Cortex Command

Cortex Command

The Brotherhood of Nod
135 Comments
TheLostAstronaut 15 Mar, 2023 @ 7:42am 
I highly recommend the CC Community porject, the devs quit on CC but the community is still going strong. Its a true masterpiece
Killian  [author] 13 Mar, 2023 @ 7:53am 
Yeah, the workshop has always been a very temperamental beast for CC, both for modders and players. I recommend looking into the Cortex Command Community Project - the source was released a couple of years back and volunteers have been maintaining, improving, and optimizing it. Mods are hosted on mod.io instead of the Steam Workshop - manual downloads, but at least they're reliable.

Not sure what state the project is in, but I believe it's still functional and volunteers have also been updating mods (this one and its partner included) to run on it.
Рыба 12 Mar, 2023 @ 10:54pm 
The mod is not working on the latest version of the game. And it is impossible to install it from the workshop. Sadly. As a paired GDI mod, it's a pity that this happened.
Ogy 24 Jun, 2021 @ 2:12pm 
ok thank you i will take a look at it tomorrow or sometime else, the mod from what i can see looks great and im glad there is a command and conquer mod on cortex command.
Killian  [author] 24 Jun, 2021 @ 11:44am 
Believe me, I have no idea either sometimes. The steam workshop's a fussy beast at the best of times and it seems to vary from game to game as well. I believe CC's supposed to download mods you're subbed to when you start the game...? Or when you look at the mods menu ingame? I think there's a menu where you can look at the mods you have installed.

It's honestly been so long that I don't remember how that's all set up.
Ogy 24 Jun, 2021 @ 11:34am 
i subscribed to this and did not see the faction. in ravenfield all you have to do is subscribe and it will work i have no idea why it is not working. i tried restarting my PC it just would not show up, i subscribed to other mods and they also did not work, what am i doing wrong?
Станимир Удолюб 3 May, 2019 @ 12:41pm 
why there not on void wanderers?
Loopa Trooper 21 Jan, 2019 @ 2:30am 
did they add tanks yet?
X1 10 Aug, 2018 @ 6:46am 
Very tanks :steamhappy:
Killian  [author] 8 Aug, 2018 @ 4:03pm 
Assuming you mean GD*I*, they were made years ago.
X1 8 Aug, 2018 @ 8:39am 
Make GDA please
TheLostAstronaut 1 Mar, 2018 @ 4:22pm 
How do i make this sought of stuff?
Im trying to make a better plane the the GWTB planes,
Nice work tho, cant wait to try this one
H3X4 25 Feb, 2018 @ 1:13am 
OUR LIVES FOR KANE
Atlas 8 Feb, 2018 @ 2:45pm 
Kane Lives! Down With GDI!
Bippopotamus 4 Feb, 2018 @ 11:21am 
Can't wait for the scrin hehehe
Obijan999 3 Feb, 2018 @ 1:00pm 
does it have avatars
please have avatars
its still great without avatars
BoundCNapalm 21 Aug, 2017 @ 12:52pm 
Alright, Fine by me, You do what you really want to do, I merely suggest, and not demand, this is still a great mod without such implements of my request.
Killian  [author] 21 Aug, 2017 @ 12:50pm 
Honestly the arsenals as they stand are pretty much finalized (as I don't want them to become as vast and sprawling as the 40K mod's arsenal), and I have no particular desire to return to modding Cortex Command at this time.

You can go ahead and drop ideas in the Feedback sticky under Discussions, but I make no promises about actually implementing it. Especially with XCOM2's War of the Chosen dropping in about a week.
BoundCNapalm 21 Aug, 2017 @ 12:32pm 
I wonder, would you actually take suggestions for this and your GDI mod, to add versatility in arsenals, because why not?
Killian  [author] 14 Mar, 2017 @ 1:01pm 
What I really ought to do is rig up remote detonators for the C4 or something, as others have suggested before, but I just haven't had the time.
Killian  [author] 14 Mar, 2017 @ 12:59pm 
From your perspective, maybe. Don't get me wrong, I appreciate that you're trying to point out an issue with something and fix a potential bug, but it's this weird edge-case-y thing that is going to use more time and effort to fix than it's worth. Let's be honest, how often are you using units to throw C4 down holes at low speed to blow up enemy brains?

If you feel like upping the failsafe timer yourself, find Cortex Command in ../steamapps/common/.. , open up Brotherhood.rte/Scripts/Explosives/C4Deploy.lua in any half-decent text editor (notepad'll do) and change the '500' on line 8 to something higher. It's tracked in milliseconds, so 1000 = 1 second, etc.
Jeffman12 14 Mar, 2017 @ 12:49pm 
Anyways, I have given you pertinent and factual information. What you choose to do with it is up to you.

I didn't come here criticising your ability, I pointed out a reproducable issue, but you went on the offensive immediately. You clearly took it personally, so I'm done helping you.
Jeffman12 14 Mar, 2017 @ 11:44am 
Yeah, that all seems really important to you.

Unfortunately, it's more economical to bullethose doors from a distance, and keep firing once they've broken to take out anything that might be behind them than to put yourself in harm's way. The most effective use I got from the C4 in campaign was when a target was positioned just opposite a thin wall.
Killian  [author] 14 Mar, 2017 @ 11:18am 
A lot of effort for a niche case; the C4 already has an anti-stick failsafe with a 0.5s delay. :conwayshrug: Even if I did increase it, I'd have to fuck around with reuploading the entire mod again. Something I'd rather not do for just a small tweak that people can do themselves pretty easily.

The main purpose of the C4 is blasting down doors or sabotaging things. If you want to fuck up some guy down a hole, I'd suggest using an actual grenade or the AG79's bouncy grenades.
Jeffman12 14 Mar, 2017 @ 11:05am 
Can likely be remedied by changing the loadout order to put either grenade or handgun between C4 and confessor autogun, or in making it not stick to held guns.
Jeffman12 14 Mar, 2017 @ 11:04am 
Tested it just now. That's the problem. Aiming down, and gently tossing the C4 causes it to stick to the weapon, if you turn around at all, it will then stick itself to the unit instead, dropping the weapon is only effective if you keep the same facing.
Jeffman12 14 Mar, 2017 @ 11:01am 
I don't recall beeping, but that was last night. Maybe the problem is that it was stuck to the weapon initially and not the actor themself?

Also, I was aiming down a hole, considering "placing" a C4 is out of the question...
Killian  [author] 14 Mar, 2017 @ 11:01am 
The only explosive thing in the mod capable of sticking to other things is the C4.

So either you were using something from another mod, or the engine itself glitched. Either way it sounds like the situation is out of my hands.
Killian  [author] 14 Mar, 2017 @ 8:29am 
:conwayshrug: Doesn't change the fact it's not supposed to be used like a grenade.

The C4 beeps several times before exploding and has a pretty long fuse. If whatever you were using didn't do that, then you were using an explosive from another mod.
Jeffman12 13 Mar, 2017 @ 9:50pm 
Maybe it was the C4? Tossing the weapon ended up plastering it on his back instead.

Clearly the failsafe didn't work.
Killian  [author] 13 Mar, 2017 @ 8:47pm 
Seems unlikely to be my fault -- the thrown grenades in this shouldn't be sticky.

On the other hand if you were using thrown C4 like a grenade then it's your own damn fool fault for improper use of equipment. Nevermind that it's supposed to have a failsafe to keep from sticking to the user.
Jeffman12 13 Mar, 2017 @ 8:12pm 
Frag grenade stuck to the end of the commander's gun when it was automatically brought up after throwing. Instant loss in what would have been a one on one with a coalition brainbot.
Snowskeeper 4 Jul, 2015 @ 2:43am 
Best thing about this mod is body-slamming enemies with armless, legless Cyborg Commandos. Also: walking up to commanders, completely ignoring their attacks, and smacking them to the floor before jumping on their brain case. The Cyborg Commandos just feel awesome in general, and since they cost 2000 to summon in the first place, which is usually enough to build an army, it's pretty well-justified.
Killian  [author] 10 Jun, 2015 @ 2:29pm 
Small update. Some minor tweaks to a couple of weapons. This also replaces the workaround we were using for the cyborg legs with a proper solution, which might fix crashes related to them.
Killian  [author] 20 May, 2015 @ 5:01pm 
I think it's a bug in the script for all their voiceovers, definitely something I want to get redone/refined at some point. Cave (who does all the rad scripts like the ion cannon and lasers) is being hammered by work at the moment though.
TXenocide! 20 May, 2015 @ 4:08pm 
This Is one of the best mods ever for CC but i would like to report a bug with the mod i checked the other mods to be sure it was not them nope its this mod.

What it is is the cyborg commandos i love how epic they are 1 is fine but when you build a lot of them say 4 or more or any over 1 it crashes CC i just played it to be sure when you build multiple cyborg commandos it crashes the game.

IN THE NAME OF KANE!!! Plz Plzzz fix this bug this mod is one of the greatest mods for this game there is.

Killian  [author] 20 May, 2015 @ 2:11pm 
And it's fine - I am always open to constructive, well-thought-out feedback.
Killian  [author] 20 May, 2015 @ 2:08pm 
Perhaps. And honestly, prior experience isn't necessary; due to the lack of material in general we had to basically invent 90% of the GDI arsenal ourselves. The CIR is only marginally better than the AR70 - I should probably reduce the initial muzzle velocity slightly since it's a shortbarrel weapon. Somehow it ended up higher than the SIR, which is all kinds of wrong.

Looking at the numbers, the biggest benefit the C&C guns probably have over vanilla is that I actually gave them reasonably accurate weights. CC measures weight in kilos, and a fully-loaded M16 doesn't weigh 12 kilograms. :conwayheadscratch:
Kaye 20 May, 2015 @ 1:18pm 
Kk, about shotguns, actually, I wasn't smart enough to check them on browncoats, and this is vanilla too, sorry about that :P, I'll try the laser sniping and actually yea, AR70 was used this way, maybe this is why it was so good, but little accuracy nerf would suit it in my opinion. Aaaand one question, but about GDI. I never played the earlier command & conquer games than part 4, so I'm not sure if they are just as good as in game, but don't you think their smg is waaay to accurate? I'm not trying to annoy you, you know, constructive critic? Just I hope you will understand ;)
Killian  [author] 19 May, 2015 @ 2:48pm 
Most of the vanilla shotguns are pretty weak - and they're shotguns. Of course they're not going to be very effective against high-quality helmets.

The trick for lasers is to remember you don't need to compensate for range or falloff - it's a beam that instantly hits close to the aim point. They work better at long range.

As for the AR70 Raptor, it's actually one of the weaker assault rifles available. Aside from capacity, it has a pretty mediocre RPM and a low muzzle velocity + low mass rounds. Chances are it seems powerful because it's being used in exactly its intended role; massed fire at short range. It could probably stand to be a bit less accurate, which I'll look into fixing at some point.
Kaye 19 May, 2015 @ 2:16pm 
About balancing, Well, some kind of it would be nice. I'm not say that they are totally OP (like warhammer x3, no offence), I mean that heavies are able to take like 2 pump shotgun magazines to the head in point blank range, and it isn't even breaking the helmet. Also, the laser guns seems to be useful only against themselves, but there is probably my fault of not knowing how to use it >.> But I would appreciate little nerf of their assault rifle, Too big magazine with too big dmg, sorry. But overall, I was there from the beginning and this mod is still f****ng AWESOME! thank you!
Cam I am 2 May, 2015 @ 2:43pm 
where can u get the tiberuim mod
xenomega101 20 Apr, 2015 @ 5:30pm 
CAN YOU add tiberuim there a mod for it add you add it as a bomb for nod
xenomega101 28 Mar, 2015 @ 1:25pm 
need somthing destroyed -nod soldier lol love this mod
Killian  [author] 28 Mar, 2015 @ 12:54pm 
Here's a field demonstration on exactly how you should use Fanatics; http://i.imgur.com/0f36sOR.png

If their survival rate is greater than 50% you're doing something wrong.
Fantasy System 16 Mar, 2015 @ 2:25am 
IN THE NAME OF KANE
Killian  [author] 8 Mar, 2015 @ 12:51am 
Minor update to coincide with the release of the GDI - the Brotherhood now has their own version of the AG79 grenade launcher.
Vurt 7 Mar, 2015 @ 4:42pm 
amazeing 10/10
Espanez 26 Jan, 2015 @ 10:54pm 
10/10!!!
Hirmikss™ 19 Jan, 2015 @ 11:20pm 
Owww dont be so sarcastic :P