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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

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

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.

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.

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 :)

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)

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.

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

Jobbo_Fett
Mar 7, 2014

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DeathChicken posted:

I don't think ever actually played this first game. I began with Red Alert on the Playstation, which I loving loved (in spite of playing an RTS on a console. Shh, I didn't have a worthwhile PC then)

This is basically the first time I'll be actually playing through Tiberian Dawn myself :blush:



Also have a gif

Jobbo_Fett
Mar 7, 2014

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Crane Fist posted:

Sometimes when I'm concentrating real hard I whisper to myself

This is getting close to spoilers; everyone please watch out lines you quote. Thanks

Jobbo_Fett
Mar 7, 2014

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Crane Fist posted:

Yeah good point

no tags, please


quote:

And since this entire thing is being done chronologically, that means ABSOLUTELY NO SPOILERS AT ALL ABOUT ANYTHING! NO. SPOILERS. 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!

Jobbo_Fett
Mar 7, 2014

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Clapping Larry
Let's save branding and odd choices for when we get to Generals (in like 4 years)

Jobbo_Fett
Mar 7, 2014

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FoolyCharged posted:

One thing I think I noticed in the video. Taking the gdi barracks didn't give you a gdi trooper option in the build menu. Was stealing the opposing tech tree not a thing in the first game?

While there is different flavor text for each unit, the GDI minigunner is exactly the same as the NOD minigunner. The same applies to the GDI and NOD engineers, MCV, and Harvesters.

Jobbo_Fett
Mar 7, 2014

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Broken Box posted:

I dont know how willing you are to check the .ini files or look up online the exact stats for unit health, damage, range, attack speed, weapon/armor type, etc. but it'd be interesting to see your breakdown on how units function and feel to use vs. your postings of how units are described in the manual vs. the actual hard numbers.

I'll certainly look into it, but a post won't be forthcoming until we get deeper into the campaign.

Jobbo_Fett
Mar 7, 2014

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NOD Mission 03

https://www.youtube.com/watch?v=op6VmaPMMOY
NOD Mission 03



SUDAN
Population: 28,305,000
Expendability: 50%
Capital: Khartoum
Government: Military
Govt Corruptability: 52%
Net Worth: $12.1 Billion
Point of Conflict: Al-Ubayyid
Military Strength: Respectable
Military Resistance: 72%





Seth compliments us, and tells us he'll put in a good word for us with Kane. We have nothing to emphasize the need for rescuing the prisoners held here, but we may just not be privy to that information.

Location: Al-Ubayyid, Sudan
Objective: Capture the prison; do not destroy it!

Briefing: GDI has established a prison camp, where they are detaining some of the local political leaders. Kane wishes to liberate these victims. Destroy the GDI forces and capture the prison, do not destroy it.


Author's note: I always hear Seth's claim as being very boastful, as if he's hiding something. Anyone else get that vibe?






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.

Jobbo_Fett fucked around with this message at 01:08 on Nov 30, 2018

Jobbo_Fett
Mar 7, 2014

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EclecticTastes posted:

I would say that the minimap is absolutely essential to playing C&C; the lack of Fog of War means that as long as you've got your radar up and running and have explored far enough, you can always see enemy attacks well before they arrive. It also adds an additional dimension to multiplayer, allowing you to all but blind an opponent by striking at their radar building. Later games, especially, allow for some avant-garde tactics involving taking out the enemy's minimap right before launching an attack from an unexpected angle. Having to find both your units and their own manually will buy you a few precious seconds to wail on their base.

When talking about multiplayer, sure, but in the single-player missions its been quite pointless so far =\

Edit: Keep in mind I'm talking about Tiberian Dawn only, because 1. We haven't gotten to other games yet and 2. The maps at the "higher resolution" aren't big enough to require a ton of scrolling.

Jobbo_Fett fucked around with this message at 04:21 on Nov 27, 2018

Jobbo_Fett
Mar 7, 2014

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Clapping Larry

EclecticTastes posted:

Point taken, I haven't played the original C&C since, like, '98 or '99, back when 800x600 was top of the line.

Yeah when you fullscreen 640x480 its super useful to have the minimap but when I'm at almoat double that resolution, well... youve seen the first 3 maps so far, they aren't huge by today's standards.


That being said, Fog of War is definitely nerve wracking and, when screens were tiny, every map felt big.

Jobbo_Fett
Mar 7, 2014

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Thotimx posted:

I always thought of it as more Seth reminding you how much more important he is. Not just in a boastful way, but a more a 'make sure you mind your place you greenhorn' kind of thing.

Also, I was curious if you've given any thought to alternating between the two campaigns, as opposed to going through one in sequence and then starting the other? I recollect that's how I used to play it and the contrast illuminates some things that happen. Or perhaps you have a good reason I've missed to do things as you are.

Personally, I've always preferred doing one complete campaign and then seeing how the other is different. I could change to an alternating thing if the thread is overwhelmingly for it.

And yeah I could that other way of taking Seth's little speech



Nalesh posted:

I can't get over how short the range is of units removing fog of war, I didn't remember that at all.

Also don't remember the maps being this small either, but maybe I'm just too used to the bigger maps of the later games like ra2.

Yeah, LOS by units is laughably small in some cases that I'll have to talk about it in a video. Theres even one unit that does not reveal ANY LOS (to my knowledge), and we've already seen it. Anyone care to guess?

Jobbo_Fett
Mar 7, 2014

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Clapping Larry

FoolyCharged posted:

The harvester?

Nope, that one can see things.

Jobbo_Fett
Mar 7, 2014

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UED Special Ops posted:

Pistol-wielding civilian from Nod mission 1.

Winner winner chicken dinner


They never get a unit picture, you can't build them, their health and damage are incredibly low, but "Technicians", as they are called, reveal NO LOS.

You get them at random when you sell a building or when a building is destroyed. Yeah, randomly.

Jobbo_Fett
Mar 7, 2014

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Clapping Larry

Fish Noise posted:

Is this where we start posting those recent KANE-SENPAAAIII images?

How would we know its Kane when we haven't seen him yet?

Jobbo_Fett
Mar 7, 2014

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Clapping Larry

Groetgaffel posted:

Don't know if anyone else agrees, but I think your voice is a little bit low compared to the game volume

K, I'll try to fix that for the next video.

Jobbo_Fett
Mar 7, 2014

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Mordja posted:

I actually played the original C&C after Starcraft and, not knowing when either came out, it actually felt way more modern to me. The fact that there was no selection limit, the fact that projectile weapons could actually miss their target (probably just a dice roll, but still), that tanks could just straight up run over infantry who could try and scatter out of the way. It just felt so much more "real." And then I played stuff like Homeworld and Total Annihilation and ooooh boy, was Blizzard's style of RTS dead to me from there on out.

Starcraft also has a "shot miss" function, but its high ground vs low ground (I believe its 25% chance to miss if shooting from low ground to high ground).


I actually came across a post online that has all the rules from the C&C Tiberian Dawn, and for each unit. I haven't check the actual game files, which would certainly have them there. I'll start posting some as we get a little further into the campaign.

Jobbo_Fett
Mar 7, 2014

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Clapping Larry
Its a good thing that video is giving a playback error because it would suck if people started posting spoilers when i said no spoilers.

Jobbo_Fett
Mar 7, 2014

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Clapping Larry

bunnyofdoom posted:

We getting a unit summary for rocket launcher dudes?

Oops... yeah, next mission.

Jobbo_Fett
Mar 7, 2014

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Clapping Larry
NOD Mission 04

https://www.youtube.com/watch?v=RmSX44scaEM
NOD Mission 04



CHAD
Population: 5,238,000
Expendability: 80%
Capital: N'Djamena
Government: Republic
Govt Corruptability: 85%
Net Worth: $1 Billion
Point of Conflict: Mao
Military Strength: Laughable
Military Resistance: 35%





BROTHERHOOD. UNITY. PEACE.

Location: Mao, Chad
Objective: Eliminate GDI presence in the region.

Briefing: A small village friendly to our cause has been increasingly harassed by GDI, and the Brotherhood wishes you to assist them in their efforts. Seek out the enemy village and destroy it. The event will be disguised as a GDI attack.


Author's note: Where's Seth? Who, or what, is EVA? Is that Kane? Is "he" even real, or is this some sort of trick? I HAVE QUESTIONS!





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.




MISSION 02 MANUAL TUTORIAL

quote:

Mission Two

As this mission opens, you will see some familiar units; Minigunners and some Buggies, but there is also a new unit; the MCV.


BUILDING YOUR BASE
Use this MCV to construct your base. You must have a functioning base in order to build units and harvest Tiberium (your source of income). To deploy your MCV and start
your base, select it (by itself) by left clicking on it once. You can move it around just as you would any other unit. Now deploy the
MCV into the Construction Yard. You do this by left double clicking on it. The first left click brings up a “Deploy” cursor and the second
left click deploys the MCV into the Construction Yard. The Construction Yard is a fairly large building, so it needs to have a clear area around it in order to deploy.

If you attempt to deploy the MCV and nothing happens, check around the MCV for things that might get in its way. It could be a Minigunner unit, a cliff, a tree, etc. In this mission,
the MCV is already in a clear area and will deploy as long as you don’t move it and as long as an enemy unit doesn’t get in the way.


MEASURING POWER EFFICIENCY
Power is essential for your base to operate efficiently. Look at the sidebar section of your screen. The thin vertical area next to the construction icons is your power bar.

The blue dividing bar shows you how much power your base is currently using, and the vertical bar shows your available power.
As long as the bar is in the green, your base has enough power to operate everything at maximum efficiency. If the bar drops into the yellow or red, your base is under-powered.
As described earlier in the manual, when the base is under-powered, construction will take much longer than usual, and many of the high-tech structures will shut down.


GOING AFTER TIBERIUM
When the Power Plant is deployed, construction icons for The Hand of Nod, and the Refinery will appear.

You can build either of them first, but income is always important, and since you aren’t really in any immediate danger, you can afford
to build your refinery first. Do the same thing that you did to build the power plant.

While the Refinery is being built, move some of your soldiers up the map a bit. Explore the area until you find some Tiberium (the
green crystals that are growing out of the ground). Place your refinery as close as you can to the Tiberium. You will notice that when you place the
Refinery, a Harvester appears with it. As explained in the manual, the Harvester is used to collect Tiberium. It has no weapon, and aside from heavy armor, it isn’t suited to be put in combat
situations.

If you have discovered any Tiberium, the Harvester will automatically move towards it and begin to harvest it. This is an automatic process that you shouldn’t worry about. If you haven’t located
any, you will have to send the Harvester manually once some Tiberium is discovered. If you don’t see any Tiberium, select some of your other units and scout around until you
do find Tiberium. Once you have, select just the Harvester, and target the Tiberium. Left click, and the Harvester will begin to gather the crystals. See the manual for more information on
the Harvester and how to control it in certain instances.


STORING THE TIBERIUM
On your construction bar, you should notice that you now have another option: a silo. Silos can hold 1500 credits of Tiberium, and since your refinery can only hold, 1000, it is a good
idea to build one to hold excess credits. If you don’t build a Silo, and run out of storage space, any credits that you didn’t have space for are LOST, so make sure you always have some
space available.

BUILDING MORE TROOPS
Now that you have some money coming in, you can build a Hand of Nod (the barracks for Nod’s forces). This structure will allow
you to train all of your Minigunnertype units. Build this structure in the same way that you built the others. Place this one closer toward the
part of the map that you don’t know much about. This way, Minigunners will be closer to the front lines, so they can respond to
threats quickly.

At this point in the game, you can only build two types of units: Minigunners and engineers. Minigunners are your standard troops and will be used for much of the game to take out
tanks or guard your base. Engineers are special units that are only used to capture enemy structures. These come in to
use a bit later in this mission, so for now, just build some Minigunners. From here, you can choose what you want to build. The more Refineries that you build, the
faster your money will come in. When more than one barracks is built, Minnigunners can be created faster. Usually, it is a good idea to have two refineries going at once, so you may want
to build another one.


WIPING OUT GDI
Now that you have established your base, it is time to get rid of GDI’s presence in the area. You will see a road that heads to the
west, then forks, heading to the north and further to the west. You can follow either path to reach the GDI base, but for the sake of
the tutorial, choose the western one.

Move your troops further to the west, and reveal more of the map. You will probably encounter some GDI opposition, but be sure to have an overwhelming number
of Minigunners in your group, and you should be able to kill them with minimal losses. Remember, you can still build
Minigunners from the side bar while you are exploring with your soldiers. This way, you will be able to send more into the fray if needed.

When you reach the far west side of the map, you will see a small ridge to the north. Head to the north, and you’ve found the GDI base.
You will probably meet opposition from a Humm Vee and several GDI Minigunners. If your forces are wiped out, build 10 to 15 Minigunners and send them all at once. You should be
able to see the GDI barracks, where their Minigunners are created, as well as some silos, a refinery, and a construction yard.

You can destroy all the structures in the GDI base in the same way you do Minigunners, simply by targeting them. However, you can capture their
structures instead, which would be much more advantageous.


USING ENGINEERS
Build a couple of engineers and send them over to the GDI base behind your other forces. Engineers have no
weapons, and are quite slow, so make sure that there’s nothing threatening them while you move them to the GDI base.

When you select an engineer and target an enemy building, you get a set of three green arrows. This indicates
that you can enter the building with that unit. In this case, the engineer captures the building if he gets to it.

So target the GDI barracks with your engineer and let him try to capture it. If he’s successful
and enters the structure, you will receive a message from EVA informing you of your success.

Since this is now a part of your base, it draws power just like any other structure of yours would. In addition, capturing an enemy structure gives you all its functionality,
sometimes allowing you to construct some of their units that you normally cannot build.


CLEANING UP
From here on, you can mop up the GDI base as you see fit. If you captured the GDI barracks, you can select it as your primary
site by left double clicking on it. By doing this, your soldiers will come out of here instead of your other barracks at your base.
Capture or destroy the rest of the GDI structures, and your victory is assured.

One note: If you capture a Refinery while the enemy Harvester is in it, you get the Harvester and the Refinery, which is infinitely
better than just getting the Refinery. If you capture a Silo, you get all the money that was in
the Silo at the time, so these can be a worthy investment for a 500 credit engineer to target.


I misspoke, the manual only has the first two missions as tutorials

Jobbo_Fett fucked around with this message at 01:11 on Nov 30, 2018

Jobbo_Fett
Mar 7, 2014

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Clapping Larry

By popular demand posted:

Do not disappoint Kane a second time.

After this last briefing, I'm not too sure if Kane isn't just some AI program :ohdear:

And computers can't be disappointed :smuggo:

Jobbo_Fett
Mar 7, 2014

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Clapping Larry

bunnyofdoom posted:

Unlike your parents.

Wow... :(

Jobbo_Fett
Mar 7, 2014

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Aces High posted:

mea culpa Jobbo, just got excited about other C&C enthusiasts

No worries, I'm not against anyone (re)posting speedrun/multiplayer games after we've gone through the campaigns, just not before we see how things develop.

Jobbo_Fett
Mar 7, 2014

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EclecticTastes posted:

The soundtrack is one of the strongest points in favor of C&C being the best drat RTS series ever. Frank Klepacki is a goddamn musical genius, and he managed to top himself with each successive game he worked on, until he reached absolute perfection with RA2 and just maintained that quality for the remainder.

Fight, Win, Prevail is the sort of track that's just instantly recognizable and iconic, and if there had been awards for video game music at the time, I've no doubt he'd have gotten at least a nomination.






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

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.

[VIDEO REDACTED]
A young Frank Klepacki on [REDACTED], or simply a hoax video?

Whatever the case may be, he is credited for Original Soundtrack for Command and Conquer (Tiberian Dawn).



More to follow at a later date...

Jobbo_Fett
Mar 7, 2014

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Clapping Larry
Lets try not to spoil any weird/crazy things that may or may not come up ya?

Jobbo_Fett
Mar 7, 2014

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Clapping Larry

Crazy Achmed posted:

Oh god. That first medium tank is a monster I'll never forget, I think the first time I played this mission it came out of nowhere and ran everybody over in one swoop. It needs to be emphasised how close this was to happening during the video, those things move slightly faster than bazooka guys run iirc and the AI is good at tracking clumps of infantry.

I ragequit a few times when I was a kid after watching my glorious army get turned into a red paste.



If only I'd known about the "X" shortcut :(

(Hitting X with infantry selected forces them to scatter in random directions)

Jobbo_Fett
Mar 7, 2014

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Clapping Larry

Szurumbur posted:

I know it'd be only for my convevience, but would you mind labeling the videos' urls with titles? Like so: NOD Mission 4. It'd be easier to know what you're linking to, and even though there are add-ons to certain browsers that allow one to see the title of video, I don't think Firefox has one.

I just embed the videos in the post. I assumed most everyone would browse like that, but yeah I'll go through the previous posts and add a titled link under each video.

Jobbo_Fett
Mar 7, 2014

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Clapping Larry

Crazy Achmed posted:

Yep, I never knew about the X key for quite some time - was it even in the manual? Off the top of my head there's also a "force move" command that seems designed to let you order a tank to squish rather than fire on infantry, and a "guard" command that gives you something akin to an actual attack-move (tell your army to guard one tank/buggy, then drive that around and everyone will have a decent autoattack rather than standing around watching their mates standing six feet away get blown up by a grenadier)

Yes, the manual does! Its at the back of the book, but before all the unit/building blurbs, and the tutorials.

Here's a direct copy-paste of the manual.


quote:

Advanced Game Controls
Once you’ve got a good grasp of the basic controls for your units, it’s time to move on to some of the more advanced controls that are offered in Command & Conquer. If you are going to pit your skills against other players, learning how to use these controls is a must.


Teams [CTRL+#, #, ALT+#]
As you’ve learned, you can select more than one unit at a time by left clicking on an empty space and dragging a box to select all of the units that you want to move at once. What if you want to select that particular team again in the middle of battle? Normally you’d have to band-box them all over again. This may mean scrolling the screen as well, since most of the time you are trying to do more than one thing at a time. This is way too slow. You can “save” all of the selected units into a team. To do this, first select all the units that you want in your team, then hold down the CTRL key, and hit any one of the number keys on your keyboard (1-9 or 0). This will make all the selected units part of that team. To instantly select that team, just hit the number key corresponding with that team, and they will all be selected.

Note that this will not re-center your view on that team, it will just select them so you can give them orders. If you want to see that group, hold down the ALT key and hit the number you’ve assigned for that team. This will center the view on that team. You can add members to an already existing team easily. First, select that team by hitting the appropriate number key. Then, hold down the SHIFT key and individually click on the units that you want to add to that team (sorry, you can’t band-box with this method). Once you’ve got them all highlighted, re-save the team again by holding down CTRL and hitting the number of the team. That’s it!


Guard Mode [‘G’ key]
Normally, units that you have stationed around will only respond if they’re fired upon, or an enemy unit gets close enough for them to fire on it. However, they won’t go looking for trouble—they’ll
only get involved if someone else starts it. If you want your units to pick fights with anyone that comes within range, select the units and hit the ‘G’ key on the keyboard. This will put all the selected units into guard mode. With this on, your units will be much more aggressive, moving toward any threats that come near them. Guard mode will continue to function on those units until you move them, or give them another order, such as stop or scatter.


Force Fire [CTRL + Left Click]
Sometimes, you may want to have certain units fire on a building or area even if it isn’t an enemy target. To get them to do this, you can use the force fire command. Simply select the units that you want to do this, hold down the CTRL key, and click on the location that you want the units to attack. Units on this mode will continue to fire on that area, ignoring all other threats, until you tell them to stop, or give them a new order to follow.


Force Move [ALT + Left Click]
Infantry annoying your tanks? Squish ‘em. Using the force-move command, you can make your tanks (or any heavy unit) move into an enemy occupied cel. And attempt to overrun the infantry in the square. To do this, select the unit(s) to force-move, then hold down the ALT key and left click on the area you want to force-move to. You can also use this to single-out a particular infantry unit that is giving you a hard time. Your unit will attempt to crush that infantry until either it succeeds, you give it a new order, or your unit is destroyed. Vehicles cannot overrun each other, and infantry cannot overrun tanks. Only tracked or heavy units can force-move into enemy infantry. You cannot force your tanks to crush your own infantry.


Scatter [X key]
With Tanks trying to squish your infantry and planes coming in with Napalm, the Scatter key comes in handy. You can make your troops move in a random direction from their current location, allowing them to (most of the time) dodge out of harm’s way. To scatter units, select them and hit the ‘X’ key. Units that are scattering will continue to carry out attack orders, so you can select them, tell them to attack, then hit the ‘X’ key to make them scatter from the threat.

NOTE: Scattering will only make all the selected units move once. If you want them to continually scatter, you must keep the units selected, and continue to hit the ‘X’ key every second or so. Otherwise, they will scatter once, then stop, continuing to attack the target you’ve given them. Also, units that are scattering may scatter out of their fire range. If this happens, left click on the target again (with the units still selected), and your units will move back into firing range.


Next Unit [N key]
Hitting the ‘N’ key will select and center the screen onto one of your units. Hitting the ‘N’ key again will cycle to another unit and so on.


Stop [S key]
If a unit is marching to certain death, or has been given an order that you don’t want them to continue to do, you can force that unit (or structure if it’s a turret of any kind) to stop firing/moving/harvesting. Select the unit(s) that you want to stop, and hit the ‘S’ key.


Follow [CTRL + ALT + Left Click]
Sometimes, you may want units to “tail” another unit as it moves around the map. This can be good for protecting a harvester or any other critical unit as it moves about. To follow a unit, select the units that are going to be doing the ‘tailing’, and hold down the CTRL and ALT keys. While these are still held down, you will see the cursor has changed to a red movement cursor. Click on the unit that you want followed, and they will automatically go after it, following it wherever it goes.

NOTE: Having large groups of units following a unit can be counter-productive. Don’t have a large group of units follow your harvester, or it may hinder the harvester’s movement, and slow down your collection of Tiberium. If enough units are following, they may surround their target, and it will not be able to move at all.


Center view [HOME key]
Hitting the home key will center your view on the currently selected unit/structure.


Construction yard view [H key]
Hitting ‘H’ will instantly center your view on your construction yard. This is useful for jumping back to your base when you’ve been concentrating your efforts somewhere else on the battlefield.


Location Bookmarks [CTRL+F7-F10, F7-F10]
If you want to save a specific location on the map, you need to move the main battle map to show the location you want marked, then hold down the CTRL key and hit one of the function keys (F7-F10). This will mark that location which can then be recalled by hitting the appropriate function key.

Interesting to note that a lot of these controls would become essentials to RTS pro-gaming. Also that "Control Groups" as we know them were called "Teams".

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
NOD Mission 05

https://www.youtube.com/watch?v=n_yWCeivBfU
NOD Mission 05



MAURITANIA
Population: 2,059,000
Expendability: 50%
Capital: Nouakchott
Government: Islamic Republic
Govt Corruptability: 48%
Net Worth: $1 Billion
Point of Conflict: Tidjikdja
Military Strength: Laughable
Military Resistance: 24%





After a nice informational video on Tiberium, what it is and how it spreads, we are made aware that the eye of Kane is on us now, moreso than ever before. Strange, however, that Seth wouldn't be Kane's personal commander, or that we should worry about failing Seth, and not Kane.

Location: Tidjikdja, Mauritania
Objective: Deploy SAMs to defend your base, then eliminate GDI presence on the map.

Briefing: Our brothers within GDI tell us of A-10 strike jets scheduled to be deployed here soon. Our suppliers have delivered new Surface to Air Missiles to aid you. Use the SAMs to defend your base, then seek out their base and destroy it.


Author's note: Seriously, what's Seth's deal?





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.


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.





Sorry guys, would've had this out sooner but holy crap the encoding just would NOT register my commentary track for some godawful reason.

Jobbo_Fett fucked around with this message at 05:55 on Nov 30, 2018

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

UED Special Ops posted:

Ahh C&C1 A-10 warthog strikes, the bane of NOD missions at times. Speaking of those, are you going to talk about how the AI them works or can that be talked about in the thread? Also, noticed that the note on flamethrowers is the same as sandbags.

Whoops, fixed the sandbag note.


The A-10 Strike always feels random or like.. closest enemy to the comms center? I def won't say no to some more knowledge kn how the AI uses them

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Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Thotimx posted:

Totally forgot about Mechanical Man. Far catchier than it has any right to be.


Once again I interpreted this differently. There's IMO a clearer view of his arrogance, which is basically the only reason I know of to throw in the 'while I was at a top-level briefing with Kane' line. I really started to see him as a smarmy, slippery weasel at this point. I didn't find the rest of what he said to be nearly as odd though. As Kane's right-hand man, he wouldn't be the personal commander; I don't see either one of them as field commanders. It always struck me as more the idea that the personal commander would be Kane's most trusted man in the field, directing his most capable troops - like Napoleon's Old Guard or the Sacred Band of ancient Carthage - on missions vital enough to commit them to which Kane would naturally directly oversee himself. Seth, from this POV, would be the administrative person Kane hands off most less-important matters to, and he probably has others to delegate further on down the chain of command. I can imagine a NOD Leadership Council or whatever of sorts, where they would go over the key happenings in each operational theatre, and Kane 'suggesting' that the player-commander be given the Lagos AirBase Assault task. The reason Seth might say 'do not fail me' is that he's stuck his neck out in mentioning the player. Knowing what we know about Seth, I'm sure it wasn't for our benefit, but to further his own ambitions and stature and probably brag about the fact that Seth 'discovered' us. Having done so, and established the player as his protégé/golden boy/whathaveyou, Seth would have egg on his face and his judgement called into question if we fail. I also think it reveals that, to Seth, his personal ambition trumps the furthering of Nod's goals.

Or maybe I just put way too much thought into this.

Also, I notice that it doesn't particularly concern you to be low on power. I thought this made buildings run less efficiently - i.e., not build units as fast, etc. I know it does so in later games, or in the original here does it not affect much other than knocking the communications building off-line? I never had the engineer issue - so long as I was building a bunch of tanks to defeat the enemy base anyway, I would pretty much just smash the whole thing with them and not bother with the capturing part. .


I could be wrong on this but I think Mechanical Man is an expansion song and, due to the nature of the patches and such, they are in the normal song rotation.

As for Seth, he's clearly doing what he can to further his own goals, or at the very least impress Kane (whoever he is). The way he addresses us makes me think he doesn't actually like the commander, and that we're just being used.


I swesr in a trial run being at low power slowed production time and ill make a tiny video demoing it if I can replicate it again.

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