Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 41.1
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DontCryJustDie  [developer] 21 Jul, 2020 @ 6:39am
OBSOLETE - MOD.INI
  • Almost everything can be toggled or configurated inside the MOD.INI file.
  • You can find the file in "Documents/CnCRemastered/Mods/Tiberian_Dawn/Veterancy"
⚠️ It'll be created when you first start a game (skirmish or campaign).
⚠️ New settings will available once you started a game (skirmish or campaign) with the new mod version.
⚠️ Make sure you leave a blank line at the end of the file!


FEATURES
  • VETERANCY - Switch for the Veterany feature, possible values 1 = on and 0 = off, defaults to 1.
  • TECH_UPGRADES - Switch for the tech upgrades feature, possible values 1 = on and 0 = off, defaults to 1.
  • APC_PASSENGER_FIRE - Switch for the APC feature which lets passenger fire from within, possible values 1 = on and 0 = off, defaults to 1.
  • FRIENDLY_FIRE - Switch for the friedly fire feature, possible values 1 = on and 0 = off, defaults to 1.
  • ASTAR_PATHING - Switch for the A* path finding feature, possible values 1 = on and 0 = off, defaults to 1.
  • OOM_REPAIR - Switch for the out of money repair feature. When enabled building repairs are paused when the player is out of money. Possible values 1 = on and 0 = off, defaults to 1.
  • RALLY_POINTS - Switch for the Rally Point feature, possible values 1 = on and 0 = off, defaults to 1.
  • DISABLE_COMMANDO_AIRSTRIKES - Disables A10 Warthog strikes on commando missions prior to the player having a base, possible values 1 = on and 0 = off, defaults to 1.
  • CUSTOM_BUILDINGS - Switch for custom buildings like the hospital, possible values 1 = on and 0 = off, defaults to 0.
  • CUSTOM_VEHICLES - Switch for custom vehicles like the Mobile Shield Tank, possible values 1 = on and 0 = off, defaults to 1.
  • SKIRMISH_UNITS_IN_CAMPAIGN - Switch to make skirmish units usable in campaign, possible values 1 = on and 0 = off, defaults to 0.
  • SKIRMISH_BALANCE_IN_CAMPAIGN - Switch to enable the skirmish balance changes in campaign, possible values 1 = on and 0 = off, defaults to 0.
  • MODERN_SAM - Switch to change how the SAM Sites behaves, possible values 1 = stay overground all time and 0 = go underground to reload, defaults to 1.
  • ATTACK_MOVE - Switch for Attack Move, possible values 1 = on and 0 = off, defaults to 1.
  • CASH_SUPPLY - Switch for the Cash Supply feature, possible values 1 = on and 0 = off, defaults to 1.
  • EXPLODING_UNITS - Switch to turn on/off explosion on death of certain units (Flame Tank, Grenadiers, Flame Thrower and Chem Warriors), possible values 1 = on and 0 = off, defaults to 1.

AI_SETTINGS
  • CUSTOM_SKIRMISH_AI - Switch for the custom skirmish AI, possible values 1 = on and 0 = off, defaults to 1.
  • BONUS_CREDITS - Lets you configurate how much more credits (in percent) the AI gets, possible values natural number 0 - 100, defaults to 25.
  • IMUNE_TO_TIBERIUM - Switch to make AI infantry immune to tiberium damage, possible values 1 = on and 0 = off, defaults to 1.
  • SKIRMISH_DIFFICULTY_OVERRIDE - Enables diffilculty settings in skirmish, possible values -1 = off, 0 = easy, 1 = medium (same as -1), 2 = hard and 3 = brutal, defaults to 2.
  • ALLOW_SELL_BACK - Can the AI sell back damaged structures, possible values 1 = on and 0 = off, defaults to 0.
  • CASH_RESERVE - Under this value the AI won't produce attack units, possible values natural number including 0, defaults to 1000.

COMMANDO_SETTINGS
  • COMMANDO_BUFF - Switch for the Commando buff feature, possible values 1 = on and 0 = off, defaults to 1.
  • SAFE_SABOTAGE - Switch for the Commando save sabotage feature, possible values 1 = on and 0 = off, defaults to 1.
  • COMMANDO_GUARD - Switch for the Commando guard feature, possible values 1 = on and 0 = off, defaults to 1.

GENERAL_SETTINGS
  • BUILDING_GAP - The number of cells you can place buildings apart, possible values are natural numbers, defaults to 2.
  • TIB_GROWTH_SCALE - This sets the tiberium growth factor for campaign using the buildin tib growth algorithm, possible values are natural numbers between 1 and 9 (including), defaults to 1.
  • WALL_BUILD_LENGTH - The number of walls that can be placed at once, possible values are natural numbers between 1 and 10, defaults to 5.
  • WALLS_HAVE_FULL_COST - You have to pay for each wall segment placed, possible values 1 = on and 0 = off, defaults to 1.
  • INSTANT_SPY_SAT - Spy sat may cause a huge lag when activated set this to 0 to spread the map reveal over several frames to minimize the impact on gameplay. Possible values 1 = on and 0 = off, defaults to 1.
  • INCREASED_RELOAD_WHEN_IN_APC - Switch for infantry having a higher reload time when firing from within an APC, possible values 1 = on and 0 = off, defaults to 1.

HARVESTER_SETTINGS
  • EMERGENCY_REPAIR - Switch for the harvester emergency repair feature, possible values 1 = on and 0 = off, defaults to 1.
  • QUEUE_JUMP - Switch for the harvester queue jumping feature, possible values 1 = on and 0 = off, defaults to 1.
  • QUEUE_JUMP_CUTOFF - The minimun distance where queue jumping occurs, possible values are natural numbers, defaults to 3.
  • IGNORE_RALLY_POINT - Should the harvester ignore the rally point when leaving the factory and start harvesting immediately, possible values 1 = on and 0 = off, defaults to 1.

VETERANCY_SETTINGS
⚠️ Don't use numbers greater than 65535. ⚠️
  • EXP_LEVEL_VETERAN - The experience points required to reach the Veteran level, possible values are natural numbers, defaults to 3000.
  • EXP_LEVEL_ELITE - The experience points required to reach the Elite level, possible values are natural numbers, defaults to 6500.
  • EXP_LEVEL_HERO - The experience points required to reach the Hero level, possible values are natural numbers, defaults to 10500.
  • EXP_LEVEL_LEGEND - The experience points required to reach the Legendary level, possible values are natural numbers, defaults to 15000.
  • EXP_KILL - The experience points gained when killing a hostile target, possible values are natural numbers, defaults to 500.
  • EXP_ATTACKER - The experience points gained when firing at a hostile target, possible values are natural numbers, defaults to 30.
  • EXP_VICTIM - The experience points gained when taking damage from a hostile target, possible values are natural numbers, defaults to 15.
  • SUPPORT_UNITS_GAIN_EXP - Switch to enable exp gain for support units, possible values 1 = on and 0 = off, defaults to 0.

AUDIO_SETTINGS
  • PLAY_HELI_RELOAD_SOUND - Switch for the helipad reload sound, possible values 1 = on and 0 = off, defaults to 1.
  • PLAY_LEVEL_UP_SOUND - Switch for the level up sound, possible values 1 = on and 0 = off, defaults to 1.
  • PLAY_ALIEN_RIFLE_SOUND - Switch for the alien rifle sound, possible values 1 = on and 0 = off, defaults to 1.
  • PLAY_KACHING_SOUND - Switch for the kaching sound (cash supply feature), possible values 1 = on and 0 = off, defaults to 1.

VISUAL_SETTINGS
  • SHOW_GUARD_ICON - Switch for the 'G' guard icon, possible values 1 = on and 0 = off, defaults to 1.
  • SHOW_BULLET_ICON - Switch for the updated bullet icon, possible values 1 = on and 0 = off, defaults to 1.
  • PLAY_ABSORB_ANIMATION - Switch for damage absorb animation played when a unit that is protected by a shield gets hit by something, possible values 1 = on and 0 = off, defaults to 1.
  • FLASH_ON_LEVEL_UP - Should units flash when they level up, possible values 1 = on and 0 = off, defaults to 1.
  • PLAY_LEVEL_UP_ANIMATION - Switch for the level up animation, possible values 1 = on and 0 = off, defaults to 1.
  • PLAY_DOLLAR_ANIMATION - Should the dollar animation play when you get cash from the cash supply feature, possible values 1 = on and 0 = off, defaults to 1.
Last edited by DontCryJustDie; 14 Feb, 2022 @ 4:08am
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Showing 1-10 of 10 comments
Thanks so much for this amazing mod and for your excellent and extensive documentation here in this thread, it's all greatly appreciated! I just have one spelling correction for you: "IMUNE" should be spelled properly as "IMMUNE", thanks and keep up the fantastic work! :) :Tiberium:
DontCryJustDie  [developer] 9 Aug, 2020 @ 4:14am 
Thanks, I corrected the description.
NaliLord 13 Aug, 2020 @ 11:44pm 
Hey, awesome mod! :47_thumb_up:

Would be cool if you add an INI option to enabling build the opposite superweapon and defenses, also maybe enable capturing them? Like when I play GDI and capture a NOD construction yard so that I can build the temple and obelisk?
DontCryJustDie  [developer] 14 Aug, 2020 @ 6:20am 
Thanks. It is already possible in skirmish and I don't plan to enable it in campaign, changing things in campaign may break the missions as I have learned with the balanced changes I made for skirmish.
Originally posted by DontCryJustDie:
Thanks. It is already possible in skirmish and I don't plan to enable it in campaign, changing things in campaign may break the missions as I have learned with the balanced changes I made for skirmish.

In the future, would it be possible to create a full Rules.INI file for all units, structures, and weapons that is fully compatible with the .DLL code changes you created in Veterancy and More for TD (and your RA version of this mod)? I'm a programmer and could help with this task if you share the source somewhere like Git.
DontCryJustDie  [developer] 14 Aug, 2020 @ 7:04am 
It is possible and there is a mod for TD that has done it, it is called NCO but I currently don't have plans to include that.
As for RA you can already use your rules.ini (just extract it from the *.mix file or download it from the internet), then put it into the CNCDATA folder and it should work.
Originally posted by DontCryJustDie:
It is possible and there is a mod for TD that has done it, it is called NCO but I currently don't have plans to include that.
As for RA you can already use your rules.ini (just extract it from the *.mix file or download it from the internet), then put it into the CNCDATA folder and it should work.

Oh that's great to hear that the original RA rules.ini file is compatible with your RA version of this mod! I wasn't sure if it would be since you've made such extensive changes to the game systems. Thanks! :)
NaliLord 14 Aug, 2020 @ 12:14pm 
Originally posted by DontCryJustDie:
Thanks. It is already possible in skirmish and I don't plan to enable it in campaign, changing things in campaign may break the missions as I have learned with the balanced changes I made for skirmish.

Thanks for the reply.

I see, but I don't think this would "break" any missions. In regards to balance the veteran status, more precise the legendary state of a mammoth is OP anyways, I could win an entire mission with ONE mammoth tank on legendary. It could handle anything the AI threw at it. I mean the game and missions never were a real challenge, maybe in 1996 when I was 13 ;)
lord-korn 1 Jan, 2021 @ 8:33am 
hello can you pleeeease tell how to change veterancy values. i mean, hp regen is too much imho,i want to add it only to legends and decrease other bonuses to other ranks.. but i just cant find that values in any mod file(( please, help
btw the mod is really cool)
LANDWARRIOR 14 Feb, 2021 @ 3:08pm 
Is there any desire to enable humvee's and tanks to hold infantry also, as well as enable them to fire? Not to make anytthing sound OP, but tanks usually have a gunner position on top, and I'm sure at least one of the C&C's enabled scout humvees to carry people (generals probably).

I was taking a look at the rules.ini mod to see if I can do it myself. I can see an options to enable occupants and set how many, but nothing that says they can fire. Looking at your description, you created that yourself for APC's only?
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