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] 14 Feb, 2022 @ 4:13am
Rules.ini
The ini files are divided into two scopes. The init scope where the game reads the type count and the default values.
Second the game mode scope where game mode specific rules are read.
Some settings are scope limited and can only edited in that scope e.g. infantry sequences, cash supply rules, upgrade rules.

You may change settings while inside the game, each time you start/restart a match/mission all settings are read so you don't need to restart the client.

When working with the ini files obey the following rules.
  • Don't removed or rename existing types.
  • The name of the following types should not exceed 11 characters. Aircraft, Building, Infantry, Unit, Anim, Voc.
  • The maximum number of types is limited to 128 for Aircraft, Building, Infantry, Unit, Projectile, Warhead, Weapon and 256 for Voc.
  • Don't edit to files inside the workshop directory because you work is lost when the mod is updated.

Directories
Workshop:
SteamLibrary\steamapps\workshop\content\1213210\2157643234\Veterancy\CCDATA
There you find all default ini files.

Local:
%UserProfile%\Documents\CnCRemastered\Mods\Tiberian_Dawn\Veterancy\Rules
Use the inis files here to make your edits. (This directory is created once you start a gameplay.)

⚠️ All local ini files are empty you have to copy over the section and setting you want to change from the workshop ini files.

Example
If you want to change the building gap from 2 (default) to 4 do the following.
Open rules.ini / rules_veterancy.ini inside the workshop folder to lookup the section and settings name then open rules_mod.ini inside local folder and put those along with the new settings value inside and save.
For the example above you have to put this into the local rules_mod.ini

[General] BuildingGap=4

➡️ For more examples click here.

You can also add entirely new types but then you also have to provide icons, sounds and graphics.
You also have to modify multiple xml files which are overwritte everytime the mod is updated.

Happy editing!


Ini files (from highest to lowest priority)

Init scope
  1. rules_mod.ini (contains your changes)
  2. rules_veterancy.ini (contains changes made by DCJD)
  3. rules.ini (vanilla data)
  1. art_mod.ini
  2. art_veterancy.ini
  3. art.ini
  1. sound_mod.ini
  2. sound_veterancy.ini
  3. sound.ini

Game modes scope
  1. campaign_mod.ini (if custom campaign inis are enabled)
  2. campaign_veterancy.ini (if custom campaign inis are enabled)
  3. campaign_MISSION_NAME.ini
  4. campaign_gdi.ini / campaign_nod.ini (depending which side you play)
  5. campaign.ini
  1. modern_mod.ini (if modern balance is enabled)
  2. modern.ini (if modern balance is enabled)
  3. skirmish_mod.ini (if custom skirmish inis are enabled)
  4. skirmish_veterancy.ini (if custom skirmish inis are enabled)
  5. skirmish.ini
Last edited by DontCryJustDie; 14 Aug, 2023 @ 12:43am
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Showing 1-15 of 129 comments
Boris.Volkov 14 Feb, 2022 @ 7:43am 
please have a look at my 2 mod.ini files,I do not know why it can not work
rules_mod.ini
; Custom rules file.
; Make your edits after this line.
[E4]
Owner=GDI,Nod,Special

[AI]
SkirmishDifficulty=EASY ; EASY, NORMAL, HARD, BRUTAL
TiberiumProof=no ; Is AI infantry immune to tiberium damage?

[Veterancy]
Enabled=no ; Is the Veterancy system globally enabled?
; Alway have a blank line at the end of the file otherwise the file won't load correctly.

skirmish_mod.ini
; Custom skirmish file.
; Make your edits after this line.
[SpecialWeapons]
NukeDamage=1000
NukeRadius=4
; Alway have a blank line at the end of the file otherwise the file won't load correctly.
Boris.Volkov 14 Feb, 2022 @ 7:49am 
I promise that I do not change the ini files without the "mod" word.
Boris.Volkov 14 Feb, 2022 @ 7:54am 
But it always crashes when I enter the game(not in the main menu).
DontCryJustDie  [developer] 14 Feb, 2022 @ 8:00am 
Please use the code format when posting rules or upload your rules to pastebin or something like that, that way it is easier to read.

Anyways what isn't working? I copy&paste your rules_mod.ini modifications and I was able to build the Flame Trooper as GDI. Also Veterancy was disabled because my unit didn't earn any exp which I checked using a debugger. Easy was also active because my AI was doing very little damage to me.
Boris.Volkov 14 Feb, 2022 @ 8:08am 
The game crashes on my PC
Boris.Volkov 14 Feb, 2022 @ 8:08am 
always,no exception,crashes
DontCryJustDie  [developer] 14 Feb, 2022 @ 8:22am 
Are the rules directory and ini files inside your user profile dir are created? Does it load without your modifications? What is your OS?
Boris.Volkov 14 Feb, 2022 @ 8:41am 
Originally posted by DontCryJustDie:
Are the rules directory and ini files inside your user profile dir are created? Does it load without your modifications? What is your OS?
I solved the problem by checking the game in steam,maybe some of my game files went wrong,anyway thanks.
Boris.Volkov 14 Feb, 2022 @ 9:44pm 
And I want to report another problem that
[General]
TechUpgrades=no
dose not work in the rules_mod.ini file and the upgrades are still available.
Boris.Volkov 14 Feb, 2022 @ 9:45pm 
Originally posted by comrade volkov:
And I want to report another problem that
[General]
TechUpgrades=no
dose not work in the rules_mod.ini file and the upgrades are still available.
and it does not work in skirmish_mod.ini too.
DontCryJustDie  [developer] 15 Feb, 2022 @ 12:52am 
Thanks, it will work with next update.
Boris.Volkov 15 Feb, 2022 @ 3:06am 
And I want to ask another question.
Say at the front:I do not know how to make a mod.
If I want to create a new unit using a current existing model(Such as moving the soviet flamethrower into a GDI T3 unit),then what should I do?
Boris.Volkov 15 Feb, 2022 @ 3:08am 
Originally posted by comrade volkov:
And I want to ask another question.
Say at the front:I do not know how to make a mod.
If I want to create a new unit using a current existing model(Such as moving the soviet flamethrower into a GDI T3 unit),then what should I do?
The thing I know:new unit type,new weapon type and the data of the unit.
And what else should I do?I tried to do this yesterday but I failed.
DontCryJustDie  [developer] 15 Feb, 2022 @ 3:49am 
Put the following into your rules_mod.ini file.
[InfantryTypes] 1=E10 ; just an example. [E10] Image=E4 ; this will use the graphic of flame trooper Shape=E4 ; this will make the size of the unit the same as flame trooper, not really needed in this case Strength=70 Crushable=yes Primary=Flamethrower TechLevel=1 Scenario=5 Speed=5 Owner=GDI Cost=200 Sensors=yes Explosion=NAPALM1 ExplosionDamage=80 Reward=10 Crawling=yes FireLaunch=2 ProneLaunch=0 Sequence=E4Sequence ; this will use the animations of the flame trooper

This will add a new trooper for the GDI but it won't have an icon and name because for that you have to edit the xml files from the game client so that the engine knows about it. You can find the xml files inside the workshop folder but they are overwritten everytime I update the mod. You can put them into the local dir but then you won't get my updates if I update them.

If you want to know which file you need to edit and what you need to change please click on the Guide section and select modding, there is a good guide that explains it.

Also when you try out this example will see that the fire positions are off. That is because the game still uses hardcoded fixes for various things. It is on my list to add WeaponFireFLH in the future to fix that.

Oh and there is a edit post function in this forum so please make use of it when appropriate...
Last edited by DontCryJustDie; 15 Feb, 2022 @ 4:26am
Boris.Volkov 15 Feb, 2022 @ 5:40am 
Originally posted by DontCryJustDie:
Put the following into your rules_mod.ini file.
[InfantryTypes] 1=E10 ; just an example. [E10] Image=E4 ; this will use the graphic of flame trooper Shape=E4 ; this will make the size of the unit the same as flame trooper, not really needed in this case Strength=70 Crushable=yes Primary=Flamethrower TechLevel=1 Scenario=5 Speed=5 Owner=GDI Cost=200 Sensors=yes Explosion=NAPALM1 ExplosionDamage=80 Reward=10 Crawling=yes FireLaunch=2 ProneLaunch=0 Sequence=E4Sequence ; this will use the animations of the flame trooper

This will add a new trooper for the GDI but it won't have an icon and name because for that you have to edit the xml files from the game client so that the engine knows about it. You can find the xml files inside the workshop folder but they are overwritten everytime I update the mod. You can put them into the local dir but then you won't get my updates if I update them.

If you want to know which file you need to edit and what you need to change please click on the Guide section and select modding, there is a good guide that explains it.

Also when you try out this example will see that the fire positions are off. That is because the game still uses hardcoded fixes for various things. It is on my list to add WeaponFireFLH in the future to fix that.

Oh and there is a edit post function in this forum so please make use of it when appropriate...

Thank you.
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