Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Tiberian Dawn Expansion Pack
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RangerbeastDrill  [developer] 9 Jul, 2024 @ 12:53am
Tiberian Dawn Expansion Pack Chat
Please use this thread to discuss the mod
Last edited by RangerbeastDrill; 9 Jul, 2024 @ 12:54am
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Showing 1-15 of 23 comments
RangerbeastDrill  [developer] 11 Jul, 2024 @ 3:01am 
New Release today! :- Lots of Changes and new Units! This release is mainly to get some more assets into the game. There will be inconsistencies .
DontCryJustDie 11 Jul, 2024 @ 3:53am 
Hi,

good to see someone using my modding system.

Here are some tips:
Only copy the setting you want to change.

bad
; Radar guided missiles [A_U1] Prerequisite=RAATEK TechLevel=7 Owner=GDI Cost=1800 SideBar=Aircraft Gain1=FIREPOWER Value1=20% AppliesTo1=ORCA,ATWR Gain2=PROJECTILE Value2=RadarGuided AppliesTo2=ORCA,ATWR AppliesWhenSub2=HeatSeeker,HeatSeeker2
good
; Radar guided missiles [A_U1] Prerequisite=RAATEK

Same is true for the AI section where you only changed 1 setting but copied more.

You copied the prerequisite categories but you didn't put them into the correct section, right now they are in the AI section but they belong into the General section. And again you copied all settings and only changed one.

[General] PrerequisiteTech=RAATEK
This would be enough, but be aware that this probably breaks campaign, so you should add a warning to your mods page or you make your changes in the skirmish ini. See my ra example mod.

You use the Cameo setting be aware of that this has bugs I can't fix because of how GlyphX handles this. It works fine as long as the player don't have access to both RASHOK and RASHOKNOD. Better create a new cameo for it.

In CCDATA\veterancy_mod.xml add TibDawnExpansionBuildables.xml (or what ever unique name you come up with) to the GameObjects tag.
<GameObjects>TibDawnExpansionBuildables.xml</GameObjects>

In DATA\XML\OBJECTS\UNITS\TibDawnExpansionBuildables.xml
<?xml version="1.0" encoding="utf-8"?> <ObjectTypeList> <ObjectTypeClass Name="TD_RASHOKNOD" Classification="CNCBuildableObject" CanInstantiate="False"> <CNCEncyclopediaComponent> <ObjectNameTextID>TEXT_UNIT_RA_SHOK</ObjectNameTextID> <ObjectDescriptionTextID>TEXT_UNIT_RA_SHOK_DESC</ObjectDescriptionTextID> <BuildIcon>BuildIcon_RA_ShockTrooper</BuildIcon> </CNCEncyclopediaComponent> </ObjectTypeClass> </ObjectTypeList>

That will add a new cameo to the game, the icon and text are the same as the original shok trooper from RA, but you can change that to if you want. The cameo can then be access via RASHOKNOD (without the TD_ prefix) since that is the name of your unit you don't need the cameo setting in the rules file.
Last edited by DontCryJustDie; 11 Jul, 2024 @ 4:09am
RangerbeastDrill  [developer] 11 Jul, 2024 @ 5:48am 
Hi! Absolutely! - Ive enjoyed going through what you've made possible so far and bringing some ideas into the game that previously wasn't possible for me (or at the least easy to do!)

Thank you for the feedback and tips, I greatly appreciate it and will incorporate into the next release what you have discussed with me here.

I will immediately add the warning about breaking campaign to the front page so that people are aware this is an issue they will need to accept if using this mod.

Once again thanks for the feedback!, please feel free to drop me a comment any time in future. Your advice is golden :steamthumbsup:

I'm enjoying playing it as much as I am modding it - its a fine balance indeed!
DontCryJustDie 17 Jul, 2024 @ 3:28am 
Hi, I updated my mod so that the skirmish AI can build custom buildings when you add them to the corresponding build list.

There is also a breaking change in the latest version so please read the patch notes.

And then I have a question: You set some units prerequisite to BIO2 but there is no building with that name, so I guess you meant NODTECH?
Last edited by DontCryJustDie; 17 Jul, 2024 @ 3:31am
RangerbeastDrill  [developer] 17 Jul, 2024 @ 7:59am 
Exciting to hear! I will take a look at the notes and reconfigure. As for BIO2 I wanted to make the entry name more accurate for it's purpose, I think I tweaked my Dev version and missed reflecting it in the release, your correct they should be NODTECH now. I will incorporate it
Last edited by RangerbeastDrill; 17 Jul, 2024 @ 7:59am
RangerbeastDrill  [developer] 17 Jul, 2024 @ 11:34am 
Great update DontCryJustDie! I have uploaded a small compatibility update just now.
RangerbeastDrill  [developer] 17 Jul, 2024 @ 11:42am 
As I have uploaded the small compatibility update for the new exciting version of Veterancy and more. I would like to announce the following :-

I've been extremely keen to upload my changes fairly quickly and one by one - as I've introduced more into it over the past two weeks, I realise that I am not spending enough time to test and refine the features I have brought in, now I have experimented and learned what I have so far in this first release its time to slow down a little!

I’m writing to announce a change in the update schedule for my mod. Here's why I believe this adjustment is beneficial:

Quality Over Quantity: Fewer updates will allow me to enhance the quality and stability of each release.

User Feedback: With more time between updates, I can effectively gather and implement any feedback.

Focused Improvements: I want to concentrate on refining what I've introduced, balancing improvements with bug fixing and thorough testing.

Slowly Introducing (Lore friendly) new graphics and units will need to be tested and refined with the above also and should not be rushed.

This approach will lead to a more polished and enjoyable experience for all players. As of now I will put into practice the above and release new versions when they are a bigger step forward than one or two features, and/or I've had more time to test what I have introduced!

I am still here for feedback on the mod while I m working away and will be reading comments etc. Thankyou All!
DontCryJustDie 20 Jul, 2024 @ 1:54am 
Originally posted by RangerbeastDrill:
Great update DontCryJustDie! I have uploaded a small compatibility update just now.
Thanks, but why you haven't utilized the BuildTech and BuildSpecial settings? Right now the AI can't build anything that requires your new tech buildings.
[AI] BuildTech=RAATEK,NODTECH ; your new tech buildings, replacing EYE and TMPL BuildSpecial=EYE,TMPL ; I guess you want these to be pure super weapon buildings

Edit: Forget to mention you added PickWeight to your defense buildings but didn't added them to the build lists.

[AI] BuildDefense=GTWR,GUN,RAPBOX BuildPDefense=ATWR,OBLI,RATSLA

Fix for RATSLA foundation.
[RATSLA] FoundationRow1=o ; upper cell marked as overlapped FoundationRow2=x ; lower cell marked as occupied

Some feedback regarding your JEEP replacement, I don't like it.
1. It requires ini fixups to make it work.
2. Because of #1 it breaks other replacement mods like Techno Scorpion.
3. It looks ugly, probably because it is distorted.
I would prefer if you made this an additional mod or a new unit instead.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2249191188
Last edited by DontCryJustDie; 20 Jul, 2024 @ 2:19am
RangerbeastDrill  [developer] 20 Jul, 2024 @ 7:46am 
Hello! :) Lets hit some points!

1. Yes! Thanks for picking up on that - I read the change log but didn't realise these fields existed. I will add them in as a fix release shortly! By the way am I missing a specific change log in relation to the field changes etc when you release a new version by the way? I

Could I possibly ask if its just a case of checking new fields/adjusted fields in your new release rules.ini/rules_veterancy.ini please? Or do you have a separate readme etc?

2. I was sure I added these to the defence, will once again remedy

3. Checking out the tip on the RATSLA Foundation and will adjust

4. Haha! My jeep replacement, It was more experimental than anything to see how to use the tools such as OS SHP builder, Image shaper etc. I wanted to see if I CAN replace units more than the final product. I'm aware of the Mortecha Unit replacement, however I think this has been abandoned these days? It would be nice if it was updated as the work is excellent to include more units and to include more NOD well anything really! :)

I do hear you though and I agree that unit replacement graphics should be an alternative separate mod, or a new unit - or both. So I will go forward in that direction in regards to that!

Thanks for your feedback as ever :) I will get to work remedying the above. I want to make sure it is of a good quality of course :)
DontCryJustDie 20 Jul, 2024 @ 9:40am 
1. I always post a change log on the workshop. It lists new features and changes to ini settings. Not sure what else you are asking, english isn't my native language.

4. Yes the mod was abandoned because he wanted to make his own game. But it doesn't matter because the assets will work forever and since he never made changes to the dll /xml the mod is compatible with almost everything.
RangerbeastDrill  [developer] 20 Jul, 2024 @ 11:05am 
That's fine 👍🏻, Thanks for confirming - As I reread it I can see the error I made. I will examine it more closely next time.

OK. Great, something to consider if I bring in another mod with graphics to perhaps avoid conflicting with the ones from Mortecha.

I will work on an update to the current release.

Thanks for the help 😊
DontCryJustDie 31 Jul, 2024 @ 3:49am 
Hi, I just wanted to let you know that the next version update will bring several breaking changes, the main one being that I'm changing the location of the Burst setting, it will be moved from a TechnoType setting to a WeaponType setting to bring it in line with RA and later CnC games.

I also thought about changing the speed setting from the ProjectileType to the WeaponType like in the later game, but I think that it makes more sense when that setting is on the ProjectileType. What do you think?

I also saw you added a sound xml file (SFXEventsExample.xml) but you haven't added it yet to the veterancy_mod.xml. As a reminder the name must be unique so better change it so something like TibDawnExpansionSFXEvents.xml so that the chance for naming conflicts is low.

I haven't looked at all your units but here are the ShapeSize for RAHIND and RAMGG, so you don't have to use Shape=xyz and ShapeScale.

[RABLACKH] ShapeSize=56,56 [LSRTNK] ShapeSize=40,40

Soon I'll create a thread with all RA shape data like I did for the TD-Assets mod.

Updated: Shape data for RA-Assets mod.
Last edited by DontCryJustDie; 31 Jul, 2024 @ 4:09am
RangerbeastDrill  [developer] 31 Jul, 2024 @ 4:25am 
Good day! :) Thanks for the info - I will look to make the changes for when the time comes (if not before)

In regard to the movement of the speed setting, it's a 50/50 and depends on the perspective of the "editor" at the time, in which case their is no "correct" answer. So with that said - IMO for general consistency, as the burst setting is being brought in line in the previous step, In this case would agree that the speed setting would be most suited to also be like the later game and moved to WeaponType.

Thanks for considering a thread for the RA Shape data! I (us) would find that useful, I did see it for the TD-Assets and would appreciate that.

This release had a brief test by me, but excitement got the better of me so I released, I will be incremental updating this one before anything else new is introduced as I optimise the INI's/ART and fix the issues that are found. (The ShapeSize for the RAHIND and RAMGG will start that off great!) I will expect quite a few "fixes/refinements" released in a short time over the next weeks, as there is a lot to refine/improve

I know that the comments and your detailed feedback history by you in your discussions with questions raised in your mod(s) helped me to get this far.

Look forward to your next update!

As always, thanks for your input and recognizing errors made by me (and/or improvements I can implement) the detailed feedback you always provide will help the community as well in their own efforts to open up the game.
Last edited by RangerbeastDrill; 31 Jul, 2024 @ 4:26am
DontCryJustDie 31 Jul, 2024 @ 8:24am 
If you haven't noticed, I updated my post with a link to the shape data thread ;)

I just saw a link to Jozef's Silver Funpark color mod on your description page but the thing is all color mods are incompatible with Veterancy & more when they haven't added colors for MULTI7 & MULTI8 because my mod supports up to 8 players (like RA). So with said color mod active you can't start a 8 player skirmish because there are not enough colors.
RangerbeastDrill  [developer] 31 Jul, 2024 @ 8:43am 
Really super! Of course!, I gave it a little award! :KaneLives::steamthumbsup: I started taking a look through to apply to the mod.

OK a custom team color xml I will need to create and included after all. Will add that to the list to look into and make sure that it is compatible with this

You caught me ;) I haven't tested the 8 player Skirmish since adding it (Jozefs) (before I had messed around to achieve it manually but I thought that mod would cover it for a release) so that is good to know. I will remove the link (and the mod from my own testing)
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