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Mod Features (Changelog)


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#1 FS-21

FS-21

    Kane lives in death!

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  • Projects:C&C:Reloaded
  •  Oldbie C&C gamer/modder :P

Posted 16 January 2005 - 09:35 PM

Development Release:

Version 1.5.0 (major release) - Not Released, 2020/0x/xx

- GDI Firestorm generator re-enabled for multiplayer games.
- Improved TS Terrain (resize v2.0)
- Improved TS graphics like buildings & infantry (resize v2.0)
- New game option: "Ore & Gems". Tiberium is replaced by Ore & gems like in RA2. Tiberium damage & heal disabled. Some units that healed in Tiberium like cyborgs & mutants now self-Heal.
- Changed resources used in single player campaigns: RA2 & YR campaigns will have Ore & Gems. TS & FS campaigns will have Tiberium.
- Now the Tiberium trees in RA2 maps are replaced by Ore Drills.
- Nod Rocket Infantry, Stealth Tank, Tick Tank, Bike & GDI Hover MLRS, Titan get +20% damage against heavy armored vehicles.
- Added extra resistance to the deployed Nod Tick Tank. From 5% if the damage comes from Laser/electric/explosive weapons until 25% if the weapon is anti-vehicle.
- Increased Nod Obelisk of Light strength from 625 to 680.
- Increased Nod Laser turret strength from 385 to 395.
- Increased GDI Disruptor strength from 555 to 600.
- Increased GDI Hover MLRS Anti-Air damage from 29 to 32.
- Increased GDI Titan strength from 465 to 470.
- Now GDI Titan can attack while moving like other basic tanks.
- Increased GDI Mammoth Mk.II strength from 1100 to 1150.
- Increased undeployed Nod Tick Tank strength from 280 to 285.
- Now GDI Orca Fighter can target air units, like the Allied Black Eagle.
- Now Nod Bike has (a weak) anti-air attack until is promoted to elite.
- Increased GDI Orca Bomber Strength from 260 to 300.
- Fix bug that in some cases allowed Yuri AI build both Battle labs.
- Changed number of deployed soldiers in Drop Pod SW. Minimun is 7 (was 6) and maximun 9 (was 8).
- Fixed bug that C&C:R client saved the Keyboard keys in the Red Alert 2 keyboard config file instead of the Yuri's Revenge version (C&C:R is a YR mod, not a RA2 one).
- Re-enabled TS engineers skill for disabling Ivan Bombs like the RA2 engineers.
- Disabled all Spy stolen tech units until the next releases.
- Fixed text name of the secret unit "Rocket Buggy".
- Improved Mobile Sensor Array requisites for GDI & Nod.
- Now both TS Mobile Sensor Arrays are considered in-game as the same type of unit when selected by keyboard shortcut.
- Now all Brutes are considered in-game as the same type of unit when selected by keyboard shortcut.
- Now Soviet Squids punch submarines instead of grabbing.
- Decreased GDI and Nod Helipads build time a 60%.
- Added a new GDI ship: Paladin. It is a strong sensorless amphibious vessel with excellent attack power against naval vessels and weak versus ground vehicles.
- Renamed GDI Orion Cruiser to Artemis.
- Tweaked Artemis graphics & weapon. Now it attacks quickly in volleys of 4 missiles until the ammo is depleted, in which case it will shoot with only 1 missile or with the accumulated ammo in that momment.
- Renamed GDI Osiris Destroyer to Orion.
- Now the GDI Orion loose the main attack weapon and focuses in EMP attacks.
- New sidebar icons for the GDI vessels.
- Removed mention to "tiberium" in refineries sidebar icon for making them tiberium/ore agnostic.
- Now the C&C:R Client's Game Speed option show the FPS limit of each value.
- Added social buttons in Multiplayer (CnCNet) and LAN lobby screens.
- Now RA2 infantry use the same format for shadows (less opaque shadow).
- Small AI tweaks.
- Menu "Configure Hotkeys" clean up of non-existant YR hotkeys and reorganized to look similar to the YR game menu.
- Tiberian Sun maps (Single & multiplayer) now use the right Sandbags and civilians graphics.
- Added 13 official maps from the Yuri's Revege Map Pack #5:
···· (2) River Rampage
···· (4) Circuit Board
···· (4) Deep Freeze
···· (4) Spirit of Mojo One
···· (4) Moon Patrol
···· (4) Sink or Swim
···· (6) High Explosive Round
···· (6) Ice Age
···· (6) Transylvania Trouble
···· (6) Unrepentant
···· (6) Islands on the Land
···· (8) Irvine, California
···· (8) Monster Movie
- Added 42 new maps from MadHQ (YR Desert maps converted in TS maps):
···· (2) Halo Destruction
···· (2) Industrial Strength
···· (2) Middle Mayhem
···· (2) Tournament Dune
···· (2) Exhausted Isle
···· (2) Grinder
···· (2) Wild Shootout
···· (3) Island Plateau
···· (3) Mantinicus Island
···· (3) St. Lawrence Island
···· (3) Koopa Troopa Beach
···· (3) Marshall Island
···· (3) Cubed Combat
···· (3) In Spitting Distance
···· (3) Ore Pit Triad
···· (4) Arid Mitosis
···· (4) Barren Wasteland
···· (4) Bluff Reflector
···· (4) Desolate Metropolis
···· (4) Sierra Cleave
···· (5) Arid Superiority
···· (5) Mirage Shock Sector
···· (5) No Mans Land
···· (5) Take A Hike
···· (6) Mount Mirage
···· (6) Mirage Shock Sector
···· (6) Replica Triplet
···· (6) Sextuplet Bluff
···· (6) Withered Fracture
···· (7) Nora Island
···· (7) Requiem
···· (8) Depleted Bison
···· (8) Dusty Avalanche
···· (8) Exhausted Onslaught
···· (8) EForsaken Waste
···· (8) Majestic Canyon
···· (8) Mirage Oasis
···· (8) Ore Pit
···· (8) In The Pipe
···· (8) Plush Bluff
···· (8) Ridge Carnage
···· (8) Ring of Fire
 
 

 

 

 

Current Release:

Version 1.4.9 (minor release) - Released, 2020/04/18
General game additions:
- New tool for renaming custom maps that doesn't have the .map extension. It is located in "Maps\Custom\_CnCR_MapRenamer.exe" and only warns you if something went wrong. Just place the maps in the same folder and run it.
 
General game changes:
- Improved TS Terrain graphics (re-reconversion In progress...)
- Nod mission 6 (2/2) "Sheep's Clothing" showed the Nod Light infantry icon instead of the GDI version.
- Decreased Soviet Chitzkoi Dog cost from 500 to 400.
- Now all dogs will work as the same unit for selection purposes.
- Fixed all Aircrafts prerequisites in "Unholy Alliance" Game Mode.
- Modified a starting point for helping the AI base building in the maps:
···· (2) Holixe River
···· (6) Cliffs of Insanity
···· (6) Casey's Canyon
- Deleted Tiberium detected in the map "(6) Malibu Cliffs" when is played in Oil Control Game Mode.
- Increased Strength for Repairers in "Survivor-Keep the repairer" Game Mode from 210 to 700. Armor changed from light to medium.
- Fixed Survivor-Keep the Repairer Game Mode. Sometimes players got instant-win or instant-lost scenarios.
- Fixed bug in "Survivor-Keep the repairer" Game Mode that made players start with the basic tank/mech and basic infantry like in a standard multiplayer game.
 
 
 
 
Version 1.4.8 (minor release) - Released, 2020/04/12
General game changes:
- Restored aircrafts prerequisites from the original games. they are not linked to Construction Yards anymore.
- Now all the infantry that was ejected when a structure or vehicle was destroyed is from the faction of the unit. For example a destroyed Nod Tick Tank or GDI Titan will eject a Light Infantry and not a GI, Conscript or Initiate.
 
Allies changes:
- Fixed the previous Chronosphere SW fix. The problem wasn't completely solved in previous update.
 
Soviets changes:
- Increased Soviet Chitzkoi Dog attack range from 3 to 4.5
- Increased Soviet Chitzkoi Dog rate of fire from 45 (3 seconds) to 30 (2 seconds).
- Increased Soviet Chitzkoi Dog speed from 12 to 13.
- Increased Soviet Chitzkoi Dog strength from 300 to 325.
- Now the Soviet Chitzkoi Dog will be able to destroy vehicles when becomes an elite unit (parasitizing them).
 
 
 
 
Version 1.4.6 (minor release) - Released, 2020/04/11
General game additions:
- New game switch: Reveal Map.
- New game switch: Immune Bridges.
 
General game changes:
- Decreased Team delay attacks in Medium and Easy difficulty levels.
 
- Improved slightly TS missiles & Banshee's plasma weapon accuracy against mobile targets.
- Changed the income in the Oil Control Game Mode.
···· Cash income increased from 20 to 50 credits every tick.
···· Initial income when the Oil Derrick is captured the first time is 2000 credits (from 1000).
- Increased the creation of AI Engineers for capturing Oil Derricks in the Oil Control Game Mode.
- In Unholy Alliance Game mode the Allied Purifier and the service Depot had incorrect prerequisites.
- Now in Unholy Alliance Game Mode all MCV and Construction Yards use a generic name.
- Disabled annoying tutorial text in TS GDI mission 2.
- Fixed wrong EVA voice in GDI mission "Rescue Tratos" when he enters in the Orca transport.
 
Allies changes:
- Fixed Chronosphere SW. It was useless.
 
Soviets changes:
- Now Soviet dog called "Chitzkoi" is immune to Tiberium.
 
 
 
 
Version 1.4.5 (minor release) - Released, 2020/04/08
General game additions:
- New feature in the C&C:R launcher. You set which of the 3 CnCNet versions will run always by default with the next command: CnCReloadedClient.exe -default clientdx.exe|clientogl.exe|clientxna.exe
It saves a config file CnCReloadedClient.ini with one of the 3 options. You can delete it and will run as always.
- New feature in the C&C:R launcher. It will try to detect if is ran in Windows XP, Linux or any modern Windows 7, 8, 10 and run the CnCNet with the specific compatibility.
- Multiplayer train mode: you can play standard maps alone without selecting enemies. Ideal for testing purposes.
 
General game changes:
- The multiplayer map list has been reorganized by alphabetical order (With collaboration of Solacex).
- Fixed a pre-requisite conflict with GDI & Nod Refinery when the player had both TS Construction Yards (suggested by Fortranm).
- Soviet mission 7 from the RA2 campaigns: Mission description was cut by mistake.
- In the map "(2) A Hill Between" Tiberium trees couldn't generate Tiberium.
- In the Soviet Mission 5 of the Yuri's Revenge campaign GDI & Nod Engineers were buildable.

Yuri changes:
- Yuri Slave Miner won't heal himself when is undeployed into vehicle mode, only in structure mode.
- Yuri Slave Miner loose the build time multiplier bonus (now 1.0, previously 0.8).

GDI changes:
- Now the GDI Hover MLRS will be selected by the "select all combatants" key.
 
Brotherhood of Nod changes:
- Increased Nod Rocket Infantry damage against Air units from 34 to 38.

 

 

 

 

Version 1.4.3 (minor release) - Released, 2020/04/05

General game additions:
- Updated the C&C:R launcher. You can force which of the 3 CnCNet executables will run passing the name of the executable located in the folder "Resources\" as argument:  CnCReloadedClient.exe clientdx.exe|clientogl.exe|clientxna.exe
- [beta] Speed control bar for campaigns enabled by default. EVA Voices could be affected if you change the game speed and probably other parts of the missions so if they aren't bugged I'll not remove the feature. If you ignore this option it will run with the default speed designed by the RA2 game.
- Added a new Game Mode: "Nuke War" (All primary/Secondary Superweapons available for everyone).
- Added a new Game Mode: "Meat Grinder" (Infantry based game mode. Disabled or nerfed all vehicles).
 
General game changes:
- Fixed TS Harvesters prerequisites. Again it needs any refinery as part of the prerequisites.
- "Islands" Game Mode receives a big redesign. Now is called "Naval War".
- Decreased slightly the damage from Tiberium Clouds of the Nod Chemical Missile SW against Construction Yards and other buildings with armor "Concrete" (usually Superweapons).
- Added the tag "BETA" in the Tiberian Sun campaigns list title due to the bugs to be fixed.
- Small AI changes.
- Fixed bug on units that heal in Tiberium. On death they should spread a tiberium path.
- Fixed bug in Oil Control Game Mode. The Tiberium Shower SW is leaving tiberium paths.
- Fixed bug in Oil Control Game Mode. Yuri AI built Slave Miners.
 
Soviets changes:
- Reverted the Soviet Terrorist behaviour due to serious bugs. He will explode again when is killed but will do less damage to other Terrorists.
 
 
 
 
Version 1.4.2 (minor release) - Released, 2020/04/03
General game changes:
- Fixed starting points in map: (4) Cold War

- Fixed starting points in map: (4) South Pacific

- Both TS Engineers are considered in-game as 2 different type of units when selected by keyboard shortcut.
- Both TS Harvesters are considered in-game as 2 different type of units when selected by keyboard shortcut.
- Some units weren't selected by the "select all combatants" key.
- Increased interval for new attacks in the "Easy AI" difficulty level in skirmish games.
- Fixed a pre-requisite conflict with GDI & Nod Light Infantry when were built by YR sides (suggested by Fortranm).
- Fixed a pre-requisite conflict with GDI & Nod Harvesters when were built by YR sides (suggested by Fortranm).
 
GDI changes:
- Changed TS Light Infantry armor from none to flak.
- Changed GDI Disc Thrower armor from none to flak.
- Increased GDI Disc Thrower Strength from 130 to 150.
 
 
 
 

Version 1.4.1 (minor release) - Released, 2020/04/02

General game additions:

- Now Superweapons switch will be activated by default.

- New Multiplayer game switch: Unlimited Tiberium (Tiberium trees spawn Tiberium very quickly).

- New installations will have enabled again the "Target Lines". This doesn't affect the existing installations but can be canged manually in the C&C:Reloaded Client Options.

 

General game changes:

- Now Nod & GDI Light infantry will work as one unit for selection purposes.

- An unfinished harvester wasn't supposed to appear in-game & now it won't appear in crates.

- Nod Radar wasn't buildable in the Oil Control game mode.

 

Soviets changes:

- Fixed Soviet refinery bug that gave 2000 credits instead of 1000 when sold.

- Due to the confusion regarding the secondary Soviet tech tree, the RA2 Tesla Coil will not block the secondary tech tree but it will be replaced by the respective of such tech tree as planned.

 

GDI additions:

- Fixed an weird icon in sidebar when the GDI Upgrade Center was built.

 

Brotherhood of Nod changes:

- Nod Tiberium Waste Facility created a harvester when is built in the Oil Control game mode.

 

 

 

 

Version 1.4.0 (major release) - Released, 2020/04/01
General game additions:

- Updated Ares to version 0.8 (from 0.3).
- Added the next features to Ares 0.8 (and applied to this mod release):
···· [Bugfix] Vehicles that deploy into buildings will remember the target when they were vehicles.
···· [Bugfix] Deploy/undeploy fix for mind-controlled units. Related to Vehicle-to-Building and Mind control logics.
···· [Feature] A new priority system for the AI to choose a new Power Plant picking the last building listed in AI.PowerPlants with all the prerequisites met.
···· [Feature] Improvements for the Reaper weapon logic. Now the probability to target friendly units is customizable.
- New C&C:Reloaded launcher: A modified version of the XNA CnCNet Client (v2.6.2.4) by Rampastring of Dawn of the Tiberium Age.
- New game updater by Rampastring of Dawn of the Tiberium Age.
- Available 296 multiplayer maps (Skirmish/LAN/Internet):
···· 36 from Red Alert 2.
···· 121 from Yuri's Revenge.
···· 17 from Tiberian Sun maps.
···· 9 from TS:Firestorm maps.
···· 113 from various map makers.
- Added the first 6 GDI missions (of 12) from the Tiberian Sun campaign.
- Re-enabled 20 survivor maps. In future release I'll check the assault maps compatibility.
- Re-enabled 35 Cooperative missions (accessible through LAN & Internet but 100% compatible with AI companions):
···· 25 from Red Alert 2.
···· 10 from Yuri's Revenge.
- Available multiplayer game modes in this release:
···· Standard (the basic one).
···· Massive Crates (the very old "Crates War", now restored).
···· Oir Control (no ore mining, well known for everyone).
···· Islands (Naval War).
···· Survivor. (No bases, restored game mode).
···· Survivor - Keep the repairer (No bases, if the repair vehicle is lost, you loose).
···· Co-Op Easy (Easy level, 10000 credits).
···· Co-Op Medium (Medium level, 7500 credits).
···· Co-Op Hard (Hard level, 5000 credits & AI Cheater enabled by default).
- Available multiplayer game switches in this release:
···· Short game.
···· Build Off Ally Bases.
···· MCV Repacks.
···· Superweapons.
···· No naval combat.
···· Ally change ingame.
···· Crates Appear.
···· No Spawn Previews (for competitions top-privacy battles).
···· Immune Oil Derricks.
···· Immune Civilian Techs (any Civilian Tech except the Oil Derricks).
···· AI Paranoid (a feature RA2 has by default that makes AI ally against you when things go worse for them).
···· AI Cheater (Each AI factory produces a cloned unit & much more money for the AI).
···· No Tiberium Chain Reaction (Blue Tiberium won't explode like in Tiberian Sun).
···· No Visceroids (When infantry die by crossing a tiberium field doesn't produce a Baby Visceroid).
···· Ion Storm (A permanent Ion Storm that covers all the map. Also primary superweapos are disabled).
- Added 3 new random ways for selecting sides:
···· Random RA2 (Allies or Soviet).
···· Random YR (Allies, Soviet or Yuri).
···· Random TS (GDI or Nod).
- Added new multiplayer maps from MadHQ:
···· (2) Double Apex
···· (2) Around the Corner
···· (2) Black's Big Battle
···· (2) Cabana Republic
···· (2) Canals of Carnage
···· (2) Siberian Deluge
···· (2) Dual Duel
···· (2) Mirror's Edge
···· (2) Hamlet Mirror
···· (2) Haven Conflict
···· (2) Bay Hostility
···· (2) Infinity Isle
···· (2) Bay War
···· (2) Shivering Isles
···· (2) Jungle Basin
···· (2) Tournament Ridge
···· (2) Road Rage
···· (2) Blistering Sands
···· (2) Tournament Rift
···· (2) Turtle Village
···· (2) Urban Pipeline
···· (2) Village Circuit
···· (2) Virgin Moscow
···· (2) Icebound Fray
···· (3) Batchawana Bay
···· (3) Devil's Triangle
···· (3) Easter Island
···· (3) Hostile Iceberg
···· (3) Isla Nublar
···· (3) Polar Knot
···· (3) Pyroclasm
···· (3) Rapid Trio
···· (3) Blizzard Triplication
···· (4) Aqua Speculum
···· (4) The Great Belt
···· (4) Bifold Retreat
···· (4) Bitter Wing Nut
···· (4) Central Channel
···· (4) Crystal Whiplash
···· (4) Distric of Colombia
···· (4) Harvest Problems
···· (4) Highway to Hell
···· (4) Ivory Wastelands
···· (4) Fort Urban Square
···· (4) Polar Oblong
···· (4) Oppidan Cay
···· (4) Radial Assault
···· (4) Rocky Surf
···· (4) Skull Islands
···· (4) Wrecktropolis
···· (4) Sessions Pass
···· (5) Civic Hustling
···· (5) Cranberry Island
···· (5) Capital Coup
···· (5) Lost Valley
···· (5) Marooned ll
···· (5) Quinary Barrage
···· (5) Shredder
···· (5) Swans Island
···· (5) Lake of the Woods
···· (5) Mount Yamantau
···· (6) Agattu Island
···· (6) Come on Over
···· (6) Dead Six
···· (6) The Green Mile
···· (6) Haven Carnage
···· (6) Harima-nada
···· (6) Straight Shot
···· (6) In The Seam
···· (6) Sub-Zero
···· (6) Hour Glass
···· (7) Ceram Sea
···· (7) Circal Jerk
···· (7) Forbidden Love
···· (7) Heptagon Havoc
···· (7) Icy Cellar
···· (7) Midnight Splat
···· (7) Nova Scotia
···· (7) Prince of Darkness
···· (7) Ring Of Death
···· (8) CrossHair
···· (8) Bow-Tie Canyon
···· (8) Brute Lagoon
···· (8) Chilled To The Bone
···· (8) Clover Conflict
···· (8) The Great Divide
···· (8) Territory Encroachment
···· (8) Eriond
···· (8) Farm Land
···· (8) Octennial Frost
···· (8) Frosted Reft
···· (8) Frost-Bound
···· (8) Icy Pinch
···· (8) Pacific Rim
···· (8) Permafrost Circus
···· (8) Port Royal
···· (8) Crash Site
···· (8) Tundra Trouble
···· (8) Battle Royal
···· (8) Valley Of Death
- Restored EVA voices for GDI & Nod from Tiberian Sun (and some new messages for the RA2 events).
- Changed message text & tool tip colours for GDI (both gold) and Nod (Red/Green).
- New multiplayer loading screens.
- Updated the existing AI in skirmish, RA2 and Yuri campaigns.
 
General game changes:
- Green/Red ground "place" structure layout replaced.
- Now Civilian units will be retaliated if they attack.
- Restored Tiberian Fiend skill to hide in tiberium for survival camouflage.
- Now Hover units will not suffer speed reduction when crossing tiberium fields (like in TS).
- Changed GDI & Nod Sensor Array behavior: now it works exactly like in Tiberian Sun, that means stealth and subterranean units detector only. No more path movement detection like the Yuri Psychic Sensor.
- Added Anti-Stealth Scan SW with a recharge time of 7:30 minutes when the Sensor Array is deployed.
- Added Reveal Area SW with a recharge time of 5 minutes when the Sensor Array is deployed.
- Increased Sensor Array detection range from 15 to 25, like in Tiberian Sun.
- Now Tech Structures Return to Neutral in case the owning player is defeated or gives up, instead of destroying them.
- Changed foundation for GDI and Nod War factories (5x3 instead of 4x3) because sometimes AI gets stuck when kicking out units.
- Decreased elite insignia size.
- Increased build time for all Tech Centers +50%.
- Fixed the naval and stealth cloak sounds conflict. Now they coexist together in-game.
- Restored Visceroid creation logic from Tiberian Sun. Dead infantry by tiberium poison will have a chance to spawn 1 inoffensive Baby Visceroids and if 2 Baby Visceroids meet in the same location those 2 will be mixed into 1 dangerous Adult Visceroid.
- Restored explosive Blue Tiberium & chain reaction. It can hurt units if they are inside the blue field.
- Now Tiberium hurts infantry. These are the exceptions:
···· Soviet Desolator
···· Soviet Flamethrower
···· Allied Chrono Legionnaire (non-teleporter version)
···· Yuri Brute (standard version, only when promoted to elite)
···· Yuri Brute (upgraded version)
···· Mummy (non-buildable soldier)
···· Yuri slave (for balancing reasons)
···· Nod Cyborg
···· Nod Cyborg Commando
···· Nod Mutant Hijacker
···· Cyborg Paralyzer (non-buildable soldier)
···· GDI Ghost Stalker
···· GDI Umagon
···· Soviet Chitzkoi Cybernetic Hound
···· Tratos (non-buildable soldier)
···· Mutant (non-buildable soldier)
···· Mutant Soldier (non-buildable soldier)
···· Mutant Sergeant (non-buildable soldier)
···· Mutant Rocket Infantry (non-buildable soldier)
···· Mutant Brute (non-buildable soldier)
···· Yuri Bio Warrior
···· Elite Cadre (non-buildable soldier)
- Now these units can heal in tiberium paths:
···· Nod Cyborg
···· Nod Cyborg Commando
···· Nod Reaper
···· Nod Mutant Hijacker
···· GDI Umagon
···· GDI Ghost Stalker
···· Tratos (non-buildable soldier)
···· Mutant (non-buildable soldier)
···· Mutant Soldier (non-buildable soldier)
···· Mutant Sergeant (non-buildable soldier)
···· Mutant Rocket Infantry (non-buildable soldier)
···· Mutant Brute (non-buildable soldier)
···· Core Defender (non-buildable soldier)
···· Tiberian Fiend (non-buildable soldier)
···· Baby Visceroid (non-buildable soldier)
···· Adult Visceroid (non-buildable soldier)
···· Tiberium Floater (non-buildable soldier)
- Now all units that heal in Tiberium loose the self-heal ability (until they became elite units). The these exceptions:
···· Mutant Brute (non-buildable soldier)
···· Nod Cyborg Commando
···· GDI Umagon
···· GDI Ghost Stalker
···· Core Defender
- Added a cameo for the secret unit "Hunter bike".
- Now the secret unit Orca from TD can move into the shroud.
- Decreased Orca strength from 200 to 180.
- Centered GDI icon for the loading screen.
- Changed the "Multiple factory bonus" because it was too high.
- Now Soviet Spy plane will be disabled in RA2 campaigns.
- Lots of TS mission fixes.
 
Allies additions:
- Changed icon for the Allied Black Eagle.
- Now Allied Black Eagle can attack air units.
- Now Allied Sniper is a buildable unit instead of a secret unit and the required prerequisite for building the unit is the Allied Tech Lab.
- Now Allied Tank Destroyer is a buildable unit instead of a secret unit and the required prerequisite for building the unit is the Allied Tech Lab.
- Now Allied Black Eagle is a buildable unit instead of a secret unit and the required prerequisite for building the unit is the Allied Tech Lab.
- Now Allied SEAL will require (in addition) as prerequisite the Allied Battle Lab.
- Now Allied Howitzer is a buildable unit instead of a free crate unit and the required prerequisite for building the unit is the Allied Tech Lab. It will be called "Artillery MK II".
- Added a new Allied Chrono Legionnaire version that can not teleport and the required prerequisite for building this unit variant is the Allied Tech Lab. This version has better armour.
- Added a new Allied structure: Tech Lab. This building has the same function of the Allied Battle Lab but both tech structures will enable unique units, forcing the player to choose between building an Allied Tech Lab or Allied Battle Lab but not both. More details below.
- The next Allied units will become unbuildable if an Allied Tech Lab is built instead of an Allied Battle Lab:
···· SEAL.
···· Battle Fortress.
···· Harrier.
···· Chrono Legionnaire (classic teleporter version).
···· Prism Tank.
- The next Allied Super weapons/units will become unbuildable if an Allied Battle Lab is built instead of an Allied Tech Lab:
···· Paradrops SW.
···· Tank Destroyer.
···· Black Eagle.
···· Sniper.
···· Chrono Legionnarie (walker version).
···· Artillery MK II.
 
Allies changes:
- Increased Allied Tank Destroyer rate of fire from 70 (~4.6 seconds) to 80 (~5.3 seconds). Elite weapon from 60 (4 seconds) to 75 (5 seconds).
- Increased Soviet Tesla Tank rate of fire from 80 (~5.3 seconds) to 90 (6 seconds).
- Increased Allied Sniper cost from 700 to 900.
- Now Allied Paradrops SW (available with the Allied Tech Lab) will drop 6 GI and 1 Guardian GI. The recharge time was increased to 5:30 minutes (from 4 minutes).
- Now units that spawn another unit for attacking (like Allied Carriers and Allied Destroyers) will receive 60% experience and the spawned unit will get 40%. Before all the experience was for the spawned unit.
- Increased build time for the Allied SpySat Uplink +50%.
- Increased Allied Gun Turret strength from 350 to 400.
 
Soviets additions:
- Now Soviet Demolition Truck is a buildable unit instead of a secret unit and the required prerequisite for building the unit is the Soviet Tech Lab.
- Now Soviet Desolator will require as prerequisite the Soviet Tech Lab.
- Now Soviet Cloning Vats will require as prerequisite the Soviet Tech Lab.
- Now Soviet Iron Fist will require as prerequisite the Soviet Tech Lab.
- Now Soviet Air pad will require as prerequisite the Soviet Battle Lab.
- Now Soviet Flamethrower Trooper will require as prerequisite the Soviet Battle Lab.
- Added a new Soviet structure: (alternative) Tesla Coil. when overpowered the tesla zap splits. The prerequisite required for building this unit is a Soviet Tech Lab.
- Added a new Soviet unit: (RA1) Tesla tank. The main tesla weapon splits like the (alternative) Tesla Coil. The prerequisite required for building this unit is a Soviet Tech Lab.
- Added a new Soviet structure: Tech Lab. This building has the same function of the Soviet Battle Lab but both tech structures will enable unique units, forcing the player to choose between building a Soviet Tech Lab or Soviet Battle Lab but not both. More details below.
- The next Soviet units/buildings will become unbuildable if a Soviet Tech Lab is built instead of a Soviet Battle Lab:
···· Industrial Plant.
···· RA2 Tesla Tank.
···· Tesla Trooper.
···· Kirov.
···· Siege Chopper.
···· (RA2) Tesla Coil.
- The next Soviet units/buildings will become unbuildable if a Soviet Battle Lab is built instead of a Soviet Tech Lab:
···· Flamethrower Trooper.
···· RA1 Tesla Tank.
···· (alternative) Tesla Coil
···· (alternative) Tesla Trooper.
···· Demolition Truck.
···· Desolator.
···· Cloning Vats.
···· Nuclear Reactor.
···· Air pad (and indirectly Mig).
 
Soviets changes:
- Increased cost of the Soviet Nuclear Reactor from 1000 to 1500.
- Increased build time of the Soviet Nuclear Reactor a 50%.
- Decreased Soviet Flamethrower Trooper cost from 700 to 500.
- Decreased Soviet Flamethrower Trooper strength from 125 to 115.
- Decreased Soviet Terrorist cost from 200 to 150.
- Increased build time for the Soviet Kirovs +50%.
 
Yuri additions:
- Yuri sidebar improvements.
- Added a new Yuri unit: Overmind. Is a modified Mastermind capable to mind-control up to 3 units (4 if elite). Moreover, it can use Psi Wave attacks against non-mind controllable units.The prerequisite required for building this unit is a Yuri Tech Lab.
- Added a new Yuri unit: Oppressor Disk. Is a modified Floating Disk with a weakened version of the Laser beam & no drain skill. The prerequisite required for building this unit is a Yuri Tech Lab.
- Added a new Yuri structure: Tech Lab. This building has the same function of the Yuri Battle Lab but both tech structures will enable unique units, forcing the player to choose between building a Yuri Tech Lab or Yuri Battle Lab but not both. More details below.
- The next Yuri units/buildings will become unbuildable if a Yuri Tech Lab is built instead of a Yuri Battle Lab:
···· Service Depot.
···· (upgraded) Brute.
···· Bio Warrior.
···· Floating Disk.
···· Mastermind.
- The next Yuri units/buildings will become unbuildable if a Yuri Battle Lab is built instead of a Yuri Tech Lab:
···· (non-upgraded) Brute.
···· Oppressor Disk (a slightly weaker version & without drain weapon).
···· Overmind.
- Added a new voice for the Yuri Bio Warrior.
 
Yuri changes:
- Now Yuri Mastermind & Overmind will steal the 50% of the experience done by a captured unit. Before was 40%.
- Now Yuri Service Depot will require as prerequisite the Yuri Battle Lab.
- Now Yuri (upgraded) Brute will require as prerequisite the Yuri Battle Lab.
- Now Yuri Bio Warrior will require as prerequisite the Yuri Battle Lab.
- Now Yuri Floating Disk will require as prerequisite the Yuri Battle Lab.
- Now Yuri Mastermind will require as prerequisite the Yuri Battle Lab.
- Increased Yuri Bio Warrior strength from 230 to 265.
- Increased build time penalty for the Flying discs from +35% to +50%.
- Now mind-control weapons won't control bunkered vehicles.
 
GDI additions:
- GDI  sidebar improvements.
- Restored GDI Drop pods super weapon.
- Restored GDI Hunter-Seeker super weapon.
- Restored the classic plugin behavior of the GDI Upgrade Center. Build limit set to 1 to force the selection of plugins (known issue: game ignores the plugins build limit).
- Now EMP Missile super weapon will not be available for GDI.
- Added a new voice for the GDI Mammoth mech.
 
GDI changes:
- Decreased GDI Jumpjet firepower from 38 to 34 (2 shots of 17).
- Increased GDI Hover MLRS weapon damage from 28 to 30.
- Decreased GDI Mammoth MK2 cost from 3000 to 2750.
- Increased GDI Power Plant cost from 650 to 700.
- Decreased GDI Titan strength from 470 to 465.
- Decreased GDI Disruptor strength from 565 to 555.
- Decreased GDI Wolverine rate of fire from 30 (2 seconds) to 43 (~2.86 seconds).
- Decreased GDI Wolverine Strength from 220 to 215.
- Increased GDI Wolverine damage increased from 55 to 56.
 
Brotherhood of Nod additions:
- Changed Nod Reaper Weapons to use the new Ares feature to simulate the random missiles from the original game.
 
Brotherhood of Nod changes:
- Fixed bug when a promoted Nod Devil's Tongue goes underground. Insignia will not longer be visible (workaround).
- Nod Reaper loose the self-heal skill. It can heal in tiberium like other cyborgs.
- Now Tiberian Sun Cyborgs are radiation immune.
- Increased ROF of the Nod Adv. Artillery weapon from 130 (~8.6 seconds) to 160 (~10.6 seconds).
- Decreased required power for the Nod Laser Turret from 40 to 30.
- Decreased required power for the Nod Obelisk of Light from 150 to 100.
- Increased Nod Stealth tank weapon damage from 31 to 37.
- Increased Nod Rocket infantry weapon damage from 30 to 36.
- Decreased Nod Mutant Hijacker cost from 1850 to 1500.
- Increased Nod Rocket infantry ground weapon damage from 36 to 38.
- Increased Nod Laser Turret strength from 355 to 385.
- Decreased Nod Buggy rate of fire from 38 (~2.5 seconds) to 40 (~2.66 seconds).
- Increased Nod Buggy Strength from 220 to 235.
 
 

 

General game changes:


Edited by FS-21, Yesterday, 03:01 PM.

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

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#2 FS-21

FS-21

    Kane lives in death!

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Posted 15 September 2016 - 08:35 PM

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Edited by FS-21, 17 March 2020 - 05:16 PM.

C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!

Discord ] ModDB ] YouTube Channel ] Telegram Channel ] [ Official Forums@Revora ]

 

 




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