This minor update fixes some problems of the initial 1.0 release (or newer). No graphical changes until the next major revision.
It is an acumulative update so you don't need install any 1.0.x release before this one.
This is the list of changes from 1.0.1 to 1.0.3: - Skirmish AI improvements. - Decreased Allied Mobile Gap Generator cost from 2500 to 2100 credits. - Now Nod Mutant Hijacker can't capture aircrafts that need an airpad. - Now Yuri Magnetron can hurt Nod Cyborg infantry when is promoted to elite. - Restored Soviet Industrial plant original vehicle cost reduction (25%). - Now the player has to choose between Soviet Industrial Plant or Soviet Cloning Vats. AI will build Industrial Plant by default. - Fixed selectable Dark Red color in skirmish/online.
Update: ModDB ID has been changed from "cc-reloaded" to "cncreloaded" ( www.moddb.com/mods/cncreloaded ) because every service has the same cncreloaded name. This could break your links to that page, sorry for the inconvenience but is something that I had to do soon or later.
Update 2: Updated link to v1.0.3 due to a small mistake (but unfortunately very visible) in a script that Allied AI will use frecuently.
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 ) ra2md.mix with the new colors of the TS terrain. When you have finished you can restore the original file to the original state.
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...
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 )
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:
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.
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) :
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.
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.
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...
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 ). 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 ).
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 . 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.
New version avalaible of the C&C:Reloaded Mod Manager. Can be found the changelog of the v2.35 here.
Can be downloaded from the C&C:Reloaded website (downloads section). This hotfix will fix the new domain to the C&C:Reloaded website (reloaded.gamemod.net instestead of reloaded.game-mod.net) & will prevent "future changes" of server domain with the addition of an auxiliar server to check updates & error menssages like this URL change.
I'll update the .zip files of the mod with the new MM version on the next mod update.
New version avalaible of the C&C:Reloaded Mod Manager. Can be found the changelog of the v2.3 here.
Can be downloaded from the C&C:Reloaded website (downloads section) or using the Mod Manager, clicking in "Search Updates" & clicking the download link.
I updated (finally) all the mod download links to the 0.99b2 (update to the 0.99b1 to 0.99b2 or/and Full 0.99b2 download, both downloads includes the new Mod Manager v2.3). I delayed the uplaod of the .zip mod updates because I wanted to release this MM version