Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Veterancy and more - Version 30.2
20th Century Warfare - WIP - Need Help with some roadblocks
First and foremost, i apologize for the Longest Post Ever.

I'd like to thank you for making the best mod available! !'ve been working on the .INI's and changing graphics to make it a somewhat "20th century combined arms warfare" style of game, where every unit, especially infantry, has a more valuable and specific role.

I've struggled deciding on which mod i would base this revamp. Both yours and ZeroByte's are incredible, and after much testing and deliberation, both have important pros and cons: Zerobyte's infantry behavior like dodging fire and AI aggressiveness are quite nice, but your Mod excels in vehicle mechanics, regarding to tanks and *especially* helicopters, which i intent to turn into an essential role in the final project.

I'd love to give it to you when i'm done so maybe you can publish it, but i'm facing some roadblocks along the way, which i will ask help with some issues i'm having to fully accomplish this final goal. They are mainly animation glitches caused by me maybe pushing too far the boundaries of what it's moddable.

Without further ado, here's the 4 difficulties i'm currently encountering:

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1- Longbow and Infantry-Loading Animation:

I made it into a "Support Helicopter", which can load 5 infantry units. Mechanically speaking, it works fine. It shoots unlimited Vulcan ammo, therefore it doesn't conflict with the ammo icon mechanics, but the problem is: Whenever it LOADS infantry, the heli turns into a white square blank. So it's likely a question why it tries to change animations while loading, when UNLOADING troops on the other hand, works fine and in every direction. This is a real puzzler to me. Can you help me with this?

2- Infantry Replacing Animation:

I'm trying to replace the Flamer animation for the Rifleman. Reason is: Flamer has like 500+ sprites, while rifleman has about half. Since i transformed the flamer into a LMG soldier, it would be easier to just black the helmet from rifleman sprites and use it instead. I tried change the "Sequence=" line from E4 to E1 and replace the E4.zip with E1 tga's. I did batch renamed them and all, but it still loads the anims on the E4 behavior. Does this means i have no choice but to manually edit all of the 500 sprites? I thought the "sequence=" line would eliminate the need for this. This would be quite important to understand the how-to for me, as i intend to make a dedicated Anti-Aircraft soldier, replacing the Shock Trooper. Any advice on this issue?

3- Recruitable civilian into "Hacker"

This is an idea i'm playing with on my head. Make a purchasable civilian (C1 Prolly) to play the role of the Thief, who i replaced to the "Saboteur". I know i can make the unit infiltrate, but i can't figure how to make them steal the credits. Could it be possible to add a line like (isthief=yes/no) to the code?

4- Single vehicle into Chinook

This idea came from ZeroByte's mod. He successfully allowed the Chinook to load a single vehicle, filling the slots with 5 red squares. independently if you assign 10 passengers to it. I found this perfect, since it would expand the Chinook role, and i'm heavily depending on helicopters for this whole idea to work. Can you please help me?

PS: Final thought: Spy planes dropping a spy instead of taking photo. It's a "spy" plane after all, hehe.

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Here's what i've accomplished successfully so far. THIS IS STILL A WIP. Changes will be made while i still test it in both campaigns and skirmish.

Far down in the end, it's my (hopefully successfully) to-do list:

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-ACCOMPLISHED:

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---Tech Tree

Now every faction has the same weapons and structures. Soviet barracks and Allied tents are still graphically aligned, but the unit output is the same. All infantry so far are tech 1. Dogs are the exception (Lvl 3)

Tech Centers are now dependent on one another. The Soviet tech (STEK) plays role as Tech Mk 1, while Allied tech is the Adv. Tech Center. Tech levels are 5 and 7 respectively
(i will remove the Lenin Statue from the STEK in the future)

---Infantry:

Rifleman: The backbone of every army. Now costs only 50$ for cheap and fast deployment.

Grenadiers: Now throw both grenades and molotovs. Molotovs have shorter range, but fire is still a great deterrence against troops. 160$.

Rocket Soldier: Renamed AT Infantry, which fires a AT4-like recoiless gun. The projectile resembles the SAM rocket. Long range, slow reloading, but highly deadly against mechanized units (light tank and lesser are instantly neutralized). Also effective against Fortified Bunkers, which will play a major role. --No more AA capability-- 500$

(Partial/Needs Better Anim) Flamer: Is now the LMG Infantry. Packs more armor and a M60 LMG for mowing down those pesky enemy soldiers. Costs 250$. Tech level 1.

Medic: Requires Hospital (lvl 1) to train. 300$.

Mechanic: Requires War Factory (lvl 1) to train. 600$. Requires more cycles to repair units.

Spy: Requires Radar. Available from level 1. 800$.

Dogs: Available from level 3. Unbuffed a bit. Increased cost to 500$.

Thief: Renamed Saboteur. Unarmed and vulnerable, but can demolish enemy structures. They can wreck havoc if left unchecked. Requires Radar. 700$.

General: Is now the Sniper. Great for scouting and taking down high-value infantry targets. It will only retaliate at close range, as not to attract unwanted enemy attention by autonomously firing at harvesters, for example. 800$. Requires Radar and Hospital. Uses the Tanya gun sound.

Tanya: Almost untouched. A bit unbuffed, so it's a bit more challenging to play with. Replaced Gun sound for civilian pistol.

---Fortifications and Defense Buildings:

(WIP) Flame Tower: Renamed Guard Post, using the TD Guard Tower graphs. No more "wizard fireball". Weak and cheap. Fires precision rifle shots, kinda like a hunting tower. Great spotting range. Costs 200$. Tech 1.

Pillbox: Renamed "Bunker". It fires the deadly Vulcan, but it's now a concrete reinforced structure that's very hard to destroy (with the wrong weapons). 800$. Tech 1.

Cammo Pillbox: Renamed "Foxhole". It fires a M60 LMG. It's cheaper and more fragile than bunkers, but still a valuable defense structure. 400$. Tech 1.

AA guns: Basically the same, but cheaper, low tech and not power dependent. It will be every army early AA capability. Costs 500$. Tech 1

Tesla Tower: It's now Adv. Guard Tower that fire Mammoth Tusks, much like in TD, using the same TD graphs. Still an all-around deadly defensive structure, but much less outlandish than the original Tesla. Requires Adv. Tech Center, tech 8, and power dependent. 1500$.

Gun Turret: It's more powerful, fortified and longer ranged, but slower firing. It's also power dependent. Tech 3. Requires Radar.

SAM site: Is now deadlier than ever. One shot is guaranteed to destroy any aircraft, but it's both fragile and slow reloading. It's expensive, high tech, and both power hungry and dependent. Requires Adv. Tech Center. Tech 7. Costs 2000$.

Nuclear Silo: Now capturable. Very expensive. 4000$. Tech 10. Nukes take ages to refresh, so you might only use one or two during the battle. Nukes made deadlier and with wider spread.

---Motorized Units:

Jeep: Very agile, good scouting range and carry 3 passengers. Somewhat vulnerable, but can play a very good role of supporting nearby units, especially loaded medics and/or mechanics. Tech 2. 500$.

Convoy Truck: Renamed Transport truck. Cheap troop carrier that can hold a 5 unit squad. Much faster than walking but not as fast as the jeep and it's very vulnerable. Available at tech 1. 300$.

---Mechanized Units:

---All tanks (except Mammoth) now has a secondary LMG against infantry, just like IRL. Better tanks have better MG's. Tanks are formidable weapons, but considerably expensive to build. Bigger tanks are progressively slower, and not very good at spotting. They will need infantry support to navigate around. Heavy tank and Mammoth tanks now have single barrel turrets, which was one of my pet peeves of this game since it's original version.

Light tank: Basically the same, only now equipped with a LMG (same weapon as rifleman) for close infantry engagement. Tech 3. Cost 700$.

Medium Tank: Same as above, only with a more powerful M60mg. Tech 5. 900$

Heavy tank: Now packs a single barrel turret, same from medium tank from TD. It's a touch bigger than the medium tank and can be differentiated by the white range-finder on the top of it. Secondary weapon is the powerful Vulcan MG. Tech 7. 1200$

Mammoth: Uses the M1 Abrams graphics from Mortecha. Had to bulk-shrink the images, prolly bcs the game inbuilt Mammoth mechanics is hardwired to double the size of any graphs you place. Now is just a touch bigger than the heavy tank. Primary weapon is now a Sabot, just as the AT Infantry, but faster reloading and more powerful. Secondary weapon is a short-range AA missile. Tech 9. Requires Adv. Tech Center. 2200$. I still don't know what to rename it.

APC: Can load 10 infantry. Fires the Vulcan instead of the M60 LMG. Tech 5. Requires Service Depot. Costs 900$.

---Support Units:

Mobile Artillery: It's lighter, more agile, and longer range, but also made out of toothpicks. Tech 2. Costs 600$.

V2 Rocket Launcher: Incredible range, and more powerful. Guard range is still vanilla (so Tanya has a chance in the Campaign missions). Also very slow, fragile, expensive and high tech. Requires Tech Center Mk1. Lvl 6 Costs 1500$.

Mobile Radar Jammer: Is now the Mobile Command Post. It has the best scout range of all units and can carry 5 troops. Radar jamming but no map gapping capability. A bit Slow. Costs 1100$ and requires Tech Center Mk1. Tech 6.

---Fixed-Wing Aircraft

Airfield: Tech 1. Requires Radar. Cheaper and weaker. $500.

Paratroopers: Tech 2. Faster recharge

Spy Plane: Tech 3. Faster recharge

Parabomb: Tech 5. Requires Tech Center Mk1. Comes in two. Faster recharge

Yak: Renamed "20mm Light Aircraft". Basically the same as in the Mod, only cheaper and low tech. Lvl 1. 700$.

MIG: Renamed "Multirole Combat Aircraft". Faster, deadlier, costlier, weaker. Requires Adv. Tech center. Lv7. 2400$

---Rotary-Wing Aircraft

Helipads: Now comes *without* helicopters. Cheaper and weaker. Requires Tech center Mk1. (tech 5). $300

(Partial/Needs Anim Fix) Longbow: Renamed "Support Helicopter". Imagine it in a UH-1 Huey / Blackhawk role. It can carry 5 troops and fires a Vulcan. Tech 5. 1100$

Hind: Renamed "Attack Helicopter". It's heavily armored and fires both Minigun and (buffed) Hellfire rockets. Expensive. 1800$. Lots of ammo, but not infinite. Tech 6.

Chinook: Carries 10 troops at a time. $1200. Tech 5.

---Naval

Besides making both subs and ships available to both factions, the only substantial change was the Gun boat, which i renamed "Patrol Boat", Replaced the 2 inch gun for the Minigun and made it available at Tech 1.

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TO-DO LIST

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Harvester: Shrink the sprites abt 25? Reduce ore capacity and price. Make it more vulnerable.

Revamp almost ALL structures defenses, so they are more vulnerable to explosives, while bullets barely damage them, while AT soldiers can't just demolish them with single shots like Bunkers.

Mobile Gap Generator: Transform into a low-tech Mobile AA gun. Replacing the U shaped thing with a very redux AA ZSU turret. I could possibly face trouble with firing anims. I think i did mess around with it before and was partially successful, only the sprite scales we're off. I recently learned how to batch fix this so i'll give it another try soon. Looking back, i think i was using the Mammoth mechanics, so maybe i WILL face firing anim problems when i change it to MGG.

Demolition Truck: Transform into a low-tech Rocket Artillery Truck. Imagine Katjusha Rocket launcher. Same as above, i fear firing Anim problems as well.

(I will do quick tests and see how animation fares with both.)

Possibly create a BMP-Like APC, which fires a HE round instead of bullets. Problem is, IDK what vehicle i would use as base. The aftermath tanks have some hardwired behavior i can't fully manage. It's prolly a waste of time. This is in the lowest priority of my to-do list.

When everything is prim and proper, i will constantly make minor and major rebalances, referring to gun ranges, ballistics, etc. so brutal battles can take place.
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Showing 1-15 of 17 comments
DontCryJustDie  [developer] 20 Jun, 2023 @ 2:25am 
Hi,

1. Longbow and Infantry-Loading Animation: The game wants to display the door opening sprites but can't find it that is why there is a white square graphic. I need to add an ini option to specify the DoorStages an unit could have.

2. Infantry Replacing Animation: I need to look into this so can't answer that right now.

3. Recruitable civilian into "Hacker": I'll add ini options for Thief and Agent (Spy).

4. Single vehicle into Chinook: Yes it is possible but would require some work maybe I'll add it in the future.

5. Spy planes dropping spies: Not something I'll add. I think the spy plane should scout an area (just like in real life) and not dropping a spy.

I hope you made your changes in the *_mod.ini files otherwise your work is lost after the next update.
Last edited by DontCryJustDie; 20 Jun, 2023 @ 3:33am
Chillax 1000mg 20 Jun, 2023 @ 8:16am 
Hey man! Super thanks for the help! I will keep you updated too on my progress. Cheers! =)
Chillax 1000mg 21 Jun, 2023 @ 10:35pm 
Hey man!

Some updates:

-Infantry Animation and behavior:

I figured out the infantry animation problem! i just had to replace the animation sequence in the art.ini file as well (simple as copy-and-paste). Now any replaced infantry behaves as it should, giving that you also replace the base sprites and rename them in the .zip folder accordingly.

While fiddling around, i decided i'll change the Shock Trooper as the LMG soldier. I never used it before and i found out that both the voice acting (sounds like McBain from The Simpsons xD) and the unit sprites super amusing and befitting. So he'll be the LMG guy from now on, I'll just gray scale the yellow gun and that will be it. He still charges the Adv. Guard tower with forced fire, but i think that's just a minor detail. I won't mind leaving this behavior alone as it won't interfere with the main gameplay anyway.

I successfully replaced the Flamer(E4) with the E3 sprites and made it a dedicated Anti-Aircraft soldier! One pesky problem arose: The ORIGINAL Rocket Soldier (E3), whom i decided to be the dedicated AT soldier, STILL shoots down planes. I tried to assign the secondary weapon as "none", or "Pistol", but no dice: he stubbornly shoots down ANY aircraft with the RedEye, which puts me in a crossroad: Should i absolutely pursuit to separate AA/AT roles or give the Flamer a new role? I'll accept your suggestion.

Since we could have a new opening in the infantry role, i thought of a "Squad Leader". He could lob a smoke screen grenade (like the green smoke in the vanilla), reducing the surrounding enemy units and defenses range of fire, while giving friendly soldiers a Tanya buff. I'm sure creating all this new behavior would be a *major* pain in the ass, so it's just an idea for a VERY distant future. Meanwhile, it might be easier to just make the E3 stop shooting planes with some kind of "isAA=yes/no" kind of command line. I hope that doesn't take much of your time.

-Vehicle Animation and behavior:

-Mobile Gap Gen (MGG): After much fiddling, i realized that this unit is probably a lost cause: The U shaped turret has like 4 animations which they loop weirdly, giving it the impression of a full rotation, so using it's turret for anything else is useless (it shows the white-square-of-death every 1/4 of rotation). Removing the U shaped thing and trying to make it fire like a Katjusha Rocket Truck was *also* useless, bcs the base truck refuses face the direction of any target, unless the target is directly in front of it, so idk if it's worth wasting any more time in it. I'll just leave this cursed unit be and move on to more agreeable units.

-Demolition Truck: Weird behavior: It moves and faces automatically the direction of it's target, just as i hoped for it to do, fulfilling the Katjusha Rocket Truck role. It fires without showing the feared "white-square-o-death" and in every direction. But even after changing the .ini line "Explodes=yes/no", it *insists* in disappearing after firing a single "anything" round. I knew it's original role was kamikaze, but i thought exploding nuke warhead withing 2 squares of range was enough to just obliterate it. Why would Westwood, or whoever developed it, had to make sure a truck cobbled from glue-and-paper needs to vanish after blasting freaking NUKE at ground-zero is beyond me. So yeah. I think this one might be an easy fix, but you're the code guru. I'm just assuming things that are way beyond me. I have good hopes on this one to be an easy fix.

-Stealth Tank: This one surprised me. I was able to create a MRLS out of it, using the MGG base truck and the stealth unit rocket turret. I had to fiddle with the scales on the .meta files and it ended up looking relatively nice. The MGG base truck is a bit weird tbh because the turret pivot doesn't perfectly align to any turret you place over it, so maybe i can transform this into the previous role of ZSU carrying truck, as i think the round base of the ZSU will negate this weird alignment thing, Only i fear the ZSU turret, as shrunk as i can possibly shrink, might overlap the truck cabin while facing southwards. It's a gamble for the future. I will update you in the future, as i figure you also must suffer from trial-and-error testing fatigue as much as i do.

-Tesla Tank: Same as above: I's base behavior is quite easy to deal with and it's very promising to make new vehicles out of it. We might end up with a BMP tank afterall. I possibly might use the Stealth tank for this since it already has doors. I'll keep you posted.

-Revamping structures defenses, changing some base graphs and shrinking the ore truck is doable work for me, so i'm doing things bit by bit while i wait on the main meal.

I hope i'm not annoying you too much and we can achieve great things together in the future. This will be my present to you, for you to present the community with. Let's keep our hopes high! Thanks for everything so far, man. Cheers!
DontCryJustDie  [developer] 21 Jun, 2023 @ 11:41pm 
Hi,

Tesla Trooper: The Secondary weapon AssaultBolt enables the charging mechanic, remove it and it shouldn't do it anymore.

E3: AA=yes is defined in the weapons projectile. Both the projectile of RedEye and Dragon have that flag on.

Turrets: In the TD version of this mod you can replace and align turrets via ini but I haven't ported that feature yet and not sure if I will.

Demo Truck: Many things are hardcoded to the unit IDs (UNIT_DEMOTRUCK = 20) so I need to add an ini option for kamikaze units like the demo truck. Explodes=yes means it will explode with area dmg when it gets destroyed.
Last edited by DontCryJustDie; 21 Jun, 2023 @ 11:58pm
Chillax 1000mg 22 Jun, 2023 @ 12:19pm 
Hi.

I figured out the E3 behavior: When i changed the dragon projectile to AT, i basically gutted the [Fireball] projectile, so i had made sure the AA flag was off. What i needed to do is to add the E3 primary/secondary weapon lines into the rules_veterancy.ini file. Now every replaced weapon works like a charm! The Tesla trooper tip was the key to this mystery! Thanks bro!
DontCryJustDie  [developer] 22 Jun, 2023 @ 12:37pm 
As I said you shouldn't edit the rules.ini nor the rules_veterancy.ini, make you edits to the *_mod.ini files inside your documents folder otherwise your work is lost when I update the mod.

%UserProfile%\Documents\CnCRemastered\Mods\Red_Alert\Veterancy\Rules
Chillax 1000mg 22 Jun, 2023 @ 12:59pm 
Oh, i absolutely overlooked that. Will do.
DontCryJustDie  [developer] 22 Jun, 2023 @ 11:32pm 
May I ask where you placed your new graphics files? Don't place them into the workshop folder of this mod, I don't know what Steam does to them when I update the mod. Create a new mod folder inside %UserProfile%\Documents\CnCRemastered\Mods\Red_Alert\ name it after your mod. Then inside that new mod folder create a file called ccmod.json add the following:
{ "name": "MyModName", "description": "MyModDesc", "author": "MyName", "load_order": 1, "version_low": 0, "version_high": 1, "game_type": "RA" }
Move your graphic files into the new folder (with sub folders).
Then in game activate your mod inside the mods menu.
Last edited by DontCryJustDie; 23 Jun, 2023 @ 12:35am
Chillax 1000mg 24 Jun, 2023 @ 1:54pm 
Yes, i'm using a dedicated RA mod folder, so the graphics and other changes are safe for the next update =)
DontCryJustDie  [developer] 25 Jun, 2023 @ 10:20am 
Beta 11 is online. Check out the patch notes.
Chillax 1000mg 26 Jun, 2023 @ 3:27pm 
Awesome! I'll dive into it! I'm still working on the Shok LMG and AA soldier .tga's. Thank you so much, man!
Chillax 1000mg 28 Jun, 2023 @ 3:41pm 
Still working on the .tga's. Doing around 30, 40 sprites a day... this is taking a while
Chillax 1000mg 30 Jun, 2023 @ 12:00am 
Roadmap Update nº1:

Yesterday got wasted fixing the Shok trooper gun sprites: The light grey gun was almost invisible over the grass background. I'm getting more and more used to the software, so progress is picking pace. Reached 0111.tga Shok. Now i game-test everytime i finish a batch to look for glitches. During some brainstorming in bed, i got up and started a katjusha unit build. Looking very promising IMO.

I'll add a very detailed insight below, It's the roadmap i'm using so i get things done.

Any feedback and suggestions you can give will be extremely appreciated =)

Here some screenshots:

Machine Gunner
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2996598028

Katjusha
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2996597146

-----------------------------------------------------------------------------------------------------------------------------

The Roadmap:

-----------------------------------------------------------------------------------------------------------------------------

FINISH FIRST:

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2023/06/30

SHOK - NW / W shooting Standing = OK

2023/07/01

SHOK - SW / S Shooting Standing

Next:
E4 - AA Black Helmet

Next 2:
Harvester => Shrink graphs, capacity, strength, price

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Second:

UPDATE .DLL ON MOD FOLDER

TEST SHIPS FOR PASSENGERS



---Make Unavailable for Purchase---

Chrono/Iron: -Useless: Unrealistic/Overpowered
Chrono Tank: -Useless: Hardcoded chrono recharge thing




-Usable-

Gap Gen: Tech for Nuke Silo: Uranium Refining Facility. Use Bunker Base + Blank U Alpha
MGG: UAZ: Jeep Base + Blank Alpha turret + Tarp from Transport Truck. Unarmed


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GRAPHS:

STEK (Easy)- Remove Lenin Statue
Harvester (Easy)- Shrink 25%? 20?
AA Gun (Easy) - Shrink 25%? 35? + Resize Build Anim
Gap Gen (Easy) - Use Bunker + Add Glass Windows (2 Sprites) + Change GAP Build Anim
V2RL (Hard) - Katjusha - Partially Started - Conclude (32 Sprites - Lots of editing)
STank (Medium) - BMP (edited light tank base + shrunk turret + doors) (Easy edit 64 Sprites)
MGG (Hard) - UAZ = Jeep + Tarp (Transport truck?) (Manual edit 32 Sprites) (Blank U Alpha)
Arty (Hard) - Beefed Up Turret (use MLRS square + Cannon?) (Manual edit 32 Sprites)
TTank (Hardest) - Base truck + ZSU turret (might be a fkn pain to align) (64 Sprites)



---VEHICLES REBALANCE---

Give Campaigns more realistic feel / More realistic Soviet units for campaigns. More Tech tree importance. Balanced gameplay.
Will need Sprites Batch Renames + Copy/Paste Stats



-Vehicles-

Game Mechanic => Role / Game Name / Things to do

V2RL => Katjusha / Katjusha / Find Katjusha Sound, Gut Scud warhead
Heavy tank => Light Tank / MBT Mk1 / Copy/paste data
Light Tank => Medium Tank/ MBT Mk2 / ==
Medium Tank => Heavy Tank/ MBT Mk3 / ==
Mammoth => Same / MBT Mk4 / Secondary Molotovs
Stealth Tank => BMP / BMP / Primary HE rounds / Find Base+Turret
Tesla Tank => Mobile AA / Mobile AA / Base Truck + Shrink ZSU??


Mine Layer => Needed unfortunately: Still widely used 20th/21th warfare - Make Much Slower

****I FKN HATE MINES**** Turtling, anti-geneva convention, ppl mangling, coward tactic! ARGH!

----------------------
Mobile Arty:

-Nº1 - Realistic

+++ Deadlier / Slower / Ranged / Armored (not as much as Tank) REDO .TGA's
(Realistic but useless? high tech, expensive, boring?)
Make it IMPORTANT - LONGER RANGE + POWERFUL GUN <- Replace V2RL Role

---OR---

-Nº2 - Dynamic, Balance

Tank Hunter => PzJäger (More dynamic, more Balancing for gameplay?) Gotta find proper name?

------DECIDED? - Nº1 - Might be more battle worthy / realistic if done correctly?-------

EITHER WAY: Edit the .TGA's = Fix Unexposed Oscilating Turret

----------------------



-Weapons-

Grenade / Buff against Material, Unbuff against Infantry
Molotov / Opposite Above, Shorter Range (danger close hehe)
Cruiser Gun / Shorter range
Guard Tower / Longer Range. More Damage, Slower ROF


-----------------------


-Structures-




-Soviet Command Center => Make it Tech Mk1 -> Mk2 -> Mk3 Maybe???? Remove Sickle n Hammer from building sprite if so. Easy peasy


-AA gun - No tandem shots, but shorter ROF (like S60 57mm)


-Gun turret - Rename Naval (or coastal) Gun - Same as Cruiser but single shots. Slow Firing
DontCryJustDie  [developer] 30 Jun, 2023 @ 4:05am 
I don't have any real feedback other than keep it up. This is the reason I added ini support to TD and expanded the ini system for RA.

UPDATE .DLL ON MOD FOLDER
If you plan to publish your mod one day please do not include my mods dll file, or any other file from this mod that aren't necessary. In a future update I plan to support reading rules from other mods folders. So you can then set my mod as prerequisite when you uploaded it to the workshop.
Last edited by DontCryJustDie; 30 Jun, 2023 @ 4:05am
Chillax 1000mg 30 Jun, 2023 @ 11:56am 
My first idea was to give it to you to publish it.

If you fear it might give you additional headaches to handle users, i could publish on my account as a standalone add-on to your mod, requiring your mod to be installed first, then using this as a complement. I acknowledge you might have to address the whats and what-nots on a readme file, so i don't cross any lines. I guarantee you i don't want to rob anyone from it's work.

The "update .dll" in the roadmap is for me to expand the .ini capabilities after i'm finished with the bulk sprite edits for then redo the .ini's accordingly.

I'm using a separate mod folder in Documents so not to conflict with updates and make it easier for me to handle the workload, It's easier for me to have a bigger overlook when everything is in one place.

Don't worry, i will never publish or do anything without speaking to you first. I had a wish for us to be a team on this creation, but i'll recognize if you want to stay on your side.

You are the head honcho, the capo, the big cheese, el big jefe xD I'll never do anything without your permission and i will always ask for your blessing before anything. Ever.

I'll stop updating you on the progress if you wish, as i understand it might be annoying for you to constant read new and long messages. I will present the final work to after i'm done, and i still might need to ask for help if find myself in any snags along the way. It might take a while until i'm finished, so If you want to break radio silence, you are always welcome to ask on the progress and i'll be glad to present you the status report.

I hope this add-on can be a success. I bet there's lots of people out there who had wished for a more down-to-earth RA C&C gameplay since it's creation, as i always did since i was a kid. And thanks to the Remastered development AND your Workshop Work, now i'm able to create the things i had craved for since then, and hopefully have a positive response from the community.


Best of luck, for both of us! Cheers.
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