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![]() You have miscalculated! - Let's Play Command & Conquer Red Alert 1 (PC) Welcome to the second installment of this Command and Conquer Anthology Let's Play. We've gone from humble beginnings to the critically acclaimed sequel, C&C Red Alert. This was the first game of the C&C series that I played and it cemented a deep love and appreciation for cheesy FMV segments, a good story, and fun, somewhat fast-paced RTS action with units that have plenty of style and substance to them. Although I didn't outright state it for Command and Conquer (Tiberian Dawn), I definitely encourage people to follow along as I progress through each game and their expansions. ![]() How this will work I'm still going through each game, chronologically, along with their associated Expansion packs. 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 Red Alert does feature some branching paths. Anything that is the "main" content will be in video form, and the "missed" missions will be given an overview via Screenshots. (Note: May be turned into videos depending on how annoying it is to grab screens of full maps + deciphering triggers/teamtypes) I will also attempt to showcase all the available songs and/or cutscenes, again. The version I have appears to have more songs then the original release, and have already ripped some Playstation videos for future content. As with Tiberian Dawn, some issues may arise due to the nature of old files and clunky editors. What games should we see/expect? ![]() 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 ![]() ![]() ![]() ![]() ![]() ![]() NO SPOILERS! ![]() NONE. I DON'T CARE WHAT ITS ABOUT. Once again, lets NOT have spoilers, and do a better job at it then the last thread. Some folks haven't played this game, and for others it isn't fresh and there are gaps in who knows what. Seriously, do not talk about what has not been seen! Right, so without any further ado, let's jump into the world of Command and Conquer Red Alert! ![]() https://www.youtube.com/watch?v=7qPUrf_w1wo ![]() https://www.youtube.com/watch?v=DBNywsUmqVY quote:Einstein: Mr. Hitler! ![]() The year is 1946(?), Einstein has gone back in time using some sort of device and has "taken care of" Adolf Hitler. He is missing, presumed dead. What ramifications will this have on the timeline? Will there be a World War 2 without its primary instigator, or will time find another person to pick up where one thread left off? ![]() ![]() The Soviet Powers [Soviets, for short] IDEOLOGY: It came to Stalin in a series of dreams. The birthright of the Soviet Empire is nothing less than conquering and dominating the entire globe. And the birthright of Josef Stalin is nothing less than conquering the spirit and dominating the actions of every Soviet citizen. CURRENT HEAD OF STATE: Josef Stalin BASE OF OPERATIONS: Entire EuroAsian peninsula. Command posts identified in Moscow, Kiev, Stalingrad, Khartoum, Karachi, Da Nang. MILITARY STRENGTH: Enlisted forces exceed 14 million. Non-regular forces, including police and NKVD, about 7 million. ECONOMIC STRENGTH: Considerable operating assets believed to be in excess of 486.2 billion Swiss Francs. POLITICAL STRENGTH: Since every person in the Soviet Union must be a member of the Communist Party, an incredible agent network of over 200 million citizens have infiltrated the governments of most Pan African, Pan Indian and Pan Asian governments with suspected strongholds in Mexico City and Vancouver. AFFILIATIONS: World Democratic Society; Asian Defense League; Freedom Consortium. SEE ALSO: Henderson, D.K. and Chou, K.L., Soviet Terrorist Activities [SOVIET SUB-FACTIONS] [ACCESS DENIED] ![]() ALLIED FORCES [Allies, for short] IDEOLOGY: To resist Soviet aggression against any first and second world powers. Uphold ideals defined in World Association of Nations charter. CURRENT TITULAR LEADER: General Gunter von Esling, Supreme Commander of Allied Forces. BASE OF OPERATIONS: Headquarters, Unified Operations, London; Northern Theatre, Oslo; Southern Theatre, Madrid. MILITARY STRENGTH: Enlisted forces about 3.4 million. Non-regular forces, including guerrilla and resistance forces, about 1.7 million. Armament classified per DEFCOM document 177.4, Allied Defense Regulations. ECONOMIC STRENGTH: Satisfactory. Assets classified because of number of governments and currencies. POLITICAL STRENGTH: Not applicable. Currently operates as modified Military Junta. AFFILIATIONS: United Nations SEE ALSO: Einstein, “A History of Allied Weaponry.” Fort, Charles A., “FInvasions and Telemetry”. [ALLIED SUB-FACTIONS] [ACCESS DENIED] MISSION PLAYLIST Allied Campaign Allied Mission 01 "In The Thick Of It" Allied Mission 02 "Five to One" Allied Mission 03 "Dead End" Allied Mission 04 "Ten to One" Allied Mission 05 "Tanya's Tale" Allied Mission 06 "Infiltrate and destroy Iron Curtain research center" Allied Mission 07 "Sunken Treasure" Allied Mission 08 "Protect the Chronosphere research center" Allied Mission 09 "Evacuate Kosygin" Allied Mission 10 "Suspicion/Evidence" Allied Mission 11 "Secure the river for the navy" Allied Mission 12 "Takedown" Allied Mission 13 "Focused Blast" Allied Mission 14 "No Remorse" Soviet Campaign Soviet Mission 01 "Lesson in Blood" Soviet Mission 02 "The Thin Red Line" Soviet Mission 03 "Covert Cleanup" Soviet Mission 04 "Behind the Lines" Soviet Mission 05 "Khalkis Island" Soviet Mission 06 "Bridge over the River" Soviet Mission 07 "Core of the Matter" Soviet Mission 08 "Investigate Elba island" Soviet Mission 09 "Liability Elimination" Soviet Mission 10 "Overseer" Soviet Mission 11 "Destroy the Allied navy" Soviet Mission 12 "Capture the control centers [Part 1]" Soviet Mission 13 "Capture the control centers [Part 2]" Soviet Mission 14 "Soviet Supremacy" Countrerstrike Missions Allies - Sarin Gas: Crackdown Allies - Sarin Gas: Down Under Allies - Sarin Gas: Controlled Burn Allies - Personal War Allies - Evacuation Allies - Fresh Tracks Allies - Trapped Allies - Wasteland Soviets - Proving Grounds Soviets - Besieged Soviets - Mousetrap Soviets - Legacy of Tesla Soviets - Volkov & Chitzkoi Soviets - Top O' The World Soviets - Paradox Equation Soviets - Nuclear Escalation It Came From Red Alert! Ants? Ants. Ants! ANTS! Aftermath Missions Allies - Harbor Reclamation Allies - Caught in the Act Allies - In the Nick of Time Allies - Production Disruption Allies - Negotiations Allies - Monster Tank Madness Allies - Time Flies Allies - Absolute M.A.D.ness Allies - PAWN Soviets - Testing Grounds Soviets - Shock Therapy Soviets - Let's Make A Steal Soviets - Test Drive Soviets - Don't Drink The Water! Soviets - Situation Critical Soviets - Brothers In Arms Soviets - Deus Ex Machine Soviets - Grunyev Revolution Miscellaneous Intro (Literally this post) Sizzle Reels A brief look at the rules.ini file You asked for this! Soviet Campaign Script #1 Soviet Campaign Script #2 Soviet Campaign Script #3 Soviet Campaign Script #4 Soviet Campaign Script #5 Soviet Campaign Script #6 Taking a look at the maps Playing a game vs AI Jobbo_Fett fucked around with this message at 18:01 on Apr 19, 2020 |
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# ? Jun 9, 2023 22:08 |
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![]() ![]() Name: Unknown Aliases: None Affiliation: Unknown Occupation: Assistant to Einstein Voiced/Played by: Unknown Einstein's personal assistant. ![]() Name: Albert Einstein Aliases: None Affiliation: Allies Occupation: Professor, Scientist, Murderer, Creator of the Chronosphere Voiced/Played by: John Milford A professor and scientist, Einstein travels through time to "eliminate" Adolf Hitler. Instrumental in the creation of the Chronosphere, as well as revealing the true purpose of the Iron Curtain project. ![]() Name: Adolf Hitler Aliases: Unknown Affiliation: NSGWP Occupation: Failed artist and convicted radicalist Voiced/Played by: N/A ![]() Name: General Von Esling Aliases: None Affiliation: Allies Occupation: Commander of the Allied forces in Europe Voiced/Played by: Arthur Roberts A seemingly no-nonsense leader who is willing to try unorthodox means if it means completing his goals. Von Esling has a renewed belief that Soviet aggression has only made the Allies that much stronger. General Von Esling has tasked the Commander with numerous high profile and important missions, including the rescue of Major Kosygin. ![]() Name: Nikos Stavros Aliases: None Affiliation: Allies Occupation: Commander within the Allied forces Voiced/Played by: Barry Kramer A stickler for the rules, and unwilling to use outside help. Stunned at the loss of his home country of Greece. Stunned when learning about the Iron Curtain's true purpose. Stunned when he sees the Chronosphere experiment on the USS Philadelphia. ![]() Name: Tanya Adams Aliases: None Affiliation: Allied (Unofficially) Occupation: Professional Volunteer Voiced/Played by: Lanae Freeborn (Game)/ Lynne Litteer (FMV) A professional volunteer, which is why she's still alive. Instrumental in saving Einstein from Soviet captivity. Captured while investigating the Soviet's Iron Curtain project, but was rescued by Allied spies. ![]() Name: Unknown Aliases: Interrogator Affiliation: Soviet Occupation: Interrogator Voiced/Played by: Dom Magwili Interrogated Tanya in an attempt to discover the location of Einstein. Killed by Tanya as she escaped from captivity. ![]() Name: Unknown Aliases: Unknown Affiliation: Allies Occupation: Spy Voiced/Played by: Unknown Mortally wounded while attempting to rescue Tanya from captivity. ![]() Name: Unknown Aliases: None Affiliation: None Occupation: Reporter for Allied Information ??????rk Voiced/Played by: Gwen Castaldi Announcer on TV. Revealed the UN results for a Global Defense force. ![]() Name: Vladimir Kosygin Aliases: None Affiliation: Allies [Defected From Soviet Forces] Occupation: Nuclear Strategist within the Soviet Armed Forces. Voiced/Played by: N/A A Major and Nuclear Strategist within the Soviet Armed Forces, Vladimir disapproved of Stalin's methods in conducting the war and subsequently sought ways of expediting its close, even if it meant defecting to the allies. His defection likely prevented his execution by Stalin, who had plans to sacrifice him and his men. ![]() Manual Credits posted:COMMANDERS: Author's Note: Everyone here gets a credit, but nothing clarifies who is who. ![]() Name: Joseph Stalin Aliases: Unknown Affiliation: Soviet Occupation: Leader of the Soviet Union Voiced/Played by: Gene Dynarski Leader of the Soviet Union, he has grand plans for the conquest of Europe and does not like to be let down by his commanders. Is in a relationship(?) with Nadia. Asks Gradenko for a show of loyalty by signing death warrants for suspected traitors to the Soviet Union. Personally promotes the Commander to the rank of General. ![]() Name: Gradenko Aliases: Unknown Affiliation: Soviet Occupation: Deceased Voiced/Played by: Alan Terry Manages the production and management of Stalin's lethal gas weapons. The only good one. Was the first to report the Allied use of the Chronosphere to Stalin. Murdered by Nadia. ![]() Name: Nadia Aliases: Unknown Affiliation: Soviet Occupation: Intelligence Officer for the Soviets Voiced/Played by: Andrea Robinson Projects a perfectionist attitude and seemingly holds a grudge against Gradenko. Tasks the Commander with preventing a nuclear meltdown. Is in a relationship(?) with Stalin. Murdered Gradenko via poisoned tea; It was delicious. ![]() Name: Capt. Georgi Kukov Aliases: Unknown Affiliation: Soviet Occupation: DECEASED Voiced/Played by: Craig Cavanah A seemingly no-nonsense leader within the Soviet Forces. A god drat pervert who likes to watch his boss gently caress. Conspiring with Nadia to eliminate Gradenko. Allows the player the use of the new MiG attack aircraft. Notifies Stalin of a potential Chronosphere location in Switzerland. Murdered by Stalin. ![]() Name: Unknown Aliases: Unknown Affiliation: Soviet(?) Occupation: Unknown Voiced/Played by: Unknown Advisor to Joseph Stalin, apparently. Everyone appears uncomfortable when he is in the room. ![]() Name: Gen. Carville Aliases: Unknown Affiliation: Allied Occupation: General in the Allied Forces Voiced/Played by: Barry Corbin Impressed with the Commander's work, he awards them with a field promotion to Sergeant. Cares more about results than offending others. Awards the commander with the Medal of Honor, and wants a private meeting at the Officer's Club ![]() ![]() Name: Gen. Topolov Aliases: Unknown Affiliation: Soviet Occupation: General in the Soviet Forces Voiced/Played by: Alan Charof General Topolov wastes no time in detailing the Allied plans and what he expects of you. Also hates the Allied horonosfiere. Probably drunk on a regular basis, while on duty. Allied Campaign Victory ![]() Manual Credits posted:SOLDIERS: ![]() Name: Nikos Stavros Aliases: None Affiliation: Allies Occupation: Commander within the Allied forces Voiced/Played by: Barry Kramer A stickler for the rules, and unwilling to use outside help. Stunned at the loss of his home country of Greece. Stunned when learning about the Iron Curtain's true purpose. Stunned when he sees the Chronosphere experiment on the USS Philadelphia. Enacts revenge upon Stalin for his actions in the subjugation of Greece during the war. ![]() Name: Joseph Stalin Aliases: None Affiliation: Soviet Occupation: Leader of the Soviet Union Voiced/Played by: Gene Dynarski The Leader of the Soviet Union, he is presumed dead after Stavros entombs him in rubble at the climax of the Allied campaign. Its interesting to see that, even in Red Alert 1, the bad guy is crushed by rubble. Maybe they were going for a theme, or maybe it's simply coincidence? ![]() Soviet Campaign Victory Stalin celebrates the Soviet victory in London, in Buckingham Palace, no less! His advisor stands by him, and Nadia appears with tea for the new leader of Europe. Stalin, still ecstatic with the victory he has secured himself, gladly drinks from Nadia's offering. As with Gradenko, Stalin quickly succumbs to the poison, although not before delivering some flowery language to Nadia, who reveals herself to be an agent of the Brotherhood of Nod. Her revelation comes with a plot reveal that sets up the events of Tiberian Dawn. Kane promptly murders Nadia, presumably to tie up a loose end, and then addresses the player as "Comrade Chairman", meaning we are now the leader of the Soviet Union. ----------------------------- ![]() Name: Joseph Stalin Aliases: Unknown Affiliation: Soviet Occupation: DECEASED Voiced/Played by: Gene Dynarski Leader of the Soviet Union, he has grand plans for the conquest of Europe and does not like to be let down by his commanders. Is in a relationship(?) with Nadia. Asks Gradenko for a show of loyalty by signing death warrants for suspected traitors to the Soviet Union. Personally promotes the Commander to the rank of General. Murdered at the hands of Nadia, via poisoned tea. Then shot several times by Nadia. ![]() Name: Nadia Aliases: Unknown Affiliation: Brotherhood of Nod Occupation: DECEASED Voiced/Played by: Andrea Robinson Projects a perfectionist attitude and seemingly holds a grudge against Gradenko. Tasks the Commander with preventing a nuclear meltdown. Is in a relationship(?) with Stalin. Murdered Gradenko via poisoned tea; It was delicious. After murdering Stalin, she openly declares her allegiance to the Brotherhood of Nod and recruits(?) the Commander to their cause. Murdered by Kane. ![]() Name: Kane Aliases: Caine, Jacob; al-Quayym, Amir Affiliation: NOD Occupation: Leader of the Brotherhood of Nod Voiced/Played by: Joseph D. Kucan Advisor to Joseph Stalin, apparently. Everyone appears uncomfortable when he is in the room. Jobbo_Fett fucked around with this message at 16:57 on May 7, 2019 |
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![]() ![]() RANGE: Short ARMOR: None WEAPON: M-16 Rifle Armed with an M-16, this Infantry unit is at its best against other Infantry and Tanks (when in groups). ![]() RANGE: Short ARMOR: Light WEAPON: M-60 Machine gun Fast and lightly armored, this unit is ideal for scouting an area quickly. Used as a support unit for an infantry squad, the Ranger can soften up the enemy before a direct confrontation occurs. ![]() RANGE: Medium ARMOR: None WEAPON: Dual Colt .45s & C-4 explosives Armed with two .45s, Tanya can mow through infantry like they weren’t there. Her C-4 Explosives can destroy buildings… if you can get her to them. Unlike other units, Tanya can never be put in guard mode – you must manually target all enemies that you wish attacked. ![]() TENT BARRACKS ARMOR: Light PURPOSE: Trains Infantry units The Tent Barracks is where all Allied infantry are trained. Some advanced / special infantry units may not be available until other structures are built. Author's Note: The Allied infantry building. Its called TENT Barracks because the Soviet building is also called the Barracks. ![]() PILLBOX ARMOR: Medium PURPOSE: Anti-infantry defense Armed with a rapid fire vulcan cannon, the Pillbox is ideal for defending your base from enemy infantry attacks. Author's Note: Your basic defense building against infantry units. ![]() POWER PLANT ARMOR: Light PURPOSE: Provides power for base structures The standard Power Plant. Power output is directly related to the Power Plant’s condition, so protect them during battles. Author's Note: The regular Power Plant generates 100 Power. ![]() ORE REFINERY ARMOR: Light PURPOSE: Smelts, stores, holds, and converts ore into spendable credits. The Refinery smelts ore into its component elements. Building the Refinery immediately deploys an Ore Truck. The Refinery can store up to 2,000 credits of smelted ore. Author's Note: I never really noticed the "Light Armor", but the 2,000 credit storage is nice. That's twice more than in TD! ![]() SANDBAG BARRIER ARMOR: Light PURPOSE: Passive defense The Sandbag Barrier is good for stopping non tracked vehicles and infantry. All tracked vehicles can run right over this barrier. Author's Note: No more sandbag exploits ![]() ![]() ORE SILO ARMOR: Light PURPOSE: Holds smelted ore This Silo can hold up to 1,500 credits of smelted ore. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your account. Author's Note: The only change is that it's now a 1-tile building, instead of 2. ![]() Construction Yard ARMOR: Heavy PURPOSE: Allows construction of all other base structures The Construction Yard is the foundation of a base and allows the construction of other buildings. Author's Note: Nothing to say, really. It is the building you want to keep alive, at all costs. ![]() MCV* RANGE: N/A ARMOR: Heavy WEAPON: None The Mobile Construction Vehicle allows creation or expansion of a base. Although expensive, the MCV is useful to have around if the original Construction Yard (a favorite target of the enemy) is destroyed or captured. As with any other construction facility, the more of them you have, the faster construction will proceed. Author's Note: An MCV costs half as much as its Tiberian Dawn counterpart, $2500. With such a decrease in cost, its now much easier to expand. ![]() MEDIC RANGE: N/A ARMOR: None WEAPON: Bandages Any friendly infantry near the Medic will automatically be healed to full health. Although a Medic cannot heal himself, Medics working in teams make excellent additions to any infantry force. Author's Note: One of the best additions to the Allied arsenal. Barring one-hit kills, the Medic can extend the value of an infantry force by a large amount. ![]() ROCKET SOLDIER RANGE: Medium ARMOR: None WEAPON: Dragon TOW rocket Capable of rapidly damaging armored units, these infantry make up for their lack of speed with a powerful punch. In addition to dealing with ground targets, their missiles are also effective against airborne attackers. Author's Note: The only thing Rocket Soldiers do poorly is attacking/damaging infantry units. ![]() ORE TRUCK RANGE: N/A ARMOR: Heavy WEAPON: None The Ore Truck collects raw, unprocessed ore. Although slow, it is heavily armored, able to withstand a hammering and still escape intact. Author's Note: Named "Harvesters" in the rules.ini file, they get one great upgrade from Tiberian Dawn. They have the Mammoth Tank's self-healing ability, again up to half their HP. ![]() ARTILLERY RANGE: Long ARMOR: Light WEAPON: 155mm Cannon Very effective, if somewhat inaccurate, Artillery can devastate infantry and structures from afar. Its slow speed and light armor require that it be protected. Author's Note: Faster than in Tiberian Dawn, I still regularly skip out from using it. Its handy against infantry. ![]() ENGINEER RANGE: N/A ARMOR: None WEAPON: None An Engineer can fully repair any of your damaged buildings instantly. When sent to enemy buildings, an Engineer can damage or capture it. Author's Note: Engineers get a huge nerf in Red Alert, with the loss of the ability to capture a building alone. Now, each engineer does damage to a building and, once it is "in the red", it becomes capturable. The player must rely on destroying bases rather than capturing them. ![]() CAMOUFLAGED PILLBOX ARMOR: Heavy PURPOSE: Anti-infantry defense Identically equipped as the Pillbox, this defensive structure has the advantages of better armor and near-perfect camouflage. It blends with the surrounding terrain, making it virtually invisible. Author's Note: While the manual states the camo pillbox as having more armor, I did not see this to be true in the rules.ini file, most likely due to patches after the manual was released. ![]() RADAR DOME ARMOR: Light PURPOSE: Provides radar The Radar Dome gives you an overhead view of the battlefield when fully powered. Author's Note: Nothing too special about the allied Radar Dome. It unlocks higher tech levels, but otherwise isn't remarkable. ![]() SERVICE DEPOT ARMOR: Light PURPOSE: Repairs & reloads vehicles The Service Depot repairs any damaged vehicle that you move onto it. Mine Layer units can be re-loaded by driving them onto the pad. (Repairing a vehicle is much faster than building one, and costs a fraction of the original price. This is a worthy investment.) Author's Note: As with Tiberian Dawn, if you can stomach the long repair times, it IS a worthy investment. The fact that you can queue units allows for less headaches when repairing a large force in one go. ![]() TURRET ARMOR: Heavy PURPOSE: Anti-tank defense A Turret-mounted 105mm cannon. Heavily armored with good range, this Turret is effective against armored threats. Author's Note: The standard Allied anti-tank defensive structure. ![]() WAR FACTORY ARMOR: Light PURPOSE: Constructs vehicles This structure is responsible for the building of all ground -based Allied vehicles. Building multiple War Factories decreases the amount of time required to create a vehicle. Author's Note: The only thing I can say about the War Factory is that it feels extremely slow to build. ![]() ![]() LIGHT TANK RANGE: Medium ARMOR: Medium WEAPON: 75mm Cannon The standard Allied Tank. Fast, with decent armor, the Light Tank works well in mixed groups, and also in large divisions. What it lacks in firepower, it makes up for in speed and rapid fire. Author's Note: In small numbers, these things aren't worth the cost once/if you get access to better tanks. ![]() AT MINE LAYER RANGE: N/A ARMOR: Medium WEAPON: AT Mines The Anti-Tank Mine Layer is one of the most effective units on the Allied side. Able to destroy most units with just one mine, a savvy commander can neutralize an enemy force before they get near a base. The Mine Layer carries 5 mines, and can be reloaded at the Service Depot. Author's Note: I don't care all that much for this unit, but it is handy. Its more of a personal thing. Great for traps and murdering ore trucks or mining mineral fields. ![]() MEDIUM TANK RANGE: Medium ARMOR: Heavy WEAPON: 105mm Cannon The higher-grade Allied Tank, this unit is just as well armored, faster, and less costly than the Soviet Heavy Tank, though armed with only a single barrel. Used in groups with Light Tanks, the Medium Tank can draw fire while the Lighter Tanks destroy the threat. Author's Note: While the suggestion from the manual on how to use Medium tanks isn't bad, I'd still rather just have more Medium tanks. ![]() SPY RANGE: N/A ARMOR: None WEAPON: Information Master of disguise, the Spy can slip by enemy forces undetected. A versatile unit, the Spy can gather many kinds of information on an enemy player – what they’re building, how much money they have, how many units they have, etc. Beware – Attack Dogs are not fooled by the Spy’s appearance. Author's Note: While great against AI, I don't think the spy would do too well vs another player, unless they weren't paying attention. That being said, the usefulness of the spy is iffy, based on how frequently you'll see dogs randomly strewn about in an AI's base. ![]() APC RANGE: Short ARMOR: Heavy WEAPON: M-60 Machine gun With the Armored Personnel Carrier, the Allies can transport up to 5 infantry units quickly across land. A tracked vehicle, the APC is the lightest unit with the ability to crush Sandbag and Barbed Wire Barriers. The Turret-Mounted M-60 helps keep infantry at bay while it goes about its mission. Author's Note: I don't think I ever voluntarily chose to build this. I blame the engineer nerf. ![]() AA GUN ARMOR: Heavy PURPOSE: Anti-aircraft defense Although its range is not great, any enemy aircraft flying over these are guaranteed to be heavily damaged, if not destroyed. They are accurate and deadly. Author's Note: Power-hungry, the AA gun is the Allies air defense building, and performs quite well in that tasking. ![]() NAVAL YARD ARMOR: Light PURPOSE: Constructs & repairs naval vessels The Naval Yard builds and launches all Allied naval vessels. Damaged sea craft docked at the Naval Yard can be repaired. Building multiple Naval Yards decreases the amount of time required to create a naval vessel. Author's Note: The structure with which all the Allied naval power stems from, I always feel like this building has a build range far outside the norm, but maybe that's how it used to be? ![]() ![]() GUNBOAT RANGE: Short ARMOR: Light WEAPON: 2-inch deck gun & depthcharge launcher The fastest and lightest of the Allied naval vessels, the Gunboat is good at scouting naval routes, and detecting Submarines before they can cause any mischief. Its depth charge launcher will automatically fire at any Submarine that is detected nearby. Author's Note: The basic Allied warship, it has the speed advantage over the other, larger boats, but is pretty much only useful as a meat shield once those better options become available. ![]() TRANSPORT RANGE: N/A ARMOR: Medium WEAPON: None The Landing Ship Transport allows transportation of up to 5 ground-based units across the water. Transports can only be loaded / unloaded on shore terrain, and they are at their most vulnerable while unloading. Author's Note: The player gets to control these now! They are not a headache to use, most times, thanks to the queuing when loading multiple units at once. ![]() DESTROYER RANGE: Medium ARMOR: Medium WEAPON: Stinger missiles & depthcharge launchers The mid-level naval vessel, the Destroyer is effective against land, air, and sea-based threats. Its fast-firing stinger missiles can hit air targets easily, and can also decimate nearby ground targets. If it detects a Submarine, its dual depth-charge launcher ensures that the Sub will be rapidly taken out of commission. Author's Note: Basically, this is the best naval unit in the game. There's not a lot of competition, granted, but it excels at everything except move speed. It has a deceptively long range and can be devastating in numbers. ![]() ADVANCED POWER PLANT ARMOR: Light PURPOSE: Provides power for base structures This large, high-yield structure handles the energy strains of some later, more power intensive structures and defenses. Author's Note: Takes as much space as two power plants, but costs less, while still providing twice the power output as a regular powerplant. So, yeah, these are worth building now. ![]() CONCRETE BARRIER ARMOR: Heavy PURPOSE: Passive defense More effective than the Sandbag Barrier, Concrete Walls are not crushable and block tank ordnance. Author's Note: Concrete Barriers are the only barriers that can't be driven over, but that hardly means anything when you don't see much in the way of engineer rushes. ![]() GAP GENERATOR* ARMOR: Light PURPOSE: Creates shroud The Gap Generator allows the Allies to hide associated base from enemy sight. Any enemies scouting the area will only reveal around themselves. The Shroud will immediately close up once the invading unit is destroyed or leaves the area. Author's Note: Useful for hiding your forces from prying eyes, they effectively generate FoW in a radius around the building, but require power to keep the area concealed. ![]() CRUISER RANGE: Extreme ARMOR: Heavy WEAPON: 8-inch artillery cannons Slow moving death. What the Cruiser lacks in speed, it makes up for in firepower and range. Able to lob destruction onto targets incredible distances away, this ship can decimate an enemy base in minutes. A favorite target of Submarines, these ships have no sea-based defenses, relying on the faster moving Destroyer and Gunboat to protect them. Author's Note: The longest-ranged unit in the game, the cruiser can absolutely devastate an enemy base in mere moments. What it has in firepower, however, it lacks in speed and anti-air defenses. It can still attack subs, but probably not in the intended way. ![]() HELIPAD ARMOR: Light PURPOSE: Constructs & reloads helicopters The Helipad allows construction of all helicopters and will reload any that are in need. Each new Helipad comes with an Apache. Author's Note: Your standard fare building. Can't say there's anything special to talk about. ![]() ![]() APACHE LONGBOW RANGE: Short ARMOR: Heavy WEAPON: Hellfire missiles The Allies attack helicopter is loaded with hellfire missiles, allowing it to destroy armored targets with ease. Used in conjunction with naval or ground attacks, the Longbow is an ideal support aircraft, able to rapidly inflict additional damage to a target – usually with little or no return fire. Author's Note: Longbow's are pretty nice vs buildings/tanks, but I rarely use them. Considering the lack of anti-air the Soviets have, its a decent option to use. ![]() TECHNOLOGY CENTER ARMOR: Light PURPOSE: GPS Satellite launch & construction of high-tech structures In addition to allowing the construction of hightech units like the Cruiser and Gap Generator, building a Tech Center also starts construction of the GPS Satellite. When finished, the satellite will automatically launch. Author's Note: The GPS Satellite is worth the price of admission, always. ![]() GPS SATELLITE RANGE: N/A ARMOR: N/A WEAPON: Satellite imagery When launched from the tech center, the Global Positioning System (GPS) Satellite will provide free, unpowered radar to the player that launched it. In addition, because the Satellite can see much more of the battlefield, the entire map will be revealed when it reaches orbit. Author's Note: A free, permanent radar, just for building a necessary building? Yes, please! Nothing can stop the GPS Satellite from reaching orbit once it launches. ![]() THIEF* RANGE: N/A ARMOR: None WEAPON: Fast fingers Any Thief that enters an enemy Ore Silo or Refinery will steal half the credits in that structure. Author's Note: There you have it, the last unit reveal in the Campaign. The Thief doesn't have spy powers, so getting them into an enemy base to even steal cash in the first place is hard. I could see the argument being made for their use against other players in multiplayer, but otherwise, hard pass on ever building these. ![]() ![]() CHRONOSPHERE ARMOR: Light PURPOSE: Allows chronoshift The evolution of the Philadelphia Experiment, the Chronosphere allows the Allied player to move a unit from one location to an other without having to cross the space in between. However, the unit will only exist in its new location for a brief time before returning to its point of origin. This technology is still a bit unstable. Using it on certain units or using it constantly could produce unusual side effects. Author's Note: The Chronoshift ability is a single target ability, that allows a unit to be teleported from one location to another, as long as its land/land or water/water. It also does not allow for the teleportation of infantry, and transport vehicles. Additionally, the teleported unit will return to its original location after a set amount of time. Sadly, its use is very situational, which is disappointing considering how expensive and power-hungry it is. ![]() YAK RANGE: Short ARMOR: Light WEAPON: Twin machine-guns Sometimes called the “Infantry Eraser,” the Yak fires in strafing runs, swooping down on groups of marching infantry, potentially destroying them all in a single run. The Yak is not that fast, making it an easy target for Allied Rocket Soldiers – those that actually survive the first strafing run. Author's Note: The basic aircraft for the Soviets, they suffer from issues regarding targeting in this engine, meaning that, when possible, its better to target something in the middle of a group to maximize effect. ![]() BADGER BOMBER RANGE: N/A ARMOR: Light WEAPON: Dropped bombs & paratroopers The Badger Bomber is the transport plane used for dropping Paratroopers and Parachute Bombs onto a designated target. It is somewhat slow, and its lack of armor can make it a snack for any enemy AA-guns that may be guarding the target. Author's Note: A unit that can never be built or selected by the player. They do, however, paradrop Soviet units into combat. ![]() AIRFIELD ARMOR: Heavy PURPOSE: Builds & reloads airplanes The Airfield allows construction of MIG and Yak planes, and allows access to Paratroopers, Parachute bombs, and Spy Planes. Only one plane is allowed per Airfield that has been constructed. If an in-use Airfield is destroyed while its associated plane is still in the air, the plane will crash. Author's Note: A solid building that should ALWAYS be built if possible. We won't see some of these functions for a little bit, but they vastly increase the amount of harassment a player can do with them. ![]() KENNEL ARMOR: Light PURPOSE: Trains attack dogs The Kennel trains Attack Dogs. Author's Note: ![]() ![]() ATTACK DOG RANGE: N/A ARMOR: None WEAPON: Sharp teeth Attack Dogs are the only unit that can detect Spies that are trying to infiltrate the base. Although unarmored and easy to kill, Dogs make the perfect in-base guard unit against sneak attacks by Engineers, Spies, and Thieves. They also make fine pets. Author's Note: It's comforting that Attack Dogs also make great companions ![]() ![]() FLAME TOWER ARMOR: Heavy PURPOSE: Fire-based defense The Flame Tower targets and destroys approaching enemy ground units by shooting balls of fire. It is best used against large groups of infantry; it is effective against armored units as well. Since there are volatile fuels used in the Flame Tower, it damages nearby units and structures if destroyed. Author's Note: Not quite so effective against armor, they are only better than Tesla Coils in a few circumstances. Oh, and they take way less power. ![]() PARATROOPERS RANGE: Short ARMOR: None WEAPON: AK-47 Rifle Dropped from the Badger, this squad of 5 infantry soldiers are in every way similar to regular ground based infantry. Paratroopers can be dropped anywhere on the map, even in areas not yet explored. Author's Note: As I said in the video, it sucks that you ONLY get rifle infantry for this, even though we've clearly seen that it is possible to airdrop varied groups. Regardless, a free squad of infantry that can drop anywhere on the map is pretty handy, so long as you don't drop them in spots covered in anti-air fire... or anti-infantry stuff when they land. ![]() V2 ROCKET LAUNCHER RANGE: Long ARMOR: Light WEAPON: V2 Rocket The V2 Launcher can destroy most buildings with just two rockets. Factor in its incredible range, and it is easy to see why the Allies fear this weapons platform. Its drawbacks are its light armor, long reload time, and inability to hit fast-moving targets. Author's Note: The longest ranged ground unit, the extreme distance at which they can fire does come at the expense of defensive stats. In the same vein, they require time to launch their munitions at the enemy, and their reload time is rather high. ![]() AP MINE LAYER RANGE: N/A ARMOR: Medium WEAPON: AP Mines The AP mine layer deploys Anti-Personnel Mines to thwart the Allied heavy infantry ranks. This Mine can destroy entire groups of infantry with one explosion. The Mine Layer carries 5 mines, and can be reloaded at the Service Depot. Author's Note: The Anti-Personnel version of the mine layer, it has the same functions as the Allied version. ![]() SUB PEN ARMOR: Light PURPOSE: Constructs & repairs naval vessels The Sub pen builds and launches Submarines and Transports. Damaged Submarines and Transports docked in the Sub Pen are repaired Author's Note: The same as the Allied Naval Yard, with the addition that a spy infiltrating this gives the spy's team the Sonar Pulse, capable of revealing all submerged units on the map. ![]() SUBMARINE RANGE: Long ARMOR: Medium WEAPON: Torpedo Silent and stealthy, Submarines can attack ships from afar. Subs must surface to fire, giving away their position, and opening themselves up to any nearby units that can hit them. Author's Note: The only combat ship for the Soviets, the submarine is submerged until it attacks, and is rather vulnerable to most things. ![]() TECHNOLOGY CENTER ARMOR: Light PURPOSE: Construction of high-tech structures The Soviet Tech Center allows the construction of high-tech units like the Mammoth Tank and Tesla Coil. Author's Note: Not different from the Allied version, just in what in unlocks. ![]() FLAME INFANTRY RANGE: Short ARMOR: None WEAPON: Flame-thrower These soldiers are slower and more susceptible to damage than other infantry (due to the large tanks of flammable chemicals they carry). The Flame Soldier can decimate structures and infantry in seconds with his flamethrower. Author's Note: A sad evolution from its Tiberian Dawn days. The flamethrower infantry lost its characteristic speed, but remains just as soft, and just as deadly. There's ways to make them work in the player's favor, but I'd rather go with Grenadiers. ![]() TESLA COIL ARMOR: Light PURPOSE: Lightning-based defense The Tesla Coil automatically directs bolts of lightning at enemy ground units, reducing men to ash and tanks to molten steel in seconds. Author's Note: Much like the Obelisk of Nod, the Tesla Coil offers its own brand of auditory warning to the unlucky target. They are rather easy to destroy, however. ![]() PARACHUTE BOMBS RANGE: N/A ARMOR: N/A WEAPON: High-explosive yield Dropped from Badger Bombers, these explosives fall in a line over their target, removing the object targeted and anything in the area around it. Troops can see these falling and will attempt to leave the targeted area. Author's Note: While powerful if you can line them up properly, Para Bombs are horrible as they require luck or the AI to lack AA defenses. Also recharges twice as slowly as the paratroopers. ![]() SAM SITE ARMOR: Heavy PURPOSE: Anti-aircraft defense SAM Site automatically launches longranging missiles at enemy aircraft. Slower moving or hovering aircraft will fare the worst against this defensive structure. Author's Note: Not quite as great as the AA gun from the Allied side, it does a decent job. They're changed from Tiberian Dawn by not going underground, drastically increasing their response time, and consequently their lethality. ![]() MIG RANGE: Medium ARMOR: Light WEAPON: Heat-seeking missiles This fast-attack craft carries a limited number of powerful and accurate missiles. Used in hitand-run tactics, the MIG can remove armored craft before they can become a threat. Author's Note: Fragile but fast and dangerous, a group of well-controlled MiGs can take out anything on the map in the blink of an eye. They trade such firepower for a high cost and small health pool, so use them wisely! ![]() HELIPAD ARMOR: Light PURPOSE: Constructs & reloads Helicopters The Helipad allows construction of helicopters, and will reload any that are in need. Each new Helipad comes with a Hind. Author's Note: The soviet version of the helipad. ![]() HIND RANGE: Short ARMOR: Heavy WEAPON: Vulcan chain-gun Large and armored, the Hind uses its highvelocity Vulcan chain-gun to tear apart enemy units and structure. Equipped with a large ammo supply, the Hind will follow its target for quite some time, all the while wearing away at its defenses. Author's Note: A not-so-bad unit, but I rarely see a point in getting any. It does complement the MiG well, it should be said. ![]() MAMMOTH TANK RANGE: Medium ARMOR: Heavy WEAPON: Twin 120mm Cannons & missile packs. Tanks don’t come any bigger. The largest land-based weapons platform, the Mammoth Tank can take and dish out a lot of punishment. Its twin cannons are unmatched in power on land, and its missiles make it effective against infantry and air units as well. Author's Note: My favorite unit in the series, and only changed for the better in RA vs Tiberian Dawn. It still suffers from issues if swarmed by many units from many directions, but in the land of tanks it reigns supreme! ![]() IRON CURTAIN ARMOR: Light PURPOSE: Temporary invulnerability defense The Iron Curtain renders a vehicle or building invulnerable for a short period of time. Author's Note: Frankly, the Iron Curtain is as situational as the Chronosphere. VS a human opponent, its rather easy to just... target something else. That being said, its still useful, if you have the cash and power to spare. ![]() TRANSPORT HELICOPTER* RANGE: N/A ARMOR: Medium WEAPON: None Able to transport 5 infantry-type units through the air, the Transport Helicopter is ideal for landing engineers and other assault squads in an enemy base. Author's Note: There's no change here since Tiberian Dawn. ![]() ![]() MISSILE SILO ARMOR: Heavy PURPOSE: Launches atomic missile Once built, the Silo readies an Atomic Bomb that can be launched onto the battlefield, causing massive destruction to structures and infantry. The more heavily armored units will fare better, but not by much. Author's Note: A soviet exclusive, if the rules.ini file is to be believed, this weapons allows the player to deploy the incredibly powerful nuke. Wanna know something funny? A nuke takes 13 minutes to charge; Parabombs take 14. ![]() MOBILE GAP GENERATOR* RANGE: Medium ARMOR: Light WEAPON: Shroud generator The mobile version of the Gap Generator functions in much the same way the stationary one does. Although it projects a smaller gap field, you can hide several units under its cover, blocking the enemy from seeing what you’re sending against them. Author's Note: A mobile, gap generator. Exactly what it says it does. Only useful against other human players. ![]() MRJ* RANGE: Long ARMOR: Light WEAPON: White-noise generator The Mobile Radar Jammer (MRJ) disrupts enemy radar functions, shutting down transmissions and display. The range of this unit allows it to hide a good distance away from the enemy base while other forces use the radar blackout to attack. Author's Note: Effective up to 15 cells away, the Radar Jammer kills the radar, rather than creating Fog of War. Confusingly, its listed as an allied piece of tech in the rules.ini, which must be an error. Interestingly, the MRJ is a tracked vehicle, while the gap generator is not. ![]() Prerequisite=atek Primary=APTusk Strength=350 Armor=light TechLevel=12 Sight=5 Speed=5 Owner=allies Cost=2400 Points=25 ROT=5 Tracked=yes The APTusk is the same as the Mammoth Tank's secondary. No, seriously, same damage, spread, rate of fire, everything. 2400 credits for a light-armored vehicle is a HUGE investment, but the fact that they are, almost, the perfect hit-and-run weapon in Red Alert, means they had to nerf it somehow and the cost + armor reflects that. Edit: By everything I mean "and also not the infantry damage* ![]() ; Demolition Truck [DTRK] Prerequisite=mslo Primary=Democharge Strength=110 Armor=light TechLevel=13 Sight=3 Speed=8 Owner=allies,soviet Cost=2400 Points=5 ROT=5 Explodes=yes You better believe a nuke is going to cost a lot of money! Oddly enough, I can't find any listing for a Nuke's damage, but the Demo Truck does do 500 damage. We've seen plenty of the Demo Truck already, suffice it to say that it can be very powerful when they can detonate against their intended target. It is an offensive weapon only, as it drops in effectiveness against air and (some) ground vehicles, and its cost far outweighs the value of using them against infantry only, unless you can get very large groups. Edit: the nukr does 1000 damage but its labelled ATOM not NUKE ![]() ; field mechanic [MECH] Prerequisite=fix Primary=GoodWrench Strength=60 Armor=none TechLevel=7 Sight=3 Speed=4 Owner=allies Cost=950 Points=15 Called Mr. Goodwrench in the rules files, the Mechanic is the same as the medic, although he only operates on vehicles. He heals 100 damage per "shot", and is rather invaluable in keeping a mechanised force combat capable over long periods of time. It irks me a little that the Allies are the ones with all the healing units, however, but that's just my opinion. ------- Cut Content ------- ![]() ; Carrier [CARR] Prerequisite=hpad,atek Strength=350 Primary=AirAssault Armor=heavy TechLevel=-1 Sight=6 Speed=6 Owner=allies,soviet Cost=1200 Points=25 ROT=7 Passengers=5 Costs 1200 buckaroos for a water-locked helipad that has no attack of its own. While it can carry 5 helicopters and reloads them when landed, it doesn't offer any repair services. It also doesn't come with any helicopters to begin with, and, as far as I know, all units counted as passengers die if the helicarrier is destroyed. The only video I've ever seen of it (which was today as of this post) led me to the same conclusion as its author. Why not just invest in a Cruiser, which doesn't carry the vulnerability, and cost, of the helicopters which will be shot down by any anti-air in the area. ![]() ; Missile Submarine [MSUB] Prerequisite=stek Primary=SubSCUD Strength=150 Armor=light TechLevel=9 Sight=6 Speed=5 Owner=soviet Cost=1650 Points=45 ROT=7 Cloakable=yes Inaccurate=no With a range of 14, the Missile Submarine is outclassed by the Cruiser, but it should be noted that it only does 400 damage vs the cruiser's 500. The fact that they are invisible (minus glitches, sonar, or some quirk I've yet to figure out) means that the Soviets present a very real threat from the water, and also allows for the spy to have a little more use than he initially had. ![]() ; Shock Trooper [SHOK] Prerequisite=tsla Primary=PortaTesla Strength=80 Armor=none TechLevel=7 Sight=4 Speed=3 Owner=soviet Cost=900 Points=15 Explodes=no NoMovingFire=yes Crushable=no While they are expensive, being something like the 2nd most expensive infantry, after Tanya/Commando, the fact that they are immune to being crushed is a huge boon in light of the speedy tanks and APCs of the Allied arsenal. They are as fast as flamethrowers and rocket soldiers, which does mean that, bunched with other units, they will tend to filter into the back of your forces. And, while they are powerful, they don't render anti-infantry weapons like the Artillery or V2 obsolete. ![]() ; Tesla Tank [TTNK] Prerequisite=tsla Primary=TTankZap Strength=110 Armor=light TechLevel=8 Sight=7 Speed=8 Owner=soviet Cost=1500 Points=30 ROT=5 Tracked=yes Crewed=yes NoMovingFire=yes The Tesla Tank has a range of 7 going by the attack type in the .ini file, which is 1 further than Artillery, but deals less damage. The 1500 credit cost is high, similar to a Mammoth Tank, and considering its low survivability, its fair to see why you wouldn't want an army of these without something to act as a meat shield. Jobbo_Fett fucked around with this message at 17:00 on May 7, 2019 |
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Allied Mission 01 https://www.youtube.com/watch?v=yOgDxQH2qk4 Allied Mission 01 ![]() UNKNOWN ![]() Location: Unknown, Unknown Objective: Rescue Einstein from Soviet captivity. Briefing: Rescue Einstein from the Headquarters inside the Soviet complex. Once found, evacuate him via the helicopter at the signal flare. Einstein and Tanya must be kept alive at all costs. Beware the Soviet's Tesla Coils. Direct Tanya to destroy the westmost power plants to take them off-line. Author's note: A fantastic intro mission that shows off its new map template, triggers, and unit types that presents a radical change from Tiberian Dawn. ![]() ![]() Name: General Von Esling Aliases: None Affiliation: Allies Occupation: Commander of the Allied forces in Europe Voiced/Played by: Arthur Roberts A seemingly no-nonsense leader who is willing to try unorthodox means if it means completing his goals. ![]() Name: ? Aliases: None Affiliation: Allies Occupation: Commander within the Allied forces Voiced/Played by: Barry Kramer A stickler for the rules, and unwilling to use outside help. ![]() Name: Tanya Adams Aliases: None Affiliation: None Occupation: Professional Volunteer Voiced/Played by: Lanae Freeborn (Game)/ Lynne Litteer (FMV) A professional volunteer, which is why she's still alive. ![]() ![]() Rifleman RANGE: Short ARMOR: None WEAPON: M-16 Rifle Armed with an M-16, this Infantry unit is at its best against other Infantry and Tanks (when in groups). Author's Note: Arguably the worst unit, they feel like an upgrade from Tiberian Dawn, but maybe that's just bias on my part. ![]() Ranger RANGE: Short ARMOR: Light WEAPON: M-60 Machine gun Fast and lightly armored, this unit is ideal for scouting an area quickly. Used as a support unit for an infantry squad, the Ranger can soften up the enemy before a direct confrontation occurs. Author's Note: I dislike the unit entirely, and actively try not to build/use them unless I must. Too weak for their cost, but at least they are fast for recon purposes ![]() ![]() Tanya RANGE: Medium ARMOR: None WEAPON: Dual Colt .45s & C-4 explosives Armed with two .45s, Tanya can mow through infantry like they weren’t there. Her C-4 Explosives can destroy buildings… if you can get her to them. Unlike other units, Tanya can never be put in guard mode – you must manually target all enemies that you wish attacked. Author's Note: One of the best units in the game, Tanya does everything the Commando did in TD, but fires faster and, although I seem to recall this wasn't the case in '97, does not spawn units when blowing up buildings. Jobbo_Fett fucked around with this message at 14:26 on Jan 13, 2019 |
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This is the second game I ever played, after DOOM. I have such fond memories of the game, even though I never legit beat it. Some of the later levels were a huge headache for 8 year old me.
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Aw right! my personal favorite in the C&C series. My favorite in cutscenes too (until RE3).
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A note on difficulty So I briefly mentioned how the difficulty setting changes various settings in the game. This is why the manual no longer states the specific cost of any particular unit/building. When looking at the rules.ini file, we can see exactly what is changed on each of the three difficulties. quote:[Easy] And we can use those values to see how it modifies the following behaviors: quote:; Airspeed = multiplier to speed for all air units (def=1.0) So, if the player picks Easy, the AI plays on Hard, and vice-versa. Note how there's now specific code for destroying walls.
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gently caress yeah. It's hell March time ![]()
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I got a big ol' grin on my face when HELLMARCH started playing in the intro ![]()
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For the life of me, I have never been able to figure out what year this game thinks it's taking place in.
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I wonder if as a kid I ever realized that the first civilian is there to show you that Tesla Coils will mess you up, and the second one comes in to show you that without power the coils are mostly harmless. Something tells me that no, I did not.
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Jobbo_Fett posted:
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Asehujiko posted:Maybe I'm blind but when did Sole Survivor happen? I don't see it in the episode index in the last thread. Yeah, I kinda have to cancel sole survivor because I don't know of any way to actually run it, which sucks. I'll be making a post before the thread closes that talks about what it actually is, but won't be able to show off the content. Its basically battle royale, but in an RTS and 20 years ahead of the curve.
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Time will tell. Sooner or later... time will tell. Probably my fav quote from this game. I played the gently caress out of Red Alert when it was new. Never beat any of the campaigns (legitimately) and always got stomped when I had a chance to play multiplayer, but loved it none the less.
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Looking at the progress bar for different games, are you going to be playing Renegade or Tiberian Sun first? Renegade shows up earlier on the bar, but Tiberian Sun came out 2-3 years earlier.
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Strobe posted:Looking at the progress bar for different games, are you going to be playing Renegade or Tiberian Sun first? Renegade shows up earlier on the bar, but Tiberian Sun came out 2-3 years earlier. The bar is something I shamelessly stole so I could make the goofy [Mission Selection] thing. Tiberian Sun will follow this game, then RA2, then Renegade.
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Jobbo_Fett posted:The bar is something I shamelessly stole so I could make the goofy [Mission Selection] thing. Tiberian Sun will follow this game, then RA2, then Renegade. Yessssssss
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Funny how this picture has the Hind shooting the tank but in the opening video it's an Apache.
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Thank you for finally solving young me's question of why Tanya sounded cooler in game than in the cutscenes. They're completely different actors. I wonder why they did that.
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Red Alert is still my favorite C&C game, even though later ones were technically better. Also weirdly enough, Einstein sounds more German when speaking in English, than in German.
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Aww hell yeaaaah. This was the first C&C game I ever played, and I have massive amounts of nostalgia for it. Actually got goosebumps when Hell March started playing. Heck, the sound of the tesla coil is nostalgic to me. WhooooBZZZT. Fun fact: my brothers and I loved Hell March so much we actually figured out a way make a rip of the sound file so we could listen to it even when we weren't playing the game.
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gently caress yes, I'd practically been holding my breath hoping for this thread to start up every time there was a post in the old one.
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My brain appears to have stored every sound effect from this game perfectly. Looking forward to seeing all the missions young me was too useless to beat.
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Probably one of my most-played games as a kid, I still remember using the big stack of floppy disks filled with saves my dad had made as a pseudo-level select.
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Its great that you can see the map design improved so much from the previous game. First thing that happens is a civilian walks in the range for the off brand Obelisk of light, then another shows its safe after you blow up the power plant.
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HannibalBarca posted:For the life of me, I have never been able to figure out what year this game thinks it's taking place in. ![]()
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HannibalBarca posted:For the life of me, I have never been able to figure out what year this game thinks it's taking place in. It says so right in the first video. "Present Day." Which would have been the 90s I guess?
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Flamester posted:Its great that you can see the map design improved so much from the previous game. First thing that happens is a civilian walks in the range for the off brand Obelisk of light, then another shows its safe after you blow up the power plant. The screen shaking when the Cruisers shells hit as well was another nice touch I had forgotten about.
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Plek posted:It says so right in the first video. "Present Day." This is clearly why Einstein is still alive and not a geriatric old man. I'm pretty sure "Present Day" means "not time travel" in this context.
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Zip! posted:The screen shaking when the Cruisers shells hit as well was another nice touch I had forgotten about. The screen shake is actually when the building blows up, rather than the shells hitting ![]()
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Strobe posted:This is clearly why Einstein is still alive and not a geriatric old man. I thought that too when I was a kid but later videos and units help highlight the age. Not gonna risk spoiling it tho, so for now I guess all we have to go on is M-16s exist.
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Plek posted:I thought that too when I was a kid but later videos and units help highlight the age. Not gonna risk spoiling it tho, so for now I guess all we have to go on is M-16s exist. M16s in the prime timeline were early 60s. Would also fit the cold war feeling, and [redacted].
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Plek posted:It says so right in the first video. "Present Day." Which would have been the 90s I guess? From the first post: "Soviet Union Current Head of State - Josef Stalin"
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Don't think too much about the timeline fuckery or technology level or what have you, Westwood didn't so just enjoy the show.
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WWII took decades off of his life, clearly.
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It takes place in 19XX.
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I had forgotten all about Tanya ![]()
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Simply Simon posted:I had forgotten all about Tanya How?!
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Jobbo_Fett posted:How?! ![]()
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# ? Jun 9, 2023 22:08 |
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Simply Simon posted:That would involve spoilers so I stayed extremely vague Can't wait to hear the explanation eventually then ![]()
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