CFE Patch (for Red Alert)

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Author: t2d | no.SkiLLz @ Töffte

Last revision: 25 Jun, 2020 at 15:54 UTC (1)

File size: 1.72 MB

On Steam Workshop

Description:
CFE Patch for Red Alert

This is the CFE Patch, ported to Red Alert.

Further details: CFE Patch by cfehunter

Features

**Every feature can be toggled in the INI file.**

A* Pathfinding
This mod replaces the "crash and turn" pathfinding in Red Alert with a simple implementation of A*. Generally this means that your units wont get lost or stick to edges when moving around the map.

Rally Points
Construction buildings can now set rally points. Order a building to move to set a rally point on the ground. Hold Alt to set a rally point on a unit or building.

Attack Move
Shift click to issue an attack move order. This will make units stop to fight along their path.

Repair Suspended Instead of Cancelled
Buildings will no longer cancel their repairs if you run out of money. They’ll just pause and continue when you do have money.

Harvester Tweaks
Harvesters will no longer wait around the refinery for a harvester that is further away. They’ll now jump the queue if they’re closer. Maximum efficiency!
Harvesters will also no longer try and unload at a refinery they cannot reach, just because it’s closer than one they can.
Harvesters do not waiting around after beeing build, but start to harvest.

Ore Growth Scale
Configurable ore growth. Defaults to 1 (normal growth) but you can set it as high as you like in the ini file

Configurable Build Distance
You can specify an offset, which is added to the build distance. If configured to -1, no gap is allowed, just like in TD. You can make this distance as big/small as you like in the ini file. If set to 0 (default), the behavior is unchanged.

Configurable silo / refinery capacity
You can specify an offset, which is added to the silo / refinery capacity. You can make the capacity as big/small as you like in the ini file. If set to 0 (default), the behavior is unchanged. Negatives are allowed.

RA2 Style instant capturing
This mod allows instant capturing of buildings. The engineer does not apply damage to captured buildings, and does not need damaged buildings to capture.

Tanya Guard Tweaks
Tanya will actually shoot and destroy buildings while on guard or attack moving (Toggle in the ini)

Safe Demolition Tweaks
If a structure is destroyed by C4 (Tanya) it will no longer spawn enemy soldiers (Toggle in the ini)

Aircraft Tweaks
Aircrafts will no longer fly to an enemy, realise they have no ammo, and then fly home. They’ll just RTB to reload if out of ammo.

RA2/TS Style wall building
Configurable wall build length in the style of RA2 and TS. Configurable in the ini file between 1 and 10 tiles.
WALL_BUILD_LENGTH=N

Single wall pieces can be placed holding CTRL.

Configuration

You can find the configuration file in "Documents/CnCRemastered/Mods/Red_Alert/CFEPatch"
All of the features can be toggled and several settings can be tweaked.
It’ll be created when you first start a game (skirmish, campaign or save) if you’re installing this from the steam workshop.
We don’t have any access to the frontend, so this is the earliest any mod can run code.

If you have an old version of the ini file, and a setting is missing, just delete your local CFEPATCH_RA.INI and the game will recreate it on next run.

Make sure you leave a blank line at the end of the file!

Planned Features

Rallypoint for repair
Rallypoint for airbase
Better AI

FAQ

Can I use this with other mods?
If they touch the game code, no. That’s just the nature of modding for TD/RA at this time.
Any data mods should be absolutely fine.

Does this work in multiplayer?
I’ve written the mod to support multiplayer, but it’s currently locked in the frontend UI and we have no way to bypass it.

Nothing works, help?
Try turning off your other mods, perhaps one of them is a code mod.

Can I suggest a feature?
Sure, create a post on nexus mods or the discussion forum on the steam workshop.

Building placement doesn’t work and other random issues
If you’re loading a save game it can break if you’ve ever had other mods active during that skirmish/mission. There’s nothing I can do about this, you’ll just have to either go back to your old mod configuration and finish the mission or restart it with mine.
If you’ve started a mission/skirmish, with just my mod active, then please tell me about it. I try to make bug fixes a priority.

Code

Github[github.com]
Bitbucket[bitbucket.org]

Credits and Special Thanks

cfehunter – For the original TD mod
FluffyQuack – Assistance with building tile gaps & multi wall improvements
A__Gun – Assistance with building tile gaps.
Spyyre – Helping to track down the building placement issue.
pchote – Tile drawing in remastered view
Butch – Assistance with attack move polish

*** WARNING ***
I have been testing this where I can, but use at your own risk. This may potentially break missions or just fail to function.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.