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C&C: Reloaded 1.3

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Another C&C:Reloaded anniversary and as I commented in FaceBook few days ago here we have the "1.3" release instead of the "1.5" due the lack of free time. So no Tiberian Sun GDI campaign & other features I wanted include on the next major release of C&C:Reloaded (these new additions will have to wait for the previously mentioned "1.5" release). In addition, I also published the download links of the RA2 video pack and theme packs with its own installer in the main download page of the C&C:R website. After the installation go to the Addons tab and enable them.

 

The changelog isn't as big as the 1.0 release but I hope the AI is to your liking :-)

If you want improve the AI please do your feedback in this forum topic:

http://forums.revora...avior-feedback/

 

If somebody is interested to read the full changelog, please visit here:
http://forums.revora...tures-changelog

Download links:
http://www.moddb.com...oaded/downloads
http://reloaded.cncg...downloads&t=001


Instructions:
0
º) Disable mod (if it was installed & enabled)

1º) Install
2º) Run the C&C:R Mod Manager
3º) Enable mod
4º) Play (& enjoy)


Uninstall instructions:
1º) Run the C&C:R Mod Manager
2º) Disable mod
3º) Remove the C&C:Reloaded folder manually
4º) (optional) Remove the Desktop icon if you created it.


For any problem please visit the OFFICIAL C&C:Reloaded forum:
http://forums.revora.net/forum/76-cc-reloaded/

Posted by FS-21 at July 7, 2013
Comments: 1 :: View Comments




December update

Lack of updates, I know, the reason is related to a map :closedeyes:

After spending some weeks finding the reason of a strange bug related to tunnels in a GDI mission finally I got some divine inspiration and fixed it. I didn't ignore the bug & continued with other missions because it was produced by me after changing some parts of the mission 3 (Secure the UFO crash site) and the same parts should be changed in the mission 4 ("Defend the UFO crash site")... I'm happy to know that it was a FA2 map editor bug and not my lack of knowledge :rolleyes:

Moreover, just for demo, here can be watched the first GDI mission:

Easy mission, is more to present the product than anything else. Fortunatelly GDI has a lot of sub-missions that will increase significally the number of playable single player missions in C&C:Reloaded (currently 53 from the original games in the 1.0 release).

If I don't publish anything new in december... I wish you Merry Christmas!
Posted by FS-21 at December 14, 2012
Comments: 1 :: View Comments




C&C: Reloaded 1.0.6 (hotfix)

I uploaded the hotfix release C&C:R v1.0.6
Is a maintenance release so no important changes until the next major revision.

It is an acumulative update so you don't need install any previous update (v1.0.x) before this one.

This is the list of changes from 1.0.4 to 1.0.6:
- Updated Ares to stable version 0.2P1. It fix an important bug related to bridges.
- Added a DOS batch executable that can enable/disable the mod. Ideal for some users with a problem when activating the mod with the C&C:R mod launcher I couldn't reproduce.


Can be downloaded from here or in ModDB.
Posted by FS-21 at November 6, 2012
Comments: 8 :: View Comments




C&C: Reloaded 1.0.4 (minor update)

This minor update fixes some problems of the initial 1.0 release (or newer) and probably the last before the next major release. No graphical changes until the next major revision.

It is an acumulative update so you don't need install any previous update (v1.0.x) before this one.

This is the list of changes from 1.0.3 to 1.0.4:
- Updated Ares to stable version 0.2.
- Replaced "Dark Pink" selectable color by "Tan", "Dark Lime" and "Olive".
- Now messages color of each mission that isn't for Allies or Soviets will be green instead of blue.
- Fixed random percentages for each side. Before almost always a RA2 was selected when player used "Random" option.
- Increased attack intervals in Easy & Normal dificulty levels. Before all dificulty levels were "almost" identical.
- Nod Repair Vehicle, Nod Cyborg Commando & GDI Mammoth Mk. II menace for the AI increased.
- Decreased strength of the GDI Mammoth Mk. II from 1300 to 1100.
- Decreased building time penalization for GDI Mammoth Mk. II from 50% to 25%.
- Now can not be built Yuri & Soviet versions of the Clonning Vats at the same time. Yuri Clonning Vats, like the Soviet version, can not be deployed with the Soviet Industrial Plant at the same time.
- In Nod mission 7: "Destroy the Research Facility" (TS campaign) Multi-Missile super weapon damage increased.
- In Nod mission 9: "Protect the Waste Convoys" gas clouds damage (produced by the Chemical Missile super weapon) decreased 33% and gas clouds duration increased by 25%.
- Now AI Nod Stealth Tanks will attack automatically air targets. Human players still have to target manually air units.
- Re-done Naval War game mode. The few ground units that are still buildable will have an extra build time penalty of 300%.
- Original multiplayer maps removed from the Naval War game mode list:
···· May Day (2)
···· Siberian Wastes (2-6)
···· Wild Animal Park (2-6)
- Original multiplayer maps included into the Naval War game mode list:
···· Breakaway (2-3)
···· No Rest for the Wicked (2-4)
···· Oceanside (2-4)
···· Tsunami (2-4)
···· Bay of Pigs (2-6)
···· Bermuda Triangle (2-6)
···· Official Tournament Map (8)
- Some minor skirmish AI bug fixes.
- Updated AI of the single player campaigns with the most recent skirmish AI.
- Restored multiplayer map: Tour Of Egypt (2-6).


Can be downloaded from here or in ModDB.
Posted by FS-21 at September 17, 2012
Comments: 12 :: View Comments




FA2: TS terrain palette support

I'm going to talk about a tool I developed some days ago but I haven't finished it until today.
One of the problems when you are creating a TS map in Final Alert 2 is that FA2 not reads the new palette, only the Desert palete (isodes.pal) inside ra2md.mix. Ok so this tool patch (and unpatch :p ) ra2md.mix with the new colors of the TS terrain. When you have finished you can restore the original file to the original state.

Posted Image


For extra security, there is a check box (see the screenshot) that when is checked does a full copy of ra2md.mix (200MB aprox.) in your game folder (with .backup extension) and instead if unpatch it that backup is used for restoration. About a better FA2 support, for now I haven't finished it but this tool will help you in meanwhile...

You can find it in the Downloads section.

Tip: if you put that executable in your "C&C:Reloaded folder -> mod\" and then you enable the mod a copy in your game folder is made.
Posted by FS-21 at July 13, 2012
Comments: 0 :: View Comments




C&C: Reloaded 1.0.1 (hotfix)

Hi again!

I released an update that fixes some problems of the initial 1.0 release. No graphical changes until the next major revision.

This is the list of changes:
- Skirmish AI improvements. If all goes well I'll backport the changes into the single player missions.
- Fixed bug in Survivor game mode that forced players to play with only the main unit (the repairer vehicle).
- Now Nod Cyborg is affected by Chaos gas.
- Fixed a mistake in the Psychic Dominator cameo.
- Mirage Tank detection percentage (per individual unit) increased from 15%,5%,2% (hard, normal, easy) to 25%,20%,15%. This percentage is applied only when the Mirage tank is firing.
- C&C:R Mod manager upgraded to the version 3.6.

If I don't change of idea the next major release would be targeted as "v1.5" & mainly will contain the TS GDI campaign, graphic changes/fixes & fixes of know problems, leaving the FS missions for a 2.0 release. (and don't report the save/load crash, isn't related to the mod thanks :-D )

Can be downloaded from here or in ModDB.
Posted by FS-21 at July 13, 2012
Comments: 1 :: View Comments




June 2012, Updates summary

I added some new screenshots in-game of the current state of the mod at modDB. As I said previously I have been working fixing TS graphics & possible bugs I could find in YR/RA2/TS missions (Nod only in this release) for the v1.0 of C&C:Reloaded.

There are those images I mentioned before:


Posted Image Posted Image
Posted Image Posted Image


In addition: If you want help me with the Mod Launcher testing I'm preparing for the 1.0 release I left a copy of the old v0.98 release of this mod packed with this program in this forum topic, feedback would be necessary to polish any possible bug I couldn't notice.

Soon more news... ;-)
Posted by FS-21 at June 15, 2012
Comments: 5 :: View Comments




May 2012, development update

Hi!

Long time has passed since the last news I published in the website, until now all new updates were published on the C&C:R development forum, ModDB, Facebook & Google+.

The only changes I'm doing for the next 1.0 release are related to TS graphics. I always delayed or post-poned this because hand-fixing resized TS graphis stress me a bit and makes me loose interest quickly but because Ares is more & more close to the stable 0.2 release I decided to not delay it for post-1.0 releases and now I'm fixing those civilian buildings. You can see what I'm saying (v0.98b2 was released ~7 years ago) :

Posted Image


High bridges, TS terrain radar colours, civilian buildings... and for future releases I'll focus in TS terrain tilesets (cliffs, roads, etc).

With those improvements in TS civilian buildings I could start implementing (in future releases) a RA2 feature: garrison into buildings.

Another thing I have to decide before the release is what I'm going to do for the RA2 & TS videos for the RA2 & TS Nod single player campaigns... YR video campaigns aren't a problem but RA2 campaigns can't be used directly from the installed game :-/, well, soon I'll open a forum topic in the C&C:R development sub-forum for disscuss it. Anyway it would be an optional download so it would not delay the mod release.

I hope the next time I'll publish news is for the 1.0 release announcement. ;)
Posted by FS-21 at May 7, 2012
Comments: 2 :: View Comments




Development report

Hi again!

For who not visit the forum I'm going to do a small resum to justify the lack of news in the website:
- Features freeze since months, including AI (except 2 features that will be added/changed if Ares 0.2 will have it, related to "thiefs" & "carryall").
- Fixed YR campaigns & converted RA2 campaigns.
- Converting TS campaigns (still under development). Having the "infrastructure" I asked me: "Why not now?", unlike RA2 missions here I have a lot of "small details" that I need to fix & in addition FinalSun map editor didn't help me to know what speech "number" is what "xx-xxxxxx" file, etc...

You can do numbers of how much missions could have the 1.0 release.

http://www.youtube.com/watch?v=kLq-M-y145U

In the worst case, always I can stop the development, hide unfinished TS campaigns, release the v1.0 with only YR & RA2 missions & re-enable them again in a future update when I finish those missions.
Of couse when I say TS I'm not forgeting FS missions but for now the priority are the original from TS.
Unlike RA2 or YR missions the TS missions will be "blessed" with some AI scripts from skirmish because you should remember that AI was a "bit" brain-dead in TS missions, but well, that's another history...

For more news, as always, in the development forum.

Note: sorry if I forgot to mention other changes since the last development report but I think that these are the most visible :p
Posted by FS-21 at October 17, 2011
Comments: 8 :: View Comments




C&C:Reloaded need testers!

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I'm looking for a little group of testers (max.: 5 or 6) for private tests until the day of the release of C&C:Reloaded v1.0.
Because it will be a private test you can't share the mod making it public because I need to finish some details & (the most important reason to me) it use 3š party software (develoment releases of Ares) that can not be released to the public yet (so respect their work please).


If you are interested with this you should be an active player doing feedback in the development forum & search bugs, and not to be the typical player that only want to play the first before everyone, that kind of people can not be useful for the private test & I recommend you to wait to the final stable release (if you waited +5 years for the next version you can wait a bit more :p).
As optional, if you are experienced with the previous version of C&C:R and/or if you can play online/LAN games with another friend you could find bugs in parts of the mod that I don't use but your friend must not share this private release (don't be evil please :grin:).


I'll wait a ~week before I share it to the selected testers & I'll update this message to indicate that I'm not looking for more testers so don't try to send private messages or emails asking for it please :huh:.
If you are interested to become a tester you must be registered in Revora forums to write in the C&C:R mod forum. I only accept PM (Private Messages) in Revora asking me to be a tester, tester petitions will be invalid if you write in the news or by email.
Posted by FS-21 at April 9, 2011
Comments: 10 :: View Comments