeCZE 28 Jul @ 9:52am 
How do you create megamap?
Jerkakame² 17 Jul @ 8:32am 
ah thanks
DontCryJustDie  [author] 17 Jul @ 5:25am 
Ask the Ares (RA2) or Vinifera (TS) devs.
Jerkakame² 17 Jul @ 5:19am 
do you know if its possible to add a button for Hunt in Dune 2k or TS/RA2? I presume they also have a hunt order for the AI
232173077 24 Jun @ 8:35pm 
怎样启用第三方MOD,不如那些是支持的?
DontCryJustDie  [author] 19 Apr @ 9:46am 
There is no parachute in TD.
ghmd 19 Apr @ 9:05am 
A general question ...

Do all the parachute parameters that are used in the Red Alert rules.ini work in the TD version of your mod?
(So that I only have to add them to my .ini file)

I have a lot of ideas about things that could be parachuted.
DontCryJustDie  [author] 3 Apr @ 3:27am 
Please use the bug report thread for bug reports, thanks.

As I said nuke had wrong scaling in v40 (fixed in v41) maybe your pc couldn't handle that, idk I don't have crashes when I fire the nuke.
The problem with the turrets should be fixed with v41, which was reported/discussed in said bug report thread.
Pietras 3 Apr @ 3:11am 
For the nuke bug I quick saved before using it, throw nuke and do not look on explosion. For me looking at it is almost 100% crash.
Also from what I found during getting my platinum:
- Sometimes Helicopters with Veterancy level hover above landing zone and freeze there.
- Sometimes while building turrets there is just a gray placeholder which doesn't react in any way. Got it while building Turret / Obelisk in Covert OPS. You can't sell it but you can fix / attack it as it has HP bar.
DontCryJustDie  [author] 2 Apr @ 10:42am 
It doesn't crash for me but I just saw that the nuke isn't scaled correctly because I made a copy&paste error in the last update. It will be fixed with next update.
Pietras 2 Apr @ 10:14am 
Cool, is there any possibility that using Nuke Superweapon crashes game now?
DontCryJustDie  [author] 25 Mar @ 1:30pm 
Yes, I implemented better usage of secondary weapons. If you can't beat it reduce difficulty, deactivate the mod or use the ini system to change the Mammoth.
Pietras 25 Mar @ 12:12pm 
is this mod changing how Mammoth Tank target infantry? They always seem to shoot rockets which makes Nod 11B impossible to beat.
faty_100 22 Mar @ 7:40pm 
@DontCryJustDie
Thanks for the reply i tried to download the os big editor from the website it doesnt seen to be downloading. I will try again later.
DontCryJustDie  [author] 21 Mar @ 2:11pm 
You can change the difficulty values in the CNCRULES XML . I plan to move those settings to the rules.ini in a future update.
faty_100 21 Mar @ 7:16am 
is there a way to make the AI harder in the campaign?

Can someone point me to a rule I can change?

Maybe i missed.
faty_100 11 Mar @ 5:56pm 
Does this mod effect the ai in campaign like is it harder?
Rookie (ZOE) 11 Mar @ 1:48pm 
Apparently this makes the final dino mission in which you control the dinos instead the military forces utterly impossible to take down since, according to a youtube user's comment, the passive cash gain that Advanced Communications Center and Temple of Nod give makes it so that the enemy forces will always outnumber you, so yeah, just figured i'd point out this annoyance. ^^;

As such, anyone trying to do that final dino mission should turn this mod temporarily off so that the mission doesn't become impossible to beat.
Rookie (ZOE) 9 Mar @ 11:37am 
Alright, thank you for responding to my comments here, it's very much appreciated. :higu_mion:
DontCryJustDie  [author] 9 Mar @ 11:36am 
Please see rules ini and example rules threads. Click the links I just posted or click on the discussion section of this mod.
Rookie (ZOE) 9 Mar @ 11:24am 
Ah, I see. I'm pretty much new to the C&C1 modding scene, so I dunno how to change the tib growth myself. If it's a simple change similar to the text-based "rules.ini" then I understand that, but I dunno what governs the tib growth, as I don't want it to be grown back insanely too fast or far from its original field, but just enough so that it can get one's footing during the early stuff before solidifying a good enough defense/exploration force for other tib field.

Could you please tell me how to change the tib growth rate then? I'd greatly appreciate it. :higu_mion:

Also, how do you activate the "bounty system"? I would really like to use it after all. :erune:
DontCryJustDie  [author] 9 Mar @ 6:43am 
You can't use more than one mod that changes the DLL as said in this mods description. You can only use mods together when they change different files, once mods change the same files they are incompatible with each other.

This mod has a highly customizable tib growth algorithm since Version 36.
Rookie (ZOE) 9 Mar @ 6:23am 
Have a question, can this be combined with the "tib growth" mini-mods on the workshop? I'm asking since, as you can imagine, i'm getting VERY ANNOYED by the fact that, once a certain tib field is depleted, it immediately loses its main resource value, whereas the "tib growth" mini-mods mentioned before can help IMMENSELY to offset that.
Rookie (ZOE) 6 Mar @ 12:05am 
Got it, thanks for clarifying regardless, really. :higu_mion:
DontCryJustDie  [author] 5 Mar @ 11:59pm 
As said in the description of this mod, the legacy renderer has been disabled.
Rookie (ZOE) 5 Mar @ 11:54pm 
Gotcha, i'm guessing this mod won't work with classic unit graphics, right? Just figured i'd ask is all.
DontCryJustDie  [author] 5 Mar @ 11:38pm 
@★Darkassasinworld★ Please unsub and resub, maybe your install in broken. Also don't load savegames that weren't made with this mod / this mods version.
@Rookie (ZOE) This mod works in both game modes.
Rookie (ZOE) 5 Mar @ 11:22pm 
So this won't work for campaign then? Damn... :OhNo:
★Darkassasinworld★ 5 Mar @ 4:50pm 
Okay, I just checked, the problem only occurs in Campaign, Skirmish works just fine
★Darkassasinworld★ 5 Mar @ 3:32pm 
I made sure that I only have those two mods enabled, and yes, I restarted the game a few times
DontCryJustDie  [author] 5 Mar @ 1:08pm 
@★Darkassasinworld★ Normally that problem occurs because of other DLL mods, please double check that really only 1 DLL mod is active and also make sure to restart the game when you toggle mods on/off.
★Darkassasinworld★ 5 Mar @ 12:25pm 
Can anyone help me? I only have this mod and RA-Assaet installed, and I still can't build a powerplant. What might be the problem? Can I fix this somehow?
DontCryJustDie  [author] 4 Mar @ 2:23am 
Sub & activate the required mod, then restart the game until you see the texture.
Not sure why I have to write this so often, the mod tells you when the required mod is missing and it also tells you that you have to restart when after it integrates the new graphics into the games config files.
76561198065573956 4 Mar @ 2:14am 
Is it normal that my medic texture is missing? Installed the game after a long time. Unsubscribed and deleted all the files. Did the restart and everything but still not working correctly. Do not know what to do
milanrohac6 2 Mar @ 2:22am 
Hi, i love this mod realy, but having issue with missing texture? What can be wrong?
Sardes 28 Feb @ 9:59am 
Sorry for asking here. I have found your post and figured out how to do this. Thank you.
DontCryJustDie  [author] 28 Feb @ 8:52am 
Please ask such questions in the appropriate threads. Example rules , contains many examples including how to use the RA asset mod. To use an asset from RA just create an object with the RA name and prefix it with RA, so for the flame tower just name it RAFTUR, that way you also get the icon and text. And as I also said in that (or another thread) buildings from RA need to SevereDamageShape=no setting set.
Sardes 28 Feb @ 7:44am 
Is it possible to add new buildings with RA assets? Im trying to add flame tower, added new building in rules_mod, set Image=RAFTUR. Also I added new shape in art_mod (with correct number of buildup frames) with same name as in rules_mod. But if I try to place it in game, its invisible, has no graphics.
DontCryJustDie  [author] 8 Feb @ 12:22am 
Yes, add the following to your rules_mod.ini.

[General]
TechUpgrades=no
NewUnitsEnabled=no
SeriousToni 7 Feb @ 2:06pm 
Can I play this without the additional technology in the sidebar and without the added units? I just want the A*, smarter harvesters and of course the AI that actually builds a base with defenses and tanks ^^
Sardes 3 Feb @ 12:32pm 
I will try to make all autocreate teams prebuilt and see.
DontCryJustDie  [author] 3 Feb @ 12:12pm 
Only 60 teams can be active at the same time. The amount of teams created is selected at random between AutocreateMinTeams and AutocreateMaxTeams, setting both to the same value removes the randomness. The AI ​​will send a team as soon as it has enough members, the AI ​​will not wait until all teams are full.
Sardes 3 Feb @ 11:42am 
Hi. Thanks for new update! Finaly I have some time to test your new features. Setting AutocreateMaxTeams to 99 atlast made game about to challenging. But I wonder, AI is not build all autocreate waves at one time, but after some waves will be destroyed, it will build the rest. Is it as should be? Or the reason is that I set UseRATeamSuggestion to yes? Or I also must set AutocreateMinTeams to 99 too? I mean Im trying to make it so AI build all available waves at ones.
Jerkakame² 19 Jan @ 9:21am 
I had a memory of someone asking for a hunt command but you saying no. Maybe it was another mod or just a weird nightmare I had.
DontCryJustDie  [author] 19 Jan @ 7:39am 
All values greater than weapon range are currently bad for human controlled units, it means the unit will scan further than they can shot in normal guard. The result is that they might target something they can't fire at while something else is in range.

I'm almost done with the next update in which I changed GuardRange, it then will only apply to human controlled objects in normal guard when it is shorter than weapon range. GuardRange for area guard ('G' hotkey) has not changed.

There is a feature request thread so you can post your ideas their if you want something added to the mod.
Jerkakame² 19 Jan @ 7:22am 
I love Hunt and Explore commands in rts games, I saw there is a mod here "New Features Mod" that adds one.

what is the highest safest guardrange I can put?
DontCryJustDie  [author] 19 Jan @ 3:23am 
@Jerkakame Maybe I'll change GuardRange so that it only affects area guard mode, at least for the human player. It doesn't make much sense for it to affect normal guard too, but that's just how it is in RA. Or maybe I'll change it so that it only affects normal guard for human player when the range is shorter than weapon range, then your idea should also work.
Jerkakame² 18 Jan @ 7:37am 
yea I noticed they might stop attacking new enemies after all visible ones been eliminated