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 16-30 of 71 comments
[1st M.I.] Cobber 28 Apr, 2022 @ 6:20am 
Thanks for the reply once again, and again, fair enough with your reasoning. I'm not ever going to hold that against you given it is your mod, and you are far more experienced and skilled than I am with this C&C Remastered coding stuff.

I'm simply asking about being able to choose to have a 2nd (free) harvester spawned for my own personal preference, but also, as I suggested, it could be a feature in the ini file that is implemented as an opt in feature, rather than opt out, so that it won't ruin the balance of the (modded) game for other mod users who don't want that feature in play for their particular play-through, be it single player, multiplayer, or whatever it is that they use the mod for.

I fully realise it is providing free harvesters, never going to argue otherwise because that is simply the fact of the matter. Simply put, in my particular play style I'm a turtle style player, and therefore I don't build up rush forces at the expense of building a strong defensive set up, and having that extra harvester spawned with the newly built refinery suits my style because it facilitates a faster build up of a strong defensive line of base defenses, and units to support them too. But that suggestions is also because I have found throughout my play-throughs of C&C Remastered, even on hard difficulty, that while using this mo,d and a few others for that matter, since the C&C Remaster was first released in mid 2020, that the AI also benefits from having that extra harvester, particularly if the regrowth rate for Tiberium is increased quite significantly. Especially because the AI sucks despite the remaster at its resource management and strategic planning.

In my experience the AI seems to really struggle to maintain a half decent economy if it doesn't either have a way to have nearly unlimited resources by default, or at least a much faster harvest rate that a 2nd (free) harvester provides it with from the start of the map. And I have found that to be especially so if the AI loses it's initial harvester/s and/or refinery really early in the particular map being played, and again yet even more so in skirmish mode where the speedy build up of units and defenses is often the difference between survival and death, even for the AI.

Anyway, as you can probably tell, I'd love to see that kind of feature included in the next update you put out for this mod, but it is something that I can survive without for the time being too. And it is YOUR mod so I will always respect that fact and enjoy whatever ini file customisation I can do to suit my own personal preferences, because what you have done already is really wonderful work and I really enjoy having that freedom to edit the ini for my own personal preference that your coding to utilise ini files for easy customisation has enabled.

Keep up the wonderful work and I will continue to enjoy using your mod as part of my repertoire of C&C Remastered gameplay and QoL altering mods.
DontCryJustDie  [developer] 29 Apr, 2022 @ 12:51am 
With Beta 17 you will be able to set the free unit and the free unit count for building types. I won't add different settings for AI/Human player. Please use the new Feature request thread if you have more requests.

[PROC] FreeUnit=HARV FreeUnitCount=2 [HARV] Storage=42 ; original 28 [General] TiberiumValue=25 ; Credits per 'bail' carried by a harvester. [HPAD] FreeUnit=ORCA,HELI ; The first unit buildable by the faction will be used. FreeUnitCount defaults to 1 so it doesn't need to be added in this case.
[1st M.I.] Cobber 29 Apr, 2022 @ 1:06am 
No worries, that ini set up looks good to me, and I will definitely not ask in this particular thread for anything else new feature wise going forwards. Thank you kindly for accommodating that request for me, I really appreciate it 🙂
DontCryJustDie  [developer] 1 May, 2022 @ 11:16pm 
New free unit rules.

[General] FreeUnitConfig=COST_NONE_FREE,TIME_FIRST_FREE ; All 'FreeUnits' cost money but the first doesn't increase buildtime.

Possible FreeUnitConfig flags are:

COST_FIRST_FREE = The first free unit will not increase buildings cost. COST_ALL_FREE = All free units are free. COST_NONE_FREE = All free units cost will be added. COST_FIRST_ONLY = Only the first free unit will be added to the cost. TIME_FIRST_FREE = First free unit will not increase contruction time. TIME_ALL_FREE = Free units never increase contruction time. TIME_NONE_FREE = All free units construction time will be added. TIME_FIRST_ONLY = Only the first fee unit will increase construction time.

If you preffer Red Alert's setting where the Refinery has the same cost/buildtime as the weapons factory then use this setting.

[General] FreeUnitConfig=COST_NONE_FREE,TIME_NONE_FREE
Last edited by DontCryJustDie; 1 May, 2022 @ 11:17pm
BT-Jaylex 10 May, 2022 @ 12:22pm 
If I want to override some of the unit settings, like changing the MCV to have a building prerequisite of the communications center instead of the GDI only advanced communications center, without changing rules.ini how would I do that?
Actually, after some googling I see it should be buildable by the temple of nod as well, but that seems to be missing.
Last edited by BT-Jaylex; 10 May, 2022 @ 12:25pm
DontCryJustDie  [developer] 10 May, 2022 @ 2:01pm 
Add the following to your rules_mod.ini.

[MCV] Prerequisite=HQ

When an object is buildable by Nod the EYE also means Temple, it is hard coded in the dll.
Last edited by DontCryJustDie; 10 May, 2022 @ 11:52pm
BT-Jaylex 11 May, 2022 @ 7:40pm 
Thanks, that makes sense. I tried adding settings to rules_mod but it didn't take effect. To try something more obvious I tried making the trex buildable with
[TREX]
Buildable=yes
TechLevel=6
Scenario=6
Owner=GDI,Nod,Special

but that also did not work. I put the same settings in rules.ini and it did work. I did put a blank line at the end of rules_mod and I tested it on the covert operations under siege mission.
DontCryJustDie  [developer] 12 May, 2022 @ 12:32am 
Please read the Rules.ini thread. When I refer to your rules_mod.ini I'm talking about the local file and not the one that is inside the workshop folder, which is just a blue print.
DontCryJustDie  [developer] 30 May, 2022 @ 2:46am 
Example for adding new units, in this case a harvester mk2.

[VehicleTypes] 1=HARV2 [HARV2] Image=HARV ;use the graphics of the existing harvester Strength=800 ;was 600 Armor=light Prerequisite=PROC TechLevel=4 ;was 2 Scenario=7 Speed=7 ;was 6 Sight=3 ;was 2 Owner=GDI,Nod,Special Cost=1800 ;was 1400 Crewed=yes Explosion=FBALL1 Nominal=yes Reward=105 ;was 85 Crusher=yes Gigundo=yes Storage=42 ;was 28 PipScale=Tiberium ROT=5 Locomotor=Wheel Harvester=yes Dock=PROC CrateGoodie=yes Mission=8 IsSelectableCombatant=no ToProtect=yes
Last edited by DontCryJustDie; 30 May, 2022 @ 2:47am
DontCryJustDie  [developer] 30 May, 2022 @ 2:56am 
Example for adding new upgrades, 20% damage reduction (ARMOR) for harvester in this case.

[UpgradeTypes] 1=HARV_U ; Harvester upgrade [HARV_U] TechLevel=7 Owner=GDI,Nod Cost=1500 SideBar=Unit Gain1=ARMOR Value1=20% AppliesTo1=HARV

You can also add the harvester to the existing Composit Armor upgrade.

[U_U3] AppliesTo1=HTNK,MTNK,HARV
DontCryJustDie  [developer] 16 Jun, 2022 @ 3:30am 
Originally posted by cobber51:
Also, any ideas how can I make the APC turreted without it getting that annoying white square surrounding it? I can add the turret code to the APC but it causes that particular graphical glitch, which defeats the purpose for me because it makes for a hideous sight even if the turret does actually appear to work correctly.

I just found out that Red Alert has an APC with separate turret graphics, called Phase Tank (STNK in aftrmath.ini).
In the next update I'll add that as APC2 tileset along with TurretShapeOffset and TurretImageShapeOffset rules. Then it will be possible to create APC's with working turrets. The tileset is now available as RASTNK.

Here an example of a modified APC (needs Beta 25):

[APC] Image=RASTNK ; use the new graphic, that doesn't have the turret in its directional shapes Shape=APC Turret=yes ; since RASTNK has turret shapes we can set this to true now TurretShapeOffset=38 ; turret shapes for RASTNK start at 38, default is 32 TurretImage=JEEP ; we don't want the rocket launcher of the original Phase Tank, so we use the machine gun from the Jeep here TurretImageShapeOffset=-6 ; turret shapes for JEEP start at 32 so the offset diff is -6 TurretOffset1=0,-4 OpportunityFire=yes ; allows firing while moving, usefull for units with turrets
Last edited by DontCryJustDie; 28 Jan, 2024 @ 1:02am
[1st M.I.] Cobber 16 Jun, 2022 @ 5:12am 
Awesome, can't wait to try it out!
Trissi 19 Jun, 2022 @ 12:28am 
Hi there, is there a way to prevent the ai from actually using its superweapon? Building the temple etc. is fine for me, but a rule so they don't use the superweapon would be great. Thanks in advance!
DontCryJustDie  [developer] 19 Jun, 2022 @ 1:00am 
Even if I'm not a fan of it I'll add an option for it because in the original remaster the AI wasn't able to use the super weapons in skirmish. I won't add it to campaign though.
BattleGerBlu 19 Mar, 2023 @ 4:08am 
i have a question how i can make an Vehicle/infantry upgrades ?

i would like tiberium ammo for nod and for the gdi AP ammo as upgrade.....

give it a list how we can see the commands ?
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