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] 29 Apr, 2022 @ 12:28am
Feature requests
You want a feature added to the mod? Then please post it here. Keep in mind that not all requested feature will be added to the mod.
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Showing 1-15 of 95 comments
[1st M.I.] Cobber 29 Apr, 2022 @ 5:50am 
You are probably quite sick of me by now, and if so then that's completely fair, given I have already made a few requests, and therefore potentially caused you more, or extra, stress or frustration than you were expecting. If so, then I am truly sorry; that is the last thing I want to cause you, or anyone else for that matter.

I have 1 other, and probably final, feature request for this mod: can you make it that Mammoth Tanks only ever use their Mammoth Tusk Missiles against infantry when they target infantry to attack, like they do in Red Alert?

I'm simply asking because that's a feature that is coded into the CFE Redux mod as a default option, and it's a feature that I really like as a result of that default coding. However, I also want you to sincerely know that it is more than fair enough if you think it is an overpowered feature, given that this mod already gives a huge amount of personal preference customisation capability to myself and other users through its ini rules features, like the ability to easily add a gunner to any tank, including the Mammoth Tank.

Regardless of whether you agree with this feature request I am making or not, I want you to know that I really appreciate what you have provided to myself and other mod users with this mod and its ini rules features, that I respect that your time is precious and as a result you only have so much time to fix bugs and implement changes or feature requests, and that you are doing this mod solely out of your own time, skill and passion, and that anything you implement in your mod is because you see value or purpose in it that fits with the vision you have for your mod.

Please, keep up the fantastic work, and kind regards to you too. Sincerely, Cobber51.
DontCryJustDie  [developer] 29 Apr, 2022 @ 7:23am 
Beta 17 includes the code from Red Alert that allows the units to select the weapon depending on the target. I dont plan to add toggles for that feature so it is on per default. In the case of Mammoth tanks it means they'll now always use their rockets against infantry. But I made some changes to the code so that the original feel of the Mammoth remains, I mean that when it was not facing the target when you issue the attack command it would use its rockets on any target.

And don't worry I'm not sick of you.
[1st M.I.] Cobber 29 Apr, 2022 @ 2:19pm 
Awesome, really looking forward to using this next Beta version when you've uploaded it👍
how about an option to turn off the "silos needed" voice message?
DontCryJustDie  [developer] 30 Apr, 2022 @ 10:54am 
Will be in next update. The SpeakMoneyDelay and SpeakAttackDelay was changed multiple times in the Remaster version by EA/Petroglyph. The original value of SpeakAttackDelay is also 1800 but was then lowered to 525 because it was requested.

[AudioVisual] ; EVA speak delays in game ticks (normalized). Set to 0 to disable the warning. SpeakAttackDelay=525 ; our base is under attack SpeakPowerDelay=1800 ; low power SpeakMoneyDelay=1800 ; insufficient funds SpeakMaxedDelay=1800 ; silos needed
Last edited by DontCryJustDie; 1 May, 2022 @ 12:16am
DontCryJustDie  [developer] 1 May, 2022 @ 4:57am 
@cobber51 Expect more updates to the FreeUnit system.

FreeUnits aren't really free. The Refinery costs 600 and the Harvester 1400 which results in 2000 shown in the ini file and ingame. You can verify this by selling the Refinery, you will get 300 credits back which is 50% (resell value) of 600.

In a future update I'll change the ini values to the correct values (600 for the Refinery and 300 for the Helipad) and then add the cost of the free units during gameplay. I plan to add a new option that lets you specify the free units cost.

[General] ; income and production FreeUnitCost=ALL ; FIRST, NONE ; ALL - every free unit will cost money ; FIRST - only the first free unit will cost money ; NONE - all units are free
Looks really interesting, and what you said about selling the refinery makes sense cause it is clearly undervalued, particularly if you choose to boost the regrowth rate of Tiberium and also have 2 harvesters get spawned when you build it.

I look forward to experimenting with this when you released the next Beta version; hopefully it won't be too long before you are ready to release it but clearly you are doing a lot of work for it too, and it will be worth the wait regardless.
DontCryJustDie  [developer] 1 May, 2022 @ 11:18pm 
It is already live. See example rules thread for more informations.
I have another feature request:

Could you somehow code it that Orcas/Apaches automatically return to the nearest available helipad after finishing their repairs at a repair depot? It's a QoL feature in the CFE Redux mod and it makes it much quicker and easier to repair damaged Orcas/Apaches than manually having to move them to/from the repair depot.

I think it will complement your existing code for them to slowly repair at a helipad automatically if they are ranks 3 & 4 by allowing the more damaged but less experienced aircraft to be prioritised while still leaving room for the damaged rank 3 & 4 aircraft to get sent for repairs too, especially if they've been heavily damaged themselves.

Also, I love that Orcas/Apaches hover in place near a helipad to wait for a space, if there is no room for them to land, rather than landing on the ground like a transport helicopter.
DontCryJustDie  [developer] 5 May, 2022 @ 4:03am 
Next update will add the setting RepairBayAutoKickOut which when enabled will remove units once fully repaired and aircrafts will then search for a helipad. Kepp in mind that this disables the option to sell units on the repair bay.
Sounds like a fair trade off to me. I say that acknowledging that I personally strongly doubt that I'd ever need to sell a unit on the repair pad, given that I like to have 2 harvesters get spawned with each new refinery I build, which I combine with and from testing know compensates for a responsibly increased Tiberium regrowth rate. Those things together kinda makes selling units unnecessary, at least for me when I have them set how I want anyway.
DontCryJustDie  [developer] 5 May, 2022 @ 8:23am 
Ok a small correction. It will also works without said new option but only when you queue up multiple units/aircrafts. Yes repair bay queue for aircrafts is in next update... it was a pain to add.
Alph-Awakened 17 May, 2022 @ 11:06pm 
Suggestions:

Light tank with 2 shot missile launcher, kinda like the opposite of the mammoth in that they only fire on vehicles/aircraft maybe. re-loadable at repair bay.

Mechanic import from RA? possibly for Nod as they dont care about losses,
Medic for GDI, possibly a hospital.
Variation of the M113 APC for GDI for similar vehicle repair functions.

Couple other mods i saw had a couple cool features such as being able to deploy technicians into buildings to get them out of the way, maybe boost the building, as well as ability to capture oil dereks. (its always a trade off with other mods but i like this one the best)

the bio weapon lap should be useful for something

perhaps move all the tech upgrades to the super-weapon tab? idk if there's a way to space them out from the other stuff otherwise

nod spy equivalent? seems like something they would do, call it a black hand, and give him a suppressed pistol.
Last edited by Alph-Awakened; 17 May, 2022 @ 11:07pm
DontCryJustDie  [developer] 17 May, 2022 @ 11:28pm 
Some of your requests are already in the mod via ini edits.

Light tank with missiles. It will only fire 1 missile except you also set Burst to 2, but that will also make the Primary fire twice.
[LTNK] Secondary=MammothTusk

For Oil Derrecks I postet an example in the example rules thread.

I could add the Mechanic/Medic assets from RA to this mod.
Hospital is already in the mod.

Currently I have no plans for the Bio Lab. Also no plans for the Technicians to go back to work.

Tech upgrades in the super weapon tab is something I would like to do but not sure if possible.
Alph-Awakened 19 May, 2022 @ 12:35pm 
thanks for the consideration, i hadn't noticed the hospital as a build-able option.
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