This mod's name,
CFE PRP TD , stands for
CFE Patch Redux Plus for TD . Current version is 1.1.
I made CFE PRP TD because it seemed ChthonVII wouldn't work on CFE Patch Redux further. He has returned and I intend to delete this mod page when he has released a new version, but until then this mod can temporarily provide more features and bugfixes than Redux's v1.8.
CFE PRP TD is built on
CFE Patch Redux v1.8 as a base. I added much of what Chthon intended for v1.9, but I avoided things that might cause unfixable bugs. There are a few other additions too.
There is a trivial bug I can't fix to note: Loading saves of GDI campaign mission 2 fails (crashes). No save-loads there. Just that one short and easy mission.
This mod page lists features added/changed as compared to CFE Patch Redux 1.8, in brief due to word count limits. It doesn't thoroughly present all the mod's contents like Chthon's page and wiki do. For equivalent presentation, with things from CFE Patch Redux re-explained, see the CFE PRP TD Readme file, available on Google Docs
here and in the mod's Data folder (...\Steam\steamapps\workshop\content\1213210\3002363531\CFE PRP TD\Data\CFE_PRP_TD_Readme.pdf).
For making custom maps with this mod's features, the best map editor is the
Mobius Map Editor by Nyerguds.
EA has not endorsed and does not support this product.
v1.1 Changelog: Removed Smarter Harvesters feature because it was bugged. Made Q-moving functional again. Updated the Readme.
[h1] Changes from CFE Patch Redux 1.8 [/h1]
Some bugfixes for mod features. Notably: Fixed CPU building structures issue in non-megamaps, and fixed Harvester Tiberium search radius in megamaps.
Some vanilla game bugfixes. Notably: Fix to prevent CPU teams with Engineers from targeting non-capturables; other Engineer-related fixes; fixed double power/drain for MCV/CY; fixed subtraction of drain that didn't exist if a building is destroyed during construction animation; adjusted GDI 2 training mission logic so GDI build level 2 is available to mission-makers.
Improved code for Q-moving.
Changed a few previously existing defaults in the mod's INI (couldn't resist):
[list]
[*] MEANER_VISCEROIDS=2 (3 seemed too mean for TD's time period)
[*] SMARTER_SAM_AMMO=6 (fits with the SAM's appearance)
[*] SMARTER_SAM_BALANCE_DELAY=45
[*] STEALTHTANK_COST_OVERRIDE=800 (700 seemed too low for such high tech)
[/list]
Workarounds for GlyphX client giving garbage Scenario numbers in maps other than official missions.
[list]
[*] For custom missions, you can set an "Effective Scenario Number" with the custom key CFEScenario in the map's INI in the [Basic] block (eg. CFEScenario=20). Otherwise, the number in CUSTOM_MISSION_DEFAULT_SCENARIO in the mod's INI applies (default 20). The number controls:
[olist]
[*] Whether CPU infantry scatter from squishers: Scenario > 8
[*] The health percentage threshold where the CPU will repair buildings: Scenario 1-6: 25%; 7-10: 50%; >10: 75%
[*] Whether the CPU can sell a building it can't afford to repair: Scenario > 2
[*] The odds each tick that the CPU will sell such a building: Scenario/51
[*] Whether Orcas fire lasers: Scenario=72
[/olist]
[*] In MP (official & custom maps) the effective scenario depends on the tech level, mapped (level:scenario) 1:1, 2:3, 3:7, 4:9, 5:11, 6:13, 7:15.
[/list]
Support for custom dino maps, in SP and MP. Can be set with the custom key CFEDinos in the map's INI in the [Basic] block (eg. CFEDinos=1); 0=disable (default), 1=enable.
[list]
[*] Makes custom missions behave like dino missions (except for the radar placeholder icon).
[*] Makes custom MP maps have dino spawns and not Visceroid spawns (regardless of lobby settings for the latter). If Meaner Visceroids is enabled, dinos come from the map's edge and use the Meaner Visceroid AI.
[/list]
New feature:
AI Can Attack Walls . If enabled, CPU units know how and when to attack walls - details in the Readme.
[list]
[*] Setting: AI_VS_WALLS. 0=disable, 1=enable
[/list]
New feature:
Burning Tree Fix . If enabled, certain types of trees can be burned down as was intended. Fixes issue with Flame Tanks and Flamethrowers falsely thinking they can path through them.
[list]
[*] Setting: BURNING_TREE_FIX. 0=disable, 1=enable
[/list]
New feature:
Death's Door . If enabled, in cases where survival is plausible and not balance-breaking, fatal damage is reduced to leaving a target at health 1.
[list]
[*] Setting: DEATHS_DOOR_FIX. 0=disable, 1=enable
[/list]
New feature:
Extra Adjustments to Buildables . If enabled, minor changes apply to build levels, prerequisites, and sight ranges of some buildables, separate from the TD Balance Patch. The intent is more mission-making versatility, things making better sense, and some QoL improvement. Balance should remain OK.
[list]
[*] Listing the changes here is too much for the word count - see the Readme
[*] Setting: EXTRA_ADJUSTMENTS (under [BALANCE]). 0=disable, 1=enable
[/list]
New feature:
Gunboat Fix . If enabled, it prevents Gunboats from fixating on out-of-range targets.
[list]
[*] Setting: GUNBOAT_BUGFIX. 0=disable, 1=enable
[/list]
New feature:
Loaner Helicopters . If enabled, CPU Orca/Apache reinforcements in SP fly off the map when done with their mission. Mappers using such "copter strikes" should mind a few things - see the Readme.
More updated info on this in the Readme on Google Docs only.
[list]
[*] Setting: LOANER_COPTER_DEFAULT. 0=disable, 1=enable
[/list]
New feature:
Nuke Radius Fix . If enabled, nuke damage scales with proximity to epicenter as was intended.
[list]
[*] Setting: NUKE_RADIUS_FIX. 0=disable, 1=enable
[/list]
New feature:
Sell Chance Fix . If enabled, caps the odds on each tick that the CPU will sell a building it can't afford to repair at 15/51.
[list]
[*] Setting: SELL_CHANCE_FIX. 0=disable, 1=enable
[/list]
New feature:
Smarter Refineries . If enabled, Refineries with a Harvester inbound will periodically ask friendly units blocking their bay to scatter.
[list]
[*] Setting: SMARTER_REFINERIES. 0=disable, 1=enable
[/list]
New feature:
Shroud Remover . If enabled, the shroud doesn't show; you can see the whole map. Intended to aid mappers in playtesting. Use in normal play is cheating.
[list]
[*] Setting: SHROUD_REMOVER. 0=disable (default), 1=enable
[/list]
[h1] Credits [/h1]
john_drak: assembled this "plus" version
ChthonVII: author of CFE Patch Redux
For the original CFE Patch: cfehunter; FluffyQuack; A__Gun; Spyyre; pchote; Butch
For use of features from their mods: screaming_chicken; Jozef; bleid; CCHyper; zerobyte666; Terra_Ex; the vanilla-conquer developers; Petroglyph
Also credit to: Noddynod443; Nyerguds
[h1] About the Source Code [/h1]
The source code is available on Google Drive
here . Notes on the changes to CFE Patch Redux's code and things about v1.1 are in the included Readaboutcode.txt.