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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.
Possible FreeUnitConfig flags are:
If you preffer Red Alert's setting where the Refinery has the same cost/buildtime as the weapons factory then use this setting.
Actually, after some googling I see it should be buildable by the temple of nod as well, but that seems to be missing.
When an object is buildable by Nod the EYE also means Temple, it is hard coded in the dll.
[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.
You can also add the harvester to the existing Composit Armor upgrade.
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):
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 ?