Just extract the files into \Documents\CnCRemastered The *.ini files are inside the RA mod folder. See below how to install them
[h1]What does this mod do?[/h1]
In this mod, the AI builds - silos
- repair depot
- cammo pillbox
- Submarine Pen / Naval Yard (and corresponding units)
- super weapons
- all units (including spies, thiefs, medics, mechanics, transport trucks, and MAD tanks)
- AI building priorities reworked
- when building, AI randomly selects among structures of similar priority (this adds a bit of variation to the early game)
- AI captures oil derricks
- AI units avoid sitting close to friendly refineries
- AI takes goodies (crates, only skirmish)
- AI finding targets behavior slighly modified
- AI sell some structures when no refinery / harvester is around
- AI will sell captured structures that are not factories
- AI will only create mcv if there are less than two court yards in operation, and will try to expand the base
- AI transport aircraft load up infantry and deploy forces close to enemy base
[h1]In addition[/h1]
- the mod removes building speed limits (i.e., the higher the number of factories, the faster the production rate)
- enables the creation of hospitals to heal up infantry units (only soviets)
-replace Tanja by the general (only soviets)
- transport truck (capacity: three infantry units. Soviets only)
- Jeep can transport one infantry unit
- Tanks exit (scatter) the repair pads when full health
- Minelayer exit (scatter) the repair pads when full ammo
- Technicians go back to work
- Engineers instant capture
- Engineers can capture oil derricks for cash over time (20 cash units every 2 seconds)
- Neutral oil derricks reward the player with cash = 330 when captured
Icon colour information:
green: own by player
red: own by enemy
grey: neutral
- non-combatant infantry units will not move after an attack command on unit targets
- Units gain experience in combat (see details below)
- Improved immersive helis mod
- Helis enter the map from closest map border to their helipad
- Helis perform guard mod (2x their sight) (press G when heli is hovering, otherwise, it will return to base)
- Press X (Scatter key) to break heli attack mission and send them back to base
- Helis return to their pads after repairs
- Improved movement behavior of helis (they navigate in formation)
- attack-move command (press left shift when giving move command to selected unit(s)). Personally,
I strongly recommend to bind left shift to the hotkey for queuing move orders
- removed building speed limit
- AI is more responsive to base attack (including attacks to base defenses)
- Anti air units will no longer hunt enemy aircraft across the map
- AI creates additional helicopter units (including transport heli)
- smart harversters: harversters skip the line, prefer nearest refinery (if available), and unload at alternative refineries, when the preferred one is busy
Included features from other mods: - the immersive-helis mod (check it out for more information on what it does)
IMPORTANT!! Immersive helis: press the key "Left Alt" for landing - Modern Wall Building by Sleipnir (Many thanks!!)
- Harversters that are stuck will try to move one cell backwards and resume their task
(Adapted from MinorAIfixes mod)
- Additional Zoom Levels by CCHyper
- waypoint system by Chthon
[h1]BALANCE CHANGES[/h1]
- dark map area will not autoreveal when enemies fire their weapon
- units belonging to the human player can no longer attack unrevealed enemy units
- range was increased for allied artillery
- paradrops include one rocket launcher infantry unit
- disabling superweapons only affects nuke
[h1]IMPORTANT!!!![/h1]
[b]Unlike for the TD version of this mod, here I needed to modified the
- [rules.ini and
- aftermath.ini
files such that[/b]
- transport helis could be available for skirmish and helicopters could reveal unexplored terrain.
- Transport truck can transport three infantry units and is available for soviets
- Jeep can transport one infantry unit
- increased fire range for the artillery
- general is available for soviets (instead of Tanja)
- Hospitals are buildable (soviets only)
- Unit scaling to make skirmish more challenging
- increased attack intervals to make campaign more challenging
- plus other changes that you might want to check, in case you have other preferences
(e.g., open the rules.ini file and search for the keyword "Kerekupai")
IF YOU WANT TO HAVE ALL THESE FEATURES ENABLED then you will need to find the rules.ini and aftermath.ini files (either, inside mod folder or my github) and copy it into the corresponding folder.
[h1]WHERE TO FIND THE *.INI FILES OF THIS MOD[/h1]
either,
1) inside the mod folder (you need to be subscribed to this mod!)
Default directory:
..$Steam\steamapps\workshop\content\1213210\2779469412
or
2) on my github, inside RA Mujalli Mod
see link below!
[h1]ENHANCED COOP EXPERIENCE[/h1]
- player units can load on ally transports
- player vehicles / aircraft can use ally repair depots for repairs
- Immersive helis compatible with LAN games with friends
( Remember that it is possible to play with friends using mods via LAN / VPN )
[h1]COMPATIBILITY[/h1]
- Compatible with both, campaign and skirmish.
- This is a *.dll file mod. Remember that one can only have one *.dll mod active at a time
[h1]OPTIONAL:[/h1]
Personally, I like playing this mod along my RA color mod (check it out in case you want to try it as well). They are fully compatible.
[h1]UNITS GAIN EXPERIENCE IN COMBAT[/h1]
- Units engaged in combat against the enemy house have a probability of increasing either, their firepower, rate of fire or armor (friendly fire does not affect experience). The selection among these three skills is random. Thus, there can occur specialist units (e.g., they are expert only in firepower), or generalist units. Generalist units cannot be experts in all skills. Units can increase experience up to a maximum of five levels.
- This probability depends on the cost of the unit. The more expensive, the lower the probability value
- There is no health regeneration for veteran units. Remember that soldiers can heal up at hospitals (or by medics)
- Already present in-game audio will play each time a given unit levels up.
[h1]ICON COLOR EXPLAINED[/h1]
- yellow --> rate of fire (RoF)
- blue --> armor
- red --> fire power (fpower)
[h1]KNOWN ISSUES[/h1]
- The mod does not work on saved games that were created without this mod active
Please, let me know if you spot some issues. Describe the issue as best as possible so I can replicate it and (hopefully :P ) fix it!
Many thanks in advance for the support!!
[h1]Many thanks to[/h1]
- Sleipnir, modern wall building!
- Screaming_chicken, MinorAIFixes!
- Chthon, CFE PATCH REDUX waypoint system
- azgcz type-a, T-80ra1style for Heavy Tank
- Mortecha, medium and light tanks sprites
[h1]TO MODDERS[/h1]
All my mods are available at:
https://github.com/danielrm84/My-CNC-Remastered-mods
Please, give the corresponding credits. Many thanks in advance!