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Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Peace through Power - Let's Play (every) Command and Conquer (PC)



Welcome to this Command and Conquer Anthology Let's Play. Join me on this magical ride through 15 years of strategy gaming featuring one of the most iconic series in gaming. From its meteoric rise to its slow and painful downfall, I'll be going through the entire series, game-by-game, expansions included.






How this will work

I'll be going through each game, chronologically. As every game features 2 factions, with entirely different campaigns, I will be showing off one "run" through each campaign, with additional posts revealing "missed" content, as Command and Conquer (and a few other early titles) featured branching paths. Anything that is the "main" content will be in video form, and the "missed" missions will be given an overview via Screenshots.

I will also attempt to showcase all the available songs and/or cutscenes, as the games have a healthy amount of unique videos depending on whether you succeed or not. This may be harder to do with Command and Conquer (Tiberian Dawn), as the games sometimes use an old, proprietary file format that makes it difficult to capture footage, or extract the video files and recording them with the help of some lucky charms.



What games should we see/expect?





1995 – Command & Conquer
1996 – Command & Conquer – The Covert Operations (+Sole Survivor content)
1996 – Command & Conquer: Red Alert
1997 – Command & Conquer: Red Alert – Counterstrike
1997 – Command & Conquer: Red Alert – The Aftermath
1998 – Command & Conquer: Red Alert – Retaliation
1999 – Command & Conquer: Tiberian Sun
2000 – Command & Conquer: Tiberian Sun – Firestorm
2000 – Command & Conquer: Red Alert 2
2001 – Command & Conquer: Yuri's Revenge
2002 – Command & Conquer: Renegade (Or Renegade X)
2003 – Command & Conquer: Generals
2003 – Command & Conquer: Generals – Zero Hour
2007 – Command & Conquer 3: Tiberium Wars
2008 – Command & Conquer 3: Kane's Wrath
2008 – Command & Conquer: Red Alert 3
2009 – Command & Conquer: Red Alert 3 – Uprising
2009 – Command & Conquer: Red Alert 3 - Commander's Challenge
2010 – Command & Conquer 4: Tiberian Twilight


--- I'm not against mods, but I have no clue which ones are good or bad, and will consider adding any to the list upon request ---


I will preface by saying I am not the best strategy player ever (Company of Heroes proved that one!) but I shall attempt to play on the harder difficulties, when available.





And since this entire thing is being done chronologically, that means ABSOLUTELY NO SPOILERS AT ALL ABOUT ANYTHING! :siren::siren: NO. SPOILERS. :siren::siren: Not even tags.

The Command and Conquer series has very little in terms of adaptations or spin-off content, having, I think, one "expanded universe" book sold in 2009, so let's just let things play out as the games intended them to. Thanks!








https://www.youtube.com/watch?v=k3CLSOFvhDo





The year is 199X. A crashed meteorite in Italy sees the spread of a new, and deadly, material - Tiberium. Since its first arrival, Tiberium has spread to numerous locations around the globe, with the Global Defense Initiative (GDI) and Brotherhood of Nod (NOD) vying for control over this new "natural" resource.





The Brotherhood of Nod



Known as The Brotherhood, The Ways of Nod, ShaÆSeer among the tribes of Godan [ref: INTERPOL FILE ARK936 - Aliases of the Brotherhood].

Founded: Date unknown: exaggerated reports place the Brotherhood's founding before 1,800 BC.

Ideology: To unite third-world nations under a pseudo-religious political platform with imperialist tendencies. In actuality, it is an aggressive and popular neo-fascist, anti-West movement vying for total deomination of the world's peoples and resources. Operates under the popular mantra, "Brotherhood, unity, peace".

Current Head of State: Kane; also known as Caine, Jacob (INTERPOL FILE TRX11-12Q); al-Quayym, Amir (MI6 DR-416.52)

Base of Operations: Global. Command posts previously identified at Kuantan, Malaysiaa; somewhere in Ar-Rub' al-Khali, Saudi Arabia; Tokyo, Japan; Caen, France.

Military Strength: Previously believed only to be a smaller terrorist operations, a recent scandal involving United States defense contractors confirms that the Brotherhood is well-equipped and supports significant land, sea, and air military operations.

Economic Strength: Considerable operating assets believed to be in excess of US$255.2 billion, based on audits of seized financial records (see CIA DOCKET 3231.54-776 FIA).

Political Strength: Believed to be the sole backers of the Fist of Allah party in Jordan (52%); United We Stand America party in the United States (12%); Albion First! party in the United Kingdom (25+%), among others. (See Brookings Institution publication A42962-94 for full disclosure.)

Affiliations: Irish Republican Party; Islamic Jihad; Khmer Rouge; others (See document: Brotherhood of Nod Splinter Groups.)


[SEE ALSO: Mobius, Dr. R.H.; terrorist activities; United States Global Defense Act; Report of World Energy Radical Redistribution, US Congressional Report, 1994, File XXY22]



[NOD SUB-FACTIONS]

[ACCESS DENIED]



The Global Defense Initiative



Commonly, GDI. Before 1990, known as Special Operations Group Echo, Black Ops 9.

Founded: 12 October 1995, in acordance with the United Nations Global Defense Act (UNGDA)

Ideology: To enforce the United Nations Global Defense Act and upholds the ideals as outlined in the United Nations Charter.

Current Head of State: Brigadier General Mark Jamison Shepherd, Chief of Staff, United Nations Military Command.

Base of Operations: United Nations Military Command center, location REDACTED

Military Strength: Within parameters of the UNGDA, Article V, Section 3A, Paragraph 12.

Economic Strength: Funded by United Nations and various national governments, public organizations, and private enterprise.

Political Strength: Not applicable: operates within parameters of the UNGDA and under the orders of the United Nations Security Council.

Affiliations: United Nations


[SEE ALSO: Shepherd, M.J.; United Nations, 1995 to present; United Nations Global Defense Act, 1995; Mobius, Dr. R.H.]


[GDI SUB-FACTIONS]

[ACCESS DENIED]





NOD Mission Playlist

Nod Mission 01
Nod Mission 02
Nod Mission 03
Nod Mission 04
Nod Mission 05
Nod Mission 06
Nod Mission 07
Nod Mission 08
Nod Mission 09
Nod Mission 10
Nod Mission 11
Nod Mission 12
Nod Mission 13
NOD Map Dissection 01
NOD Map Dissection 02
NOD Map Dissection 03
NOD Map Dissection 04



GDI Mission Playlist

GDI Mission 01
GDI Mission 02
GDI Mission 03
GDI Mission 04
GDI Mission 05
GDI Mission 06
GDI Mission 07
GDI Mission 08
GDI Mission 09
GDI Mission 10
GDI Mission 11
GDI Mission 12
GDI Mission 13
GDI Mission 14
GDI Mission 15
GDI Map Dissection 01
GDI Map Dissection 02
GDI Map Dissection 03

Covert Operations

GDI - Blackout
GDI - Hell's Fury
GDI - Infiltrated! + Covert Ops Map Dissection 01
GDI - Elemental Imperative
GDI - Ground Zero
GDI - Twist of Fate
GDI - Blindsided + Covert Ops Map Dissection 02


NOD - Bad Neighborhood
NOD - Deceit
NOD - Eviction Notice
NOD - The Tiberium Strain + Covert Ops Map Dissection 03
NOD - Hostile Takeover
NOD - Under Siege: C&C
NOD - NOD Death Squad
NOD - Cloak and Dagger
Covert Ops Map Dissection 04



Bonus Mission Pack


N64 Missions 01
N64 Missions 02
N64 Missions 03
N64 Missions 04
N64 Map Dissection 01


PSX Missions 01
PSX Missions 02
PSX Missions 03 + PSX Map Dissection 01
PSX Missions 04
PSX Maps 02


The Endings


PAT SUX


Artwork


by PurpleXVI


by Fish Noise

Jobbo_Fett fucked around with this message at 15:19 on May 26, 2019

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Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry




Name: Greg Burdette
Aliases: None
Affiliation: Unknown, possible NOD
Occupation: News Reporter
Voiced/Played by: Eric Randall

Greg Burdette is, or was, a News Reporter for WWN. Currently working with, or for, Kane in spreading disinformation about GDI.



Name: Dr. Mobius
Aliases: None
Affiliation: Unknown
Occupation: Tiberium Expert
Voiced/Played by: Richard Smith

As the only leading expert (that is mentioned) on Tiberium, it stands to reason that people are listening to what the Dr. has to say. Predicts that Tiberium will potentially overrun the entire planet.

Author's note: Portrayed as crazy by Nod and... crazy by GDI, he's the only person that understands Tiberium? A little strange, but let's roll with it.



Name: Nikoomba
Aliases: None
Affiliation: None
Occupation: Village Leader
Voiced/Played by: Unknown

A village leader who was murdered by Nod forces in Libya.



Name: Seth
Aliases: Unknown
Affiliation: NOD
Occupation: Right Hand of Kane Executed by Kane
Voiced/Played by: Eric Gooch

The so-called Right Hand of Kane, Seth is the liaison between low-ranking members and Kane. He has sent the Commander out on numerous missions, at the behest of Kane, and seemingly uses him to further increase his status in the Brotherhood of Nod. It appears that not all has gone according to plan, however, and now sees the Commander as a possible threat to his ambitions. Executed by Kane after he tried to usurp control of the Brotherhood.



Name: Kane
Aliases: Caine, Jacob; al-Quayym, Amir
Affiliation: NOD
Occupation: Leader of the Brotherhood of Nod
Voiced/Played by: Joseph D. Kucan

The leader of the Brotherhood of Nod, Kane is shrouded by mystery. No one knows much about him, and the mythos surrounding him tells of tales of alternate identities, immortality, or simply rumours and hearsay. Murdered Seth after he tried to usurp control of the Brotherhood of Nod. Discoverer of Tiberium (Unsubstantiated) and believes it is the future of mankind. Appears to always carry a pistol at his side, a Beretta 92FS. May have plans to use the Ion Cannon against GDI.




Name: Frank Klepacki
Aliases: The Big F, K-Note, Father Sound
Affiliation: Frank works for no one but himself
Occupation: Legend
Voiced/Played by: [REDACTED]

Who is Frank Klepacki? Very little evidence, other than his musical entries in the game, supports the theory that Mr. Klepacki, if that is his real name, has ever existed on planet Earth. Rumours have made the rounds on the internet that he is simply a Tommy Tallarico expy, or an even wilder theory that the music was created during a darker period of time in Koji Kondo's life.




Name: Commander
Aliases: Unknown
Affiliation: Unknown
Occupation: Commander within the Brotherhood of NOD
Voiced/Played by: N/A

Led NOD forces to victory against the GDI in Africa. Helped Kane to gain control of GDI's Ion Cannon and used it to attack at least one world superpower.



Name: Commander
Aliases: Unknown
Affiliation: Unknown
Occupation: Commander within the Global Defense Initiative
Voiced/Played by: N/A

Led GDI forces to victory against the Brotherhood of Nod in Europe. Developed a taste for destroying churches and committed multiple war crimes due to the "Take No Prisoners" stance of GDI at the time.



Name: Commander Carter
Aliases: Unknown
Affiliation: GDI
Occupation: Commander within the Global Defense Initiative Killed in Action
Voiced/Played by: Bill Collins

Its unknown if Commander Carter is of an equal rank as the GDI Commander, nor if he's Navy, Army, or something else. Regardless, he and the GDI Commander have worked together on numerous occasions, to good effect. Is believed to be the originator of the "the naughties" [Sometimes said "Noddies"] term. Has recently come down with Tiberium poisoning, yet has chosen to remain in command. Killed in action while leading his forces against a Nod base.

Author's note: It's okay, Carter, I'll acknowledge your sacrifice for GDI. :rip:



Name: Brigadier General Sheppard
Aliases: Unknown
Affiliation: GDI
Occupation: Supreme Commander of GDI
Voiced/Played by: Eric Martin

Stoic, and seemingly unemotional, Sheppard is the upper echelon of GDI command. He's also the first to come under fire by the media, and spends considerable time at press events and in meetings with political and military leaders.

Author's note: A rather bland character in my opinion, and one that only attempts to redeem himself about 3/4 of the way into the campaign; far too late to salvage anything meaningful.




Name: Colonel Morelli
Aliases: Unknown
Affiliation: GDI
Occupation: Air Support Commander (UNCONFIRMED)
Voiced/Played by: Wendy Bagger

Colonel Morelli is constantly taking to the skies to provide vital air support to local GDI forces. Has been able to turn the tide of a battle on numerous occasions with her squadron of A-10s.

Author's note: There's not much to Morelli's character, but that's a bad thing. If anything, it would've been nice to know more about what she does and why we always see her in flight.




Name: EVA(?)
Aliases: Unknown
Affiliation: GDI
Occupation: Computer(?)
Voiced/Played by: Kia Huntzinger

EVA appears to be the central command for GDI. It is unknown at this time why both the NOD and GDI commanders appeared to be equipped with, or have access to, it.

Author's note: While certain details are revealed in the installation video (which we have yet to see), EVA remains a mysterious entity.



Name: [REDACTED]
Aliases: DELPHI
Affiliation: GDI
Occupation: Spy
Voiced/Played by: [REDACTED]

A GDI Operative, he helped locate Kane's bio-chemical research lab. Also provided information during Operation "Hell's Fury".



Name: Unknown
Aliases: None
Affiliation: None
Occupation: Talk Show Host
Voiced/Played by: R.C. Favero

A talk show host for a science show who interviews Dr. Mobius.



Name: Unknown
Aliases: None
Affiliation: None
Occupation: Reporter
Voiced/Played by: Marcia Swayze

A reporter for W3N Live.




Brotherhood of NOD Units


MINIGUN INFANTRY
ARMOR: NONE
COST: 100
SECONDS TO PRODUCE: 7
RANGE: SHORT
WEAPON: M-16 RIFLE
Equipped with the M-16 Machine Gun, this troop is the key player in Nod’s forces. En masse, this unit is very useful against slow-moving armored units like tanks. Just remember that large tanks can easily crush
your infantry and flame-based weapons can quickly reduce entire squads to ash.


Author's notes: Minigunners suck. They are pure cannon fodder and should only be used in the absence of anything else.



NOD BUGGY
ARMOR: LIGHT
COST: 300
SECONDS TO PRODUCE: 20
RANGE: SHORT
WEAPON: M60 MACHINE GUN
These all-terrain vehicles are armed with an M60 machine-gun in a turret.
Faster than GDI’s Hum-vee, the Buggy has sacrificed some armor for this advantage. Used in hit and run tactics on infantry and other lightly armored targets, the Buggy shines. Against armor, it dies.

Author's notes: The buggy is the cannon fodder of NOD's vehicle arsenal. They are better than minigunners in every way, but only useful against enemy infantry.




MCV
ARMOR: MEDIUM
COST: 5000
SECONDS TO PRODUCE: 333
RANGE: N/A
WEAPON: NONE
The mobile construction vehicle lets you search for suitable base sites. Once one is found, convert the MCV into a full-service Construction Yard
and use it to build other structures. Since this vehicle is slow, unarmed, and expensive, you will want to keep it well guarded with other units.

Author's notes: As important as the building, the MCV in vehicle form allows you to set up the ideal location for your base, but be warned, it is an irreversible action.



HARVESTER
ARMOR: HEAVY
COST: 1400
SECONDS TO PRODUCE: 93
RANGE: N/A
WEAPON: NONE
This armor-plated vehicle seeks out and scoops up raw Tiberium, then transports it to refineries for processing. It is slow and unwieldy and will
need to be protected. Its good points are that it can take a beating before being destroyed and it is proficient at crushing enemy infantry.

Author's notes: The all-important harvester. Protect these at all costs!



ENGINEER
ARMOR: NONE
COST: 500
SECONDS TO PRODUCE: 33
RANGE: N/A
WEAPON: NONE
Engineers are used to capture enemy buildings. Since they carry no weapons, they are extremely vulnerable on the battlefield and must be
directed very carefully. Loading them into an Chinook is an ideal way to move them about the battlefield. Dropping a Chinook full of Engineers in
an enemy’s base is a commonly employed tactic.

Author's notes: Even the game agrees that mass capture tactics are good.



ROCKET SOLDIER
ARMOR: NONE
COST: 300
SECONDS TO PRODUCE: 17
RANGE: MEDIUM
WEAPON: LIGHT TOW ROCKETS
These infantry units are slower and easier to kill than other infantry, but can tear through armor faster than any other infantry unit. Their major
advantage is the ability to attack airborne units. Most effective as a support unit in diverse groups.

Author's notes: The anti-armor infantry unit for NOD. They aren't bad, can shoot air units, but are one of the slowest units in the game. This ensures that any attack will progress slowly, or see everyone else die... right before they do.


RECON BIKE
ARMOR: LIGHT
COST: 500
SECONDS TO PRODUCE: 33
RANGE: MEDIUM
WEAPON: DRAGON TOW ROCKETS
Mounting twin rocket launchers, the cycles have great flexibility, serving multiple roles in Nod’s forces. Learn to use these units in packs, hunting
down lone units or harvesters. When in guard mode, they will shoot at enemy aircraft, making them ideal at destroying incoming aerial assaults.
Their speed makes them an ideal scouting unit as well.

Author's notes: I don't like the recon bike, simply because its so fragile, but at least it shoots air uni~oh right I ALWAYS FORGET TO GUARD. The best reason to use bikes is to scout territory, or in large packs.



LIGHT TANK
ARMOR: MEDIUM
COST: 600
SECONDS TO PRODUCE: 40
RANGE: MEDIUM
WEAPON: 75MM APDS
This highly-mobile tread vehicle, delivers maximum weaponry and personnel destruction with minimum weight, maintenance and weaponry.
Faster than any other tank on the battlefield, these units can reach a target quickly. Used in conjunction with aerial assaults, these units are very effective.

Author's notes: What aerial assaults?!



FLAMETHROWER INFANTRY
ARMOR: NONE
COST: 200
SECONDS TO PRODUCE: 13
RANGE: SHORT
WEAPON: FLAMETHROWER
Effective for maximum close-range destruction. Produces fire which burns more slowly than normal, allowing more effective elimination of humans
and armament. Be careful when using these troops in groups—if one unit gets in front of another, chances are that the unit in front will catch some of the damage from the back unit. Spread them out.

Author's notes: The slow burning fire stuff is just fluff, but you should honestly be careful with multiple flamethrowers. No joke, anything over 1 is dangerous to all sides.



COMMANDO
ARMOR: NONE
COST: 1000
SECONDS TO PRODUCE: 67
RANGE: LONG
WEAPON: SNIPER RIFLE AND C-4 EXPLOSIVE PACKS
The Commando uses a Raptor 50cal. assault rifle with suppressor that is able to take out infantry units from extreme range. In addition, the Commando also carries C-4 explosives. When placed in enemy structures, these explosives will level the target structure in seconds.

Author's note: The best infantry in the game, bar none. Sure, he can't snipe helicopters or A-10s, but the Commando can eliminate any infantry unit at the drop of a hat, and blow up any building left unguarded. The only downside, apart from the lack of anti-armor, is the fact that blowing up buildings produces enemy soldiers, which get first dibs at shooting the Commando. :(


MOBILE ARTILLERY
ARMOR: MEDIUM
COST: 450
SECONDS TO PRODUCE: 30
RANGE: LONG
WEAPON: 155MM BALLISTIC CHARGES
This massive cannon has great range and ballistic power. This unit is very slow. Any attacks using this unit have to be orchestrated carefully—just getting the unit to its target can be difficult. However, once it gets within range, little stands in the way of its firepower. By nature, artillery is somewhat innacurate.

Author's note: I overvalue their cost in the next video (I think), but that still doesn't mean I'll take an artillery piece over a Light Tank. Slow to turn, slow to move, slow to shoot. Its just slow. Oh, and the typo is in the manual.


FLAME TANK
ARMOR: MEDIUM
COST: 800
SECONDS TO PRODUCE: 53
RANGE: SHORT
WEAPON: TWIN FLAME CANNONS
Especially useful against infantry and structures, the Devil’s Tongue Flame Tank can mow through swarms of infantry with little or no damage to itself. To top off its destructive capabilities, the flame tank is fast, able to avoid some of the slower firing weapons and get close to its target quickly.

Author's note: So it turns out you need a Comms. Centre to build these guys. Damnit... The flavor text is serious, they will absolutely slaughter infantry and scorch buildings. Truly a force to be reckoned with.


Oh and I found out the Cargo Plane has its own entry


CARGO PLANE
ARMOR: HEAVY
COST: N/A
SECONDS TO PRODUCE: N/A
RANGE: N/A
WEAPON: NONE
This carrier ships purchased units to the Brotherhood of Nod via the Airfield. Any units ordered will be shipped in as soon as possible. Only one transport plane can be on the board (per Airfield) at any one time.

Author's note: You go, plane!



STEALTH TANK
ARMOR: LIGHT
COST: 900
SECONDS TO PRODUCE: 60
RANGE: MEDIUM
WEAPON: DRAGON TOW ROCKETS
This lightly-armored tank is equipped with the Lazarus shield, cloaking it from enemy sight. This shield is neutralized during firing, giving the tanks the ability to “appear” out of thin air. Although vehicles and most structures are not able to see the tank while cloaked, infantry and Guard Towers will reveal the tank if it gets too close to them.

Author's note: Great for scouting, ambushes, and hit-and-run attacks, the Stealth Tank is one of the better NOD weapons in the Commander's arsenal. However, the ability to remain permanently cloaked (under normal conditions) does come at a price of being weak defensively. Works best in numbers.



Brotherhood of NOD Buildings


CONSTRUCTION YARD
ARMOR: MEDIUM
COST: N/A
SECONDS TO PRODUCE: N/A
POWER USAGE: NONE
PURPOSE: PRODUCES STRUCTURES
The Construction Yard is the foundation of a base and allows the construction of other buildings. You must protect this structure! Without it, you
cannot build any new structures. The Construction Yard is fairly strong, but as with almost all structures, it is vulnerable to Engineers. Try surrounding
your Construction Yard with walls to keep out unwanted guests.


Author's notes: THE main building for your base. Lose this, and you can no longer construct new buildings.



POWER PLANT
ARMOR: MEDIUM
COST: 300
SECONDS TO PRODUCE: 20
POWER USAGE: NONE
PURPOSE: PROVIDES POWER TO BASE
This unit provides power to the structures in your base. Power output is directly related to the Power Plant’s condition, so protect them during battles.
If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. The Power Plant outputs 100 units of power.

Author's notes: The third-most essential building in your base (the refinery is the 2nd). Without power, your unit production slows to a crawl and certain buildings or functions won't work.



HAND OF NOD
ARMOR: MEDIUM
COST: 300
SECONDS TO PRODUCE: 20
POWER USAGE: 20
PURPOSE: PRODUCES INFANTRY
This creates elite infantry units for the Brotherhood of Nod. Building multiple barracks will decrease the time necessary to train a soldier.

Author's notes: The tip about building multiple Hands of NOD to train infantry faster is not a myth, but I always forget its a legit thing.



REFINERY
ARMOR: MEDIUM
COST: 2000
SECONDS TO PRODUCE: 133
POWER USAGE: 40
PURPOSE: CONVERTS TIBERIUM TO CREDITS
This unit processes Tiberium into its component elements. Building the refinery immediately deploys a Tiberium harvester and each Refinery can
handle an infinite number of Harvesters. The refinery stores 1,000 credits of processed Tiberium.

Author's notes: A refinery can handle an infinite number of harvesters, one at a time. It's always best to build a second refinery if tiberium is abundant in the area.



SILO
ARMOR: LIGHT
COST: 150
SECONDS TO PRODUCE: 10
POWER USAGE: 10
PURPOSE: HOLDS REFINED TIBERIUM
This unit stores up to 1,500 credits of processed Tiberium. When the Refinery fills to its maximum capacity of Tiberium, you will want to build
Silos to handle the excess storage load. Guard it carefully. If destroyed or captured, the amount stored in the silo is deducted from your account.

Author's notes: I NEVER build silos unless I'm just pissing money away (or trying to get some distance between my defenses and my buildings.



COMMUNICATIONS CENTER
ARMOR: MEDIUM
COST: 1000
SECONDS TO PRODUCE: 66
POWER USAGE: 40
PURPOSE: BASE RADAR & COMMUNICATION
Allows the use of the radar screen as long as there is sufficient power. The radar screen allows for long-range views of the battlefield and for
commanding units over great distances. When playing as Nod against GDI in the solo play missions, destroying GDI’s Radar Facility will keep
GDI from launching A-10 airstrikes against you.

Author's notes: A building with very little purpose for NODs forces, the communications center basically only gives you the radar/minimap. We'll see what the A-10 airstrikes are like soon enough, so don't worry about seeing those in effect.




SANDBAG BARRIER
ARMOR: LIGHT
COST: 50
SECONDS TO PRODUCE: 3
POWER USAGE: NONE
PURPOSE: BASE DEFENSE
Used to deter the enemy from advancing. Sandbags provide limited cover and may slow units down. Only explosive weapons such as grenades, missiles, and shells can damage Sandbags.

Author's notes: Not sure what the "provide limited cover" is supposed to be exactly, although I haven't checked the rules on it. The 2nd part is true, and annoyingly so at times.


SAM SITE
ARMOR: HEAVY/LIGHT
COST: 750
SECONDS TO PRODUCE: 50
POWER USAGE: 20
PURPOSE: DEFENSIVE ANTI-AIRBORNE UNIT
Fires surface-to-air missiles at airborne GDI units. When the it is recessed in the ground, it is difficult to harm. However, when the launcher is exposed, it will damage more easily. Position these around your base in a
triangular layout. This gives you the best chances of destroying aerial threats before they can cause serious damage to your base.

Author's notes: Due to the limits on distance (you need to build adjacent), you either need to build out or accept that their range will be poor, especially against A-10 strikes.



AIRSTRIP
ARMOR: HEAVY
COST: 2000
SECONDS TO PRODUCE: 133
POWER USAGE: 30
PURPOSE: WEAPONS RECEIVING AREA
Nod buys all its units. The Airfield allows cargo planes to land and deliver equipment. It is functionally equivalent to the GDI Weapons Factory.
However, you do not instantly get the unit when it is complete—it must be flown in, so plan accordingly. Building multiple Airfields will increase the
ordering speed, and will enable you to have two units delivered at a time.

Author's notes: I don't think I ever bothered building a second one, mostly due to money concerns.





TURRET
ARMOR: HEAVY
COST: 600
SECONDS TO PRODUCE: 17
POWER USAGE: 20
PURPOSE: BASE DEFENSE
For broad sweep, short-range protection against heavy assault vehicles. This is the staple of Nod’s base defense, so be sure to have several of these around your base entrances. Fire-power wise, they are the equivalent of a medium tank’s cannon—without the mobility.

Author's note: Its a strong defensive building, able to dispatch vehicles with relative ease, but suffers from a slow turret rotation and lackluster performance against infantry (unless its accurate!)


REPAIR FACILITY
ARMOR: LIGHT
COST: 1200
SECONDS TO PRODUCE: 80
POWER USAGE: 30
PURPOSE: VEHICLE REPAIR
The repair facility allows you to repair damaged units. Moving a vehicle onto the repair pad will begin the repair process. All repairs are deducted from your credits. If you run out of credits while repairs are in progress, repairs will stop. Damage to the facility significantly slows repair work.

(Unless the Rules.ini file is lying, these are the following stats for the Repair facility
RepairPercent=20% ; percent cost to fully repair as ratio of full cost
RepairRate=.008 ; minutes between applying repair step)

Author's note: Extremely useful if running on a small income or to save powerful units! If you have neither, you can skip it.



CHAIN LINK BARRIER
ARMOR: MEDIUM
COST: 75
SECONDS TO PRODUCE: 5
POWER USAGE: NONE
PURPOSE: BASE DEFENSE
Chain Link function in the same way that the sandbags so, but they provide more defense. Only explosive weapons such as grenades, missiles, and shells can damage a Chain Link fence.

Author's note: Woo?!




OBELISK OF LIGHT
ARMOR: MEDIUM
COST: 1500
SECONDS TO PRODUCE: 100
POWER USAGE: 150
PURPOSE: LASER-EQUIPPED BASE DEFENSE
This high-power laser effectively destroys troops and armament at long range. It is the most powerful on-board weapon in the game. Its slow recharge time means that it cannot be the only weapon defending your base, however. Make sure you have excess power before building these, because damage to your power plants will keep the obelisks off-line.

Author's note: These can totally be the only base defense you build, manual :colbert:. The only two weaknesses for the Obelisk are that it can be destroyed a little too easily in my opinion, and that it requires a large amount of power to maintain.



ADVANCED POWER PLANT
ARMOR: MEDIUM
COST: 700
SECONDS TO PRODUCE: 47
POWER USAGE: NONE
PURPOSE: PROVIDES POWER TO BASE
This high-yield structure handles the energy strains of some later, more power-intensive structures. It may cost a bit more than the original Power Plant, but it generates double the amount of power (200 units).

Author's note: Costs more than twice that of a Power Plant but only gives twice the power output? Why? Only real reason to build it is to save space in your base. -Only learned this after this mission-



TEMPLE OF NOD
ARMOR: HEAVY
COST: 3000
SECONDS TO PRODUCE: 200
POWER USAGE: 150
PURPOSE: NUCLEAR MISSILE
Houses the central computer core that is the hub of all Nod communications and center of Nod command. It is heavily armored. This structure also gives Nod players the ability to fire nuclear missiles.


Author's note: No real use outside of giving the player the Nuclear Missile, which is amazing. In the final NOD Mission, I could only get it to give me one nuke.


Global Defense Initiative Units




MINIGUN INFANTRY
ARMOR: NONE
COST: 100
SECONDS TO PRODUCE: 7
RANGE: SHORT
WEAPON: M-16 RIFLE
Equipped with the GAU-3 “Eliminator” 5.56mm chaingun, this troop is the key player in the GDI forces. En masse, this unit is very useful against slow-moving armored units like tanks. Just remember that large tanks can easily crush your infantry and flame-based weapons can quickly reduce entire squads to ash.

Author's notes: Interestingly, the GDI actually use a different weapon then the NOD minigunners. In lore, anyways.


HUMM-VEE
ARMOR: LIGHT
COST: 400
SECONDS TO PRODUCE: 27
RANGE: SHORT
WEAPON: M-60 MACHINE GUN
These all-terrain attack vehicles are fast and very useful against infantry and can wipeout large numbers of Attack Cycles when used en masse. Its light armor makes it vulnerable to any explosive weapon.

Author's notes: Similar to the NOD Buggy. Takes longer to build and costs more, but has the same armor class listed in the manual; strange.



MCV
ARMOR: MEDIUM
COST: 5000
SECONDS TO PRODUCE: 333
RANGE: N/A
WEAPON: NONE
The mobile construction vehicle lets you search for suitable base sites. Once one is found, convert the MCV into a full-service Construction Yard
and use it to build other structures. Since this vehicle is slow, unarmed, and expensive, you will want to keep it well guarded with other units.

Author's notes: As important as the building, the MCV in vehicle form allows you to set up the ideal location for your base, but be warned, it is an irreversible action.


HOVER CRAFT
ARMOR: HEAVY
COST: N/A
SECONDS TO PRODUCE: N/A
RANGE: N/A
WEAPON: NONE
This heavily-armored unit deploys men and vehicles during amphibious assault. It is not buildable in any missions, including multiplay.

Author's notes: This needs an entry, although the player can never control it.


GUNBOAT
ARMOR: HEAVY
COST: N/A
SECONDS TO PRODUCE: N/A
RANGE: LONG
WEAPON: TOMAHAWK MISSILE
Heavily armored, and armed with surface-to-surface missiles, this unit is the backbone of GDI’s naval forces. This unit makes special appearances in GDI missions, but is normally unavailable.

Author's notes: Here's another unit we can't build.



GRENADIER
ARMOR: NONE
COST: 160
SECONDS TO PRODUCE: 7
RANGE: SHORT
WEAPON: HIGH EXPLOSIVE GRENADE
The Grenadier is a very useful all-purpose infantry unit. This troop is faster, can see further, and hit harder than normal infantry. The grenade this unit throws can not only go over walls, but can destroy them as well.
They ‘splode good, too!!

Author's note: YES. GRENADIERS. YEESSSSSSSSSS. On a more serious note, these guys are great for their cost, speed, and attack, but beware of bunching them up as they are highly explosive.



A-10 GROUND SUPPORT AIRCRAFT
ARMOR: HEAVY
COST: N/A
SECONDS TO PRODUCE: N/A
RANGE: LONG
WEAPON: NAPALM BOMBS
These units are highly maneuverable, ground-hugging craft that level enemy units with napalm. When playing as GDI in the solo play missions, destroying all Nod SAM sites will give you access to the A-10 airstrikes. Since the A-10 bombs in a line, it is a good idea to pick a target that is part of a group. You can do damage to more enemies this way.

Author's note: Oh hey, there's an entry for this in the manual!



APC
ARMOR: HEAVY
COST: 700
SECONDS TO PRODUCE: 47
RANGE: SHORT
WEAPON: M-60 MACHINE GUN
The Armored Personnel Carrier (APC) transports and protects up to five troops heading to and from battle locations. Its heavy armor, fast speed, and long sight range make it an ideal scouting unit. It is also useful for crushing infantry.

Author's note: It's also incredibly useful for throwing engineers into the enemy base and capturing everything while they watch in horror!



MEDIUM TANK
ARMOR: HEAVY
COST: 800
SECONDS TO PRODUCE: 53
RANGE: MEDIUM
WEAPON: 105MM APDS
From its single barrel, the Medium Tank fires armor-piercing shells. It is faster, heavier and more destructive than Nod’s Light Tank. This is one of the best all around vehicles in the game. It is effective against both vehicles and structures, but can be taken down by groups of infantry or aerial units.

Author's note: Other than being vulnerable to certain infantry (or the micromanaged kind) and choppers/a10s, this is great bang for your buck and should be your go-to vehicle of choice... until Mammoth tanks show up, of course :D.



TRANSPORT “CHINOOK” HELICOPTER
ARMOR: MEDIUM
COST: 1500
SECONDS TO PRODUCE: 100
RANGE: N/A
WEAPON: NONE
Provides field transportation for all infantry, rapidly deploying new troops into, or out of battle. This unit is basically an aerial version of the APC without the weapon.

Author's note: Great if your opponent is missing air defense weapons in critical areas, and even better if you can combine it with attacks to distract. Its usually a one-way trip for this unit, when moving into an enemy base.



COMMANDO*
ARMOR: NONE
COST: 1000
SECONDS TO PRODUCE: 67
RANGE: LONG
WEAPON: SNIPER RIFLE AND C-4 EXPLOSIVE PACKS
The Commando is part of the GDI Elite Forces Unit. This unit uses a Raptor 50cal. assault rifle with suppressor that is able to take out infantry units from extreme range. In addition, the Commando carries C-4 explosives.
When placed in enemy structures, these explosives will level the target structure in seconds.

Author's note: The lore text here is why I think that Nod has one Commando, whereas GDI has an entire team of them. GDI also started out as a SpecOps group. Maybe one of them defected to Nod? Its all headcanon, loosely based on text from the manual, which could just be an error/typo anyways, but I like the interpretation.



MOBILE ROCKET LAUNCH SYSTEM (MRLS)
ARMOR: LIGHT
COST: 800
SECONDS TO PRODUCE: 53
RANGE: LONG
WEAPON: 227MM MISSILES
Mobile devastation. GDI’s longest-range attacker fires 227mm rockets and is effective against just about everything, including aerial threats. With no short-range fighting ability, this unit needs close-quarter backup. This is an attack only vehicle. Keep it in the background and don’t let enemies in close to it.

Author's note: This unit is entirely forgettable in GDI's unit lineup and I think I forget about it until like... 4 missions from now. :shrug:


ORCA VTOL ASSAULT CRAFT
ARMOR: LIGHT
COST: 1200
SECONDS TO PRODUCE: 80
RANGE: LONG
WEAPON: DRAGON TOW ROCKETS
This vertical takeoff and landing (VTOL) craft carries five salvos of TOW rockets. ORCAs are exceptionally useful for taking out enemy armor like Harvesters. When used in conjunction with Ion Cannon strikes, then can easily destroy enemy structures. When an ORCA runs out of rockets, it must return to base for reloading.

Author's note: Aside from not being able to reveal LOS itself, this unit has few drawbacks. No GDI force is complete without a few of these to harass and destroy Nod forces on the map.



MAMMOTH TANK
ARMOR: HEAVY
COST: 1500
SECONDS TO PRODUCE: 80
RANGE: MED/LONG
WEAPON: DUAL 120MM APDS / MAMMOTH TUSK MISSILES
Armed with dual 120mm cannons and Mammoth Tusk Missiles, this giant is a very versatile attack unit. These weapons help compensate for its lack of speed and mobility. When this unit takes a lot of damage, it can slowly regenerate its health back up to 50%. When the Mammoth tank is placed in guard mode, it can fire at aerial units.

Author's note: This is the best unit ever and I will never acknowledge that a unit is cooler than a twin-barreled tank with rockets, self-regeneration, and is called the Mammoth tank.


Global Defense Initiative Buildings




CONSTRUCTION YARD
ARMOR: MEDIUM
COST: N/A
SECONDS TO PRODUCE: N/A
POWER USAGE: NONE
PURPOSE: PRODUCES STRUCTURES
The Construction Yard is the foundation of a base and allows the construction of other buildings. You must protect this structure! Without it, you cannot build any new structures. The Construction Yard is fairly strong, but as with almost all structures, it is vulnerable to Engineers. Try surrounding your Construction Yard with walls to keep out unwanted guests.

Author's notes: Just like NOD, this is the be all end all of any base.



POWER PLANT
ARMOR: MEDIUM
COST: 300
SECONDS TO PRODUCE: 20
POWER USAGE: NONE
PURPOSE: PROVIDES POWER TO BASE
This unit provides power to the structures in your base. Power output is directly related to the Power Plant’s condition, so protect them during battles. If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. The Power Plant outputs 100 units of power.

Author's notes: Same output and cost as NOD.



INFANTRY BARRACKS
ARMOR: MEDIUM
COST: 300
SECONDS TO PRODUCE: 20
POWER USAGE: 10
PURPOSE: PRODUCES INFANTRY
This structure is a field training center for all available infantry units. Building multiple Barracks will increase the rate at which infantry are produced.

Author's notes: Once again, no change from NOD.



COMMUNICATIONS CENTER
ARMOR: MEDIUM
COST: 1000
SECONDS TO PRODUCE: 66
POWER USAGE: 40
PURPOSE: BASE RADAR & COMMUNICATION
Allows the use of the radar screen as long as there is sufficient power. The radar screen allows for long range views of the battlefield and for commanding units over great distances. When playing as Nod against GDI in the solo play missions, destroying the GDI’s Radar Facility will keep GDI from launching A-10 airstrikes against you.

Author's note: Gives us access to the allmighty A-10 Strike (A-10 Strike may or may not actually be allmighty).



HELIPAD
ARMOR: MEDIUM
COST: 1500
SECONDS TO PRODUCE: 100
POWER USAGE: 10
PURPOSE: HELICOPTER LANDING
Building the Helipad allows the use of the ORCA attack aircraft. The Helipad is also the rearming station for the ORCA. If the Helipad is lost, the ORCA will not be able to reload. Any ORCA can use any Helipad on your side.

Author's note: Comes with a free Orca on deployment, I constantly forget to simply sell the helipad and rebuild another instead. Offers no protection to an Orca on the landing pad if attacked.




GUARD TOWER
ARMOR: LIGHT
COST: 500
SECONDS TO PRODUCE: 33
POWER USAGE: 10
PURPOSE: DEFENSE
Armed with a high-velocity machine gun, this structure provides manned defense against Nod ground attack. The Guard Tower is exceptionally useful against infantry and other light units, and since it doesn’t require any power, it will remain functional when your base loses power. It can also detect Nod Stealth Tanks when they are near.

Author's note: Your basic defensive building for GDI. Personally, I don't like it as much as NOD's turret,



SILO
ARMOR: LIGHT
COST: 150
SECONDS TO PRODUCE: 10
POWER USAGE: 10
PURPOSE: HOLDS REFINED TIBERIUM
This unit stores up to 1,500 credits of processed Tiberium. When the Refinery fills to its maximum capacity of Tiberium, you will want to build Silos to handle the excess storage load. Guard it carefully. If destroyed or captured, the amount stored is deducted from your account.

Author's note: Performs the same function as NOD's silo.



WEAPONS FACTORY
ARMOR: MEDIUM
COST: 2000
SECONDS TO PRODUCE: 133
POWER USAGE: 30
PURPOSE: PRODUCES HEAVY VEHICLES & AIR POWER
This structure builds GDI’s vehicles. It is well armored, but is also a favorite target for enemy Engineers. If your Weapons Factory is captured, not only do you lose the ability to build vehicles, but the enemy is able to build your vehicles in addition to his own. Building multiple Weapons Factories will decrease the amount of time it takes to create a vehicle.

Author's note: As far as I know, the "bonus" for multiple Weapons Factories is capped at 2, but to be honest I never have enough cash to build more than that.



ADVANCED GUARD TOWER
ARMOR: MEDIUM
COST: 1000
SECONDS TO PRODUCE: 66
POWER USAGE: 20
PURPOSE: DEFENSE
Provides strong fortification against ground and air units. The Advanced Guard Tower (AGT) fires Tomahawk missiles at considerable range, but it requires power. Because of the AGT’s long range, it cannot hit units that are directly adjacent to it. It is always wise to back up the AGT with another defense like the Guard Tower.

Author's note: Honestly, the "AGT" is nice and all but, like the Guard Tower, I just don't care for it.



ADVANCED COMMUNICATIONS CENTER/ION CANNON
ARMOR: HEAVY
COST: 2800
SECONDS TO PRODUCE: 186
POWER USAGE: 200
PURPOSE: PARTICLE BEAM CANNON
An upgrade to the Communications Center, this structure not only provides radar, but is the uplink center for the Ion Cannon—GDI’s most devastating weapon. Once charged, it can unleash a blast on an unsuspecting target. The Ion Cannon requires power to charge: If your base is under powered, it will stop. To fire, left click on the Ion Cannon icon in the sidebar.

Author's note: The Ion Cannon really sucks when compared to the Nuke. The Ion Cannon doesn't kill everything in 1 hit, has little to no area of effect, but at least it recharges faster than a nuke? Really though, the cost investment (in the building, power, and defenses) isn't worth it, outside a few specific uses.

Jobbo_Fett fucked around with this message at 04:13 on Dec 23, 2018

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
https://www.youtube.com/watch?v=k3CLSOFvhDo
Command and Conquer Intro Video


Channel 12: The Grain Trade Center is bombed by terrorists. NOD is suspected to have been responsible.

Channel 7: The security commission is still in session, due to NOD terrorist actions.

Channel 319: A softcore porn movie is playing.

Channel 120: The nature channel visits an unnamed desert.

Channel 56: A fitness show is currently showing.

Channel 213: Harvesters seen collecting raw Tiberium.

Channel 2: Current events and information regarding Tiberium deposits.

Channel 116: Engine Oil, not just for cars anymore!

Channel 88: A channel with children's entertainment.

Channel 438: News regarding a new study on Tiberium by Dr. Moebius.

Channel 21: Bob Ross' successor.

Channel 14: The $PERRY Financial Network.

Channel 252: Greg Burdette(?) reporting GDI movements from the Mediterranean.

Channel 3: A re-run of a Steven Seagal movie.






Name: Greg Burdette
Aliases: None
Affiliation: Unknown
Occupation: News Reporter
Voiced/Played by: Eric Randall

Greg Burdette is a News Reporter for WWN.




Name: Dr. Mobius
Aliases: None
Affiliation: Unknown
Occupation: Tiberium Expert
Voiced/Played by: Richard Smith

A researcher and expert on Tiberium, he is apparently in the process of refuting claims that Tiberium may be dangerous.



https://www.youtube.com/watch?v=GiGRKiry7iU
NOD Mission 01




As the newest commander in the Brotherhood of NOD, we are introduced to Seth (Just Seth). He is Kane's Right Hand, he tasks us with a simple assassination mission of one "Nikoomba".

Location: ???? (Presumably, Northern Africa)
Objective: Assassinate Nikoomba

Briefing: In order for the Brotherhood to gain a foothold, we must begin by eliminating certain elements. Nikoomba, the nearby village's leader, is one such element. His views and ours do not coincide, and he must be eliminated.


Author's note: Pay special attention to the wording. "His views do not coincide with ours, and that makes him dangerous." "From God, to Kane, to Seth" and even the group's name: The Brotherhood of NOD. Is this a religion, a cult, or something worse?





Name: Seth
Aliases: Unknown
Affiliation: Unknown
Occupation: Right Hand of Kane
Voiced/Played by: Eric Gooch

The so-called Right Hand of Kane, Set is the liaison between low-ranking members and Kane.



Name: Nikoomba
Aliases: None
Affiliation: None
Occupation: Village Leader
Voiced/Played by: Unknown






MINIGUN INFANTRY
ARMOR: NONE
COST: 100
SECONDS TO PRODUCE: 7
RANGE: SHORT
WEAPON: M-16 RIFLE
Equipped with the M-16 Machine Gun, this troop is the key player in Nod’s forces. En masse, this unit is very useful against slow-moving armored units like tanks. Just remember that large tanks can easily crush
your infantry and flame-based weapons can quickly reduce entire squads to ash.


Author's notes: Minigunners suck. They are pure cannon fodder and should only be used in the absence of anything else.



NOD BUGGY
ARMOR: LIGHT
COST: 300
SECONDS TO PRODUCE: 20
RANGE: SHORT
WEAPON: M60 MACHINE GUN
These all-terrain vehicles are armed with an M60 machine-gun in a turret.
Faster than GDI’s Hum-vee, the Buggy has sacrificed some armor for this advantage. Used in hit and run tactics on infantry and other lightly armored targets, the Buggy shines. Against armor, it dies.

Author's notes: The buggy is the cannon fodder of NOD's vehicle arsenal. They are better than minigunners in every way, but only useful against enemy infantry.

Jobbo_Fett fucked around with this message at 01:07 on Nov 30, 2018

wedgekree
Feb 20, 2013
Awesome! Just in time for the remaster!

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

wedgekree posted:

Awesome! Just in time for the remaster!

I'm torn on the remaster at the moment, but I think if they are given the time and resources they need, it'll be a hit.

Hopefully, it won't cost too much.




Edit: As with the mod suggestions for C&C Tiberian Dawn (and later entries in the series), impromptu challenges can also be requested. That being said, I would very much appreciate if these could be held onto until the necessary content has been seen already, so as to avoid spoilers.

Jobbo_Fett fucked around with this message at 07:16 on Nov 24, 2018

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Tiberium will set us free.

wedgekree
Feb 20, 2013
As the thread gets to a point where the seriesis past them, is it okay to talk about the books/other sorts of stuff?

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

wedgekree posted:

As the thread gets to a point where the seriesis past them, is it okay to talk about the books/other sorts of stuff?

Absolutely. A cave-at will exist for Renegade because of plot reasons, but as long as something is no longer spoilers and content that won't be seen from the games, I would appreciate any cool additional information.

Mordja
Apr 26, 2014

Hell Gem
Modwise, Mental Omega for RA2 and Twisted Insurrection for TS (now standalone, I think) are kind of fanmade sequels/re-imaginings with their own bigass campaigns you can play if you really want to keep playing C&C until heat death.

Mordja fucked around with this message at 07:54 on Nov 24, 2018

wedgekree
Feb 20, 2013

Jobbo_Fett posted:

Absolutely. A cave-at will exist for Renegade because of plot reasons, but as long as something is no longer spoilers and content that won't be seen from the games, I would appreciate any cool additional information.

Is also talking about (broad) tactics and general stylistic choices/designs for each faction okay or want to get in a few missions with them? Just really appreciate the design of C&C from an early RTS perspective and how they made factions different.

Can throw in some things on the different 'gimmicks' the game had after they come up in missions presuming you don't want to discuss them before they're displayed.

wedgekree fucked around with this message at 08:06 on Nov 24, 2018

MEIN RAVEN
Oct 7, 2008

Gutentag Mein Raven

Yesssssssssss just hook this thread up straight to my veinssssssssss

UED Special Ops
Oct 21, 2008
Grimey Drawer
Loved the C&C series back in the day, and had almost all of the games up til the C&C3 expansion, so really looking forward to this.

MaskedHuzzah
Mar 26, 2009

Come now! Look me in the eye and tell me - isn't this the face of a guy you can trust?
Lipstick Apathy
I've been waiting for a LP of this series, because I keep hearing ridiculous things about the story but am not enthused about the gameplay. Looking forward to your take on it!

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

wedgekree posted:

Is also talking about (broad) tactics and general stylistic choices/designs for each faction okay or want to get in a few missions with them? Just really appreciate the design of C&C from an early RTS perspective and how they made factions different.

Can throw in some things on the different 'gimmicks' the game had after they come up in missions presuming you don't want to discuss them before they're displayed.

Lets hold off on deep dives for fsctions until a few more missions, just because of story and other things that we'll see.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Mordja posted:

Modwise, Mental Omega for RA2 and Twisted Insurrection for TS (now standalone, I think) are kind of fanmade sequels/re-imaginings with their own bigass campaigns you can play if you really want to keep playing C&C until heat death.

I learned of TI recently and I was super turned off by how it plays but I'll definitely give it a look once we get to TS.

90s Cringe Rock
Nov 29, 2006
:gay:
That intro video was way too familiar.

Eagerly awaiting more Kane in this thread.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Ooh, looking forward to this thread.

Are the RA3 servers still up? That could cause some issues down the road.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

FoolyCharged posted:

Ooh, looking forward to this thread.

Are the RA3 servers still up? That could cause some issues down the road.

I quickly checked and I didn't see any multiplayer functionality, but a google search reveals that some people are trying to keep the multiplayer side alive with "Revora"** I believe. Either way, we'll cross that bridge when we get there :)

Aither
Aug 20, 2018
:yeshaha:
Tiberian Dawn Redux, Rise of the Reds and Shockwave are some good mods for generals.

Strategic Sage
Jan 22, 2017

And that's the way it is...
Oh heck yes. Thank you for doing this, both for the nostalgia, and to save me from the impulse to do it at some point in the future :P.

Mraagvpeine
Nov 4, 2014

I won this avatar on a technicality this thick.
I see C&C 3 and 4, but not 2. Is there a 2?

Gun Jam
Apr 11, 2015

Mraagvpeine posted:

I see C&C 3 and 4, but not 2. Is there a 2?

Tiberian Sun.

Also, OpenRA should be mentioned here.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Mraagvpeine posted:

I see C&C 3 and 4, but not 2. Is there a 2?

Gun Jam posted:

Tiberian Sun.

Also, OpenRA should be mentioned here.

This is correct, the 2nd Tiberium game is Tiberian Sun.


I will be making a post about OpenRA at some point, as well as the various other freeware methods of acquiring C&C (and other games)

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


I'm really glad that EA has Petroglyph doing the remaster. They're probably my favorite RTS studio, even more than the old Relic.

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.
Oh man, I grew up with C&C and it's very near and dear to my heart.
In other words:

UnSmith posted:

Yesssssssssss just hook this thread up straight to my veinssssssssss



wiegieman posted:

I'm really glad that EA has Petroglyph doing the remaster. They're probably my favorite RTS studio, even more than the old Relic.
Petroglyph was founded by a bunch of the veteran Westwood people.
I'll be bitter about EA :commissar: Westwood for as long as I live, but having Petroglyph do the remaster is an uncharacteristically good decision by EA.

ArchWizard
Mar 27, 2009

There's the Roy I know and love.


I love C&C and this LP has me excited to an unreasonable degree. And while multiplayer for any particular game tends to be a pain to figure out, I think the C&C fan community does an admirable job of keeping it possible to play all of the games online.

bunnyofdoom
Mar 29, 2008

Jaxxon: Still not the stupidest thing from the expanded universe.



Wait so NOD is responsible for Brexit?

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
I noticed I missed the briefing text for the first NOD Mission

"Briefing: In order for the Brotherhood to gain a foothold, we must begin by eliminating certain elements. Nikoomba, the nearby village's leader, is one such element. His views and ours do not coincide, and he must be eliminated."

Each mission will have a cutscene (usually with lovingly produced FMV) and will have a text briefing once the mission has started. It's quite handy to check it out, as it will sometimes impart knowledge not gained in the video, or maybe a useful hint as to how to achieve your goals.



Similarly, I forgot all about Nikoomba! Look, if someone's gonna get a name, I should try to immortalize that fact.




Name: Nikoomba
Aliases: None
Affiliation: None
Occupation: Village Leader
Voiced/Played by: Unknown



The above has been retroactively added to the first mission post.



As well, the game manual has something rather interesting, and probably telling of how gaming once was. At the back, the manual includes tutorials for the first three missions of each campaign. These are rather wordy, considering the mission at hand, but it is included in full.

quote:

Nod Tutorial
MISSION ONE
This is a non-production mission.

You can’t build any more troops or structures than what you started with, so don’t squander them in needless confrontation.

As the mission starts, you will see the forces you have to work with: an assembly of Nod soldiers and two Nod Buggies.


SCOUTING THE TERRITORY

You will see the immediate terrain around them but won’t see any more of the play area. This dark area is called the “Unrevealed
Terrain”. As you move your units around the battlefield, they reveal the terrain and the Unrevealed Terrain disappears.

Every unit reveals terrain as it moves, but not every unit can “see” the same distance. For instance, Minigunners cannot see
as far as Buggies, so use the Buggies to scout with. Take several of the Nod soldiers (or a Buggy) and scout the general area around you.

Do this by left clicking on the unit you want to move, then moving the cursor to the location you
want the unit to go to and left clicking again. For instance, if you want a unit to move into the Unrevealed Terrain, left click on the unit, then left click on the Unrevealed Terrain, and the
unit will move there. If there is something in the unit’s way, he will try to get as close to the destination as possible.

Don’t click too far into the Unrevealed Terrain. Anything could be hiding under it.


MOVING OUT

At the beginning, you’re in a gorge that heads roughly south from where you have started. Eight more Nod Minigunners will
come onto the board, ready for you to use. As you move these men, GDI units will attack from the West. They are your first confrontation.

Select several of your Minigunners, and target them on the enemy soldiers. To select a group of units, left click and hold the mouse button near the group that you want selected. Now,
while holding the mouse button, move the mouse cursor across the group you want selected. You will notice that a box is being created as you move the mouse cursor. Expand the
box to include all the units you want in the group. Now let go of the mouse button. All of the units in the box are now selected and will move as a group.

Left click on the enemy unit you want to attack. Your troops will move towards the targeted enemy and engage them. (Tip: Try to have several Minigunners gang up on particular
targets.) Minigunner troops will attack automatically if they are being fired on directly, or if the target is within their own attack range. Minigunners will not fire automatically if the enemy unit
firing on them is out of the Minigunners’ range.


SOPHISTICATED SCOUTING

If you want to direct a unit to look for anything coming at it and engage it automatically, you can put it into “Guard” mode.
(See Advanced Play, Page 30) Now that you’ve dealt with the immediate threat, move your troops down the screen, making
sure to explore the area as you proceed, so no GDI forces can sneak up on you. When you meet resistance from GDI troops, use overwhelming numbers
to kill them quickly, so you don’t lose your forces. When you arrive at the bottom of the map, proceed to the west, using the same tactics as before.


INTO THE VILLAGE

More GDI soldiers will engage you, but keep your force together and you will defeat them quickly.
As you get a little further, you’ll see a road. Follow it to the north and it will take you right into the town where Nikoomba is hiding.
When you reach the bridge, you know that you are heading in the right direction.

GDI will attempt to stop you from crossing the bridge, but your forces should be able to take the Humm Vee out with no sweat. Just select a group of Minigunners and target
the Humm Vee. They’ll do the rest. When the way is clear, move into the town. You can destroy the village, but it is not required to win the mission.
Civilians may try to attack you for destroying their town, but they are no match for your superior forces.

When you reach the end of the road, you’ll be at the top of the map. Head to the east (right) and you will move onto a small plateau
that overlooks the village. Here, you will find Nikoomba. He is easily recognizable by his white shirt. Finish him off, and your
mission is complete.


KEEPING SCORE

Whether you’re playing Nod or GDI, at the end of each mission, the score screen will appear. This will rate your performance based on several factors: how long you took for the mission,
how much money you ended with, compared to what you started with, and the number of units and structures that you lost, compared to the number that you built. Also listed
is the high score table. The high score table will keep track of the seven highest scores on any given mission. This is useful if you and your friends are competing for high scores.
When you finish entering your name, the screen will clear.

HannibalBarca
Sep 11, 2016

History shows, again and again, how nature points out the folly of man.


HOLD YOUR WEAPONS HIGH!

Gideon020
Apr 23, 2011
I second the vote for Mental Omega when Red Alert 2 is reached. Good story, balanced units, loving hard though.

NewMars
Mar 10, 2013
Lotta NOD terrorists in this thread. Me, I'm for freedom. GDI! :911:

wedgekree
Feb 20, 2013
Kane's theme and the RA Soviet theme are some of my favorite vidya game music ever

Kerning Chameleon
Apr 8, 2015

by Cyrano4747

NewMars posted:

Lotta NOD terrorists in this thread. Me, I'm for freedom. GDI! :911:

It was a simpler time. This game was released during the last decade when calling your villains as "terrorists" meant they were a bunch of white guys who blew poo poo up for money or some nebulous evil-but-ultimately-unspecified goal.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
NOD Mission 02



https://www.youtube.com/watch?v=QYD97wFFHOc
NOD Mission 02




EGYPT
Population: 56,386,000
Expendability: 75%
Capital: Cairo
Government: Republic
Govt Corruptability: 18%
Net Worth: $39.2 Billion
Point of Conflict: Al-Alamyn
Military Strength: Formidable
Military Resistance: 82%





Kane wants us to establish a foothold in Egypt by creating a forward post and eliminating GDI forces in the nearby area. As we have yet to prove ourselves, we must do so with limited resources and units, although, thankfully, we'll be able to construct a base this time.

Location: Al-Alamyn, Egypt
Objective: Eliminate the GDI presence in Egypt.

Briefing: GDI has kept a stranglehold on Egypt for many years. Set up a forward attack base in your area. To do this you must double click on your Mobile Construction Vehicle (MCV). From here you can begin to build a base. This area contains plenty of Tiberium, so establishing the base should be easy.


Author's note: "Back so soon?" This seems like a strange thing to welcome you back. Its not like Nikoomba was heavily guarded or anything. It's also interesting to hear Seth talk about expendable units. One must be prepared to sacrifice himself for the "Greater Good" within the Brotherhood of NOD.





Name: Commander
Aliases: Unknown
Affiliation: Unknown
Occupation: Commander within the Brotherhood of NOD
Voiced/Played by: N/A







CONSTRUCTION YARD
ARMOR: MEDIUM
COST: N/A
SECONDS TO PRODUCE: N/A
POWER USAGE: NONE
PURPOSE: PRODUCES STRUCTURES
The Construction Yard is the foundation of a base and allows the construction of other buildings. You must protect this structure! Without it, you
cannot build any new structures. The Construction Yard is fairly strong, but as with almost all structures, it is vulnerable to Engineers. Try surrounding
your Construction Yard with walls to keep out unwanted guests.


Author's notes: THE main building for your base. Lose this, and you can no longer construct new buildings.



POWER PLANT
ARMOR: MEDIUM
COST: 300
SECONDS TO PRODUCE: 20
POWER USAGE: NONE
PURPOSE: PROVIDES POWER TO BASE
This unit provides power to the structures in your base. Power output is directly related to the Power Plant’s condition, so protect them during battles.
If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. The Power Plant outputs 100 units of power.

Author's notes: The third-most essential building in your base (the refinery is the 2nd). Without power, your unit production slows to a crawl and certain buildings or functions won't work.



HAND OF NOD
ARMOR: MEDIUM
COST: 300
SECONDS TO PRODUCE: 20
POWER USAGE: 20
PURPOSE: PRODUCES INFANTRY
This creates elite infantry units for the Brotherhood of Nod. Building multiple barracks will decrease the time necessary to train a soldier.

Author's notes: The tip about building multiple Hands of NOD to train infantry faster is not a myth, but I always forget its a legit thing.



REFINERY
ARMOR: MEDIUM
COST: 2000
SECONDS TO PRODUCE: 133
POWER USAGE: 40
PURPOSE: CONVERTS TIBERIUM TO CREDITS
This unit processes Tiberium into its component elements. Building the refinery immediately deploys a Tiberium harvester and each Refinery can
handle an infinite number of Harvesters. The refinery stores 1,000 credits of processed Tiberium.

Author's notes: A refinery can handle an infinite number of harvesters, one at a time. It's always best to build a second refinery if tiberium is abundant in the area.



SILO
ARMOR: LIGHT
COST: 150
SECONDS TO PRODUCE: 10
POWER USAGE: 10
PURPOSE: HOLDS REFINED TIBERIUM
This unit stores up to 1,500 credits of processed Tiberium. When the Refinery fills to its maximum capacity of Tiberium, you will want to build
Silos to handle the excess storage load. Guard it carefully. If destroyed or captured, the amount stored in the silo is deducted from your account.

Author's notes: I NEVER build silos unless I'm just pissing money away (or trying to get some distance between my defenses and my buildings.



MCV
ARMOR: MEDIUM
COST: 5000
SECONDS TO PRODUCE: 333
RANGE: N/A
WEAPON: NONE
The mobile construction vehicle lets you search for suitable base sites. Once one is found, convert the MCV into a full-service Construction Yard
and use it to build other structures. Since this vehicle is slow, unarmed, and expensive, you will want to keep it well guarded with other units.

Author's notes: As important as the building, the MCV in vehicle form allows you to set up the ideal location for your base, but be warned, it is an irreversible action.



HARVESTER
ARMOR: HEAVY
COST: 1400
SECONDS TO PRODUCE: 93
RANGE: N/A
WEAPON: NONE
This armor-plated vehicle seeks out and scoops up raw Tiberium, then transports it to refineries for processing. It is slow and unwieldy and will
need to be protected. Its good points are that it can take a beating before being destroyed and it is proficient at crushing enemy infantry.

Author's notes: The all-important harvester. Protect these at all costs!



ENGINEER
ARMOR: NONE
COST: 500
SECONDS TO PRODUCE: 33
RANGE: N/A
WEAPON: NONE
Engineers are used to capture enemy buildings. Since they carry no weapons, they are extremely vulnerable on the battlefield and must be
directed very carefully. Loading them into an Chinook is an ideal way to move them about the battlefield. Dropping a Chinook full of Engineers in
an enemy’s base is a commonly employed tactic.

Author's notes: Even the game agrees that mass capture tactics are good.

Jobbo_Fett fucked around with this message at 01:07 on Nov 30, 2018

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."
Command & Conquer is one of my favorite game series, I've been playing since I was eight years old. A co-worker of my mother's passed down his copy of the game to me, and I was hooked pretty much immediately. Westwood didn't deserve to go out the way it did. Looking forward to this thread, can't wait for RA2.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
This is an ambitious project and I'm looking forward to following it!

Until I saw the huge list in the OP, I'd actually forgotten just how mileage Westwood got out of the C&C template. 20-ish C&C games and expansions, and then there's the Dune stuff which was basically C&C in gameplay but with giant worms occasionally showing up to eat your stuff, and Ordos weirdness to replace NOD weirdness.

PS: Nod 4 lyfe.

VictualSquid
Feb 29, 2012

Gently enveloping the target with indiscriminate love.
I haven't seen those games in such a long time. Some of them I have never seen in English, because when they came out I was still buying at local stores.

That intro. The talk about Nod-terrorists makes it sound like the internet description of a "historically inspired" work. Where not-alqaeda somehow allies with the not-IRA to build up their army in not-Lybia. The army is, of course, made up of not-infantry and not-buggies, which are legally distinguishable from real infantry(tm) and real buggies(tm).

VictualSquid fucked around with this message at 04:04 on Nov 26, 2018

sullat
Jan 9, 2012

PurpleXVI posted:

This is an ambitious project and I'm looking forward to following it!

Until I saw the huge list in the OP, I'd actually forgotten just how mileage Westwood got out of the C&C template. 20-ish C&C games and expansions, and then there's the Dune stuff which was basically C&C in gameplay but with giant worms occasionally showing up to eat your stuff, and Ordos weirdness to replace NOD weirdness.

PS: Nod 4 lyfe.

That's a funny way to spell 'House Atriedes'.

NewMars
Mar 10, 2013
You know, it's kind of odd how the first CnC shows how times have changed. The whole nod/gdi fight in the campaigns just seems oddly empty of modern assumptions about what a war in eastern europe and africa should look like. I guess that's at least partially due to the technology of the time, but really, if you tried to make something like it today- well, you couldn't, it'd have to look completely different.

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wedgekree
Feb 20, 2013
Ah, the engineer. One of my favorite units for things and what you can do. Fond of them.

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