Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 41.1
 This topic has been pinned, so it's probably important
DontCryJustDie  [developer] 16 Feb, 2022 @ 1:13am
Example rules
This thread will contain a list of examples to show you what you can do with the rules system.

Disabling settings by using none.
[AudioVisual] HeliReloadSound=none

Want to see a units reload status? The following will add a progress bar to Nod's Rocket Launcher. Units Reload setting must be set, it doesn't work with weapons ROF but I could add that if requested.
[MLRS] PipScale=Reload

Adding a gunner to vehicles, Light tank in this example.
[LTNK] Passengers=1 PipScale=Passengers OpenTopped=yes

Veterancy abilities.
Grenadier will now gain the ability to destroy buildings with C4 when he reached the Legend rank.
[E2] LegendAbilities=+C4

In the next example the Grenadier won't get the movement speed and range ability at Legend rank.
[E2] LegendAbilities=-FASTER,RANGE

Note you can't mix the add and remove feature. If you want to add and remove abilities at the same time you have to replace the original setting.
[E2] LegendAbilities=STRONGER,ARMOR,C4,SELF_HEAL_100_2

Adding Veterancy to buildings. The Guard Tower can now gain veterancy ranks.
[GTWR] Trainable=yes

It is also possible to add occupants to buildings and let them shoot out.
[GTWR] MaxNumberOccupants=2 CanOccupyFire=yes PipScale=Passengers

Capturable oil pumps along with cash supply.
[OilDerrickCashSupply] Cash=50 Interval=450 ; 30 seconds Anim=DOLLAR Report=none Powered=no [V19] Capturable=yes CashSupply=OilDerrickCashSupply

Example for adding new units -> click
Last edited by DontCryJustDie; 30 May, 2022 @ 2:49am
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Showing 46-60 of 71 comments
Wingbag 21 Mar, 2024 @ 3:16am 
Originally posted by DontCryJustDie:
Please don't do full quotes when it isn't necessary, thanks.

Yes, as i wrote in my last post and in the rules.ini thread first post (even marked with ⚠️emoji).
Thanks. One more thing, I tried to make the MCV in RA deploy and undeploy in the campaigns in the rules.ini. Can you help?
DontCryJustDie  [developer] 21 Mar, 2024 @ 7:02am 
This is the TD mod thread and I already told you some days ago in the RA mod comments section which section and what option to copy...
This works in RA (now also works in TD since Version 28).
[General] MCVUndeploy=yes
Last edited by DontCryJustDie; 31 Mar, 2024 @ 10:43am
DontCryJustDie  [developer] 23 Mar, 2024 @ 3:29am 
With version 27 it is now possible to create new superweapons.

[EYE] SuperWeapon2=IronCurtainSpecial [SuperWeaponTypes] 1=IronCurtainSpecial [IronCurtainSpecial] IsPowered=true SuspendVoice=InsufficientPower RechargeTime=11 SidebarImage=RASW_IRONCURT Owner=GDI Type=PowerUp Cursor=3 ; Following settings are only available for PowerUp type. PowerUp=Armor ; damage reduction, also implemented is PowerUp=FirePower Value=100% ; 100% dmg reduction means invulnerable Duration=0.75 ; minutes that invulnerability lasts Sound=RAIRONCUR9
Last edited by DontCryJustDie; 23 Mar, 2024 @ 3:44am
DontCryJustDie  [developer] 23 Mar, 2024 @ 3:44am 
Now also possible to create vehicles like the V2 rocket launcher.

[VehicleTypes] 1=RAV2RL ; SCUD launcher [RAV2RL] Prerequisite=RADAR Primary=SCUD Strength=150 Armor=light TechLevel=7 Scenario=98 Sight=5 Speed=7 Owner=Nod Cost=700 Reward=40 ROT=5 Tracked=yes Locomotor=Wheel Ammo=1 AmmoShapeOffset0=32 ; Image offset when having 0 ammo. AmmoShapeOffset1=0 ; Image offset when having 1 ammo. Reload=450 ReloadWhileMoving=no Crewed=yes NoMovingFire=yes Explosion=FRAG1 CrateGoodie=yes Crusher=yes Gigundo=yes VoiceSelect=VehicleSelect VoiceMove=VehicleMove VoiceAttack=VehicleAttack ShapeSize=40,40 ShapeFrames=80 [WeaponTypes] 1=SCUD ; SCUD launcher [SCUD] Damage=600 ROF=400 Range=10 Projectile=FROG Warhead=HE Report=RAMISSILE1 ; audio file from RA-Asset mod ImpactAnim=NAPALM3 [ProjectileTypes] 1=FROG ; Free Rocket Over Ground [FROG] Image=RAV2 ; projectile from RA-Asset mod ShapeSize=41,41 ShapeFrames=32 Speed=25 Arm=10 High=yes Proximity=yes Trailer=SMOKEY Ranged=yes Inaccurate=yes Rotates=yes
Last edited by DontCryJustDie; 1 Jun, 2024 @ 3:06am
DontCryJustDie  [developer] 23 Mar, 2024 @ 3:46am 
And here an example how you can create new upgradable buildings, in this case you can upgrade the Guard Tower into Guard Tower MK2 with more health and a stronger weapon.

[BuildingTypes] 1=GTWR_MK2 [GTWR] UpgradesInto=GTWR_MK2 [GTWR_MK2] Image=GTWR Buildable=no ; we don't want this on the sidebar Strength=600 ; was 400 Armor=wood Prerequisite=BARRACKS Primary=ChainGunMK2 ; was ChainGun TechLevel=4 ; was 2 Scenario=9 ; was 7 Sight=3 Owner=GDI Cost=800 ; was 500 Crewed=yes Sensors=yes Reward=25 Drain=20 ; was 10 SimpleDamage=yes PrimaryFireFLH=64,0,48 Foundation=1x1 Buildup=0,20,3

If you want you can even do more upgrades, just create a GTWR_MK3 and add UpgradesInto=GTWR_MK3 to GTWR_MK2.

If you create upgradable buildings make sure they have the same foundation. Also while upgrade is in progress they can load or unload units. Not all building types fully support the upgrade feature, complex buildings like refinery, repair bay or factories (helipad, weap or barracks) shouldn't have upgrades.
Last edited by DontCryJustDie; 23 Mar, 2024 @ 3:57am
Wingbag 25 Mar, 2024 @ 2:15am 
How do I use the hot keys? like command hot keys? I want to try the MCV undeploy or hte upgrade building one
DontCryJustDie  [developer] 25 Mar, 2024 @ 3:26am 
Open the option menu, click on hotkeys (or how it is called in the english version) tab then scroll down until you see the 4 Mod-Commands, then assign a key for each.

For MCV deploy move you don't need a Mod-Command it works with the alt key as I wrote on the mods description page and in the patch notes...
Wingbag 26 Mar, 2024 @ 2:08am 
It doesn't seem to work for me. Am I doing anything wrong? I'm trying to make the Con Yard redeploy into an MCV in the campaign, not just skirmish
Last edited by Wingbag; 26 Mar, 2024 @ 3:21am
Wingbag 29 Mar, 2024 @ 2:36am 
I can't build the MCV when I put the changed rules in the rules file. Can you help me out?
DontCryJustDie  [developer] 29 Mar, 2024 @ 4:47am 
Currently there is no option in my INI system to redeploy the MCV in TD. I will add it in the next update.

But you still can archive this with the conquer.ini, that file is located in the game directory. Just add MCV=TRANSFORMER to the Options section.

To be able to build the MCV in campaign, you have to reduce the Scenario value of the MCV.
DontCryJustDie  [developer] 31 Mar, 2024 @ 10:44am 
[General] MCVUndeploy=yes

Now also works in TD (Version 28). Please remove the setting (from my last post) from conquer.ini, it would otherwise override the setting from my mod.
Last edited by DontCryJustDie; 31 Mar, 2024 @ 10:46am
Wingbag 16 Apr, 2024 @ 1:06am 
How do I use the "upgrade" feature?
RicoBeroli 9 Jun, 2024 @ 6:57am 
Note: I play this game in German, therefore I have 1:1 translated the settings into English. In the game, the English terms could differ.
What to do to use the upgrade feature: In main menu go to "Options" => "Key Assignments" (in German "Tastenzuweisung") and assign a hotkey to "Mod-Command 2" (in German "Mod-Befehl 2"). I used the German letter ö, because almost all other hotkeys have already a function assigned.
In the game, all buildings which can be upgraded, have a small plus sign at the left lower corner, as you can see in one of the Screenshots in the mod description. Select this building and click the hotkey assigned to "Mod-Command 2". This will upgrade the upgradeable building at the cost of some Tiberium (not sure how much it is for the power plant). I did not yet upgrade Communication Center to the Advanced Communication center yet, but this should work the same way.
Dummkopf 30 Jan @ 7:49am 
any rules for increasing tiberium growth or increase the harvester tiberium harvesting?
DontCryJustDie  [developer] 28 Feb @ 9:56am 
Example Flame Tower for Sardes.

[BuildingTypes] 1=RAFTUR ; flame turret (Copied most values from GTWR) [RAFTUR] Strength=400 Armor=wood Prerequisite=BARRACKS Primary=ChainGun TechLevel=2 Scenario=7 Sight=3 Owner=GDI Cost=500 Crewed=yes Sensors=yes Reward=25 Drain=10 SimpleDamage=yes SevereDamageShape=no PrimaryFireFLH=64,0,48 Foundation=1x1 Buildup=0,28,1 ShapeSize=24,24 ShapeFrames=2
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