Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection Workshop
Create, share, and play mods for a custom C&C experience! A new Map Editor is also included. Welcome back, Commander.
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Cat 13 4 May, 2024 @ 8:58am
Changing Red Alert difficulty stats
How do I change the difficulty multipliers when making Red Alert singleplayer maps? I tried adjusting it at the map editor's INI section but didn't seem to work. Here's what I wrote:
[Difficult] Firepower=1.2 Groundspeed=1.2 Airspeed=1.2 BuildTime=.8 Armor=2.0 ROF=.8 Cost=.8 RepairDelay=.001 BuildDelay=.001 DestroyWalls=yes ContentScan=yes
Basically, I put the Easy multipliers on Hard and 2x more armor for testing purposes but my units are still handicapped on Hard. Does anyone know how to make it work?
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DDF3 40 4 May, 2024 @ 11:17am 
I'm thinking you likely would need to add a rules.ini to a mod to be able to change the difficulty.
As that is likely something that is loaded only once i'm pretty sure

from rules.cpp in red alert folder /*********************************************************************************************** * RulesClass::Difficulty -- Fetch the various difficulty group settings. * * * * This routine is used to fetch the various group settings for the difficulty levels. * * * * INPUT: ini -- Reference to the INI database that has the difficulty setting values. * * * * OUTPUT: bool; Was the difficulty section found and processed. * * * * WARNINGS: none * * * * HISTORY: * * 09/10/1996 JLB : Created. * *=============================================================================================*/ bool RulesClass::Difficulty(CCINIClass & ini) { #if 0 Difficulty_Get(ini, Diff[DIFF_EASY], "Easy"); Difficulty_Get(ini, Diff[DIFF_NORMAL], "Normal"); Difficulty_Get(ini, Diff[DIFF_HARD], "Difficult"); #endif return(true); ####################################################### static void Difficulty_Get(CCINIClass & ini, DifficultyClass & diff, char const * section) { if (ini.Is_Present(section)) { diff.FirepowerBias = ini.Get_Fixed(section, "FirePower", 1); diff.GroundspeedBias = ini.Get_Fixed(section, "Groundspeed", 1); diff.AirspeedBias = ini.Get_Fixed(section, "Airspeed", 1); diff.ArmorBias = ini.Get_Fixed(section, "Armor", 1); diff.ROFBias = ini.Get_Fixed(section, "ROF", 1); diff.CostBias = ini.Get_Fixed(section, "Cost", 1); diff.RepairDelay = ini.Get_Fixed(section, "RepairDelay", ".02"); diff.BuildDelay = ini.Get_Fixed(section, "BuildDelay", ".03"); diff.IsBuildSlowdown = ini.Get_Bool(section, "BuildSlowdown", false); diff.BuildSpeedBias = ini.Get_Fixed(section, "BuildTime", 1); diff.IsWallDestroyer = ini.Get_Bool(section, "DestroyWalls", true); diff.IsContentScan = ini.Get_Bool(section, "ContentScan", false); }
Cat 13 4 May, 2024 @ 9:00pm 
Hmm I thought simply putting the difficulty stats at the .ini section would change it, at least that's how I saw the Brothers In Arms mission tweaked the GroundSpeed for easy and hard.

Thanks, anyway ^ ^
DDF3 40 5 May, 2024 @ 12:45pm 
It might be loaded per mission , i didn't chase it that far back.

I don't know if you have added all 3 sections or not
[Easy]
[Normal]
[Difficult]

Also "ContentScan=yes" is not in my difficult section of my rules.ini
Nyerguds 8 8 May, 2024 @ 4:16am 
Wasn't that exactly the part that didn't work in the Remaster which made the Brothers in Arms mission malfunction?

And yea, RA savegames don't contain the whole mission; they need the original mission file to load properly, and I think the rules is the thing it actually rereads from that.
Last edited by Nyerguds; 10 May, 2024 @ 1:25am
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