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 76-90 of 95 comments
Sardes 5 Jan @ 11:48am 
1. Tried to make a trigger with create team action with aircraft for AI, but AI just cant do it in current version. I mean it can build ground units but dont know how to build aircraft.
Thanks for your work!
Sardes 7 Jan @ 1:06pm 
Have you done any undocumented changes in last hot fix? Because I have tested now and saw, if you destroy structure with lower priority, block cell, wait and then destroy structure with higher priority, AI will cancel first building and build second destroyed. It doesnt works via versa, I mean if you destroy building with higher prioryty first, AI wont cancel it to rebuild something with lower priority and wait till cell is clear.
DontCryJustDie  [developer] 7 Jan @ 11:56pm 
Version 38.1 does not include the smarter reduild for the AI.
DontCryJustDie  [developer] 8 Jan @ 1:13am 
Btw there is an undocumented change, in v36 I replaced the legacy map ini reader with the one from RA. So since v36 there is support for map ini snippets, some setting don't work yet and it does not work when you load a savegame, that is why I haven't added it to the patch notes yet.

And this new map ini reader was the cause of the crash that CosmicDan reported, Nod 4A has a very long team type script, the original RA ini reader can only read a line length of 128, I increased that to 192 with v36 but even that was not enough, now it is 256 which works with all non custom missions.

There are also many other changes that I do not write into the patch notes, e.g. when I change internal stuff that doesn't change behaviour. v36 was a really big patch in that regard, I refactored a lot of code. I completely removed the legacy renderer, I removed the WIN32LIB[github.com], I replaced the random system. I removed several code duplicates, the Remaster has 2 classes for the sidebar that a very similar, one for campaign and one for skirmish. This is bad to maintain so wrote one that works for both.
Last edited by DontCryJustDie; 8 Jan @ 1:34am
Hunt command pretty please
DontCryJustDie  [developer] 19 Jan @ 10:31am 
I just enable the MISSION_HUNT for players (AI is using this in skirmish). It seems like there are targeting problems as my tanks are not targeting landed aircraft. I'm not a fan of hunt mode for human players so I'll not look into the issues (at least for now). Anyway, you can enable it via [Experimental]HuntCommand=yes and then ingame via shift+guard hotkey (default 'G') once v39 is online.
Last edited by DontCryJustDie; 19 Jan @ 10:32am
hi! i have 2 sugestions, that maybe you could considere adding
1: formation movement, like the one of RA where units move at the same speed of the slowest unit in the group
2:this is just eye candy, but i think it will look cool, when you get money reinforcements from the adv. com. center or the nod temple, make a cargo plane (like the ones that drop units in the nod airstrip) fly over the building, so it looks like the supply drop of usa in CnC generals (that also will help the player know when the enemy gets those money buff, or if the enemy has builded those buildings)
Originally posted by DontCryJustDie:
I just enable the MISSION_HUNT for players (AI is using this in skirmish). It seems like there are targeting problems as my tanks are not targeting landed aircraft. I'm not a fan of hunt mode for human players so I'll not look into the issues (at least for now). Anyway, you can enable it via [Experimental]HuntCommand=yes and then ingame via shift+guard hotkey (default 'G') once v39 is online.

OMG thank you

this is GREAT

can you add it to RA1 too?
DontCryJustDie  [developer] 21 Jan @ 7:13am 
@[Guardia Civil] ZORRO
1. I never really used that feature in RA and it is probably quite some work to implement it, so it is a no right now.
2. There is already an animation and a sound that indicates that you got money, so this is also a no. But I plan to use the airfield from RA to recreate the Generals supply drop zone.

@Jerkakame I'm currently working on the next update for the RA mod which will include that hunt command.
SWEET
I started shaking of excitement when I saw the patch notes

they even have a H icon when hunting, nice.
well, i said the formation movement because it gets kind of anoying when in a mixed group, you send them to the other side of the map, humvees (wich are there as anti-infantry support) arrive first, get destroyed, then you tanks arrive and get messed up by infantry, same goes with minigunners, grenadiers and rocket soldiers
about the airfield supply drop, cant wait to see it implemented!, i aways loved "out of the map" support
ghmd 19 Apr @ 11:01am 
Given your reply to my question, I would request to implement the ability to parachute stuff onto the map. (Infantry, vehicles, bombs)

That would be cool.

(Perhaps it is possible to get the necessary code directly from Red Alert and to transport that code functionality?)
Last edited by ghmd; 20 Apr @ 4:59am
Move attack if it is not a thing and growth of minerals and tiberium speed control.
@Azzy_Asurazariel:

Both of those features have been a part of this mod's functionality for about 4 years now, all you have to do is follow the mod creator's instructions in order to enable them for your game
Last edited by [1st M.I.] Cobber; 17 Jun @ 1:40am
A buildable oil rig,, went through pretty much all mods.. couldnt get any to work with a money trickle and i cant mix it with higher tib growth
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