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PurpleGaga27

CostMod for C&C The First Decade

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Yes, this is a mod for C&C The First Decade. However, it's here for a limited time.

 

Download: http://rapidshare.com/files/128166689/CostMod_TFD.rar

 

This mod lowers the cost of some units/structures, additions to other units not available in SP missions and some modifications to the old C&C games. Depending on where you install your previous C&C games, those modified files are to be put according to a C&C game folder. For C&C1/Covert Ops, make sure you make a backup copy of Run.exe or C&C95.exe because that's where some of the rules.ini stuff are in that exe file thanks to some CNCGedit program.

 

 

C&C1/Covert Ops Changes:

- also comes with 15 Covert Ops missions and 4 funpark missions (all modified)

- costs for units and structures have been significantly changed.

- all refineries hold unlimited money meaning no tiberium silos needed to build. Refineries cost 1600 whereas harvesters cost 1000.

 

RA1/Counterstrike/Aftermath Changes:

- the original 43 missions for RA1 have been re-modified for Aftermath so you can use Aftermath units in those missions

- also comes with 4 giant ant missions, 16 Ctrstrike missions and 18 Aftermath missions (all modified)

- will grant you access to the flame tank for the Soviets

- will grant you access to the phase transport for soviets and helicarrier for the allies/soviets

- costs for units and structures have been significantly changed

- ranger and pillbox are now available to build for the soviets. Tanya is no longer playable for both sides, only allied.

- all refineries hold unlimited money meaning no ore silos needed to build. Refineries cost 1600 whereas ore trucks are 1000.

 

C&C2/Firestorm Changes:

- Umagon, Mammoth Tank, Ghost Stalker and Mutant Hijacker are available to build for the GDI faction.

- Mammoth Mk. II and Cyborg Commando now have a build limit of 50.

- costs for units and structures have been significantly changed.

- all refineries hold unlimited money meaning no tiberium silos needed to build. Refineries cost 1600 whereas harvesters cost 1000.

 

RA2/Yuri Changes:

- Refineries cost 1600 whereas harvesters cost 1000.

- build limits for some units/structures are no longer limited.

- costs for units and structures have been significantly changed.

- Two special tech structures are available to build for all factions.

- Allies have a light tank and a howitzer (artillery) available to build.

- Soviets have a Hind Transport to build. However, there's still no plans to build migs unless there's a Soviet airfield available though it wasn't meant to be used much in the game. Only Boris controls the migs.

- Any unit exclusive to that Allied or Soviet sub-faction is now available to all Allied or Soviet factions.

- Units that required to capture a specific tech center does not require that activity anymore. They are available when a barracks is built. And each of that special unit costs 1000 credits.

 

C&C Generals/Zero Hour Changes: (for unofficial version 1.06 only)

- All upgrades that require 60 seconds to research are mostly cut by half.

- All buildings reduce their build time significantly mostly to advanced structures.

- All vehicles reduce their build time and cost significantly depending on what faction you're on.

- All hero units for all factions cost 2000/20 to build instead of 1500/15.

- All Dozers and Humvees increase their health significantly. Humvee's armor is now 30% vulnerable to small arms.

- Paladin Tank, Marauder Tank, Stealth Fighter, Nuke Cannon and Saboteur no longer requires science points to get and build that unit. You can just build those units after the other prerequisite(s) are met.

 

 

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