|
One Vision, One Purpose - Let's Play Command and Conquer: Tiberian Sun (PC) Welcome to the third installment of this Command and Conquer Anthology Let's Play. If I was still on the fence when it came to liking this series after Red Alert, Tiberian Sun is where I fell in love with it. Even in 2019, I will gladly talk about just how good it was when setting a tone with its story, building an atmosphere for the player, and giving a unique flavor to both sides of the conflict. As always, I encourage people to play along as I progress through each game and their expansions. 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 Tiberian Sun continues the trend of branching paths. I will also attempt to showcase all the available cutscenes/FMV, as the games have a healthy amount of unique videos depending on whether you succeed or not. What games should we see/expect? 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! 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! https://www.youtube.com/watch?v=c9eaU0NdfKM The year is 2030. After the defeat of the Brotherhood of NOD, and the ever-expanding Tiberium, GDI established itself and truly took on its namesake as a force ready to defend against enemy forces, anywhere in the world. But, it was impossible to wipe out NOD forces altogether, and it remains a fractured group seeking to find a leader that will unite them. Civilian populations have decreased, due to the massive conflict known as the First Tiberium War, and due to Tiberium itself. Tiberium, with still unknown properties, has continued to flourish in temperate and tropical locations, much to the detriment of the people and wildlife living there. Enough time has passed that whatever life that hasn't been eradicated, has been irrevocably changed. Calling themselves "The Forgotten", the so-called mutants are unpredictable in their allegiance and caution should be exercised. The Brotherhood of Nod With Kane dead, the Brotherhood of NOD has splintered into numerous factions, with their leaders attempting to fill the void that Kane left. But, despite this major setback, they remain powerful enough to remain a threat to GDI, as they resort more and more on subterfuge, sabotage, and terrorism. Additionally, they have continued their research in Tiberium and its effects, either in the wild, or on people themselves. The funds they receive from said research, and their access to Tiberium in locations that GDI isn't able to defend or secure ensures their survival. [NOD SUB-FACTIONS] [ACCESS DENIED] The Global Defense Initiative Following the defeat of the Brotherhood of NOD at Sarajevo, the Global Defense Initiative enjoyed a period of rest, but they did not spend that time idly. Efforts were made to solidify their position on the global stage, while also developing weapons and strategies to remain vigilant, should the forces of NOD choose to come back in force. This constant need to stay up to date with the latest and greatest technologies meant that GDI became the De Facto defensive force for the world, eschewing allegiance to any particular nation, and act as peacekeepers wherever needed. [GDI SUB-FACTIONS] [ACCESS DENIED] MISSION PLAYLIST GDI Campaign GDI 01: Reinforce Phoenix Base GDI 02: Secure the Region GDI 03: Capture the Train Station GDI 04: Recover the Crash Site GDI 05: Defend the Crash Site GDI 06: Destroy the Radar Array (+ World Building) GDI 07: Rescue Tratos GDI 08: Destroy Vega's Dams GDI 09: Destroy Vega's Base GDI 10: Recapture Hammerfest Base GDI 11: Recover the Disruptor Crystals GDI 12: Rescue the Prisoners GDI 13: Destroy the Chemical Supply Station GDI 14: Mine the Power Grid GDI 15: Destroy the Chemical Missile Plant GDI 16: Locate and Destroy Prototype Manufacturing Facility GDI 17: Weather the Storm GDI 18: The Final Battle NOD Campaign NOD 01: Secure the Area NOD 02: Retaliation NOD 03: Free Rebel Commander NOD 04: Destroy Hassan's Temple NOD 05: Blackout NOD 06: Eviction Notice NOD 07: Salvage Operation NOD 08: Capture Umagon NOD 09: Sheep's Clothing NOD 10: Escort the Bio-Toxin Trucks NOD 11: Destroy GDI Research Facility NOD 12: Villainess in Distress NOD 13: Protect Waste Convoys NOD 14: Destroy Mammoth Mk.II Prototype NOD 15: Capture Jake McNeil NOD 16: Illegal Data Transfer NOD 17: A New Beginning Firestorm GDI Campaign FS GDI 01: Recover the Tacitus FS GDI 02: Party Crashers FS GDI 03: Quell the Civilian Riot FS GDI 04: In The Box FS GDI 05: Dogma Day Afternoon (+ World Building) FS GDI 06: Escape from CABAL FS GDI 07: The Cyborgs are Coming FS GDI 08: Factory Recall FS GDI 09: Core of the Problem Firestorm NOD Campaign FS NOD 01: Operation Reboot FS NOD 02: Seeds of Destruction FS NOD 03: Tratos Final Act FS NOD 04: Mutant Extermination FS NOD 05: Escape from CABAL FS NOD 06: The Needs of the Many! FS NOD 07: Determined Retribution FS NOD 08: Harvester Hunting FS NOD 09: Core of the Problem Miscellaneous The characters of Tiberian Sun The units and buildings of Tiberian Sun How to finish NOD 02: Retaliation, without killing the enemy base Tiberian Sun: The Demo Levels Maps GDI Campaign Maps NOD Campaign Maps Firestorm Campaign Maps Jobbo_Fett fucked around with this message at 17:33 on Aug 5, 2020 |
# ? Jun 14, 2019 16:53 |
|
|
# ? Apr 23, 2024 13:25 |
|
Name: Unknown Aliases: None Affiliation: GDI Occupation: SS Philadelphia Technician Voiced/Played by: Jeffery Castillo The only other person in the room as Kane tapped into GDI communications and spoke with General Solomon. Name: General Solomon Aliases: None Affiliation: GDI Occupation: Supreme Commander of GDI Voiced/Played by: James Earl Jones The Supreme Commander of GDI, he oversees GDIs actions from the GDI Space Station Philadelphia. Gen. Solomon was taken aback by the return of Kane, but quickly called for one of his more promising commanders, Michael McNeil. Tasks Com. McNeil with destroying the NOD forces responsible for the attack on Phoenix Base. Believes the Brotherhood of NOD is attempting to steal GDI technology. Disapproves of McNeil's methods, despite the results he gets. Appears to be working with certain members of the Brotherhood of NOD, either to keep them in check, or for other purposes. Name: Lt. Com. Peter Tao Aliases: None Affiliation: GDI Occupation: GDI Lieutenant Commander [DECEASED] Voiced/Played by: Bayani Ison Lt. Com. Tao is seen under attack and calling the SS Philadelphia prior to the first assignment for the Commander. Was captured by Nod forces during an attack on Phoenix Base (Located in or around Phoenix, Arizona), and executed by Phase/Faze(?). Name: Kane Aliases: Caine, Jacob; al-Quayym, Amir Affiliation: NOD Occupation: Leader of the Brotherhood of NOD Voiced/Played by: Joseph David Kucan First seen since his so-called demise, Kane hacks into the SS Philadelphia's communications and taunts GDI's General Solomon. (In a different sequence of events) Kane appears in front of members of the Black Hand, taunts Hassan and informs him about the Messiah's abilities. Has developed a Tiberium weapon with potentially devastating effects, on both the local and international level. Name: 1st Lt. Chandra Aliases: None Affiliation: GDI Occupation: Kodiak Co-pilot and 2IC Voiced/Played by: Kris Iyer Friend and second-in-command to Com. McNeil, he serves as the Kodiak's co-pilot. Helped McNeil capture Vega. Helps with comic relief for the Kodiak crew. Name: Vega Aliases: Faze Affiliation: NOD Occupation: Commander within the Brotherhood of NOD (Rank is presumed) Voiced/Played by: Francesco Quinn Presumably, he was the leader of the forces behind the attack on Phoenix Base. Murders Lt. Com. Peter Tao. Name: Commander Michael McNeil Aliases: Mack Affiliation: GDI Occupation: GDI Commander Voiced/Played by: Michael Biehn Commander McNeil was personally requested for by General Solomon, and was briefed of Kane's return by the same. Initially skeptical of the return of Kane, he immediately set out to destroy NOD forces attacking Phoenix Base. Helped capture and secure an alien ship that had crash landed near Texas. He loves to win. Has little compassion for the Forgotten. Attempted to capture Vega alive, but his foiled by a nuclear weapon launched by Kane. His brother was murdered by Kane's forces. Knows how to throw a C4 party. ONLY PLAYS BY HIS RULES! Managed to capture Kane's top commander, Anton Slavik, as well as his second-in-command, Oxanna. Name: Brink Aliases: None Affiliation: GDI Occupation: Kodiak Pilot Voiced/Played by: Athena Massey The Kodiak's pilot. Name: Unknown Aliases: None Affiliation: GDI Occupation: Scientist Voiced/Played by: Unknown GDI Scientist in communication with Commander McNeil during the attack by the Brotherhood of NOD. Name: Unknown Aliases: Unknown Affiliation: GDI Occupation: Unknown Voiced/Played by: Wiley Picket GDI Infantryman in the field. Name: Umagon Aliases: Unknown Affiliation: The Forgotten Occupation: Unknown Voiced/Played by: Christine Steel An apparent stowaway on the alien UFO, Umagon met face-to-face with Commander McNeil. Little is known about her, officially or otherwise. Despite their initial interactions, Umagon is clearly warming up to GDI, and Commander McNeil in particular. Escaped capture via suicide attempt. Is captured, again, by Kane, somehow, and used as a guinea pig for Tiberium experiments. Name: Tratos Aliases: Unknown Affiliation: The Forgotten Occupation: Leader of the Forgotten Voiced/Played by: Christopher Winfield Leader of the Forgotten, he has visions of the future, called Pentosi. Translated the Tacitus for Kane, putting the entire world in danger. It is rumored that he did this for a single box of twinkies, a long-forgotten snack enjoyed by all. Name: Unknown Aliases: Unknown Affiliation: The Forgotten Occupation: Commando Voiced/Played by: Nils Allen Stewart This guy isn't Ghost Stalker, sadly, but he's cool and I love him all the same. I think this is the only time you see him too... Name: Ghost Stalker Aliases: Unknown Affiliation: The Forgotten Occupation: Alleged badass Voiced/Played by: Gil Birmingham Provides information on the current plans of the Brotherhood of NOD as well as the location that Umagon is being held captive. Name: Commander Michael McNeil Aliases: Mack Affiliation: GDI Occupation: GDI Commander Voiced/Played by: Michael Biehn In their final confrontation, Michael McNeil kills Kane by impaling him with a metal beam. Saves Umagon and recovers the Tacitus, and then awkwardly confesses his love for Umagon with the timeless catchphrase "I love to win!" Name: Umagon Aliases: Unknown Affiliation: The Forgotten Occupation: Unknown Voiced/Played by: Christine Steel Rescued by McNeil after watching him kill a man in cold blood, she subsequently undergoes painful medical trials in order to stop or reverse the effects of Tiberium infection/poisoning. Is not referring to the green haze when talking about blunts. Name: Tratos Aliases: Unknown Affiliation: The Forgotten Occupation: Leader of the Forgotten Voiced/Played by: Christopher Winfield Basically the only reason any of this happened; some jerk who willingly betrayed everyone on Earth because Kane asked him to translate the Tacitus for him. As punishment for his crimes, he doesn't even get a close-up in the final cutscene. Take that, jerk! Name: Kane Aliases: Caine, Jacob; al-Quayym, Amir Affiliation: NOD Occupation: God's Understudy Voiced/Played by: Joseph David Kucan It is unclear whether Kane looks the way he does because of the Ion Cannon incident in Command and Conquer Tiberium Dawn, if it is due to Tiberium Poisoning, if it is the result of lacking medical facilities post-building collapse and his recovery thereof, or simply due to a horrific accident suffered while on the set of "Will It Blend?" Regardless, his plans are foiled once more by the good guys and the world is given a reprieve from his antics once more. Name: Unknown Aliases: None Affiliation: NOD Occupation: News Anchor [DECEASED] Voiced/Played by: Thyme Lewis Introduces the night's execution and banters with co-anchor Oxanna. Pronounces the death of both Slavik and Oxanna. Murdered by Oxanna Christos. Name: Oxanna Aliases: Unknown Affiliation: NOD Occupation: 2IC to Slavik Voiced/Played by: Monika Schnarre News anchor/reporter and second-in-command to Slavik. Helped rescue Slavik during his public execution turned breakout. Helps Anton Slavik's rise to power by helping to control the media of the brotherhood. Is captured alongside Slavik by GDI forces lead by Commander McNeil. Name: Hassan Aliases: Unknown Affiliation: NOD Occupation: Faction Leader within the Brotherhood of NOD [DECEASED] Voiced/Played by: Adoni Maropis Commander of one of the many factions that were created after the death of Kane. Sentences Slavik to death by televised execution. Appears to be a GDI puppet, and relies on GDI to keep him in his position of power. Captured and killed by Anton Slavik and his forces. Name: Anton Slavik Aliases: Unknown Affiliation: NOD Occupation: Faction Leader within the Brotherhood of NOD [Unverified] Voiced/Played by: Frank Zagarino Rescued from certain death by Oxanna and a handful of trusted troops, he immediately murders the traitor responsible upon return to his command vehicle. Along with CABAL, he sets out to defend his holding(s) in Egypt from Hassan's forces. Kills Hassan the Betrayer. Is forced to bail out Vega at the behest of Kane, if only because the ship he was flying contains the Tacitus. Is captured alongside Oxanna by GDI forces lead by Commander McNeil. Lives for Kane; Dies for Kane. Name: Unknown Aliases: None Affiliation: NOD Occupation: NOD Sergeant Voiced/Played by: Andrew Bryniarski The man responsible for Slavik's capture. Name: Unknown Aliases: None Affiliation: NOD Occupation: Pilot Voiced/Played by: Alain Benetar Pilot of Slavik's command vehicle. Name: Unknown Aliases: None Affiliation: NOD Occupation: Scientist [DECEASED] Voiced/Played by: Sidney Liufau NOD Scientist assigned to the Alien Ship Crash Site, and tasked with retrieving the Tacitus. Killed in Action by the mutant Umagon. Name: Jake McNeil Aliases: None Affiliation: GDI Occupation: Brother of the infamous Michael McNeil Voiced/Played by: Daniel Kucan Brother of Michael McNeil, Jake followed in his brother's footsteps by joining the Global Defense Initiative. He is known more for his association to his brother rather than any personal deeds. Betrays the GDI and his brother in less than 10 seconds of meeting Oxanna Christos. Author's Note: Yes, Jake McNeil is played and voiced by Joe Kucan's [KANE] brother. Commander McNeil is shown, captured, as the USS Philadelphia is struck by three ICBMs. As it explodes, the organizational capabilities of the Global Defense Initiative crumble with it; Kane and the Brotherhood of NOD have won, and now nothing can stop Kane from transforming the world. One Vision, One Purpose. As propaganda starts to champion the Brotherhood's cause, Kane is seen in his holy temple preparing to launch the Tiberium missile into Earth's orbit. As we see the weapon travel into orbit, it begins detaching into several components before detonating, releasing its Tiberium payload across the globe. The world is now entirely covered in Tiberium; A new age has dawned. Name: Anton Slavik Aliases: Unknown Affiliation: NOD Occupation: Faction Leader within the Brotherhood of NOD [Unverified] Voiced/Played by: Frank Zagarino Rescued from certain death by Oxanna and a handful of trusted troops, he immediately murders the traitor responsible upon return to his command vehicle. Along with CABAL, he sets out to defend his holding(s) in Egypt from Hassan's forces. Kills Hassan the Betrayer. Is forced to bail out Vega at the behest of Kane, if only because the ship he was flying contains the Tacitus. Is captured alongside Oxanna by GDI forces lead by Commander McNeil. Lives for Kane; Dies for Kane. Captured and converted Commander McNeil's brother, Jake. Gloats over Commander McNeil as he watches the USS Philadelphia destroyed. Name: Commander Michael McNeil Aliases: Mack Affiliation: GDI Occupation: GDI Commander Voiced/Played by: Michael Biehn Commander McNeil was personally requested for by General Solomon, and was briefed of Kane's return by the same. Initially skeptical of the return of Kane, he immediately set out to destroy NOD forces attacking Phoenix Base. Managed to capture Kane's top commander, Anton Slavik, as well as his second-in-command, Oxanna. Is captured, tortured, and forced to watch the USS Philadelphia be destroyed. Name: Lt. Oxanna Christos Aliases: Unknown Affiliation: NOD Occupation: 2IC to Slavik Voiced/Played by: Monika Schnarre News anchor/reporter and second-in-command to Slavik. Helped rescue Slavik during his public execution turned breakout. Helps Anton Slavik's rise to power by helping to control the media of the brotherhood. Is captured alongside Slavik by GDI forces lead by Commander McNeil. Her powers of propaganda are so strong that she instantly converted the brother of the most highly regarded GDI commander who isn't General Solomon. Presents Kane to the masses as he gives his final speech before the Tiberium weapon transforms Earth. Name: Kane Aliases: Caine, Jacob; al-Quayym, Amir Affiliation: NOD Occupation: Leader of the Brotherhood of NOD Voiced/Played by: Joseph David Kucan First seen since his so-called demise, Kane appears in front of members of the Black Hand, taunts Hassan and informs him about the Messiah's abilities. Has developed a Tiberium weapon with potentially devastating effects, on both the local and international level. Declares victory over GDI forces after the destruction of the USS Philadelphia. Name: Kane Aliases: Caine, Jacob; al-Quayym, Amir Affiliation: NOD Occupation: God's Understudy Voiced/Played by: Joseph David Kucan It is unclear whether Kane looks the way he does because of the Ion Cannon incident in Command and Conquer Tiberium Dawn, if it is due to Tiberium Poisoning, if it is the result of lacking medical facilities post-building collapse and his recovery thereof, or simply due to a horrific accident suffered while on the set of "Will It Blend?" But then he... vanishes? Was he a hologram, or did he become Tiberium? Jobbo_Fett fucked around with this message at 18:04 on Aug 5, 2020 |
# ? Jun 14, 2019 16:55 |
|
Light Infantry RANGE: Short ARMOR: None WEAPON: M16 Mk. II Pulse Rifle The Light Infantry are the mainstay of the GDI and Brotherhood troops. Armed with an M16 Mk. II pulse rifle, they deliver light damage to most targets. Although slow, infantry are capable of movement over varied terrain types with little loss in speed. They are also able to pass through certain terrain or hazards that are inaccessible or damaging to vehicles. Author's Note: Your generic infantry, their low cost and power in massed numbers might sound nice, but they are one of the most vulnerable units in combat. Use cautiously. Wolverine RANGE: Short ARMOR: Light WEAPON: Assault Cannon The Powered Assault Armour or "Wolverine" is a small, eight to nine foot bipedal unit that is piloted by a single soldier. Fast and agile, these lightly armoured suits excel at suppression fire and in light skirmishes. Handling large groups of enemy infantry is no problem for a squad of these troopers. Author's Note: Hard to use against anything but soft targets. I find they trade unevenly except against a select few units, due to NODs anti-vehicle strengths. Harvester RANGE: N/A ARMOR: Heavy WEAPON: N/A Critical to the financial success of both sides, the Harvester is the only unit capable of collecting Tiberium for refinement. Harvesters will automatically begin to collect Tiberium if a patch is nearby. The Harvester can be ordered to a specific location to harvest by selecting it and targeting the new area. The Harvester will automatically avoid threat areas and will inform you when it cannot enter an area because of nearby threats. Tiberium Harvesters will not enter a hostile area unless specifically ordered. Author's Note: They harvest Tiberium. They now explode when destroyed with a Tiberium cargo, so don't get too close when they are in the red. Orca Transport RANGE: Short ARMOR: Light WEAPON: None Available only in certain solo-play missions, the Orca Transport can carry up to 5 infantry units to any location on a battle map. Loading and unloading it is identical in function to loading and unloading an amphibious APC. Author's Note: You can't build these normally, and they are usually heavily scripted. They can carry 5 passengers, which isn't strictly limited to infantry and/or civilians. Disk Thrower RANGE: Medium to Long ARMOR: None WEAPON: Discus Grenade The Disk Thrower is a light infantry unit that carries a long-range grenade delivery system. Instead of traditionally shaped grenades, the Disk Thrower uses an aerodynamic grenade that is designed with longer flight in mind. Because of the dynamics of the discus-like projectile, the grenade can bounce along terrain if it does not impact its intended target. Author's Note: Do you remember Grenadiers? Well, guess what, its the good guys that have 'em now! haha...haha! AhahaHAHAHAHAHAHAHAHAH! Engineer RANGE: Short ARMOR: None WEAPON: None Slow and unarmed, the Engineer is, nonetheless, deadly in his own right. The only unit able to capture enemy structures; tactical use of engineers is considered an art among many commanders. The unit has multiple purposes, each explained below. Note that the engineer unit will be lost when any of the actions below are performed. Author's Note: Capture enemy buildings, repair your own, or even repair bridges! These guys got a healthy upgrade from Red Alert and I love it. Titan RANGE: Long ARMOR: Heavy WEAPON: 120mm Cannon The Medium Battle Mechanised Walker, or "Titan", is GDIs all-purpose assault and defence unit. Standing 25 feet tall and packing a 120mm cannon, the Titan is a force to be reckoned with. Its long range makes it an ideal unit for use in base assaults, as it can pummel defences without fear of retaliation. Author's Note: This is the GDI unit for me, because I always massed the hell out of Titans. Decent cost, good range, good damage, it excels against vehicles and buildings. My favorite unit. ORCA Fighter RANGE: Short to Medium ARMOR: Light WEAPON: Hellfire Rockets The mainstay of GDIs air force, the Orca Fighter is a versatile and lightweight attack aircraft. Fast, lightly armoured and armed with dual missile launchers, the Orca Fighter can deliver a missile barrage to any location on the battlefield within moments of receiving orders. However, like all aircraft, the Orca must return to a helipad in order to reload its weapons. Author's Note: The ORCA Fighter feels like a bad investment every time I build one. They are ineffectual for the most part, a little too vulnerable for their cost, $1200, and take forever to reload! Mutant Hijacker RANGE: Short ARMOR: None WEAPON: None Another of the mutant commandos, the hijacker has the ability to commandeer any vehicle he wishes. When the hijacker is selected and the cursor is placed over an enemy vehicle, the cursor becomes an "enter" cursor to signify the vehicle can be stolen. Clicking on a vehicle when the cursor is in this stage sends the hijacker to the unit to steal it. Once a vehicle is stolen, the hijacker cannot be removed from the vehicle until the vehicle is destroyed. When it is, he pops out and is able to steal another vehicle. Like all mutant units, the mutant hijacker can heal in Tiberium when he is not inside a vehicle. Author's Note: Its rare that you see the Hijacker, and I rarely make good use of him. It can be powerful, but you can only ever have 1 at any given moment, so don't expect him to turn the tide of battle. Ghost Stalker RANGE: Medium ARMOR: Light WEAPON: Rail Gun Part of Forgotten, Ghostalker carries a small rail gun and is armed with C4 charges. His railgun has the ability to shoot through multiple targets at once, eliminating rows of enemies in a single hit. Ghostalkers C4 ability can be used to destroy any enemy structure when a C4 icon appears. Left-clicking will send Ghostalker to the building and once he touches the building, it will flash for a few seconds then explode. Like all mutant units, Ghostalker can heal in tiberium. Author's Note: The Commando of Tiberian Sun, Ghost Stalker is one of the best units in the game, hands down. His rail gun easily dispatches most units, and follow up shots can be made rather easily. His biggest weakness is terrain. Umagon RANGE: Medium to Long ARMOR: Light WEAPON: Sniper Rifle <No entry in game manual> Author's Note: Umagon is always a mission-critical unit, and sports a sniper rifle that makes short work of most infantry. She's useless against anything else, however, so beware! Medic RANGE: Short ARMOR: None WEAPON: None Among the chaos of battle, the Medic is solely responsible for treating the injured and getting downed soldiers back in the fight. Left on his own, the medic will automatically heal any nearby friendly soldiers. Medics can also be targeted to treat a specific soldier. Author's Note: The medic can only heal units, and is vulnerable to Tiberium. Despite these shortcomings, their ability to heal any friendly infantry makes them invaluable when kept out of harms way. Amphibious APC RANGE: None ARMOR: Heavy WEAPON: None The Amphibious APC is a heavily armoured unit that can carry up to five infantry units. Capable of ferrying units over land and sea, the amphibious APC is a valuable asset to GDIs forces. To load the APC, select the infantry soldier(s) you wish to load and highlight the APC. A blue "enter" cursor will appear. Left clicking will load the units into the APC. To make the units exit the APC, select it and click on it again when the "deploy" cursor appears. Note that an APC cannot be unloaded while in water. Author's Note: A very interesting unit, where I always have issues using it to its fullest capacity. Regardless, the ability to cross water obstacles is a plus versus anyone not expecting it. It does lack any attack, and its sole advantage only truly shines on a map with water. Mobile Sensor Array RANGE: None ARMOR: Heavy WEAPON: None The Mobile Sensor Array (MSA) is a vehicle equipped with a state-of-the-art sensor package that can detect the presence of enemy units even if they are cloaked or burrowing underground. Detected units will not be "uncloaked" but will be displayed on radar and the tactical view, allowing a commander to take the necessary measures to destroy the hidden unit(s). Author's Note: Super useful against NOD players, and your main method for preparing to defend versus burrowed and cloaked units. Otherwise... hard pass. They are also rather vulnerable, so ensure they are protected. Jump Jet Infantry RANGE: Short ARMOR: Light WEAPON: Jump Jet Cannon The airborne divisions of GDIs infantry, Jump Jet soldiers are able to perform surgical hits on targets normally inaccessible to standard infantry. Armed with a Vulcan cannon, these flying soldiers can provide an anti-air defence as well as quick air-to-ground attacks on poorly defended targets. Author's Note: I'm very divided on this unit. On the one hand, they can fly, which offers a lot of protection, but they have issues targeting moving units, auto-land whenever they destroy their target, requiring a massive amount of micro-management, and only get powerful in large groups... which are still very vulnerable to units that can shoot them. Hover MLRS RANGE: Medium to Long ARMOR: Light WEAPON: Hover Missiles The Hover MLRS is a medium to long range missile delivery system mounted on a hover chassis. Like the Amphibious APC, the hover MLRS is capable of crossing both land and sea. Because of its hover capability, the unit is unaffected by most terrain types, making it an ideal (although somewhat expensive) unit for scouting enemy territory. Its rockets are capable of hitting both air and land targets with equal effectiveness. Author's Note: If you don't use Titans, you better be using MLRS'. They are a little pricey, at 100 credits more than a Titan, but they exchange armor for mobility. Their ability to hover means they can go almost anywhere. Disruptor Tank RANGE: Long ARMOR: Heavy WEAPON: Sonic Weapon Recent developments aboard the Philadelphia have lead to breakthroughs in harmonic resonance. The Disrupter is the first to use this new technology. Firing a harmonic resonance wave, the Disruptor is capable of shattering any unit or structure caught in the wave enemy or ally alike. Care should be used in the positioning of Disrupter units as to minimise incidence of "friendly fire". Author's Note: Never really used these in general, but as I'm replaying this I find myself building them now and again. Their status as a glass cannon means they'll never replace my beautiful army of 900 Titans. Mammoth Mk.II RANGE: Medium ARMOR: Heavy WEAPON: Twin rail guns and Anti-Air Missiles This prototype behemoth is GDIs most powerful weapon. Towering over the battlefield, the Mammoth II carries dual rail guns and a back mounted anti-aircraft missile launcher. The rail guns are capable of reducing most units to slag in a matter of seconds, while its AA launcher ensures air protection for the unit. Virtually indestructible, the Mammoth Mk. II is still in its testing phases and, due to limitations on the technologies involved, only one can be deployed at any time. Author's Note: Not really a favorite unit of mine, due to the limitation of having only one at any time on the map (as with Ghost Stalker). It is easily overwhelmed, due to its slow rate of fire. I tend to skip building it. Orca Carry-All RANGE: None ARMOR: Light WEAPON: None The largest of all the Orcas, this transport aircraft has the critical job of rescuing or delivering units to any destination on the battlefield. Using a large grappling device, the Carry-All is capable of picking up any vehicle found on the battlefield. To make the Carry-All pick up a unit, select the Carry-All, then left click on the unit you wish to pick up. To put the unit down, select the Carry-All when it is on the ground, highlight it and left-click on it when the "deploy" cursor appears. Author's Note: Incredibly useful, if only to speed up tiberium harvesting, but rarely do I ever build it. Also great to transport a Mammoth Mk.II to harass enemy harvesters. ORCA Bomber RANGE: Short ARMOR: Light WEAPON: Bombs Heavier and better armoured than its fighter cousin, the Orca Bomber trades speed for firepower. Delivering a stream of high-explosive bombs in strafing runs, the Orca Bomber is ideal for softening up ground defences during the beginning of a base assault. Author's Note: Strong offense, high cost, low defence and little ammo. In groups, these can decimate your opponent, but it requires a lot of money to invest in. Construction Yard ARMOR: Heavy COST: N/A POWER USAGE: NONE PURPOSE: Produces Structures The Construction Yard is where all life begins. It allows the player to build other structures, so defending it should be a top priority of any successful commander. In some missions, the player starts with an MCV, which can be deployed into a Construction Yard. In other missions, the Construction Yard has already been placed. Author's Note: It produces other buildings, keep this alive at all costs. GDI Power Plant ARMOR: Light COST: 300 POWER USAGE: 0 POWER PROVIDED: 100+ PURPOSE: Produces Power Power plants provide power for base structures and are critical to keeping base defences online. GDI power plants are upgradable via add-on Power Turbines. There are two empty upgrade pads for add-on Power Turbines per power plant. Each will increase the power output of the structure by 50% over a non-upgraded power plant. Author's Note: GDI has a series of modular buildings, this being one of them. It allows GDI to spread or focus their power providing structures. Refinery ARMOR: Heavy COST: 2000 POWER USAGE: 30 PURPOSE: Converts Tiberium Into Funds The refinery converts the Harvester loads of Tiberium into credits for the player. It also stores a certain amount of Tiberium. Once a refinery is full, silos must be created in order to store excess Tiberium. If there is no available storage capacity at a refinery or silos, excess Tiberium will be lost. Author's Note: Like the harvester, it will explode and damage nearby units/buildings based on how "full" it is. Barracks ARMOR: Light COST: 300 POWER USAGE: 20 PURPOSE: Trains Infantry The Barracks allow infantry units to be trained. It is also a prerequisite for base defensive structures. Author's Note: It produces infantry, you should think about building one. GDI Radar ARMOR: Light COST: 1000 POWER USAGE: 40 PURPOSE: Provides Minimap A Radar Installation allows commanders to view the battlefield and the relative locations of friendly and enemy units. In order for the radar view to remain active, the Radar Installation must be constantly powered. Author's Note: If you're looking to go to a higher tech level, you'll need this if you want anything better than some ground units. Component Tower ARMOR: Light COST: 200 POWER USAGE: 10 PURPOSE: Modular Defensive Structure Based on a modular construction principle, the Component Tower serves as the basis for all GDI base defences. Component Towers can be built as individual structures or as part of a wall. One of three weapons can be mounted on a Component Tower: a Vulcan cannon, RPG launcher, or SAM launcher. Author's Note: I love the concept of this defensive structure. Vulcan Add-On ARMOR: Light COST: 150 POWER USAGE: 20 PURPOSE: Light Ground Defense The Vulcan Cannon Component consists of two mini-guns firing 50mm projectiles at high speed. The cannon is primarily intended for use against infantry but it can be used less effectively against vehicles. Author's Note: The light defense option for the component tower, it excels against light units. Light Tower ARMOR: Light COST: N/A POWER USAGE: 10 PURPOSE: Perimeter Illumination Author's Note: You can't actually build these, and are usually used more for story purposes than anything else. Tiberium Silo ARMOR: Light COST: 150 POWER USAGE: 10 PURPOSE: Increase monetary storage capacity Tiberium Silos store excess Tiberium once the Tiberium refineries are at maximum capacity. If a Tiberium refinery is filled to capacity and there are no empty silos available, excess Tiberium from a Harvester will be lost. Author's Note: Like the refinery and the harvester, these things will spread Tiberium when they explode, so be careful with any nearby damaged units. War Factory ARMOR: Heavy COST: 2000 POWER USAGE: 30 PURPOSE: Produces GDI vehicles. This structure allows for the construction of vehicles. Certain advanced vehicles require additional structures before they can be built by a War Factory. Author's Note: Allows the player to build some of the best units in the game, what else do you need? Helipad ARMOR: Light COST: 500 POWER USAGE: 10 PURPOSE: Allows construction of air units. Rearms landed air units. The Helipad allows for the construction and rearming of Orca Fighters. Without the Heli pad, aircraft cannot be constructed and cannot be rearmed when returning from an attack. Author's Note: I understand why they would cut the cost for Tiberian Sun, but I miss getting the free unit. SAM Turret ARMOR: Light COST: 300 POWER USAGE: 30 PURPOSE: Anti-Air defensive structure upgrade. Surface to air missiles or SAMs, are GDIs anti-aircraft defence. SAMs can only be used against flying units. Author's Note: This rarely gets used for most of the campaign, we'll see why. Pavement ARMOR: None COST: 75 POWER USAGE: 0 PURPOSE: Subterranean defense and speed boost Pavement is designed to protect your base from burrowing units as well as prevent heavy weapons fire and explosions from making craters in your base. In addition, units on Pavement will move faster compared to normal terrain. Author's Note: Your main way to prevent NOD from suddenly infiltrating your base. Sadly, it cannot be applied to a sloped surface, or over roads. Concrete Wall ARMOR: Light COST: 50 POWER USAGE: 0 PURPOSE: Perimeter Defense A robust defensive structure. Concrete Walls are effective at stopping both infantry and vehicles. Only certain units can shoot over these defensive walls. Author's Note: Protects your base by creating a solid wall that must be destroyed in order to pass with surface units. Can be built in 5-piece sections. EM Pulse Cannon ARMOR: Heavy COST: 1000 POWER USAGE: 50 PURPOSE: Electromagnetic disabling weapon The EMP Cannon can fire a high powered blast of Electromagnetic energy that renders any mechanised vehicles inoperative for a short period. Any vehicle or structure caught in the blast is disabled until the effect wears off. Author's Note: Shoots a large EMP ball that disables all vehicles within a radius, and incredibly useful on defense, as well as offense. Does not have a very large range, which differs from the blast area of the EM Pulse. Service Depot ARMOR: Light COST: 1200 POWER USAGE: 30 PURPOSE: Repairs vehicles Used to repair vehicles and aircraft. A vehicle or aircraft can land on this structure and if enough credits are available, the unit will be fully repaired. Units can be queued onto the pad by bandbox selecting all the units and targeting the repair pad. Author's Note: The sole location to repair vehicles for GDI. The depot saves on a lot of money, where it repairs a unit for 20% of its total cost. Firestorm Defense ARMOR: Heavy COST: 2000 POWER USAGE: 200 PURPOSE: Firestorm Defense ability The Firestorm Defence Generator creates an infinitely high force field. Once the generator is constructed, special Firestorm Defence Emitters must be placed on the perimeter of an area to be defended, just like a wall. When activated, the force field that results from these emitters is impenetrable. The Firestorm Defence Generator consumes massive amounts of power. Because of this, it can only be active for a short period before it needs to recharge. The shield can be turned on and off at will. Author's Note: The firestorm defense is a thing I'm divided on. It can be really great, if you can use it properly. The problem lies in that its not so easy to do. Its also a big money and power investment. Firestorm Defense Wall Section ARMOR: Light COST: 50 POWER USAGE: 2 PURPOSE: Firestorm Defense Used in conjunction with the Firestorm Defence Generator, these emitters are placed like a wall and control the placement of the Firestorm Defence shield. These emitters can be used to completely encircle a base or can be used at key defensive positions. Author's Note: You cannot use the sections without having the main building, but at least the cost is cheap and power consumption is low. Nothing can pass through an activated Firestorm wall. Tech Center ARMOR: Light COST: 1500 POWER USAGE: 200 PURPOSE: Access to higher tech units. The Tech Centre is where GDI conducts its high tech weapons research. This structure is required prior to the construction of certain high-tech units and structures. Author's Note: Necessary to unlock the ability to build the best units in the GDI arsenal. RPG Add-on ARMOR: Light COST: 600 POWER USAGE: 20 PURPOSE: Defensive add-on to the component tower. The rocket propelled grenade, or RPG, upgrade launches grenades at enemy units. The RPG is designed for use against vehicles but can be used against infantry as well. Its explosive charge ensures splash damage to any other units caught around its target. Author's Note: Essentially the anti-vehicle add-on to the component tower. Its an amazing upgrade to have in conjunction with vulcan defenses, because they always force infantry to go prone. GDI Upgrade Center ARMOR: Wood COST: 1000 POWER USAGE: 150 PURPOSE: Provides access to superweapons The Upgrade Centre is used to communicate with various units and structures on the battlefield. Upgrade Centres have two available upgrade pads and can accept the following upgrades: Ion Cannon control or Hunter-Seeker control. Author's Note: Absolutely necessary to have before gaining access to the Ion Cannon, it only accepts two uplinks, and GDI power plant upgades can't be dumped on it. Ion Cannon Uplink ARMOR: Wood COST: 1500 POWER USAGE: 100 PURPOSE: Provides access to the Ion Cannon The Ion Cannon control is an upgrade to an Upgrade Centre that allows targeting control of GDIs orbital Ion Cannon weapon. Without this control, the Ion Cannon cannot be used. Author's Note: An additional 1500 credits AND 100 power? Ugh! At least the Ion Cannon is amazing in this game. Visually, it is perfect. Light Infantry RANGE: Short ARMOR: None WEAPON: M16 Mk. II Pulse Rifle The Light Battle Infantry are the mainstay of the GDI and Brotherhood troops. Armed with an M16 Mk. II pulse rifle, they deliver light damage to most targets. Although slow, infantry are capable of movement over varied terrain types with little loss in speed. They are also able to pass through certain terrain or hazards that are inaccessible or damaging to vehicles. Author's Note: Functionally similar to the GDI entry. Rocket Infantry RANGE: Medium ARMOR: None WEAPON: Bazooka NODs heavy infantry carry a shoulder mounted rocket launcher that is effective against vehicles, structures, infantry and aircraft. Because of the increased weight of the rocket launcher, rocket infantry are slower than light battle infantry but are more heavily armoured. Author's Note: The anti-vehicle infantry for the Brotherhood, it can target both ground and air units. Great in groups, but their vulnerability and slow speed are definite handicaps. The note on being heavily armoured is false, based on the rules.ini file. Attack Buggy RANGE: Short ARMOR: Light WEAPON: Raider Cannons [There is no manual entry for this unit.] Author's Note: An anti-infantry weapon platform that combines good damage and speed. While it is great against infantry, it suffers greatly when pitted against GDI vehicles apart from the Wolverine. Tick Tank RANGE: Medium ARMOR: Light (Medium when Burrowed) WEAPON: 90mm Cannon This light battle tank has the ability to burrow itself into the ground to increase its defences and perform mobile battery defence. When burrowed, only the turret and a small part of the unit remains above ground. To burrow the tick tank, select it, then left-click on it. The unit will burrow down into the ground and become immobile. To move the unit again, select it, then left-click on it again. Once the tank has dug out from the ground, it can be moved again. Author's Note: I never truly liked the Tick Tank, its main drawback being that it needs to burrow to be completely effective, but sacrifices all of its mobility to do so. A long deployment time does not help with this. Cyborg RANGE: Short ARMOR: Light WEAPON: Vulcan cannon Cyborg infantry are the result of recent Nod experiments in melding Tiberium mutated humans with machines. They are armed with heavy body armour and a high-power pulse rifle. Author's Note: Slow, and lacking punch versus most units and buildings, they redeem themselves by being great escorts for Harvesters, healing in Tiberium, and not being crushable. Once they lose their legs, their speed drops even further, and the legs cannot be replaced. I rarely build them. Attack Cycle RANGE: Medium ARMOR: Light WEAPON: Primarily used as a scouting unit, the Attack Cycle is Nods fastest ground unit. Although it trades armour for speed, the Cycle is capable of sustaining moderate damage before being destroyed. It carries twin rocket launchers capable of hitting both air and ground units. Author's Note: Despite the unit's description, the rules.ini file states it cannot fire at air units without gaining its first veterancy, itself a rather daunting task. It technically has the "Wood" armor, which is terrible for a vehicle. Artillery RANGE: Extreme ARMOR: Light WEAPON: 155mm Howitzer Realising they needed a way to deliver damage without fear of retaliation, Nod developed a new long-range artillery platform. Because of the recoil involved, the unit is unable to fire while undeployed and cannot move while deployed. To deploy the unit, select it, then left-click on it. To un-deploy the unit, select the deployed unit, then left-click on it again. Author's Note: One of the best units in the game, costing less than 200 more than a Titan, while packing devastating firepower. Incredibly powerful in groups, and guaranteed to hit anything it shoots at. The only two drawbacks it has are a lack of Anti-Air and that it has a minimum range. Cyborg Commando RANGE: Medium ARMOR: Heavy WEAPON: Cyborg cannon Those cyborgs that perform well are further modified and promoted to the Nod Cyborg Commando ranks. Packing enough firepower to take out entire bases, the Cyborg Commando is a large threat on the battlefield. Armed with a chain gun and flame-thrower, the Commando can make quick work of vehicles, infantry and structures. Author's Note: Awesome. The Cyborg Commando is fantastic and great at most roles; the only major downside is that, much like his regular cousins, he cannot regain legs if they are blown out from under him. Still amazing though. Harpy RANGE: Short ARMOR: Light WEAPON: Vulcan Cannon Excellent against infantry and lightly armoured vehicles, the Harpy is newest generation of combat helicopters. Like all flying units, the Harpy must return to a helipad in order to reload its weapons. Author's Note: Probably one of my least-used units in the game, and I'm not sure why. I think it may be a lack of punch, or just that I never really experimented with it as a kid. It can kill a Vulcan Turret, unaided, in one salvo, provided it isn't repaired. Subterranean APC RANGE: N/A ARMOR: Heavy WEAPON: None The Subterranean APC is capable of carrying up to five units underground to a target. When underground the subterranean APC is invisible to the enemy but can be detected by a GDI Deployable Sensor Array. The APC cannot surface from under certain terrain types, such as rough terrain, water, etc. Author's Note: An amazing vehicle and piece of utility for the NOD side, the only way it loses out in comparison to the Amphib APC is that it is slower at all times if it must travel on the surface. Devil's Tongue RANGE: Short/Medium ARMOR: Light WEAPON: Flamethrower Terror is a formidable weapon and the sheer sight of this nightmarish unit is enough to cause GDI troops to tremble. Capable of burrowing through all but the hardest of substances, the Devils Tongue can unleash deadly jets of flame on unsuspecting targets with impunity. The flame is especially effective against infantry and structures although prolonged exposure to its blasts can melt even steel. Author's Note: Yet another vehicle I never really took advantage of, we've seen the AI use them well to harass a base, destroy power plants, and force your opponent to build vehicles/air units to counter them. Mobile Repair Vehicle RANGE: Short ARMOR: Light WEAPON: Repair Arm This robotic vehicle is capable of repairing damaged vehicles on the battlefield. The repair bot features an extendable arm which houses all of the tools needed to repair a vehicle to battle readiness. Placing this unit in guard mode will enable it to automatically repair any units in its immediate vicinity. Author's Note: Very strange to see this on the NOD side, but thematically I can see why, because NOD places more importance on mobile units rather than elaborate bases. Hard to use efficiently, but nice to have. Stealth Tank RANGE: Medium ARMOR: Light WEAPON: Dragon Missiles The newest in covert warfare, the stealth tank is a light battle tank that is able to cloak itself in order to remain undetected by enemies. The tank is unable to remain cloaked while firing due to the enormous power drain of the stealth generator. Only infantry and base defences can reveal the stealth tank. However, GDIs Mobile Sensor Array can detect a stealth tanks presence. Author's Note: Is it the newest when we saw it in the original game? Whatever. Great for reconnaissance, and fits into some niche roles, but its fragility really hurts its usability. Weed Eater RANGE: Short ARMOR: Heavy WEAPON: None This Nod vehicle is essentially a massive lawnmower that is used to harvest Tiberium veins for use in a Chemical Missile. The Weed Eater behaves like a Harvester but with two differences. It harvests Tiberium veins, not Tiberium crystals and dumps its cargo at a Tiberium waste facility, not a refinery. The harvested Tiberium veins, once processed at a waste facility, can be used to create a deadly Chemical Missile. Author's Note: Not much to really say about these dudes. Construction Yard ARMOR: Heavy COST: N/A POWER USAGE: NONE PURPOSE: Produces Structures The Construction Yard is where all life begins. It allows the player to build other structures, so defending it should be a top priority of any successful commander. In some missions, the player starts with an MCV, which can be deployed into a Construction Yard. In other missions, the Construction Yard has already been placed. Author's Note: Functionally similar to the GDI entry. NOD Power Plant ARMOR: Light COST: 300 POWER USAGE: 0 POWER PROVIDED: 100 PURPOSE: Produces Power Power Plants supply power to all structures in a base. Without enough power, structures will either not function at all or will function in a reduced capacity. Author's Note: Unlike the GDI Power Plant, NOD does not have any upgrade modules. Refinery ARMOR: Heavy COST: 2000 POWER USAGE: 30 PURPOSE: Converts Tiberium Into Funds The refinery converts the Harvester loads of Tiberium into credits for the player. It also stores a certain amount of Tiberium. Once a refinery is full, silos must be created in order to store excess Tiberium. If there is no available storage capacity at a refinery or silos, excess Tiberium will be lost. Author's Note: Functionally similar to the GDI entry. Hand of NOD ARMOR: Light COST: 300 POWER USAGE: 20 PURPOSE: Trains Infantry The Hand of Nod is where Nod infantry units are trained. The Hand of Nod is also a prerequisite to building base defenc Author's Note: Functionally similar to the GDI entry. Laser Turret ARMOR: Light COST: 300 POWER USAGE: 40 PURPOSE: Defensive turret for the Brotherhood of NOD The Laser is Nods main base defence. Like its larger cousin, the Obelisk of Light, the laser fires a focused laser beam at enemy units. Recent advancements in laser technology allow the laser to generate its own power so that it can remain operational during low power conditions. Author's Note: The main form of defense for a NOD base's perimeter, its main advantage is being able to function while you are low on power. NOD Radar ARMOR: Light COST: 1000 POWER USAGE: 40 PURPOSE: Provides Minimap A Radar Installation allows commanders to view the battlefield and the relative locations of friendly and enemy units. In order for the radar view to remain active, the Radar Installation must be constantly powered. Author's Note: The NOD Radar is functionally similar to the GDI entry. Advanced Power Plant ARMOR: Light COST: 500 POWER PROVIDED: 200 PURPOSE: Supplies power to the NOD base. The Advanced Power Plant functions exactly like a regular Power Plant in that it generates power and supplies it to a base. However, due to its greater size and efficiency, an Advanced Power Plant generates twice as much power as a regular power plant. Author's Note: Costs as much as a fully equipped GDI power plant, and taking up 2 more cells, its worth getting these as soon as you can. SAM ARMOR: Light COST: 500 POWER USAGE: 30 PURPOSE: Defensive AA emplacement for the Brotherhood of NOD The Surface to Air Missile site, or SAM site, is the primary defence against enemy aircraft. It can only be used against flying units. Author's Note: Extremely similar to the GDI AA turret, it doesn't require using up your building queue twice, however. Missile Silo ARMOR: Light COST: 1000 POWER USAGE: 50 PURPOSE: Allows the deployment of Multi Missiles. The Missile Silo allows Nod to launch long range weapons at an enemy, specifically a cluster missile or [REDACTED]. Author's Note: Fun Fact, the manual mixed up the Missile Silo's icon with a different NOD building. Whoops! Anyways, the silo unlocks tech and is necessary for the Multi Missile. Obelisk of Light ARMOR: Light COST: 1500 POWER USAGE: -150 PURPOSE: Defensive structure for the Brotherhood of NOD The Obelisk of Light is a frighteningly powerful weapon. It has undergone significant improvement since it was last seen on the battlefield. Power output has been increased and few units can survive a single hit from an obelisk laser bolt. Author's Note: The ultimate weapon in base defence, it strikes a perfect balance between aesthetic, propaganda value, and damage. It may be slightly outclassed by the RPG turret, but who cares when a defensive structure looks so drat cool?! Laser Fence Post ARMOR: Medium COST: 200 POWER USAGE: -25 PURPOSE: Defensive wall for the Brotherhood of NOD Laser Fencing consists of emitter posts that project a continuous laser beam between one another, effectively stopping vehicles and infantry. Because laser fence posts can be placed up to 4 cells from one another, a defensive perimeter can be constructed quickly. However, Laser Fencing does require significant external power to remain online. Author's Note: One of the most broken things to use against the AI, mostly because they don't know how to prevent said abuse. Tiberium Waste Facility ARMOR: Light COST: 1600 POWER USAGE: -40 PURPOSE: Prerequisite structure for the Tiberium Missile. The Tiberium waste facility serves as the drop-off point for the Weed Eater unit. This structure refines and concentrates harvested Tiberium veins for use in the Chemical Missile. Once enough of this Tiberium substance has been collected, it is automatically loaded into a Chemical Missile, provided a Missile Silo is available. When built, the Waste Facility comes with a Weed Eater unit. Author's Note: Entirely useless if there are no veins on the map, and in multiplayer the vein holes could and were targeted and killed off when possible. Very high investment for not-so-great return(s), depending on how many missiles you launch. Stealth Generator ARMOR: Light COST: 2500 POWER USAGE: -350 PURPOSE: Structure that creates cloaking field in a radius. The Stealth Generator can cloak all units and structures in a large area. The base will remain cloaked until the stealth generator is turned off, the base becomes underpowered or the stealth generator is destroyed. Base defences and units under the effect will uncloak only when firing or leaving the area of effect. It should be noted that units exiting from a War Factory or Hand of Nod and Harvesters exiting a refinery will be visible briefly before the stealth generator adjusts and cloaks them. Author's Note: Remember the Gap Generator? What if that was like... 10 times better? That's the Stealth Generator. Decent radius, although high cost and power requirements, it can be very handy to have one or more of these lying about. Temple of Nod ARMOR: Light COST: 2000 POWER USAGE: 200 PURPOSE: Unlocks the final tech for the Brotherhood of NOD Within the halls of this mysterious structure, Nod continues its Tiberium experiments and conducts cutting-edge research. Construction of the temple enables the Hunter-Seeker drone and allows the recruitment of the Cyborg Commando and the Mutant Hijacker. Note that because of the resources required to produce these special soldiers, only one of each may be in your army at any one time. You may train another only if the one you currently own is destroyed. Author's Note: Getting the Cyborg Commando and the Mutant Hijacker makes this a very useful building, although the Hunter-Seeker was a multiplayer-only ability. Jobbo_Fett fucked around with this message at 18:04 on Aug 5, 2020 |
# ? Jun 14, 2019 16:55 |
|
GDI 01: Reinforce Phoenix Base https://www.youtube.com/watch?v=_mnDMmlmeK8 Reinforce Phoenix Base The year is 2030, and much has changed. GDI have become the De Facto global defenders against the Brotherhood of NOD's aggression, and have created an orbiting space station called the GDI SS Philadelphia. The Brotherhood, for their part, have mostly kept to themselves, due in large part to the loss of their leader, Kane. Once believed to have been reduced to ash, or simply buried alive (accounts differ); GDI never found the body. The Brotherhood of NOD was also kept in the dark by the Messiah, and it splintered into numerous factions all doing their best to follow the last wishes of their leader. Coupled with the fact that Tiberium has been growing, or expanding, at an alarming rate, GDI is forced to split its forces between protecting the people of Earth, and fighting the fragmented remains of NOD. Southwest Sector 9, not shown in-game. Location: Southwest Sector 9, Unknown Objective: Build a Tiberium Refinery, build a barracks, and destroy all NOD forces in the area. Briefing: Emergency transmissions from GDI forces in this region indicate that Phoenix Base is under attack from NOD troops. It is imperative that the base be restored by building a Tiberium Refinery and a Barracks. Once the base is functional, all NOD forces in the area must be destroyed. Author's note: A fantastic little intro mission that shows off a few new developments, as well as the various triggers and new toys to play with, or fight against. Name: Unknown Aliases: None Affiliation: GDI Occupation: SS Philadelphia Technician Voiced/Played by: Jeffery Castillo The only other person in the room as Kane tapped into GDI communications and spoke with General Solomon. Name: General Solomon Aliases: None Affiliation: GDI Occupation: Supreme Commander of GDI Voiced/Played by: James Earl Jones The Supreme Commander of GDI, he oversees GDIs actions from the GDI Space Station Philadelphia. Gen. Solomon was taken aback by the return of Kane, but quickly called for one of his more promising commanders, Michael McNeil. Name: Lt. Com. Peter Tao Aliases: None Affiliation: GDI Occupation: GDI Lieutenant Commander Voiced/Played by: Bayani Ison Lt. Com. Tao is seen under attack and calling the SS Philadelphia prior to the first assignment for the Commander. Name: Kane Aliases: Caine, Jacob; al-Quayym, Amir Affiliation: NOD Occupation: Leader of the Brotherhood of NOD Voiced/Played by: Joseph David Kucan First seen since his so-called demise, Kane hacks into the SS Philadelphia's communications and taunts GDI's General Solomon. Name: 1st Lt. Chandra Aliases: None Affiliation: GDI Occupation: Kodiak Co-pilot and 2IC Voiced/Played by: Kris Iyer Friend and second-in-command to Com. McNeil, he serves as the Kodiak's co-pilot. Name: Commander Michael McNeil Aliases: Mack Affiliation: GDI Occupation: GDI Commander Voiced/Played by: Michael Biehn Commander McNeil was personally requested for by General Solomon, and was briefed of Kane's return by the same. Initially skeptical of the return of Kane, he immediately set out to destroy NOD forces attacking Phoenix Base. Name: Brink Aliases: None Affiliation: GDI Occupation: Kodiak Pilot Voiced/Played by: Athena Massey The Kodiak's pilot. Light Infantry RANGE: Short ARMOR: None WEAPON: M16 Mk. II Pulse Rifle The Light Infantry are the mainstay of the GDI and Brotherhood troops. Armed with an M16 Mk. II pulse rifle, they deliver light damage to most targets. Although slow, infantry are capable of movement over varied terrain types with little loss in speed. They are also able to pass through certain terrain or hazards that are inaccessible or damaging to vehicles. Author's Note: Your generic infantry, their low cost and power in massed numbers might sound nice, but they are one of the most vulnerable units in combat. Use cautiously. Wolverine RANGE: Short ARMOR: Light WEAPON: Assault Cannon The Powered Assault Armour or "Wolverine" is a small, eight to nine foot bipedal unit that is piloted by a single soldier. Fast and agile, these lightly armoured suits excel at suppression fire and in light skirmishes. Handling large groups of enemy infantry is no problem for a squad of these troopers. Author's Note: Hard to use against anything but soft targets. I find they trade unevenly except against a select few units, due to NODs anti-vehicle strengths. Harvester RANGE: N/A ARMOR: Heavy WEAPON: N/A Critical to the financial success of both sides, the Harvester is the only unit capable of collecting Tiberium for refinement. Harvesters will automatically begin to collect Tiberium if a patch is nearby. The Harvester can be ordered to a specific location to harvest by selecting it and targeting the new area. The Harvester will automatically avoid threat areas and will inform you when it cannot enter an area because of nearby threats. Tiberium Harvesters will not enter a hostile area unless specifically ordered. Author's Note: They harvest Tiberium. They now explode when destroyed with a Tiberium cargo, so don't get too close when they are in the red. Construction Yard ARMOR: Heavy COST: N/A POWER USAGE: NONE PURPOSE: Produces Structures The Construction Yard is where all life begins. It allows the player to build other structures, so defending it should be a top priority of any successful commander. In some missions, the player starts with an MCV, which can be deployed into a Construction Yard. In other missions, the Construction Yard has already been placed. Author's Note: It produces other buildings, keep this alive at all costs. GDI Power Plant ARMOR: Light COST: 300 POWER USAGE: 0 POWER PROVIDED: 100+ PURPOSE: Produces Power Power plants provide power for base structures and are critical to keeping base defences online. GDI power plants are upgradable via add-on Power Turbines. There are two empty upgrade pads for add-on Power Turbines per power plant. Each will increase the power output of the structure by 50% over a non-upgraded power plant. Author's Note: GDI has a series of modular buildings, this being one of them. It allows GDI to spread or focus their power providing structures. Refinery ARMOR: Heavy COST: 2000 POWER USAGE: 30 PURPOSE: Converts Tiberium Into Funds The refinery converts the Harvester loads of Tiberium into credits for the player. It also stores a certain amount of Tiberium. Once a refinery is full, silos must be created in order to store excess Tiberium. If there is no available storage capacity at a refinery or silos, excess Tiberium will be lost. Author's Note: Like the harvester, it will explode and damage nearby units/buildings based on how "full" it is. Barracks ARMOR: Light COST: 300 POWER USAGE: 20 PURPOSE: Trains Infantry The Barracks allow infantry units to be trained. It is also a prerequisite for base defensive structures. Author's Note: It produces infantry, you should think about building one. GDI Radar ARMOR: Light COST: 1000 POWER USAGE: 40 PURPOSE: Provides Minimap A Radar Installation allows commanders to view the battlefield and the relative locations of friendly and enemy units. In order for the radar view to remain active, the Radar Installation must be constantly powered. Author's Note: If you're looking to go to a higher tech level, you'll need this if you want anything better than some ground units. Component Tower ARMOR: Light COST: 200 POWER USAGE: 10 PURPOSE: Modular Defensive Structure Based on a modular construction principle, the Component Tower serves as the basis for all GDI base defences. Component Towers can be built as individual structures or as part of a wall. One of three weapons can be mounted on a Component Tower: a Vulcan cannon, RPG launcher, or SAM launcher. Author's Note: I love the concept of this defensive structure. Vulcan Add-On ARMOR: Light COST: 150 POWER USAGE: 20 PURPOSE: Light Ground Defense The Vulcan Cannon Component consists of two mini-guns firing 50mm projectiles at high speed. The cannon is primarily intended for use against infantry but it can be used less effectively against vehicles. Author's Note: The light defense option for the component tower, it excels against light units. Light Tower ARMOR: Light COST: N/A POWER USAGE: 10 PURPOSE: Perimeter Illumination Author's Note: You can't actually build these, and are usually used more for story purposes than anything else.
|
# ? Jun 14, 2019 16:56 |
|
I love of this game continues the storyline of tiberium being a global pandemic and environmental disaster combined. Everyone who is out in the field has to wear what looks like full nbc gear, entire regions of the world are in anarchy or uninhabitable, even the leadership of GDI has fled earth to the safety of space.
|
# ? Jun 14, 2019 17:20 |
|
Now we're getting into Westwood having more money to throw around at their cinematics so we have James Earl Jones and Michael Beihn
|
# ? Jun 14, 2019 17:32 |
|
Oh yeah, been waiting for this one
|
# ? Jun 14, 2019 17:36 |
|
This is by far my favorite RTS game of all time. I still play through it once a year or so and even after all this time it never gets old. It's also got the best live action stuff of the series, the perfect amount of campy-ness and budget.
|
# ? Jun 14, 2019 17:43 |
|
"Welcome back commander." Hit me in the feels when I was a kid because it had been so long for me between playing C&C and tibsun. I love the things this game does with the setting.
|
# ? Jun 14, 2019 17:53 |
|
Plek posted:"Welcome back commander." Hit me in the feels when I was a kid because it had been so long for me between playing C&C and tibsun. I love the things this game does with the setting. Same, I get chills every time I see that. The callback to Tiberian Dawn's installation is just perfect.
|
# ? Jun 14, 2019 17:58 |
|
Hoo boy, Tib Sun: Red Alert had excellent balance despite the very different factions, but Sun's balance is an absolute loving mess. Nod just becomes more and more powerful until GDI is crying in a corner while NOD hits it with a belt while screaming "IN THE NAME OF KANE!" Tib Sun has a lot of brilliant mechanics (especially the unit pathfinding and destructible bridges units can cross under,) but the developers believed the map size would have far more strategic implications than it actually does. -- Edit: I should note that this is for Vanilla. Firestorm still has its problems, but GDI end up (arguably) ahead, but we'll get to that. thetruegentleman fucked around with this message at 18:49 on Jun 14, 2019 |
# ? Jun 14, 2019 18:30 |
|
...and that soundtrack! Even after all these years, each and every note is still indelibly stuck in my mind
|
# ? Jun 14, 2019 18:31 |
|
I suppose I'm the odd one out in that I rather badly disliked Tiberian Sun, mainly for reasons of story and characters. This was the game where I felt Nod kinda took over the series, Kane especially, and I started to get really tired of them. It will be interesting to see how someone who actually likes the game handles things.
|
# ? Jun 14, 2019 18:36 |
|
RA2 might be the more technically advanced and popular game, but I've always loved the look of TS way more. It's just so grim and gritty, and I've always preferred its smaller, cleaner sprites and coloured lighting to RA2's. Conversely, I can't stand the aesthetic of Tiberium Wars so either it doesn't translate well to 3D or I'm just not goth enough.
|
# ? Jun 14, 2019 18:43 |
|
haha yes I have been WAITING for this game! RIP that one drop pod guy that hit the building.
|
# ? Jun 14, 2019 18:46 |
|
I guess this is a spoiler question, but is the player no longer a character in the story like they were in C&C1/Red Alert? It is interesting that as the budget increased, they seem to have moved away from that kind of campy 90's immersion and towards a different sort of campy war film.
|
# ? Jun 14, 2019 19:04 |
|
This game still blows my mind with its pathfinding. Man, between this, BW, Core COntingency, and Homeworld within this two-year span Fun times
|
# ? Jun 14, 2019 19:08 |
|
You could have a basically invulnerable base as the GDI later on in some campaign missions. This game was really, really good.
|
# ? Jun 14, 2019 19:13 |
|
is there a reason some of the tiberium turned blue after you blown up that one civilian building?
|
# ? Jun 14, 2019 19:15 |
|
Torrannor posted:You could have a basically invulnerable base as the GDI later on in some campaign missions. Yeah, the base building in this game is so awesome. Back in middle school I used to play skirmishes with a friend and instead of fighting we would just compete to see who could build the coolest looking base.
|
# ? Jun 14, 2019 19:17 |
Oh, here we go, my favorite CnC. The most imbalanced, experiemntal and fun of the bunch.Thefluffy posted:is there a reason some of the tiberium turned blue after you blown up that one civilian building? anilEhilated fucked around with this message at 19:53 on Jun 14, 2019 |
|
# ? Jun 14, 2019 19:39 |
|
Tiberian Sun was fun as hell. But Firestorm ended up feeling buggy to me. More than once, I managed to do something that didn't hit a trigger at the right time, making some levels almost impossible to beat.
|
# ? Jun 14, 2019 20:51 |
The meteors really blew my mind because stuff like that just didn't happen in RTS games.
|
|
# ? Jun 14, 2019 21:22 |
|
Octatonic posted:I guess this is a spoiler question, but is the player no longer a character in the story like they were in C&C1/Red Alert? It is interesting that as the budget increased, they seem to have moved away from that kind of campy 90's immersion and towards a different sort of campy war film. I think you just play as the commander in the cutscenes? Since they seem to be directly in charge of stuff. It's no longer you, behind the screen, though, just based on the intro cutscene. Don't have people talking directly at you and telling you to do stuff, for one thing!
|
# ? Jun 14, 2019 21:53 |
|
Nah, this can't be a tiberium game. You sure you didn't pick up some weird mod somebody did? How could it continue when Kane is Dead? It just doesn't make any sense to continue the line of games when Kane is Dead
|
# ? Jun 14, 2019 22:02 |
|
Jobbo_Fett posted:
A staggering nine times as big as 'standard' assault rifle bullets today. Groetgaffel fucked around with this message at 22:11 on Jun 14, 2019 |
# ? Jun 14, 2019 22:07 |
|
Chronische posted:I think you just play as the commander in the cutscenes? Since they seem to be directly in charge of stuff. It's no longer you, behind the screen, though, just based on the intro cutscene. Don't have people talking directly at you and telling you to do stuff, for one thing! Yeah, you play as the actual named character in this game so the player is Michael Biehn, which owns.
|
# ? Jun 14, 2019 22:11 |
|
Slaan posted:Nah, this can't be a tiberium game. You sure you didn't pick up some weird mod somebody did? How could it continue when Kane is Dead? It just doesn't make any sense to continue the line of games when Kane is Dead Maybe he's been replaced with his younger brother Abel. I bounced off this game hard IIRC. Not because of anything gameplay-related though, and hugely a matter of taste and I can completely see why someone'd disagree or just not care. Anyway, I'll say when we get there.
|
# ? Jun 14, 2019 22:12 |
|
Groetgaffel posted:That's some extremely big bullets for anti-infantry use good lord Those bigass cyborgs in that cutscene might mandate the use of that as "small arms fire" in this war.
|
# ? Jun 14, 2019 22:28 |
|
Jobbo_Fett posted:
|
# ? Jun 14, 2019 23:21 |
|
Chronische posted:Those bigass cyborgs in that cutscene might mandate the use of that as "small arms fire" in this war. just don't think too hard about that one drop pod trooper in same cutscene having some instagib laser gun instead of the usual plinkers they have in gameplay
|
# ? Jun 14, 2019 23:22 |
|
I say we dust off, It's the only way to be sure.
|
# ? Jun 15, 2019 00:06 |
|
Thefluffy posted:just don't think too hard about that one drop pod trooper in same cutscene having some instagib laser gun instead of the usual plinkers they have in gameplay Look they only had one prototype man-portable ion cannon and he got it.
|
# ? Jun 15, 2019 00:55 |
|
Yes, have been waiting for TS/Firestorm, out of all the C&C games I've played these two are by far my favorite, possibly since they were the ones I played the most back in the day. Just love the atmosphere and general mood of them, and played through the campaigns countless times, as well as really messing around with the Rules.ini for extra fun later on.
|
# ? Jun 15, 2019 01:03 |
|
Groetgaffel posted:That's some extremely big bullets for anti-infantry use good lord
|
# ? Jun 15, 2019 01:34 |
|
It's probably a typo. 5mm is a common 'minigun' ammo size I think.
|
# ? Jun 15, 2019 04:59 |
|
I never really got into Tiberium Sun, mostly because I was already a Starcraft fan first and foremost, and my bootleg TS copy didn't have any FMVs at all, as was the case with most bootlegs back in the day. Even then I loved how everything looked and moved, and the lore of Tiberium always fascinated me as well.
|
# ? Jun 15, 2019 05:14 |
|
Plek posted:It's probably a typo. 5mm is a common 'minigun' ammo size I think. Nah, its the future, everything's bigger in the future.
|
# ? Jun 15, 2019 05:35 |
|
It's actually supposed to be 50cm ammo.
|
# ? Jun 15, 2019 06:58 |
|
|
# ? Apr 23, 2024 13:25 |
|
White Coke posted:It's actually supposed to be 50cm ammo. That... would be bigger than the largest battleship cannons built. Not bigger than the largest cannons built period, but still.
|
# ? Jun 15, 2019 08:13 |