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C&C: Reloaded v2.6 and patches!
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Sep 21, 2024 10:39 pm    Post subject:  C&C: Reloaded v2.6 and patches!
Subject description: There is a light after the end of the match, so you can watch others as observer!
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Comrade General! We have news for you. FS-21, the leader of C&C Reloaded, has published C&C: Reloaded v2.6.1 recently. For those who are not acquainted with it, C&C Reloaded is a classic modification that brings together the Tiberian Sun and Red Alert 2 factions into Red Alert 2: Yuri's Revenge with Ares and Phobos. C&C: Reloaded v2.6 was announced with the following words:

Quote:
C&C: Reloaded 2.6 was released with a focus on finishing the Tiberian Sun missions port and improving the user experience in the mod client.

The most noticeable changes of this release are:

  • Completed the port of the 2 Tiberian Sun campaigns.
  • Decreased difficulty of lots of RA2 & YR missions.
  • Added 2 new client & in-game languages for texts: French and German.
  • Updated client & in-game translations of Spanish, Russian, Chinese (Traditional & Simplified).



  • Updated CnCNet 5 library to the latest version available. The most interesting changes are:
    · You can be defeated, and the battle will continue instead of leaving the game (so you can watch the battle as an observer).
    · If all human players are defeated, the AI battle can continue.
    · As an observer, you can watch the player's basic stats in the sidebar (including the AI players) in skirmish.
    · AI players are named by the name of the difficulty level instead of simply "Computer".
    · Add a "Low latency" Net protocol. Used by default in this mod release.


  • XNA CnCNet mod Client upgraded from 2.6 to 2.11.0. The most interesting changes are:
    · Now you can save your favorites maps and access them in the "Game mode" dropdown menu option called "Favories".
    · New "Free Radar" game option.
    · New "Self-repairing Buildings" game option.
    · Keep in mind it consumes your money as if you ordered the repairs.
    · New "Capturable Defenses" game option.
    · New "Deployed ConYard" game option for starting with the Construction Yard already deployed.
    · New "Self-learning AI" game option (for now, only for skirmish).
    · The AI will slowly improve over the course of battles, increasing the priority of the most effective tactics and decreasing the priority of the less effective ones.
    · In practice, it resumes the AI behavior from the previous game if you repeat the same factions.
    · Deleted the "Tech Level" dropdown menu.
    · Now, the "Superweapons" checkbox has a new configuration panel. Now, it is possible to enable/disable each faction super weapon for (human and/or AI) players.


  • · New "Crates" dropdown menu with the next values:
    - Enabled.
    - Disabled.
    - Only harmless.
    - "Massive crates". Is the old "Massive crates" game mode converted into an option here.
    · New "Tech Tree" dropdown menu with the next values:
    - "Default behavior (Mutually exclusive)". The player can only build one tech tree of the two available ("Tech Center" or "Battle Laboratory"), enabling only one tech tree at the same time.
    - "Only Classic". RA2 factions only can build "Battle Labs" and TS factions "Tech Centers".
    - "Only Alternative". RA2 factions only can build "Tech Centers" and TS factions "Battle Labs".
    - "All at the same time". No restrictions, so can be enabled both tech trees.
    · New "Map visibility & Shroud" dropdown menu with the next values:
    - Default behavior.
    - Reveal all the map.
    - "Eternal Darkness". Is the old "Blind Assault" game mode converted into an option here called "Eternal Darkness". Permanent reshroud.
    · New "Multi-Engineer" dropdown menu. It is like in Red Alert 1, but now you can set how many engineers are needed to capture structures.
    · New "Garrisonable Infantry" dropdown menu with the next values:
    - Default behavior.- Disabled. No infantry can garrison into non-bunker structures.
    - "Anyone with weapons". Any soldier with ranged weapons can be garrisoned in structures.
    - Reworked the Ion Storm game option. Now, the primary super weapons and the sidebar radar will work again.
    · Added a new game Option called "Increase Resources value". When enabled, all resource values will be duplicated (Ore/Green Tiberium 50/bail instead of 25, Gems/Blue Tiberium 200/bail instead of 100 & Oil Derricks 40 every 100 frames instead of 20 credits).
    · Added the multiplayer game mode: King of the Hill. Capture the Psychic Amplifier and protect it until the superweapon is launched. Initially, the available maps will be:
    - (2) Exhausted Isle.
    - (4) Bitter Wing Nut.
    - (6) Hour Glass.
    - (7) Heptagon Havoc.
    - (Cool Territorial Imperative.- Numerous small tweaks in existing game modes.
    · New "Digital Display" panel in the client "Options" window. Now is possible to configure how will be displayed additional data in units/structures health bars. By default, only HP & shield percentages in units and full HP & shield data in structures.



  • Now all the single-player missions are outside the MIX files, in the folder "Maps\Missions\", in their respective campaign folder. So now is easier to edit your favorite mission with the Map Editor.
  • New graphics for GDI & Nod Shipyards:






  • Now some units can kill garrisoned infantry (except if they are garrisoned in Bunkers):
    - Soviet Flame Thrower.
    - Nod Flame Tank.
    - Nod Devil's Tongue.
    - Allied Sniper.
    - Nod Commando.
    - Flamethrower Tower (defense)
    - Soviet Desolator (when deployed after a VERY long radiation exposure)
  • Other minor fixes, game balance & AI fixes.


And the 2.6.1 changelog:

Quote:
- GLOBAL CHANGES -
- Updated the Phobos library with the latest development commits.
- Recompiled the client binaries with the latest changes.
- Fixed the "Launch game" and "Main menu" buttons of the client when the GUI resolution is greater than FullHD (1920x1080).
- Updated the Simplified Chinese texts.
- Fixed crash when the mission was won and changed to a new mission.
- Now, all the single-player missions are outside the MIX files, in the folder "Maps\Missions\", in their respective campaign folder.
- Added a new game Option called "Increase Resources value". When enabled, all resource values will be duplicated (Ore/Green Tiberium 50/bail instead of 25, Gems/Blue Tiberium 200/bail instead of 100 & Oil Derricks 40 every 100 frames instead of 20 credits).
- Changed Oil Derricks income in "Oil Control" (Megawealth) game mode. From 25 to 50 every 90 frames (6 seconds) and 2500 credits when captured the first time.
- Increased the number of crates if the game option "Massive crates" is set.
- Removed the initial veteran promotion of starting units in the multiplayer map "(6) Treacherous Lands". Also changed the "Hunt mode" of some civilian units into "Gard Area" mode.
- Light posts in "Army of the Potomac" were visible when these shouldn't be visible.
- Some maps of the Survivor game mod had the wrong number of players set. Also, they weren't sorted properly.
- Tiberian Sun campaigns listing: now the GDI campaign is shown first.
- RA2 Allied mission 9 "The fox & the hound" Allies used wrongly Soviet Siberian Huskies.
- Added a visual mark on the Nod SAM defenses in Yuri mission 7 "Home Invasion".
- Fixed some graphical bugs in GDI mission 1 "Reinforce Phoenix Base".
- Decreased difficulty in GDI mission 2 "Secure The Region".
- Added a visual mark on the Nod SAM defenses in GDI mission 2 "Secure The Region".
- Fixed a low bridge that was impossible to repair in GDI mission 3 "Capture Train Station".
- Added 2 Tiberium trees in GDI mission 8 "Retrieve Disruptor Crystals" to prevent weird AI harvester's behavior. Also fixed some small bugs on the ground.
- Fixed multiple bugs in GDI mission 9 "Destroy Vega's Dam".
- Fixed AI team bugs in GDI mission 9 "Rescue Prisoners".
- Decreased AI difficulty in GDI mission 9 "Destroy Chemical Supply Station" and fixed some bugs.
- Fix: After winning GDI mission 9, the next mission was the YR Allied mission 1.
- Decreased AI difficulty in Nod mission 2 "Retaliation".
- Fixed multiple bugs in Nod mission 3 "Destroy Hassan's Temple" and decreased difficulty.
- Fixed multiple bugs in Nod mission 4 "Blackout".
- Fixed Tunnel graphics in Nod Mission 9 "Villainess in distress".

- Fixed train script in multiplayer map "TS Casey Canyon". Also removed the Ion Storm.
- Fixed cooldown of the Nuclear attack in the RA2 Allied mission 11 "Fallout". It was 10 minutes instead of 20.
- Fixed cooldown of the Nuclear attack in the RA2 Allied mission 12 "Chrono Storm". It was 10 minutes instead of 20.
- Removed double firing animation when GI is deployed.
- Fixed prerequisite of the Psychic Beacon & a duplicated Psychic Dominator. Missions assets shouldn't be buildable.
- Now Defenses leave no survivors when destroyed.
- Stolen credits amount by spies increased from 4000 to 5000 credits.
- Fixed bug that enabled 2 non-buildable Yuri structures when the Yuri Tech Center was built.
- GDI & Nod Helipad build time from 8 to 15 seconds.
- All Silos build time from 41 to 22 seconds.

- ALLIES CHANGES -
- Now Allied Chrono Legionnaires won't be able to garrison if the "Garrisonable Infantry" game option called "Anyone with weapons" is set to prevent a crash.


- GLOBAL CHANGES -
- Nod Cyborg Commando plasma damage was updated to simulate the Tiberian Sun damage. This means more damage against vehicles and decreased the "wood" armor lightly.
- Nod Cyborg Commando strength from 590 to 600.

- GDI CHANGES -
- GDI Titan weapon range from 6.25 to 6.75.
- Deployed Nod Tick Tank weapon range from 6.75 to 7.




For further information about C&C Reloaded, visit its Official Website, Forums at Revora, ModDB Profile, and Discord Channel. Download the latest version of C&C Reloaded Here. And this is all for today! Enjoy C&C Reloaded and provide your feedback about it so it can get better.


Key Words: #News #Release #CnCReloaded #RedAlert2 #YurisRevenge #Ares #Phobos #CnCDDraw 

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