Command & Conquer 4K remaster coming

Well the AI still cheats! Repairing structures after you captured/demolished their CY and refinery... So I don't feel too bad that apparently the sandbag exploit which can help win later missions in the original C&C has been left in.

The AI is also incredibly dumb - your troops are doing push ups while an enemy is attacking one of your structures a few scale feet away!

I be surprised if it will get patched, their interest is probably going to be in multiplayer, and patching exploits.
For single player AI cheating and balance problems the message will be "get good".
 
Mainly I’m just soaking up the nostalgia. Would be nice to see a few other 90’s titles remastered - the Wing Commander series, all the Janes flight sims, the Battleground series and... Lemmings!
 
Well the AI still cheats! Repairing structures after you captured/demolished their CY and refinery... So I don't feel too bad that apparently the sandbag exploit which can help win later missions in the original C&C has been left in.

The AI is also incredibly dumb - your troops are doing push ups while an enemy is attacking one of your structures a few scale feet away!
Leave them in guard mode. Press g after selecting them. They will stay in that mode until you move them.
 
Mainly I’m just soaking up the nostalgia. Would be nice to see a few other 90’s titles remastered - the Wing Commander series, all the Janes flight sims, the Battleground series and... Lemmings!

Wing commander a truly beautiful set of games, never seen any modern era game come even close to that design philosophy.
 
Was enjoying the game but I'm not sure if its a bug or if I've done something but I can't queue units for building anymore, anyone else had this? Can't find any option for turning the feature on or off and it's really annoying not being able to queue to the point I'm holding off playing again until I find out what the problem is. Was great up until that, did we really used to play the game with graphics looking so bad, I don't remember them looking quite that blocky!
 
Yes that's happened to me a few times. Fixed with the standard turn it off and on again in the menu options! :-D

edit: it's under the control schemes, where you can switch between modern and classic
 
Guys, I haven't PC gamed since 2005ish but have just bought an eGPU for my XPS 13 and want to play some RTS games. Just seen this remaster and I need to play it! Where do I buy it from? Steam?
 
:( Tried a few times to play skirmishes online with my friend now but we have only managed to finish one game, we either get connection problems or the game crashes. Anyone else been having issues ?
 
Does the steam version still load into origin when you launch it? Would prefer to just go steam but prices seem better on origin
Nope, straight into the game via Steam.

Think I worked around my problem with the earlier unit hotkeys doing strange things like going back to desktop and opening up a browser window. Only seems to do it if I've used the Windows + G keys to open up the XBox game bar, which I tend to do to change volume settings on the fly. If I reboot and haven't used the Windows Super key + G, the keyboard behaves as expected in game. Weird.
 
:( Tried a few times to play skirmishes online with my friend now but we have only managed to finish one game, we either get connection problems or the game crashes. Anyone else been having issues ?

I think that was/is an issue for a quite a few from what i've read since release, but haven't followed the patches myself, and there might also be a work around due to changing some connection settings?

I just wanted to mention though, CNCnet and Openra work very well if you're stuck. Both are free.

From browsing the Steam discussions:

New Features:
  • Added the ability to host Private Game Lobbies:
  • The host must check the Private Game box in the setup screen
  • Hosts can then choose a four digit passcode for their game
  • Private games will show an icon in the Join Lobby list
  • Attempting to join a Private Game will require the passcode
  • Host invited players will not need to enter the passcode to join
  • Added a Player Panel in-game to view player names, factions, team colors, and status. This can be accessed via the Players button on the Sidebar.
  • Added the ability to mute a player’s chat while in-game. This can be done from the new Player Panel and tapping the mute checkbox next to their name.
  • Added the ability to overwrite saved games.
    Note: Tiberian Dawn and Red Alert saved game names are not exclusive, so be aware of overwriting saved games from one title to the other.
  • Custom Missions can now be manually saved and loaded.
    Note, due to the underlying system this will currently only work for manual saves via the Pause Menu, and will not work for Quicksaving.
  • Added the ability to see your Quickmatch stats and Leaderboard position if you’re not in the top 200 (Players must complete at least three Quickmatch games first)
  • Added the ability to choose your sub-faction in Red Alert Quickmatch games
  • Added the ability to choose Random faction in custom games
  • Added support for the Origin Video Broadcast feature
  • Added the Jukebox to the Main Menu Options / Audio menu. You can now customize your playlist here and listen in its entirety without needing to load into an actual game.
    Note: The Jukebox won’t override menu music, as the menu music is tightly connected with all the UI flows.

Quality of Life Improvements:
  • The “Deploy” hotkey will now apply to all items with the Deploy Cursor, including un-garrisoning troop carriers, laying mines, activating the MAD Tank, and triggering the Chrono Tank
  • Add the ability for multiple units to be queued on the Tiberian Dawn Repair Facility, the same as the Red Alert Service Depot
  • Reduced the Hard Difficulty balance in Tiberian Dawn. We’ve effectively split the difference between Normal Mode and the launch version Hard mode. If you happened to already beat missions on Hard mode (Or somehow received the Achievement), then wear that with a badge of honor.
  • Adjusted how you cancel queued in-progress units in the Sidebar. The first “cancel” click will now pause the in-progress unit, with the next click cancelling items in the stack. This will allow for quicker pausing to manage economic cashflow.
  • Prioritized and reduced the cooldown of the EVA line “Our base is under attack”
  • Changed the balance of being in low or zero power in Red Alert. There is now a maximum of a 4x build time increase for being at zero power (Compared to roughly 27x in the legacy title), which will ramp depending on the amount of low power.
  • The Build Time tooltip will now update to reflect an increase in build time due to low power
  • Added the ability to load a saved game from the Replay Mission dialog
  • We’re experimenting with new Harvester logic, where Harvesters will now return to the original tile they harvested from and prioritize the fullest tile. This should help optimize Harvester behavior within certain resource fields.
  • Made it so Middle and Right-click scrolling no longer removes a structure placement selection
  • Removed AI takeover from Multiplayer games. Exiting the game will now destroy all your units and structures. This was a top community request to prevent the prolonging of games.
    Removed the Ready checkmark as a button in multiplayer lobbies. You can now only Ready up via the button in the bottom-right corner which should reflect the active state.
  • Added the Command Line “MOD_DEBUG” that will disable the Client/InstanceServer timeout when the debugger hits a breakpoint in the mod DLL. This Command Line will also allow the game to be paused and stepped through frame by frame with F1 and F2.
    Note: Online play will be disabled if this Command Line is enabled. Note: MOD_DEBUG requires at least one mod be installed and enabled.
  • Added the ability for turrets to stop force firing on the ground by using the “Guard” command
  • Adjusted disabling the profanity filter so it will now also disable profanity in Custom Map names and Custom Mission briefings
  • Added an Author field when custom maps are selected to highlight who created them
  • The Installation and Intro Logo movies must now be skipped with the ESC key. This is to help ensure no one accidentally skips these meaningful videos on their first playthrough.

Bug Fixes:
  • Fixed an issue where restarting a mission would sometimes change the difficulty back to Normal
  • Fixed an issue where units could no longer be controlled after loading a saved game in which those units were selected
  • Fixed an issue where Unit Queueing was getting disabled after loading a saved game
  • Made an adjustment to Soviet Mission 5 where the MCV wasn’t loading onto the Naval Transport and getting the mission into a broken state (This was inconsistent for us to reproduce and hope it's now fixed)
  • Made an adjustment to GDI Mission 8 where Civilians will now avoid Tiberium tiles, and the trigger-happy Civilian has been removed from the map entirely
  • Fixed a memory leak which was causing instability in Multiplayer matches
  • Fixed an issue where the Nod Cargo Plane could be targeted and destroyed
  • Fixed an issue where units would move at hyper increased speed if players set certain units to Formations
  • Fixed an issue where double-tapping to jump the camera to a control group was sending the camera to random location on the map
  • Fixed an issue where mines were considered buildings and preventing games from ending
  • Fixed an issue where preview images were not displaying in the Workshop Mods menu
  • Fixed an issue where the Mods Menu was not auto-refreshing after subscribing to mods
  • Fixed a prominent crash where the Windows Input Method Editor (IME) was required to input characters
  • Fixed an issue where the power indicator on the power bar was incorrect compared to legacy behavior
  • Fixed a legacy issue where the Capture the Flag flag art was off centered with the surrounding rings
  • Fixed an issue where the Harvester was unable to path to a Refinery on River Raid
  • Fixed a legacy issue where units would sometimes be instantly repaired by the Service Depot
  • Fixed a legacy issue where the Advanced Communications Center could be captured in multiplayer and by the AI (Since the Temple of Nod can’t be captured)
  • Fixed an issue where the faction icon was seen incorrectly for Skirmish saves
  • Fixed an issue where the video Introduction button was being disabled after navigating back and forth from Custom Maps
  • Fixed an issue where it would rarely show “Mission Accomplished” in Quickmatch after losing the game
  • Fixed a crash when saving the game during the Temple Strike mission
  • Fixed an issue where player names were not able to be highlighted during the first 30 seconds of an Observer Mode viewing
  • Fixed an issue where the incorrect portrait was being displayed for the Red Alert Artillery unit
  • Fixed an issue where the green docking cursor was shown when selecting enemy Harvesters
  • Fixed an where the Phase Transport was displaying the incorrect portrait when added to a Custom Mission via the Map Editor
  • Fixed an issue where the laser from the Obelisk of Light was graphically corrupted in legacy graphics mode
  • Fixed an issue where the multiplayer lobby list was not taking up the entire vertical space
  • Fixed an issue where settings were not getting applied if tapping certain areas of the UI
  • Fixed an issue where GDI Mission 8 was not getting added to the Mission Select screen after destroying the Airstrip in GDI Mission 6
  • Fixed an issue where units could pass over a river in Blue Lakes
  • Fixed an issue where the Laser Orcas would not properly load from saved game
  • Fixed a crash if aircraft were destroyed outside the map boundaries
  • Fixed an issue where User Map details were not being displayed by guest players in a lobby
  • Fixed a crash when selecting the Workshop Mods button multiple times in a row
  • Fixed a misspelling of the word “Affected” in the Paradox Equation mission briefing
  • Fixed an issue where an extra Dr. Chan was appearing in Nod Mission 10
  • Fixed an issue where the Map Editor was not compatible with older versions of .Net Framework
  • Fixed an issue where if a Quickmatch fails to load properly, the game will send you back to the Main Menu after a 60 second timeout (Instead of being stuck in an endless loop)
  • Fixed mismatching tile issues on Bullseye
  • Fixed mismatching tile issues on Central Conflict Extreme
  • Fixed mismatching tile issues on Destruction Derby
  • Fixed mismatching tile issues on Gold Coast
  • Fixed mismatching tile issues on Normandy Landings
  • Fixed mismatching tile issues on Lakeland
  • Fixed mismatching tile issues on Land Ladder
  • Fixed mismatching tile issues on Lotsa Lakes
  • Fixed mismatching tile issues on Naval Conquest
  • Fixed mismatching tile issues on Open Warfare Mega
  • Fixed mismatching tile issues on Pilgrim Fathers 2
  • Fixed mismatching tile issues on River Rampage Mega
  • Fixed mismatching tile issues on Rivers Wild
  • Fixed mismatching tile issues on Scapa Flow
  • Fixed mismatching tile issues on United Kingdom

Quickmatch:
If you didn’t see the post from last week, we already made the following changes for Quickmatch on June 16:
  • Increased the Game Speed from Normal to Fast
  • Reduced the Starting Units to zero
  • Removed Aftermath units from Quickmatch in Red Alert (due to extreme balance issues)
  • Added two more maps to the Tiberian Dawn map rotation:
    Monkey in the Middle
    One Pass Fits All
  • With this patch, we are making additional Map Pool adjustments based on community feedback:
    Adding “Eye of the Storm” into Tiberian Dawn
    Adding “Four Corners” into Tiberian Dawn


    Removing “Path Beyond” from Red Alert
    Removing “Snow Garden” from Red Alert
    Removing “Warlords Lake” from Red Alert


    Adding “Arena Valley Extreme” into Red Alert
    Adding “Bullseye” into Red Alert
    Adding “North by Northwest” into Red Alert
    Adding “Things to Come” into Red Alert

Overall, we hope this update improves your experience with the Command & Conquer Remastered Collection. Thanks for your ongoing support, and please continue to provide your feedback here on Steam, in social channels, and with our support teams.

Cheers,

C&C Team
 
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Does the steam version still load into origin when you launch it? Would prefer to just go steam but prices seem better on origin
Just finished GDI Mission 11 - Evacuate Delphi.

I remember hating it back in the day and that hasn't changed .
Such a terrible start.
Currently stuck at the start of this. Tank crushed most of my grenadiers before they killed it. Moved the MCV over to the recommended build site, but before I could even finish getting the basic buildings and defences up being assaulted by troops and flame tanks. All my money is gone, the Harvester is getting flambé by the enemy tanks and I’m on the verge of rage quitting! Strange as certain elements such as sandbagging and the generally dopey AI are still present from the original, but the enemy aggression seems to have beefed up a bit.
 
Yeah on many maps they have more starting units, and more aggressive attack patterns.

At first it was a theory, but then I compared videos from the older game to this one and unit changes can be seen, sometimes unit placements also have upgraded units like the gdi crate mission the nod buggy is replaced with a light tank.

If you struggling now, nod will be a lesson of pain, the airstrikes are significantly beefed up on that.
 
Yeah on many maps they have more starting units, and more aggressive attack patterns.

At first it was a theory, but then I compared videos from the older game to this one and unit changes can be seen, sometimes unit placements also have upgraded units like the gdi crate mission the nod buggy is replaced with a light tank.

If you struggling now, nod will be a lesson of pain, the airstrikes are significantly beefed up on that.

Oh well... Back to Derail Valley and think I will also grab Skyrim SE while on sale.
 
I decided to buy C&C remastered again on Steam after initial refund on the my original purchase on release day. It looks like they have ironed out the multiplayer lobby bugs and many other things so good on them :)
Time to join the 1v1 ladder and see how I stack up compared to OpenRA. It looks like a lot more micro as zoom is closer, maybe less tactical in terms of map / eco control but faster thinking. That's going by a few twitch streams I have viewed anyway
 
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