Command & Conquer Remastered Collection
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About this mod

This is a compendium of several tweaks and changes to improve the general quality of life of the game.
Including path finding improvements and rally points.

Permissions and credits

The End

I'm moving on from the C&C Remasters and I'll no longer be actively working on this mod.
Others are welcome to pickup where I left off, the source code is available on my bitbucket.
The usual rules apply, if you use my code just follow the GPL and credit myself, and the others that have contributed, where appropriate.

The mod will remain on the steam workshop in an unlisted state, it'll continue to work until the next official patch.


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

A* Pathfinding
This mod replaces the "crash and turn" pathfinding in Tiberian Dawn 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
All construction buildings (and repair depots) 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. (Nod 13)
Harvesters will also self heal up to 50% of their health (at the same rate as a mammoth tank) this should make their grand adventures in enemy bases a little less irritating.

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

Configurable Build Distance
By default you can now build one tile further from your buildings (as in later C&C games), but you can make this distance as big/small as you like in the ini file.

Commando Mission Airstrike Tweaks
Disables A10 Warthog strikes on commando missions prior to the player having a base

Commando Guard Tweak
Commandos will actually shoot while on guard or attack moving (Toggle in the ini)

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

Aircraft Tweaks
Orcas and other aircraft 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.


You can find the configuration file in "Documents/CnCRemastered/Mods/Tiberian_Dawn/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.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

Rules.INI support for TD
Red Alert Port
Better AI


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.

Will you port this to Red Alert?
Yes, after it enters Beta. When I'm done adding features.

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.

Can I use your code in my mod?
Generally yes, just credit me.
Please don't just re-upload my mod with data changes though.

Unit Queue is broken
This is a bug in the base game, not the mod. Toggle the option off/ on in the menu

Mission difficult has changed from hard to normal
This is a bug in the base game, not the mod. There's nothing I can do to help with this, sorry.



Credits and Special Thanks

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.