All Crossover (XO): France and Greece still Allies Russia and Ukraine still Soviets England = (GDI-Eng) GDI with GPS and Chrono Spain = (GDI-Esp) GDI with Airfield and Iron Curtain Germany = (Über Nod) Nod with GPS and Chrono Turkey = (Noddoman Empire) Nod with Airfield and Iron Curtain Cross up Vehicles (XV): Greece (Blue) = Allies Russia (Red) = Soviets Spain (Yellow) = GDI Germany (Gray) = Nod Ukraine (Orange) = Dune England (Green) = LoTeks Turkey (Brown) = Long Arm France (Teal) = Special Ops TDpure: All allied nations = GDI All soviet nations = Nod crossover**.txt and tdpure.txt and xv.txt by Gokuma / Eisengeist http://xo.cncguild.net https://gokuma.neocities.org ***May 20, 2020*** All files except XV: Added Warhead=HE under [Hellfire] used by Advanced Guard Tower All files except Lunar and XV: Added Warhead=HE under [APTusk] used by Mobile Rocket Launcher So now TDpure and Lunar rules should be exactly correct as possible hopefully. But in all other rules, Chronotank still has HE warhead instead of AP. Unfortunately have no more projectiles to juggle. In the Lunar rules, Ctnk's attack was always left as APTusk. In most other rules, it was changed to MammothTusk. XV didn't juggle those weapons and needed no fixes. November 18, 2015 tdpure.txt only: Warhead damage % for Chem Spray vs infantry changed from 90 to 87 and vs light armor changed from 60 to 56 to be like TD's HE warhead rather than RA's HE. October 2nd, 2015 Three Minor changes to everything else: All except Lunar and XV: Slowed Infantry flamer to ROF=53. It's 50 in TD and RA but RA has quicker animation making it faster. TDpure, XOTDpure, XOTD, XOalt, XV: Crusher=no for Mobile Rocket Launcher, SSM, and Artillery In other rule sets I deleted any crusher setting for them. But currently crusher is ignored by CnCnet or the RA exe. TDpure, XOTDpure, XOTD: Any rule set where badger bomber is changed to A10 WartHog dropping napalm BadgerBombCount=3 Some I already had it at 3. Apparently it always was three planes for TD's airstrike but due to a glitch they often appear in the exact same spot making it appear to be only one or two. ***September 30th, 2015 ***IMPORTANT FIX!! to TDpure.txt only: Mobile Rocket Launcher couldn't fire at ground units and probably not over walls. Projectile Ack needed AG=yes and High=yes. The Red Dawn version tested fine since RD's rules already have those. But copying and pasting to TDpure.txt for regular RA those were needed to override its setting of AG=false. Also set Crusher=no for Rocket Launcher, SSM, and Artillery to match TD but that's ignored in current CnCnet or RA95.exe anyway. September 17th, 2015 XV (Others already had it): Added Verses=100%,3%,3%,3%,3% under [HollowPoint] For some reason if you don't have that, the sniper rifle does heavy damage to vehicles. I don't know what's increasing it beyond RA's normal Verses=100%,5%,5%,5%,5%. But having the values in a map fixes or overrides or prevents it. September 15th, 2015 XO also released for Red Dawn but that will be kept separate from stuff for regular RA. All except XO and XV: Nuke charge time set to 14. Effectively makes it 10 minutes as in TD. ParaBomb charge time set to 11 XOTD,XOTDpure,TDpure. Parabomb charge time set to 8 to effectively match TD's time of 7:15. (If Parabombs are changed to napalm, charge time is 8. If left parabomb, then set to 11, except in Lunar left at 14.) XO: Gun turret tech level raised to 4 since they have nasty mplayer.ini weapon. (but no effect since 3&4 appear on chosen TL 2) Afld prereq lowered to just powr like hpad to make things interesting with more varied building options earlier. SAM site and Adv Guard tech level lowered to 5, same as AAgun and Airfield. (They appear on chosen TL 3) MGG speed increased to 8. Adv Guard Tower and Mobile Rocket Launcher ranges increased by 0.5 XOAlt: SAM tech level lowered from 9 to 8 (while afld was upped to 8) Lunar: APowr tech level 5 deleted. 120mm Burst=1 since it's primary and secondary fire of heavy tank XOTDpure: Helicarrier techlevel lowered from 13 to 12 (appears on TL9) Although that has no effect since naval is 13 unless you set it lower. XV: Airfield tech level raised to 11 Dog Kennel prereq of powr deleted. England or Russia have to build a soviet barracks first. A10 Warthog (Yak) Tech level raised from 8 to 9 (Alfd is still 10 though) Though commented out, Dune tech levels under variations to replace Commando set right. September 5, 2015 All (except XOLunar already had this fixed): A rare regular RA glitch was still lingering. If Soviets build a helipad, then capture an airfield (though the airfield was allied owned placed in a map), a nonfunctional option to build rocket copters would appear. To prevent this, absolutely all aircraft are set to Owner=allies,soviet and who can build them is controlled through prereqs - afld for all planes and hpad for all copters. Prereq of tent or barr added to divide among teams. A related glitch I encountered in the beginning of making these mods was that I had to give grenadiers to all teams. I guess once I played with setting specific country ownership for anything, they become nonbuildable until I set them to allies,soviet. Simply allies or soviet didn't work for them anymore or possibly any infantry. TDpure only: Stupid typo! Down by warheads, meant to have Dino bites commented out but had : instead of ; All: Modification to projectile [Fireball] commented out. For some reason either setting Arm=10 or setting AA=yes changes its red flame trail to a gray smoke trail. Rocket copter's (Orca/Longbow) and Rocket Soldier's Projectile set to Laserguided (accurate). This also changes MiG's to Laserguided in all XO and XOalt. Weapon factory Sight=5 (average between it and Nod airstrip). Although commented out in some, A10 Warthog's ROT=8 (had it up at 10) Figured out how Tech levels work in RA and though my numbers don't match TD, things will effective be on the same tech levels you choose in TD unless I chose otherwise. RA Tech Levels: Chosen in Game = Things Set in Rules 1 = 1 or 2 2 = 3 or 4 3 = 5 4 = 6 or 7 5 = 8 6 = 9 7 = 10 8 = 11 9 = 12 10 = 13 TDPure,XOTDpure: Tech levels behave exactly same as TD, except choose tech level 8 for nukes (silo set to 11). XOTDpure: RA only stuff aside from Allied or Soviet unique vehicles only appears on tech 9 or 10. XO, XOalt, XOTD, XOLunar, XV: Tech levels more like RA or lowest of two games or otherwise customized. Most rule sets: Helipad and Service Depot prereq set to powr. In TD it's actually barracks for the hpad, but that doesn't work for giving it to everyone in RA. XOAlt: LaserGuided's ROT=13 (average between 5 for TD Bazooka and 20 for RA Destroyer). XV: LoTeks given dog kennel. It fits them and goes well with their wooden fence. XOAlt, XV: Weapon factory str lowered to 700 (average between GDI's and RA's/Nod airstrip). SAM ROF lowered back to 90 in alt rules, and lowered to 142 in TDish rules. Changing Arm= under projectile should just affect delay before first shot and doesn't affect a weapon's ROF, but it doesn't seem to really do anything at all. XOTD only (not TDpure or XOTDpure): Light Tank speed increased to 7 while they still have worse TD ROF of 60. August 27, 2015 Changing fire warhead %'s weakened nuke. TDpure and XOTDpure: So AtomDamage set to 550. Construction yard set to TD 800 str with wood AR. Adv Power left at RA 700 str. XOTD and XOAlt: AtomDamage left at 1000. Construction yard and Adv Power both set to 900 str with light AR. So in those four rulesets, Adv Power always survives while CY can be destroyed by one well placed nuke. All: Gap generator settings from Aftermath's mplayer.ini put into all rule sets. All tech level settings for Chronosphere and Iron Curtain deleted so they're left at the internal setting of 12 which translates to tech level 9 or 10 in multiplayer/skirmish. XO Alt: MGG speed increased to 6 (TD is 5 and regular XO is 7) Gunboat speed decreased to 8. XV: MGG speed increased to 7 (same as Russian Heavy Tank even though there are none of those). Syrd and Spen tech levels set to 13 so they only appear on TL 10 in game. August 25, 2015 All rule sets: Flame Tank/Fire Ant's second shot is much faster in RA resulting in overall faster firing rate, so made ROF longer (50 to 57) and added Arm=12 to the fireball projectile so it nows matches TD's overall timing of first of double shot to next first of double shot. TDpure only: Since AA-gun is not in use, sacrificed its projectile for another heatseeker so now Mobile Rocket Launcher can have a heatseeker with different arm and ROF than than the Mammoth tank and Advanced Guard Tower. XOTDpure only: For some reason RA's tech level settings for things don't translate directly to what tech level you choose to play. Reworked levels so now tech levels 7 and down only allow TD stuff and RA's land vehicles except mine layer and demo truck. Tech level 8 effectively gives most of RA things (TL=11). TL 9 (=12) gives Chronosphere and Iron Curtain. TL 10 (=13) gives naval things, demo truck, gps, gap generator, and spy plane. XOTD,XOTDpure,TDpure: Added Arm=12 to catapult projectile used for chemspray/smokespray. XOTDpure and TDpure: Orca,Apache,Helipad, and SAM site tech levels raised from 5 to 6 to match TD exactly, but not sure if they'll appear on the exact same tech levels in RA. XV: Gave back dog kennel to Russia only. XO and XOLunar: Heatseeker ROT raised to 6 (averaged between TD's HS2's 5 and HS3's 7). Noticed that in TD's 4th funpark mission where you build a base, that barbwire and wood fence are both available for $25. So set that price in a few rule sets whether it's commented out or not, except for when I want it lower at $20. August 21, 2015 All: Cyclone Fence is missing its icon in RA but if you set it to Image=FENC it will have that icon but still appear as cyclone fence. So now GDI and Nod have their fence from TD. Projectiles more like TD as well as weapon speeds though mostly commented out in regular XO. Since Arming time for aamissile lowered from 3 to 0, ROF increased from 90 to 95 in alt and from 140 to 145 to TDish rule sets. Gun Turret cost raised to 600. I could have sworn it was 250 in dos C&C. Will have to check back on that. Is 600 in multiplayer and single player C&C95 and that's better balance. Has TD ROF 60 in TDish and RA ROF 50 in Alt, Lunar, & XV Regular XO: Gun Turret raised to 800 and set to values of Aftermath's mplayer.ini XV: Regular RA weapon stats, mplayer cost and power drain. Flame Tank set not to explode. Rocket Launcher set NoMovingFire=yes Chem Warrior set NoMovingFire=no When it still looks like Shock Trooper then it's still yes. Most: Oil Pumps set capturable and give power and oil storage kind of like N3tRunn3r's Sea-Wraps map but not quite the same. These changes are there but commented out in any pure rules sets. TDpure, XOTDPure, XOTD, XOalt, XV: Most fire %'s lowered so TD flame weapons with upped damage do TD damage. So while the numbers look different, TD flame weapons should effectively do their damage from TD with maximum size graphics for Napalm and SSM fire. XOAlt: Flame Tower's weap raised to 142 to do same damage with lower warhead %'s. XO and XOLunar: Fire %'s just set to TD's values and normal damage values restored except SSM(V2) missile and napalm still up at 115 for maximum size fire to be displayed. So in TDish rules fire weaps do same dam as TD and Flame Tower is toned down a bit. (Infantry move slower and some has less life) Alt: All fire weapons do same dam as both TD and RA except Flame Tower is a little stronger vs light armor.* XO: All flame throwers do dam they're supposed to except Flame Tower is stronger vs light armor. Napalm and SSM missile a bit more powerful, but they're still way weaker than parabombs and V2. (Although there are some maps where I reverted the v2 to contend with ships).* Only other exception is flame tower a slightly weaker against infantry but probably still fries most if not all in one hit. TDish: Subscud set to burst=1 so it fires one at a time. xotd: AtomDamage back at 1000 and APwr str&armor set to survive it while CY raised but still destroyable same as xoalt. xotdpure and tdpure dam is still 500 with the lower str settings. XV: Single Engineer capture Crate minimum=3 Higher chance of unit from crate. Uncomment a part if you want the unit to always be APC. SSM Launcher set not to explode. Previously unbuildable fences given to LoTeks, Long Arm, and Special Ops. Fence taken away from Dune. In setting SSM missile projectile to be accurate this affects V2 as well. (Tried to sacrifice another projectile so SSM and V2 can have separate but it didn't work). XO Lunar: Rocket Launcher str increased to 130 to be like Dune's Missile Tank. July 29th, 2015 Found a minor glitch that was hiding for a long time. If Allies were to capture an airfield, the option to build a Chinook transport copter would appear but wouldn't work. Was trying to have Chinook transport copter buildable by everyone except Allies to maintain that aspect of RA but its ownership cannot be defined by individual countries. Oddly this glitch wouldn't happen when Allies build an airfield in the maps they're allowed to but still would happen in the same maps if you capture an airfield instead of building one. So all rule sets changed so everyone can build the Chinook so the rule below isn't violated. (RA allows structures and land vehicles to be owned by individual countries. Infantry, aircraft, and naval units must be set to allies and/or soviet and then can be buildable by certain countries through setting different prereqs.) Queen Ant, Larva, Larvae definitions from 4th secret CS mission added in case you want to place them in a map. XO regular: SubScud and Cruiser's 8inch set back to RA damage. All others: Range of SubScud, 8inch, and Destroyer's Stinger decreased. XO Alt: SubScud and 8inch damage set to 85% of RA value Tesla Tank's zap set to Dam 95 and was already lowered to 6.5 range. XOTD, XOTDpure, TDpure: those damages set to 75% of RA and Stinger decreased by 5. Tesla Tank's zap set to Dam 85 and was already lowered to 6 range. XO regular (most like RA) and Lunar: Changed all rulesets to require a tech center to build MCV like in TD. TDpure, XOTDpure, XOTD: *Thanks to Nyerguds, learned that for structures only in C&C1 their strength settings are actualyl doubled. So using those numbers without doubling them in RA was wrong, resulting in weaker buildings. Multiplied them by 2 to fix that. *Add commented out stuff about slowing harvester. Setting its movement speed to 4 in RA seems to equal C&C1's speed 12. At normal ore managing rate that takes about 21 seconds on normal game speed to gather a full load. In C&C1 it takes about 30 seconds to unload in Refinery. So if you double rate's time to 2 it could kinda simulate that but the harvester would be in danger out in the field longer. *In RA SAM's Nike missile has ROF 20 and single shoots In regular XO have always had it ROF 40 with burst=2 to be equivalent but fire two missiles at once like TD. In TD it takes extra long beyond its ROF=50 since it spends so much time going up and down. Increased ROF=140 to mimic total firing rate time. 40x3.5 = 140 so also lengthened AA-Gun's ROF x 3.5 so it doesn't obliterate weaker 125 str copters so quick. *Can not replicate C&C1:TD's behavior where SAM sites take probably half damage while down in the ground. I guess you could just increase the structure's strength but then it will be harder to destroy by aircraft it's fighting so I'm leaving it as is for now. Also long ago, I improvised the ROF for SSM scuds and the Obelisk Laser by timing with a stopwatch in both C&C1:TD and RA in order to properly matching the RA timing to C&C1 In Tiberium Dawn: SAM: About 6.8 seconds at best from first of double shot to start of next double shot Obelisk: Don't have numbers handy but charges longer before shooting than Tesla SSM: Second missile about 10 seconds after first and first reloaded about 12 after that. So about 22 seconds from first fire to first reloaded fire. In RA: Made SSM shoot every 11 seconds so it's still 22 seconds from first to third missile. V2 shoots about every 22 seconds. Making Tesla like Obelisk sets its ROF longer than TD's value so total time between shots matches TD. It just gets its first shot off sooner since I can't change charging time. Gun Turret set to str=400 in all rulesets since it was always 400 in C&C TD and RA. XOTDpure and TDpure: Gem value set same as Ore since C&C1:TD only had green tiberium. XOalt: *Averaged SAM and AA-gun's firing rates between TD and RA *HE has TD % vs light armor of 56% while Arty's 155mm and Grenades Damage increased so those number x 56% = their original number x RA's 60% While a single nuke can destroy an Advanced Power Plant costing 500 but a Construction Yard survives it in regular XO and Lunar. In all other rulesets: The Advanced Power costs 700 and survives a nuke like in C&C1:TD while the Construction Yard can be destroyed by a single nuke. *Warhead %'s all set to match either TD or RA. *Fire warhead set to RA's 60% vs light armor in all rulesets while the few TD fire weapons have Damage set to numbers that multiplied by that 60% = their C&C1:TD Damage x its 69% TDPure: Naval disabled. Simply change the tech levels to reenable. July 5th, 2015 SCUD(SSM) speed=16 commented out in regular XO and XO Alt so it's left at RA's speed=25 crossovertd.txt and crossovertdpure: Civilan buildings strength lowered to be like TD July 2nd, 2015 Flame Tank (Fire Ant) Crewed=yes Recon Bike sight lowered from 6 to 4 PortaTesla Warhead=HE to match ChemSpray SSM, FlameThrower and FlameTank weapons Speed=16 to match TD scale 40 Pistol Damage lowered from 10 to 5. [BIO] and [HOSP] more defined with TD stats but tech level left unbuildable at -1. CNCNet's spawn1.mix has building animation for them but no icon for Hospital. Naval vessels can travel in rivers at half speed. Thanks to Puma for that idea from his MNS Retaliation mod. crossovertd.txt and crossovertdpure: Shock Trooper changed to Chem Warrior except smoking projectile instead of ChemSpray Service Depot Strength=400 June 25th, 2015 Mobile Gap Gen given Secondary=Grenade so it lobs two grenades quick but it's commented out in tdpure [MISS] more defined with TD stats but tech level left unbuildable at -1. CNCNet's spawn1.mix has building animation for it if you want to use it. Ownership of fake naval buildings had allies and soviet capitalized. Still worked fine, but changed to lower case to match everything else. June 4th, 2015 Crossover.txt and Crossoveralt.txt: Mistakenly had [Chaingun] instead of [ChainGun] So Damage=35 was not in effect. Changed it back to RA's normal damage=40 anyway. Maverick Damage raised to 40 and range lowered to 4. New crossoverlunar.txt Crossover combined with the special Counterstrike map Lunar Battle Field's rules rearranged to avoid conflicts and not mess up naval units. Left stuff commented out under [ARTY],[SS],and [155mm] you may want to use. May 27th, 2015 Crossover.txt: Camo pillbox vulcan range back from 4.5 to 5 Crossoveralt.txt ReconBike,StealthTank,&RocketSoldier's Dragon rocket range from 5 to 4.5 Rocket Soldier's antiair RedEye rocket still has Range 7.5 May 23rd, 2015 all of them: Some settings left same as rules.ini have been deleted. Except some, such as speeds, and some primary/secondary weapons that are the same in some and changed in others all present so maps work as intended with a different set of these rules put into a replacement expand2.mix. (Naming one of crossover.txts as mplayer.ini in expand2.mix works except for Advanced Guard Tower(reg pillbox) and plane image= changes don't work. Would be better to rename spawn1.mix's graphic entries in a replacement expand2 or whatever addon mix to avoid image= and then edit rules.ini&aftermth.ini&mplayer.ini to include one of these rules sets) Crates set more like RA default but using the unused gfx and having a small chance of stealth/cloak. Scud and Napalm and Parabomb are at least 113 dam for biggest fire. MGG set to Allied only (France & Greece) Soviet tech center level to 7 like TD (was left at RA 6 but pointless since flamethrower infantry no longer require it) Airfield & MiG tech level at least 8. On tech levels 1-7 both Eng and Spanish version of GDI should be identical and both German and Turkish Nod should be identical. By tech level 7, Allies and Soviets get all land units unique to their sides. ChronoDuration=3 as in rules.ini to override Aftermath's mplayer setting of 2. Super Warhead's Spread=4 as in TD Greece better armor (0.9) instead of ground speed (1.1) for better balance. With their faster units groundspeed bonus benefits them more than Ukraine and almost making light tanks speed 10 and medium tanks 9 is a little crass). Except tdpure.txt has no country bonuses. Light Tanks balanced across various sets - Since it has lower TD cost in all, it has TD firing rate in regular (RA speed tanks) crossover.txt and td*.txt. But has regular faster RA firing rate in alt.txt despite slower TD groundspeed. crossover.txt Light Tanks shoot slower but move faster than Medium Tanks. Chronotank cost increased to 1800 crossoveralt.txt Light Tanks move same but shoot faster than Medium Tanks. Chronotank cost increased to 1800 crossovertd.txt Light Tanks move same and shoot slower than Medium Tanks. Stronger armor for normal diffilculty Napalm ROF=4 crossovertdpure.txt Light Tanks move same and shoot slower than Medium Tanks. Stronger armor there for normal diff but commented out Napalm ROF=4