Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 30.2
 This topic has been pinned, so it's probably important
DontCryJustDie  [developer] 10 Jul, 2023 @ 5:16am
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.

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 15 characters. Aircraft, Building, Infantry, Unit, Anim, Voc.
  • The maximum number of types is limited to 128 for Aircraft, Animation, Building, Infantry, Unit, Projectile, Warhead, Weapon.
  • Don't edit the files inside the workshop directory because you work is lost when the mod is updated.

Directories
Workshop:
SteamLibrary\steamapps\workshop\content\1213210\2194215017\Veterancy\CCDATA
There you find all default ini files.

Local:
%UserProfile%\Documents\CnCRemastered\Mods\Red_Alert\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.

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
  2. mission ini file
  1. modern_mod.ini (if modern balance is enabled)
  2. skirmish_mod.ini
  3. mplayer.ini (if counterstrike units are enabled)
Last edited by DontCryJustDie; 23 May, 2024 @ 11:15pm
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Showing 1-15 of 16 comments
[1st M.I.] Cobber 1 Feb, 2024 @ 12:14am 
In your TD version of the mod you implemented in the mod's code and ini rules to allow for APC's to have a rotating turret after taking assets from RA and doing some additional ini coding to allow for it.

My question is, for this RA version of the mod is it possible to do the same thing for the RA version's APC? And if so, is it as simple as designating the Phase Tank's image as the relevant image for the APC whilst simply also coping and pasting the same ini code from the TD mod, or is something else required on top of that for the RA version for it to work?
DontCryJustDie  [developer] 1 Feb, 2024 @ 1:34am 
Yes and no. You can use the STNK's graphics but you can't change the turret via ini because I haven't added that functionality yet.
Okay, no worries, thanks for the helpful reply once again.

On the note of adding functionality, do you intend to allow ini access to the % values for the various upgrades in this mod like you have provided for in the TD version? It'd be greatly appreciated by me for one if you did, whenever you are able to do so that is...
DontCryJustDie  [developer] 2 Feb, 2024 @ 1:04am 
Porting the TD upgrade system would take some time which I don't have at the moment.
Last edited by DontCryJustDie; 2 Feb, 2024 @ 1:06am
I understand, and that's fine with me as I wasn't expecting that you would have the time to do it at present anyway. And after all is said and done, modding games like this is always a in your spare time endeavour anyway.

Still, considering that it's all been done by you in your spare time, what you have achieved so far with this and the TD mod is extremely impressive, and I really enjoy playing the games using both of them, to the point that I actually don't use any other alternatives as your mods in my opinion and experience are far too rich in their capability and content to even be matched by most others anyway.
DontCryJustDie  [developer] 17 Feb, 2024 @ 6:36am 
Hey cobber51 I have good news for you. I ported the upgrade system yesterday and at first it didn't compile with RA's code but today I found the reason. It will be included in the next update (Version 20).
Last edited by DontCryJustDie; 17 Feb, 2024 @ 6:37am
[1st M.I.] Cobber 18 Feb, 2024 @ 2:11am 
Excellent, I look forward to being able to use it soon 👍
DontCryJustDie  [developer] 19 Feb, 2024 @ 7:07am 
Version is online but I just found out that you can't change values in rules_mod.ini, I currently working on it. Currently only changes in the veterancy_rules.ini would work currectly. I'm not sure if the TD version has this bug too, I'll look at it later.

Nevermind, I was trying to change the values through the skirmish_mod.ini but that doesn't work currently, rules_mod.ini should work.
Last edited by DontCryJustDie; 19 Feb, 2024 @ 7:22am
Boris.Volkov 21 Feb, 2024 @ 9:26pm 
I'd like to ask whether it is possible to accomplish the following feature by modifing ini?
(The 'OpenRA Supers' feature from 'CFE PATCH REDUX')
Options for making the Chronosphere and Iron Curtain behave more like OpenRA: "OpenRA Wide Supers" causes supers to affect up to 4 extra legal targets in cells adjacent to the main target. "OpenRA Quick Supers" reduces Chronosphere and Iron Curtain recharge to 2 min. and duration to 20 sec. (and reduces chrono disaster chance proportionately).
I found the recharge rate in the ini file but I didn't find the range of Iron Curtain and Chronosphere.
DontCryJustDie  [developer] 22 Feb, 2024 @ 2:20am 
How does the selection of targets should work? Will it just scan all 8 adjacent cells or in a + shape (N-E-S-W) or in a x shape (NE-SE-SW-NW)? The first method (with all 8) makes no sense if it would only hit 4 additional targets and the other methods would require extensive micromanagement, which I don't like at all.

So for now: I have plans to make the super weapons more editable like I did in my TD mod, but I don't currently have any plans to change their functionality.
Boris.Volkov 22 Feb, 2024 @ 5:08am 
the '+' one.
And in the game,the 'wider' option is for Chronosphere and Iron Curtain(it seems to affect the nuclear silo little,just to make the supportive super weapon more useful by affecting more units).
Last edited by Boris.Volkov; 22 Feb, 2024 @ 5:11am
Boris.Volkov 22 Feb, 2024 @ 5:10am 
Originally posted by Boris.Volkov:
the '+' one.
And in the game,the 'wider' option is for Chronosphere and Iron Curtain(it seems affects the nuclear silo little,just to make the supportive super weapon more useful by affecting more units).
Just like the same super weapons in Red alert 2.
DontCryJustDie  [developer] 22 Feb, 2024 @ 5:37am 
I don't remember how those super weapons worked in RA2 but I just watched a video on youtube and there all 8 adjacent cells (so all 9 targets) are affected. Which also makes so the most sense to me, having that 3x3 square shape and than only affect 5 units would be weird.

Idk... those super weapons would be very strong then. Maybe I'll add it, not sure yet.
"똥"믈리에 11 Sep, 2024 @ 9:32am 
Sorry to bother but I'm a bit afraid how should I modify campaign_mod.ini to adjust which Afternath unit gets added in specific missions... may I have specific example of what line should I add?
DontCryJustDie  [developer] 11 Sep, 2024 @ 9:53am 
Depends on when you want a unit to be available. To make the chrono tank available in Allied 12 you must set its TechLevel to 10.

[CTNK] TechLevel=10
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