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More QoL Improvements {RA1 - Mod}
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PostPosted: Tue Jun 09, 2020 1:05 am    Post subject:  More QoL Improvements {RA1 - Mod} Reply with quote  Mark this post and the followings unread



More QoL Improvements
Type: Mod
Game: RA1
Posted by: Rampastring


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 barracks, 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 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

Download (June 11th, 2020): Here

Read more...


Key Words: #Download #Mods #RedAlertRemastered #Spotlighted 

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Aro
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Joined: 10 Sep 2006

PostPosted: Tue Jun 09, 2020 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is the best one so far, paired with a Zoom enhancement mod. Things like this should have made it into the final game without any second thought. Damn purists. I say that in good fun, of course.

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Banshee
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PostPosted: Wed Jun 10, 2020 3:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Yea, I agree with you, Aro. Although I'd add the option to enable or disable some of these features, in the same way it was done with build queues.

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^Rampastein
Rampastring


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PostPosted: Wed Jun 10, 2020 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

I updated the mod with more harvester AI improvements. This probably now has the smartest harvester AI in all of classic C&C. More information in the Steam Workshop description.

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SMIFFGIG
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Joined: 03 Mar 2003
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PostPosted: Wed Jun 10, 2020 4:32 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Have to agree with Aro, definintely best mod so far

Enabling 'F' to follow a unit, like in TS, would be cool

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Last edited by SMIFFGIG on Sun Jun 14, 2020 8:36 pm; edited 1 time in total

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Banshee
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PostPosted: Thu Jun 11, 2020 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

The first post has been updated with the latest description and a download for Origin users.

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Aro
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Joined: 10 Sep 2006

PostPosted: Thu Jun 11, 2020 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
Have to agree with Aro, definintely best mod so far and paired with Zoom

Enabling 'F' to follow a unit, like in TS, would be cool


It's strange, I never used the follow feature in TS, but for whatever reason I keep finding myself trying to use it here. Perhaps because everything is so awfully slow...

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Allied General
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PostPosted: Thu Jun 11, 2020 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
SMIFFGIG wrote:
Have to agree with Aro, definintely best mod so far and paired with Zoom

Enabling 'F' to follow a unit, like in TS, would be cool


It's strange, I never used the follow feature in TS, but for whatever reason I keep finding myself trying to use it here. Perhaps because everything is so awfully slow...


Was the formation bug fixed in ra1 where units in formation have same speed as fastest unit?

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Aro
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PostPosted: Thu Jun 11, 2020 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried using the hotkey specified, but it didn't seem to do anything.

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SMIFFGIG
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Joined: 03 Mar 2003
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PostPosted: Sun Jun 14, 2020 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, skirmish AI is terrible. Hope this mod includes some good AI updates in the future  Laughing

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