Lol, there is a new EVA installation process on first start up.
Yep, as an avid RTS player I can tell you that it's by FAR one of the best pathfinding of that eraThe pathfinding in the original game is appaling.
Was it always this bad?
Only played Red Alert back in the day.
Hmm, I distinctly remember registering them on something at some point. Quite possible I'm mixing it up with some other game though.Could you register them on Origin?
EDIT: A quick googling says, no, you could not. However you can buy some C&C Ultimate Collection on Origin...
LMAOOOOOThat's all I'm gonna say about AI and path finding in CnC.
This happened to me on this lvel as well, I was laughing pretty hard when I finally noticed that I was not getting any funds.That's all I'm gonna say about AI and path finding in CnC.
well at least it's a faithful remasterThis happened to me on this lvel as well, I was laughing pretty hard when I finally noticed that I was not getting any funds.
More Quality of Life Improvements
A simple mod that adds more quality-of-life improvements to the game. Does not add extra units or direct gameplay changes, so you get the true original experience, just improved. Currently includes the following enhancements:
Smarter Harvesters
Several enhancements have been added to make harvesters smarter.
In the original game, harvesters preferred harvesting ore patches to the north of their position. This mod makes them harvest the ore patches closest to their last refinery instead, which helps keep your harvesters safe and keeps the money flowing faster as the harvesters have a shorter path to home.
If you have multiple bases or a very large base, harvesters will now stick to using the closest refineries instead of wandering all around the map to reach any free refinery.
Harvesters also don't start idling anymore if their refinery gets destroyed while they are on their way to unload, but will instead find another refinery to unload to.
And finally, when the map runs out of ore, the harvesters won't stay idle permanently, but will periodically scan if more ore has spawned on the map (from ore mines). This also affects the Skirmish AI and makes it a bit less braindead in the late-game.
Pathfinding
Improves pathfinding by implementing the A* algorithm. Units will no longer hug cliffs and other obstacles, but move through the most optimal path. Special thanks to cfehunter for implementing this feature to TD, which I could then port to RA.
Factory rally points
You can select a factory and then click on the ground to give produced units a rally point, like in Red Alert 2 and CnCNet Tiberian Sun. This works with barrackses, war factories and naval yards / sub pens. You can also hold ALT while giving the rally point to set the rally point to a unit or other object. Thanks to cfehunter for his work on the same feature for TD.
Other enhancements
- Aircraft can be targeted manually with SAM sites and AA guns, making it possible to micro them for focus-fire
- Enables force-fire (CTRL) for buildings
- Enables the Stop (default S) command works for buildings, so you can stop them from firing at a previously given target
- Units react faster to enemies that move by their position
- Service Depots now always tell fully repaired units to move out of the depot to keep it free for future use, even if there was no unit queued for entering them
- Enables units to make queued waypoint loops if you make a path with Q-move and finally click on the unit itself (thanks to dkeeton for providing information about this)
Expect more to come in the future. And while I do my best to test the features actively, be sure to report any bugs if you come across them. Hope you find the enhancements useful!
Source code: https://github.com/Rampastring/CnC_Remastered_Collection
Good stuff.
Update: I was able to beat mission 11 by switching the country. Choose Mozambique instead, Namibia is just ridiculous.Mission 11 as NOD. What the fuck man. You're supposed to use the commando but GDI has airstrikes that will specifically target the commando.