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Which is the best slogan?
Brotherhood. Unity. Peace.
Peace Through Power
Kane Lives In Death
Rule of thumb, Hassan. You can't kill the Messiah.
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Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry


Kane... Lives?! Let's Play Command & Conquer 3: Tiberium Wars


Welcome to the seventh installment of this Command and Conquer Anthology Let's Play. With EA firmly in control of the series, and four years after the release of C&C Generals, the franchise returned to its original storyline. Eschewing patriotism for nostalgia, Tiberium Wars would reprise or expand on a number of old concepts such as live-action cutscenes, a big name cast, Tiberium, while having an even heavier focus on speed and massing of forces.

To all who are curious, the reason I am jumping to Tiberium Wars is because, frankly, the war in Ukraine made it harder for me to continue on with Generals. I hope this doesn't come across as a white-on-white violence changing my views, but the suddenness of it and the fact that Generals takes place in a less caricaturized world makes an already uneasy game to play, enjoy, or show off that much worse. In any case, I hope that Tiberium Wars is less openly detestable, as I'm going in a little blind on this one...





How this will work

As with prior threads, I will be playing through the campaigns before hopping on to the game's expansion. It has probably been a decade since I last played this, so I will be somewhat blind to the story and how things flesh out, so I ask that we, as usual, keep spoilers to an absolute minimum. I will be exploring the BIBLE as the story/game progresses as well, and will have entries interspersed that speak directly from that entry. I may also have to invest in a copy of a C&C book, but we'll see how things pan out.


What games should we see/expect?



1995 – Command & Conquer
1996 – Command & Conquer – The Covert Operations

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 <--- You Are Here

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 or if possible.


:siren::siren:

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

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!

:siren::siren:







The year is 204X. The world has achieved another moment of peace after the defeat of the Brotherhood of Nod and the death of its leader, KANE. The global Tiberium crisis is reaching a boiling point, with land being categorized as Green, Yellow, or Red Zones. Only 20% of the land surface is considered Green Zones, and all are heavily guarded and prized by GDI. 50% of the world is considered Yellow Zones, livable, dangerous - NOD controlling a sizeable portion of this group. Lastly, there are the Red Zones, areas that are inhospitable to all human life. Despite the relative lack of NOD presence, there are those within GDI that never let their guard down, even if it means becoming the target of mockery from their peers. Has the world finally seen the end of Kane? What will the GDI accomplish with the Brotherhood of NOD waning?




The Brotherhood of Nod



Followers of The Brotherhood of Nod do not consider themselves part of any army, so much as part of a religion. They believe their leader Kane to be on the forefront of a movement to elevate the human race. Their loyalty to Kane is thought to be absolute and their convictions, unshakable. They are willing to sacrifice everything to bring victory to the Brotherhood.

NOD's forces are an unusual combination of poorly-equipped third-world militias with highly-trained mercenaries armed with exotic weaponry. NOD's ethos is a guerrilla warfare approach on the battlefield. They like to move quickly to attack and then escape without a trace. Their mixture of high-end and low-tech military gear can be exceptionally lethal, but also unpredictable.

[NOD SUB-FACTIONS]

[ACCESS DENIED]



The Global Defense Initiative



GDI forces have one mission: to save the world from the spread of Tiberium. Their aim is to abolish The Brotherhood of Nod terrorist organization and reverse the effects of Tiberium on the ecosystem so that the world can return to a sustainable level of habitability.

Resourceful, organized, and heavily armed, GDI forces are direct and dependable. The GDI does sometimes need to cut through bureaucratic red tape to get things done, but once it gets up to speed, it is virtually unstoppable.

In general, GDI forces prefer to stick with the tried-and-true over new-but-questionable technologies. However, GDI is a resourceful organization, built to withstand punishment and respond well to unexpected emergencies.


[GDI SUB-FACTIONS]

[ACCESS DENIED]




Tutorial
https://www.youtube.com/watch?v=Hui1MZoCi14





MISSION PLAYLIST
Mission 00: Tutorial

Campaign (Allegedly in Chronological Order)
GDI 01: Prologue
NOD 01: Prologue
NOD 02: Andrews AFB
NOD 03: The White House
NOD 04: Hampton Roads
NOD 05: Washington DC
GDI 02: The Pentagon
GDI 03: Hampton Roads
GDI 04: Langley AFB
GDI 05: The White House
NOD 06: Amazon Desert
GDI 06: Casabad
NOD 07: Atlantic Coast
GDI 07: Alexandria
GDI 08: Cairo
GDI 09: Croatia
NOD 08: Slovenia
GDI 10: Albania
GDI 11& NOD 09: Sarajevo
NOD 10: Outback
NOD 11: Sydney City Wall
NOD 12: Downtown Sydney
NOD 13: Ayer's Rock
GDI 12: Munich
GDI 13: Stuttgart
GDI 14: Cologne
GDI 15: Berne
NOD 14: Northern Italy
NOD 15: Operation Stiletto
NOD 16: Italian Hills
GDI 16: Rome
NOD 17: Kane's Tower
GDI 17: Ground Zero
Scrin 1: The Invasion

Kane's Wrath
NOD X1: The Rio Insurrection
NOD X2: What Is Rightfully Ours
NOD X3: Persuade Him...
NOD X4: A Grand Gesture
NOD X5: Keys to the Kingdom
NOD X6: All That Glitters
NOD X7: The Doctor Vanishes
NOD X8: MARV Rising
NOD X9: The Betrayal of Killian Qatar
NOD X10: Hearts and Minds
NOD X11: Tacitus Interruptus
NOD X12: Will Made Flesh


Miscellaneous
Tiberium Wars Characters
Tiberium Wars Units & Buildings
Tiberium Wars Powers & Upgrades



Intel Database

[X] Garrisoning
[X] Calling for Transport
[X] Logistic Crates: Targets of Opportunity
[X] NOD Aircraft
[X] Liquid Tiberium Research
[X] New NOD Flame Tank
[X] Commandeering Tiberium Spikes
[X] EMP Control Center
[X] Cairo Nuclear Launch Facility
[X] NOD's Nuclear Arsenal
[X] Power Management
[X] NOD Ion Cannon Disruption Tech
[X] NOD Avatar Walker
[X] Sonic Weapons and the Invaders
[X] Alien Origins, Connections to the Tacitus
[X] Alien Tripod
[X] Alien Mastermind
[X] Alien Rift Generator
[X] Alien Control Node
[X] The Ghost in the Machine
[X] Discontinuation of the Mammoth Mk II Walker
[X] The Blunder that Nearly Finished GDI
[X] Kane's Fascination with Eastern Europe
[X] GDI Storm Shelters
[X] Alien Tower Destroyed!
[X] NOD Stealth Technology
[X] NOD Base Defenses
[X] GDI Field Recon - the Fall of Cologne
[X] GDI Field Recon - the Fall of Berne
[X] GDI Riflemen
[X] GDI Missile Squad
[X] GDI Engineer
[X] Mobile Construction Vehicle
[X] Barracks
[X] APC
[X] Grenadier
[X] Sniper Team
[X] Command Post
[X] Airfield
[X] Orca Attack Aircraft
[X] Commando
[X] Predator Battle Tank
[X] GDI Base Defenses
[X] Crane
[X] Zone Troopers
[X] War Factory Repair Drones
[X] Base Expansion using the Surveyor
[X] Rig Deployment into a forward Battle Base
[X] Firehawk Attack Jets
[X] GDI Base Closure
[X] Tiberium Primer
[X] About the Brotherhood of NOD
[X] The Global Defense Initiative
[X] Health Effects of Tiberium Contamination
[X] Red, Yellow, and Blue Zones
[X] Life in a Yellow Zone
[X] GDI's Nuclear Weapons
[X] What is it Like in a Red Zone?
[X] Red Zone Terrain: Tiberium Chasms
[X] Once Again a Nuclear Power
[X] KANE LIVES!
[X] The Key to the Future: Part 1
[X] The Towers Sacrosanct
[X] The Key to the Future: Part 2
[X] Tiberium Spikes
[X] NOD Tactical Doctrine
[X] Refinery and Harvesting Operations
[X] Calling for Transport
[X] The Guns of the Amazon
[X] Intercepted Transmission
[X] Black Hand Interrogation Report
[X] Australia-New Zealand Theatre Assessment
[X] An Invasion Global in Scope
[X] Cease Fire Order
[X] Excerpt from Signal Intelligence Briefing
[X] The Alliance is Off
[X] The Towers Begin to Fall
[X] Field Report - Alien Gravity Stabilizer
[X] Militants and Rocket Troopers
[X] Fanatics
[X] Saboteur
[X] Hand of Nod
[X] NOD War Factory
[X] Shadow Team
[X] Venom Patrol Craft
[X] Flame Weapons
[X] Base Defenses
[X] Disruption Tower
[X] Vertigo Bomber
[X] Stealth Tank
[X] Commando
[X] Obelisk of Light
[X] Avatar
[X] Beam Cannon
[X] Catalyst Missile
[X] The Brotherhood of NOD
[X] NOD's place in the world
[X] Ground Control for GDI's A-SAT Systems
[X] Mutant Exodus
[X] Another explosion in the facility?
[X] Tiberium Explosion Devastates Australia
[X] GDI Treasury Damaged in Mysterious Attack
[X] Unconfirmed Reports of Cyborg Activity in Central Asia
[X] Tacitus Destabilized?
[X] The Tacitus
[X] The Awakened
[X] The Enlightened
[X] The Redeemer
[X] Tiberium Trooper
[X] Specter
[X] Confessor Cabal
[X] Purifier
[X] Zone Raider
[X] GDI Shatterer
[X] GDI Slingshot
[X] GDI Hammerhead
[X] GDI Mammoth Armored Reclamation Vehicle (MARV)
[X] GDI Combat Engineer
[X] GDI Behemoth
[X] Rocket Harvester
[X] Heavy Harvester
[X] Eradicator
[X] Reaper Tripod
[X] Prodigy
[X] Shielded Harvester
[X] Cultist
[X] Shard Walker
[X] The Corruption of Brother Marcion
[X] Mysterious Homestead Attacks Continue
[X] Brother Marcion, Biography
[X] Kane - My Lowest Ebb
[X] Kane - A Spark...
[X] Kane - Awakening
[X] Kane - Realization
[X] Kane - Creation
[X] Black Hands - Origins
[X] Steel Talons - Origins
[X] Alexa Kovacs, Biography
[X] Marked of Kane - Origins
[X] ZOCOM - Origins
[X] Traveler-59 - Origins
[X] Reaper-17 - Origins
[X] All Units Functional
[X] Unexpected Developments
[X] A Campaign of Distraction
[X] Beyond Blunt Force
[X] Retaliation by Hostile Indigenous Population
[X] Premeditated Ichor LQ Detonation
[X] Factions
[X] Attacks by Indigenous Populations Worsening
[X] Threshold Assemblies Under Attack
[X] Threshold Tower Construction


Lore Dumps
Lore Dump #1
Lore Dump #2
Lore Dump #3
Lore Dump #4
Lore Dump #5
Lore Dump #6
Lore Dump #7
Lore Dump #8
Lore Dump #9
Lore Dump #10
Lore Dump #11
Lore Dump #12
Lore Dump #13
Lore Dump #14
Lore Dump #15
Lore Dump #16
Lore Dump #17
Lore Dump #18
Lore Dump #19
Lore Dump #20


Patch Chat (by mr_stibbons)
Infantry 101


The Book
Chapter 1 Summary
Chapter 2 Summary
Chapter 3 Summary
Chapter 4 Summary
Chapter 5 Summary
Chapter 6 Summary
Chapter 7 Summary
Chapter 8 Summary
Chapter 9 Summary
Chapter 10 Summary
Chapter 11 Summary
Chapter 12 Summary
Chapter 13 Summary
Chapter 14 Summary
Chapter 15 Summary
Chapter 16 Summary
Chapter 17 Summary

Jobbo_Fett fucked around with this message at 23:14 on May 29, 2023

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Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry



Name: Lt.Gen. Jack Granger
Aliases: Old Ironsides
Affiliation: GDI
Occupation: GDI Chief of Staff
Voiced/Played by: Michael Ironside

A seasoned veteran who rose through the ranks through military achievement rather than political savvy, General Jack Granger is a tough, no-nonsense commanding officer. His experience in two wards against NOD has netted him valuable insights into any military situation - and the confidence and courage to enact a strategy for victory.



Name: Lt. Sandra Telfair
Aliases: None
Affiliation: GDI
Occupation: Intelligence Officer
Voiced/Played by: Grace Park

Lieutenant Sandra Telfair is special assistant to General Granger at Central Headquarters. With a background in military intelligence, Sandra is a very capable officer in her own right. Her astute assessment of NOD tactics may come in handy.



Name: Lt. Kirce James
Aliases: None
Affiliation: GDI
Occupation: Intelligence Officer
Voiced/Played by: Jennifer Morrison

A consummate professional and exceptional military officer, Lieutenant Kirce James is exactly the kind of soldier any commander wants on his side. Lieutenant James' access to hard intelligence data - as well as GDI's most powerful weaponry - will frequently be invaluable.



Name: Redmond Boyle
Aliases: None
Affiliation: GDI
Occupation: Acting Director of the Global Defense Initiative
Voiced/Played by: Billy Dee Williams

Lesser men would have crumbled under the weight of such trying times, yet when fate thrust Redmond Boyle into the position of Acting Director of GDI, he stepped up to the challenge. A charismatic but brash leader, Boyle is the public face of GDI and is clearly intent on vanquishing The Brotherhood of Nod at all costs.



Name: General Kilian Qatar
Aliases: None
Affiliation: NOD
Occupation: General of the Brotherhood of Nod
Voiced/Played by: Tricia Helfer

General Kilian Qatar is an extremely charismatic and - when the situation demands - incredibly ruthless leader. NOD's second-in-command, Qatar rose through the ranks on both her laurels as superb military tactician and her unwavering loyalty to Kane.

Author's Note: I don't know why but writing the manual's description only makes me miss Slavik.



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

The man known only as Kane is the supreme leader - some might say messiah - of The Brotherhood of NOD. Kane epitomises the fine line between genius and madman, so it's little wonder that the world seems to be polarised either for or against him. His followers believe that he prophesised the existence of Tiberium, yet his actions seem to belie hidden agendas and megalomaniacal impulses.



Name: Ajay (Arjay?)
Aliases: None
Affiliation: NOD
Occupation: Military Planning Expert
Voiced/Played by: Josh Holloway

Ajay is NOD's military planning expert. A brilliant intelligence officer and a cunning tactician, Ajay has repeatedly proven his ability to create blueprints for complex - and very successful - military operations. An experienced soldier, Ajay is never far from the front lines where his brothers fight to execute his plans.

Author's Note: Weird, creepy. Friendly, but in a weird way. Will probably take a bullet for you, or castrate you.



Name: Cassandra Blair
Aliases: None
Affiliation: Unknown
Occupation: Field Reporter, W3N
Voiced/Played by: Shanon Cook

Field reporter for the W3N news network.



Name: William Frank
Aliases: None
Affiliation: Unknown
Occupation: Anchorman, W3N
Voiced/Played by: John Huck

Anchorman for the W3N news network.



Name: Brittany Murphy [Brittany Bhima]
Aliases: None
Affiliation: Unknown
Occupation: Field Reporter, W3N
Voiced/Played by: Shauntay Hinton

Field reporter for the W3N news network.



Name: Alphonse Giraud
Aliases: "Gerode"
Affiliation: GDI
Occupation: Tiberium Expert
Voiced/Played by: Julian Stone

Dr. Giraud is a scientist specialization in Tiberium, employed by G-Tech and is currently assigned to the Chilean Blue Zone.



Name: Alexa Kovacs
Aliases: None
Affiliation: NOD
Occupation: Intelligence Officer
Voiced/Played by: Natasha Henstridge

Rising quickly through the ranks of Nod Intelligence, Alexa developed a reputation for coldness, reserve, and religious dogmatism that segregated her from her peers—and drew the attention of Kane himself.

Jobbo_Fett fucked around with this message at 00:32 on Apr 13, 2023

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry



Rifleman Squad
RANGE: Short-Medium
ARMOR: Light
WEAPON: GD-2 Assault Rifles
COST: 300

Rifleman Squads are the mainstay of GDI ground forces, capable of digging foxholes to protect themselves - and other infantry - when defending a position.

Author's Note: As you might expect, this is our Generic Infantry for GDI. Useful as meat shields, I guess :shrug:



Missile Squad
RANGE: Medium
ARMOR: Light
WEAPON: FGM-90 Launchers
COST: 400

Missile Squads, the natural counterpart to Riflemen, provide essential support fire. Their heavy anti-vehicle weapons make them slower than Riflemen and thus vulnerable to enemy attacks.

Author's Note: Fewer units in a squad and a higher cost make them important units to protect.



Engineer
RANGE: N/A
ARMOR: Light
WEAPON: N/A
COST: 500

Engineers can capture enemy facilities, repair GDI structures and damaged bridges, and commandeer fallen [REDACTED]. Due to their slow movement rate and vulnerability, however, it's a good idea to offer them protection whenever possible.

Author's Note: Another familiar unit making its return.



MCV
RANGE: N/A
ARMOR: MCV
WEAPON: N/A
COST: 3500

The Mobile Construction Vehicles (MCV) was invented to provide GDI with a mobile base at a moment's notice. MCVs can be seen packing and unpacking into Construction Yards.

Author's Note: Now with the ability to re-pack itself by default.



Harvester
RANGE: N/A
ARMOR: Harvester
WEAPON: Autocannon
COST: 1400

GDI Harvesters are easily recognisable by the light machinegun mounted above the cab, used to ward off marauders that might wish to steal their precious cargo.

Author's Note: How very Soviet of you, GDI.



Orca
RANGE: Short
ARMOR: Orca
WEAPON: Various (A2G) Missiles
COST: 1100

The Orca is effective in a variety of roles including scouting, fire support for ground operations, and direct strikes on enemy installations. It can be outfitted to increasing scouting capabilities.

Author's Note: Now with the ability to scan its immediate area for foes.



Grenadier Squads
RANGE: Short
ARMOR: Light
WEAPON: Grenades
COST: 800

Grenadier Squads serve as GDI's close-assault infantry. They are extremely difficult to suppress and can quickly clear enemy squads out of garrisoned structures with their high-powered, rocket-assisted grenades.

Author's Note: Powerful when riding in APCs, but not nearly as cool as the Black Hand troops.



APC
RANGE: Short
ARMOR: APC
WEAPON: Vigilante HMG
COST: 700

GDI infantry rely on APCs to move safely through hostile terrain. APCs can fire at aircraft, infantry, and light vehicles and are designed to let infantry attack from within.

Author's Note: An alright change to the previous iteration of the APC - now not being completely defenseless.



Commando
RANGE: Medium
ARMOR: Heavy
WEAPON: Rail Carbine
COST: 2000

Thanks to their burst-firing prototype rail carbines, Commandos are unmatched when fighting enemy infantry. Their explosives can demolish structures and even large walkers.

Author's Note: Better than the NOD Commando, if only because having a jetpack has far more utility than a stealth ability that only works when immobile.



Sniper Team
RANGE: Long
ARMOR: Sniper
WEAPON: Sniper Rifle
COST: 1000

Sniper Teams can kill most infantry from long range with a single well-placed shot and are trained in reconnaissance tactics such as stealth and artillery target spotting.

Author's Note: A great way to counter infantry, provided you have long lines of sight from their position, and relatively few tanks or aircraft in the area.



Predator Tank
RANGE: Medium
ARMOR: Predator Tank
WEAPON: 150mm Cannon
COST: 1100

The Predator is equipped with an armour-piercing cannon and can withstand heavy fire thanks to its thick plating. However, it is ineffective against infantry plating and vulnerable to hostile aircraft unless supported with anti-air defenses.

Author's Note: Not much to really say about them, aside from the curiosity that tanks still don't carry machine guns, even coaxially, in this universe.



Pitbull
RANGE: Short
ARMOR: Pitbull
WEAPON: Missile Launchers
COST: 700

Although the Pitbull - GDI's primary scout vehicle - can fire missiles capable of damaging ground and air vehicles, it is too lightly armoured to survive direct combat. Pitbulls can also detect stealth units.

Author's Note: A pretty meh unit, lacking the history of the attack bike, with a stealth detection to make up for it.



Zone Trooper
RANGE: Medium
ARMOR: Heavy
WEAPON: Railgun
COST: 1300

Capable of surviving in otherwise uninhabitable environments, Zone Troopers are highly mobile, well protected, and trained to destroy enemy infantry and vehicles with their heavy-duty railguns.

Author's Note: A useful unit to have, able to get into and out of a situation with relative ease, and able to strike from any direction - they are to be feared.



Mammoth Tank Mk. III
RANGE: Medium
ARMOR: Mammoth Tank
WEAPON: 150mm Cannon
COST: 2500

Armed with dual cannons and rockets pods, the Mammoth Tank is the ultimate in armoured warfare. Although slow, the Mammoth is so powerful it can crush lesser tanks beneath its treads.

Author's Note: Not nearly as smart at switching between rocket and cannon for targets, it attempts to dominate the field, but has lost a lot of its luster compared to previous iterations.



Rig
RANGE: N/A
ARMOR: Rig
WEAPON: N/A
COST: 2000

The Rig is a heavy support vehicle capable of deploying into a versatile Battle Base, which provides considerable defence with two integrated Guardian Cannons, a missile launcher, stealth-detection scanners and automated repair drones.

Author's Note: Aside from requiring some micro-management and protection when on the move, this is a solid unit to help repair units without having to go back to base.



Battle Base
RANGE: Medium
ARMOR: Medium
WEAPON: Twin Guardian Cannons, Missile Launcher
COST: 1500

No entry in manual

Author's Note: A lack of anti-infantry defense is a notable exclusion. Having two of these to pack/unpack and heal eachother is quite effective.



Firehawk
RANGE: Long (Missiles) / Short (Bombs)
ARMOR: Firehawk
WEAPON: Missiles or Bombs
COST: 1500

Firehawks can carry heavy Hellcat Firebombs or Rattlesnake Missiles for smashing enemy aircraft. When outfitted with Stratofighter Boosters, Firehawks can fly outside the range of enemy air defences then plunge for the attack.

Author's Note: I rarely ever use these, much like Orca, because it requires too much micromanagement, and the need to reload is a detriment.



Juggernaut
RANGE: Long-Extreme
ARMOR: Juggernaut
WEAPON: 200mm Cannon
COST: 2200

GDI's walking artillery platform can support tank operations with its long-range cannons, serve as a siege weapon when stationed outside an enemy base, and bombard targets with the aid of Sniper Teams.

Author's Note: Slow and boring, the Juggernaut is never pointing in the right direction, sometimes needs to deploy itself, and is decidedly less cool than its Tiberian Sun incarnation.



Construction Yard
ARMOR: Heavy
COST: N/A
POWER PROVIDED: 10
PURPOSE: Unlocks Production

The heavily-armored Construction Yard doubles as GDI's forward base. It can pack into an MCV, affording it mobility, but needs to be protected at all costs. The Construction Yard provides radar capability to GDI bases.

Author's Note: As with other C&C games, it is central building to any base.



Power Plant
ARMOR: Light
COST: 800
POWER PROVIDED: 20
PURPOSE: Provides Power

GDI's Power Plant provides clean, efficient energy for their forward combat bases.

Author's Note: Provides power, appears to be upgradable in the two open slots on the building's foundation.



Refinery
ARMOR: Medium
COST: 2000
POWER USAGE: 6
PURPOSE: Converts Tiberium into Funds

The GDI Refinery is highly effective at processing Tiberium into useful resources. The Refinery comes with a Harvester included and is essential to funding GDI's military efforts.

Author's Note: Necessary for base building and unit production.



Barracks
ARMOR: Light
COST: 500
POWER PROVIDED: 5
PURPOSE: Trains Infantry

The GDI Barracks is a self-contained recruitment and training centre. GDI infantry divisions can be outfitted for combat quickly and efficiently here.

Author's Note: Needed to produce the most basic forms of infantry available to the GDI arsenal.



Command Post
ARMOR: Light
COST: 1500
POWER USAGE: 9
PURPOSE: Unlocks Technological Upgrades

The Command Post is an essential component of an advanced GDI base. It can scan remote locations and is required to build key structures.

Author's Note: Useful to progress in later missions.



Airfield
ARMOR: Light
COST: 1000
POWER USAGE: 8
PURPOSE: Houses Aircraft (4)

GDI Airfields support ground operations in combat zones. Each Airfield contains up to four aircraft.

Author's Note: Provides you with the ability to deploy aircraft in the area of operations.



Watchtower
ARMOR: Medium
COST: 600
POWER USAGE: 5
PURPOSE: Anti-Infantry Base Defense

These tall structures with a good line of sight and rapid firing, automated anti-infantry machineguns ensure the security of the base against hostile threats.

Author's Note: Provides light defense for a base or outpost. Only useful against infantry.



Tiberium Silo
ARMOR: Light
COST: 500
POWER USAGE: 0
PURPOSE: Provides storage capacity for Tiberium

The Tiberium Silo, made of special materials that allow long-term storage, is the perfect storage facility for excess Tiberium.

Author's Note: One day, these won't be necessary.



Foxhole
ARMOR: N/A
COST: 100
POWER USAGE: 0
PURPOSE: Man-made garrisonable structure for 2 infantry squads

Created by infantry with the Dig In ability.

Author's Note: An interesting holdover from Red Alert 2, via the Guardian, but with a better end result.



Armory
ARMOR: Medium
COST: 1000
POWER USAGE: 7
PURPOSE: Unlocks Technological Upgrades

The Armory grants GDI access to its most highly trained soldiers. It includes upgrades for Zone Trooper Power Armor as well as a medical bay that can heal wounded infantry.

Author's Note: An important stepping stone for better infantry.



Crane
ARMOR: Crane
COST: 1500
POWER USAGE: 10
PURPOSE: Unlocks additional, restricted, build queue

Larger GDI bases employ Cranes to help sustain rapid construction schedules. A single Crane can double the rate at which a GDI forward base is built.

Author's Note: One of the better innovations for a game like C&C, allowing for more than one building to be built at a time, although with a restricted production list.



Guardian cannon
ARMOR: Golum Cannon
COST: 1200
POWER USAGE: 8
PURPOSE: Anti-Vehicle Defensive Structure

Guardian Cannons - equipped with an automated gun that can punch through tank armor, but is less effective against infantry - are a frequent sight in areas vulnerable to armoured attacks.

Author's Note: The anti-armor counterpart to the Watchtower.



Tech Center
ARMOR: Light
COST: 4000
POWER USAGE: 12
PURPOSE: Unlocks Technological Upgrades

Tech Centers provide cutting-edge military technology to GDI forces. Vehicles, tanks, and aircraft can all be upgraded. Additionally, a Tech Center also grants access to some of GDI's strongest forces.

Author's Note: As with the Armory, but better.



AA Battery
ARMOR: Medium
COST: 800
POWER USAGE: 5
PURPOSE: Anti-Air Defensive Structure

The AA Battery contains cannons capable of eliminating aircraft with deadly efficiency. The targeting systems and turret actuators cannot track ground targets, so that are useless against infantry or tanks.

Author's Note: Somehow can't track ground targets? Maybe they could've swapped the design with the Watchtower and say they can't depress low enough.



Sonic Emitter
ARMOR: Medium
COST: 2000
POWER USAGE: 15
PURPOSE: Anti-Ground Base Defense

Sonic Emitters were originally developed for breaking down Tiberium, but gained a reputation as extremely powerful base defences.

Author's Note: Although not always accurate, these are a pretty good counterpart to NOD's Obelisk of Light.



Space Command Uplink
ARMOR: Light
COST: 3000
POWER USAGE: 15
PURPOSE: Unlock support powers

This self-contained launch platform allows GDI to deploy high-tech support weapons and send Zone Troops to the battlefield from orbit. EMP weapons called Shockwave Artillery can also be utilised.

Author's Note: A high price to pay for some cool toys to use.



Ion Cannon Control Center
ARMOR: Heavy
COST: 5000
POWER USAGE: 20
PURPOSE: Unlocks Ion Cannon superpower

By building this structure you gain access to the latest version of GDI's most feared weapon, the Ion Cannon, which can vaporise virtually everything within its significant blast radius.

Author's Note: The manual swaps the building and superpowers icons. $5000 is rough in this economy!



Militia Squad
RANGE: Short-Medium
ARMOR: Light
WEAPON: Various Chainguns
COST: 200

Poorly trained but numerous, these lowly soldiers of NOD are armed with aging, 20th Century chainguns.

Author's Note: Cheap, expendable, NOD.



Militant Rocket Squad
RANGE: Medium
ARMOR: Light
WEAPON: Airburst Rocket Launcher
COST: 400

Although armed with rocket launchers capable of destroying aircraft and armoured vehicles, Rocket Militants are still extremely vulnerable on the battlefield.

Author's Note: Similar to the GDI version.



Saboteur
RANGE: N/A
ARMOR: Light
WEAPON: N/A
COST: 500

The Saboteur can capture enemy structures and instantly repair NOD facilities and bridges. He is also equipped with explosives that can be planted on neutral structures and detonated when enemy forces draw too close.

Author's Note: Differentiating itself from the GDI version, the Saboteur is more orientated towards booby traps/explosives.



Shadow Team
RANGE: Short
ARMOR: Light
WEAPON: Dual Machine Pistols
COST: 800

These infantry units can use stealth and their collapsible glider packs to circumvent defences and expose weaknesses in GDI's front. Once behind enemy lines, they can plant explosives on structures.

Author's Note: An interesting take on a strike squad capable of infiltration and sabotage.



Fanatics
RANGE: Short
ARMOR: Light
WEAPON: Tiberium-based Explosives
COST: 700

NOD Fanatics are equipped with volatile explosive devices that detonate when in close proximity to enemy forces. Fanatics are impossible to suppress and must be eliminated before reaching their targets.

Author's Note: I called them terrorists, and that's not really incorrect. The benefit here is that they aren't single units, making it easier to use.



Commando
RANGE: Medium
ARMOR: Light
WEAPON: Laser Pistol(s)
COST: 2000

NOD Commandos - the best of the best of NOD's infantry - can slink into battle armed with fast-firing laser weapons, satchel charges, and portable stealth generators.

Author's Note: The stealth generator mention shouldn't fool you, it's deceptively bad.



Raider Buggy
RANGE: Short
ARMOR: Buggy
WEAPON: Machine Gun
COST: 500

Equipped with burst-firing machineguns that can make short work of infantry and light targets, the Raider Buggy is the most common NOD vehicle.

Author's Note: A straight upgrade from Tiberian Sun's Buggy, I absolutely love that they kept the original unit all the way back from TD while keeping it good/relevant, yet not overpowered or useless.



Attack Bike
RANGE: Short-Medium
ARMOR: Bike
WEAPON: Side-mounted Rocket Launchers
COST: 600

The Attack Bike - quick, armed and equipped with an advanced scanner array - is the ultimate scout for NOD forces. It is respectably powerful against aircraft, as well.

Author's Note: While not quite as great as the Buggy, it feels a niche alongside it - providing heavier firepower - allowing the dynamic to continue and flourish. Their range is shorter than I'd expect, however.



Venom
RANGE: Short
ARMOR: Light
WEAPON: Autocannon
COST: 900

The Venom Patrol Craft keeps watch over NOD interests with its rapid-firing machineguns that are lethal against enemy infantry and quite effective against aircraft and some vehicles as well.

Author's Note: Able to detect hidden troops, it makes a fine patrol unit, especially since it does not need to land to re-arm.



Black Hand
RANGE: Short
ARMOR: Heavy
WEAPON: Flamethrowers
COST: 900

Extremely well-trained, loyal, and supernaturally tough, the elite Black Hand forces are armed with flamethrowers that can clear out structures and incinerate enemy squads.

Author's Note: Useful to have, tough, but vulnerable to vehicles. They can garrison buildings, but this is more dangerous to them.



Flame Tank
RANGE: Short
ARMOR: Flame Tank
WEAPON: Flamethrowers
COST: 1200

NOD's Flame Tank is outfitted with two massive flamethrowers capable of clearing out occupied buildings and burning structures to the ground with ease.

Author's Note: Reminiscent of old NOD designs, it has far great mobility than its prior generations. Whether the Devil's Tongue is better is a matter of personal preference.



Harvester
RANGE: N/A
ARMOR: Harvester
WEAPON: N/A
COST: 1400

NOD Harvesters are stealthed, allowing them to avoid most detection and bring home valuable Tiberium unopposed.

Author's Note: The NOD Harvester is stealthed whenever it is not delivering Tiberium to a Refinery.



Scorpion Tank
RANGE: Short
ARMOR: Raider Tank
WEAPON: 105mm AP Cannon
COST: 800

The Scorpion Tank is the shield of NOD. Highly manoeuvrable, the standard Scorpion is armed with an armour-piercing 105mm cannon and sufficient armour to withstand direct fire - at least for a while.

Author's Note: Better than the Tick Tank, but the design feels very... bland. Lacks a good voice actor.



Vertigo Bomber
RANGE: Short
ARMOR: Light
WEAPON: "Groundpounder" Bomb
COST: 1800

Due to its stealth capability, the Vertigo Bomber appears as if from nowhere and delivers its payload of Groundpounder bombs before opposing forces can muster their defences.

Author's Note: Its alright, but I don't quite think its good enough to use consistently.



Emissary
RANGE: N/A
ARMOR: Emissary
WEAPON: N/A
COST: 1500

The Emissary vehicle is designed to travel to distant locations and establish a NOD presence, thus paving the way for additional NOD bases.

Author's Note: I dislike the idea of the "presence" that needs to be established. Maybe if they at least produced some power?



Stealth Tank
RANGE: Medium
ARMOR: Stealth Tank
WEAPON: Rocket pods
COST: 1500

In spite of its light armour, the Stealth tank is formidable. It is invisible to most opposing forces, except when it stops to fire a barrage of its deadly and accurate rockets.

Author's Note: The best version of the Stealth tank so far, they really nailed this one. The upgraded rockets give it even more range.



MCV
RANGE: N/A
ARMOR: MCV
WEAPON: N/A
COST: 3500

The Brotherhood's menacing-looking MCVs are capable of rolling over any relatively clear terrain and unpacking into a Construction Yard.

Author's Note: Sinister-looking, though not necessarily any different from GDI's version.



Avatar Walker
RANGE: Short-Medium
ARMOR: Avatar
WEAPON: Obelisk Laser
COST: 2200

This massive, state-of-the-art walker is equipped with a portable version of the Obelisk Laser. Avatars may further enhance their immense power by literally ripping pieces from other NOD vehicles.

Author's Note: NOD get a walker?! Oh, no can't have that for GDI that'd be way too col. Mammoth Mk 3 has to be a pancake on treads. *mumble grumble*



Beam Cannon
RANGE: Long-Extreme
ARMOR: Beam Cannon
WEAPON: Particle Beam Cannon
COST: 1000

Though not intended for direct attacks against enemy armour, groups of Beam Cannons can deal terrific damage to structures given sufficient time. Their energies can enhance Obelisks of Light as well.

Author's Note: They boost Obelisks of Light? Interesting... At least its cheap.



Construction Yard
ARMOR: Heavy
COST: N/A
POWER PROVIDED: 10
PURPOSE: Unlocks Production

Heavily armoured but mission-critical, Construction Yards are crucial to NOD's war efforts and tend to be well-defended for that reason. They also provide radar capability to NOD bases.

Author's Note: Not quite mission-critical as in prior games.



Hand of Nod
ARMOR: Light
COST: 500
POWER USAGE: 5
PURPOSE: Trains Infantry

The Hand of Nod provides shelter, supplies, and training to the legions of Nod militants, fanatics, and elite infantry as they wage war against GDI.

Author's Note: Not nearly as cool as prior versions of it. The globe is now amber-colored instead of the Earth.



Power Plant
ARMOR: Medium
COST: 500
POWER PROVIDED: 15
PURPOSE: Provides Power

The Nod Power Plant is able to generate extraordinary amounts of power from a small amount of Tiberium at the expense of ecological damage to the surrounding environment.

Author's Note: Unlike it's description, the Power Plant doesn't damage anything in its vicinity.



Tiberium Refinery
ARMOR: Medium
COST: 2000
POWER USAGE: 6
PURPOSE: Refines Tiberium

The Nod Refinery can rapidly transform raw Tiberium into useful materials. Each Refinery comes with one of Nod's nearly invisible Harvester vehicles.

Author's Note: Different in looks, but not functionality, from the GDI version.



War Factory
ARMOR: Medium
COST: 2000
POWER USAGE: 5
PURPOSE: Constructs Vehicles

This essential facility is used to construct and deploy NOD's highly specialised vehicles. Nod War Factories also have automated drones that quickly repair damaged vehicles nearby.

Author's Note: Building units underground and deploying them is quite a unique look. The drones are a useful addition.




Secret Shrine
ARMOR: Light
COST: 1500
POWER USAGE: 8
PURPOSE: Unlocks Technologies

Nod's Secret Shrine contains the special training rituals necessary to deploy advanced infantry. It can also be used to research advancements that substantially improve the effectiveness of most Nod infantry squads.

Author's Note: Not nearly as cool as, say, a Temple of Nod.



Disruption Tower
ARMOR: Light
COST: 1000
POWER USAGE: 10
PURPOSE: Stealth Generator

Disruption Towers generate massive stealth fields. NOD buildings, infantry, and vehicles in their vicinity cannot be seen by enemies. Disruption Towers cannot themselves be stealthed.

Author's Note: Like a Gap Generator of old, I prefer the prior Stealth Generator.



Shredder Turret
ARMOR: Medium
COST: 600
POWER USAGE: 6
PURPOSE: Anti-infantry Base Defense

Shredder Turrets act like gigantic anti-personnel shotguns when hostile infantry approach. While these shards do little damage against heavily armoured vehicles, they are horrifyingly effective against flesh-and-blood targets.

Author's Note: Three to a hub, they are vulnerable to tanks targeting their central processing unit, but are essential at countering infantry.



Laser Turret
ARMOR: Light
COST: 1200
POWER USAGE: 10
PURPOSE: Anti-vehicle Base Defense

Laser Turrets scale down NOD's infamous [REDACTED] into a flexible anti-vehicle defence. Trios of Laser Turrets, controlled by a central defence hub, can quickly focus their beams against armoured targets within range.

Author's Note: One downside of the three-to-a-hub design is that they target units independently of each other, making them worse against large groups of units.



SAM Turret
ARMOR: Light
COST: 800
POWER USAGE: 10
PURPOSE: Anti-aircraft Base Defense

SAM Turrets fire streams of surface-to-air missiles against hostile aircraft. A single SAM missile does not pack much of a punch, but concentrated fire from these defences can bring down aircraft.

Author's Note: One would hope the anti-aircraft defence could take down aircraft.



Turret Hub
ARMOR: Based on Turret Type
COST: N/A
POWER USAGE: N/A
PURPOSE: Brain of the hub defense system

[No Entry]

Author's Note: Protect these, cloak them, hide them behind walls. Just don't lose them.



Tech Lab
ARMOR: Medium
COST: 4000
POWER USAGE: 15
PURPOSE: Unlocks Technology

When a Tech Lab is present, the Brotherhood of NOD can deploy its most advanced military equipment, as well as research upgrades to its lower-tech vehicles.

Author's Note: As you might imagine, it is vital for late-game shenanigans.



Obelisk of Light
ARMOR: Heavy
COST: 1800
POWER USAGE: 15
PURPOSE: Anti-Ground Defensive Structure

NOD's incredibly powerful laser tower charges up a beam that can decimate vehicles and infantry squads. Its impressive range and power may also be enhanced by NOD's new [REDACTED] vehicles.

Author's Note: The classic is back, baby! It feels like it performs worse than in previous iterations when speaking of its anti-infantry qualities.



Tiberium Chemical Plant
ARMOR: Medium
COST: 3000
POWER USAGE: 15
PURPOSE: Unlocks Support Powers

The Tiberium Chemical Plant allows NOD commanders to deploy advanced Tiberium weapons to the battlefield at a moment's notice.

Author's Note: Unlocks the great "Seed Tiberium" ability, as well as two other destructive abilities.



Temple of NOD
ARMOR: Heavy
COST: 5000
POWER USAGE: 20
PURPOSE: Unlocks Super Power

The Temple of NOD houses launch facilities necessary for an appallingly destructive nuclear strike as well as advanced supercomputers capable of resetting the entire base in the event of an EMP attack.

Author's Note: Don't think I've ever noticed or used the supercomputer thing.



Operations Center
ARMOR: Light
COST: 1500
POWER USAGE: 10
PURPOSE: Unlocks Powers

The Operations Center contains advanced communications arrays required for NOD's costliest structures and can also deploy advanced counter-intelligence technology such as the Radar Jamming Missile and the Cloaking Field.

Author's Note: I always forget this building exists.

Jobbo_Fett fucked around with this message at 20:58 on Dec 11, 2022

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry



GDI Airborne
FACTION: Global Defense Initiative
COST: 1500
PREREQUISITE: Armory
PURPOSE: Calls in two squads Rifleman and Missile Squads

Paratroopers are standing by to descend on any visible point on the battlefield in need of fast reinforcements.

Author's Note: The infantry costs 1400 from a barracks, so to have them already upgraded makes it worthwhile.



Sharpshooter Team
FACTION: Global Defense Initiative
COST: 3500
PREREQUISITE: Tech Center
PURPOSE: Calls in three Sniper Teams

The GDI commander may summon several experienced Sharpshooter Teams to drop in behind enemy lines.

Author's Note: As with the paratroopers, the cost isn't much more than paying training them from the barracks, and they are upgraded. Supposedly they can be dropped in areas without vision.



Composite Armor
FACTION: Global Defense Initiative
COST: 2000
PREREQUISITE: Armory
PURPOSE: Provides some infantry with increased armour

Composite Armor protects GDI's invaluable infantry troops from greater damage inflicted in battle.

Author's Note: As with the paratroopers, the cost isn't much more than paying training them from the barracks, and they are upgraded. Supposedly they can be dropped in areas without vision.



Power Packs
FACTION: Global Defense Initiative
COST: 2000
PREREQUISITE: Armory
PURPOSE: Provides increased HP for Zone Troopers

Powered armour is made supremely durable and includes sophisticated medical systems that let Zone Troopers recover from most injuries.

Author's Note: Despite the description, it does not heal troops, simply increasing their Hitpoints.



Scanner Packs
FACTION: Global Defense Initiative
COST: 1000
PREREQUISITE: Armory
PURPOSE: Provides Zone Troopers stealth detection

By augmenting their powered armour with scanner packs, Zone Troopers are able to see farther and detect stealthed foes.

Author's Note: Apparently the stealth detection is greater than defensive structures, making this quite useful.



Orca Airstrike
FACTION: Global Defense Initiative
COST: 500
PREREQUISITE: Airfield
PURPOSE: Calls in Orca Aistrike

Orca aircraft are always standing by to deliver a payload of infrared-guided air-to-surface missiles precisely where needed.

Author's Note: At 500 credits, its a steal, even if its not a destructive power that will eliminate everything under the sun. The Orcas are rather durable too...



Bloodhounds
FACTION: Global Defense Initiative
COST: 3000
PREREQUISITE: Airfield
PURPOSE: Calls in a team of Pitbulls and APCs

Bloodhounds are an airlifted recon-and-fast-attack unit of veteran Pitbulls and APCs, deliverable to any visible point on the battlefield.

Author's Note: $2800 for the vehicles, add $200 to transport them anywhere AND they are veterans? As before, useful.


Tiberium Infusion
FACTION: The Brotherhood of Nod
COST: 2000
PREREQUISITE: Nod Secret Shrine
PURPOSE: Provides Militants, Rocket Squads, and Fanatics with +10% HP, +25% speed, and immunity to Tiberium

This Tiberium elixir heightens infantry metabolisms and makes troops seemingly immune to Tiberium's deadly effects.

Author's Note: The description is belies the other reasons you'd want this upgrade.



Confessor
FACTION: The Brotherhood of Nod
COST: 1000
PREREQUISITE: NOD Secret Shrine
PURPOSE: Provides Militants and Rocket Squads with Confessor units.

Experienced NOD leaders called Confessors increase the effectiveness of some troops and carry hallucinogenic grenades which can incite friendly fire.

Author's Note: The ability to force enemies to shoot each other is pretty nice, and a 1000 cost is small if focusing on infantry.



EMP Coils
FACTION: The Brotherhood of Nod
COST: 1000
PREREQUISITE: Tech Lab
PURPOSE: Provides Raider Buggy with EMP ability.

This portable EMP device is capable of disabling vehicles and structures with electro-mechanical components.

Author's Note: Useful, I guess, but not one I expect to pull out too frequently. At least its cheap, and so are buggies.



Laser Capacitors
FACTION: The Brotherhood of Nod
COST: 3000
PREREQUISITE: Tech Lab
PURPOSE: Changes weapon and increases damage for Raider Buggy, Scorpion Tank.

The Brotherhood's [REDACTED] inspired scientists to hone its laser technology down to a more portable form factor.

Author's Note: A worthwhile upgrading, allowing a higher degree of effectiveness against infantry, and everything else in general.



Cloaking Field
FACTION: The Brotherhood of Nod
COST: 3000
PREREQUISITE: Operations Center
PURPOSE: Permanently cloaks units in an area.

NOD cloaking fields can render groups of NOD units invisible to the naked eye. Some of NOD's most experienced units use this to mount effective surprise attacks.

Author's Note: At harder difficulties, I find myself too cash-strapped to use this, but it is a worthwhile support power to have.



Dozer Blades
FACTION: The Brotherhood of Nod
COST: 1000
PREREQUISITE: Tech Lab
PURPOSE: Provides Scorpion Tank with a Dozer Blade

Dozer Blades can savagely fell heavy infantry, including GDI Zone Troopers. They can also clear minefields and serve as frontal armour.

Author's Note: Still doesn't make Scorpion Tanks good counters to Zone Troopers, but at least allows you to crush them. Oh, it increases hp by 15% which is dope for $1000.



Signature Generators
FACTION: The Brotherhood of Nod
COST: 1000
PREREQUISITE: Tech Lab
PURPOSE: Venom Patrol Craft ability

Use this ability to make a single Venom appear as a group on enemy radar.

Author's Note: Good for multiplayer, I guess?



Seed Tiberium
FACTION: Brotherhood of NOD
COST: 500
PREREQUISITE: Tiberium Chemical Plant
PURPOSE: Generates a Tiberium field at a given location

Seeding the ground with liquid Tiberium not only accelerates the spread of Tiberium across the globe; it also has certain tactical benefits.

Author's Note: Cheap way to grow Tiberium wherever you need it and to generate income. Sadly, only comes in the Green variant.



Tiberium Vapor Bomb
FACTION: Brotherhood of NOD
COST: 3500
PREREQUISITE: Tiberium Chemical Plant
PURPOSE: Drops a Tiberium-based fuel-air bomb.

NOD has discovered a way to evaporate Tiberium into a gas-like form and weaponise the result in an intensely explosive laser-guided bomb.

Author's Note: Costly, and the bomber is likely to die while en-route to the target location. Not sure I've ever successfully used it.



Nuclear Missile
FACTION: Brotherhood of NOD
COST: 500
PREREQUISITE: Temple of NOD
PURPOSE: Launches a Nuclear Missile.

GDI's focus on Tiberium allowed NOD to secretly stockpile a considerable number of the 20th Century's most infamous weapons: Nuclear Missiles.

Author's Note: An old favorite, the Nuclear Missile acts very much like its prior iterations, aside from the small cost.



Catalyst Missile
FACTION: Brotherhood of NOD
COST: 2000
PREREQUISITE: Tiberium Chemical Plant
PURPOSE: Launches a Catalyst Missile.

This unique, long-ranged warhead's powerful effect are amplified by any Tiberium in the vicinity of the blast.

Author's Note: Acting in a similar fashion as explosions in blue Tiberium in TS, it is also uncounterable.



Master Computer Countermeasures
FACTION: Brotherhood of NOD
COST: N/A
PREREQUISITE: Temple of NOD
PURPOSE: Restores functionality after EMP attack.

NOD's temples possess powerful backup generators and control systems designed to quickly restore power to a NOD base.

Author's Note: Good in a pinch, but I never found myself using it.



Decoy Army
FACTION: Brotherhood of NOD
COST: 500
PREREQUISITE: Operations Center
PURPOSE: Creates a fake army that can be moved around and provides LoS.

NOD's research into stealth technology led to the discovery of light amplification techniques that create seeming mirror images of their fighting forces.

Author's Note: Another power that can be interesting, but a shadow army that does no damage is only balanced by it being so cheap.



Mine Drop
FACTION: Brotherhood of NOD
COST: 1500
PREREQUISITE: Air Tower
PURPOSE: Plants a field of mines anywhere on the map

Mines jettisoned from a fast-moving aircraft quickly cover a wide area and become nearly invisible to the naked eye.

Author's Note: A decent power, especially to fight against tank rushes.



Radar Jamming Missile
FACTION: Brotherhood of NOD
COST: 750
PREREQUISITE: Operations Center
PURPOSE: Temporarily disables enemy Radar

NOD's Radar Jamming Missile technology launches a warhead that temporarily disables the enemy's ability to see the entirety of the battlefield.

Author's Note: Too niche and unable to do anything against AI, I can see how the RJM and a Decoy Army and the Venom signatures power could be a nice combination. Has that ever happened, though?



Shadow Strike Team
FACTION: Brotherhood of NOD
COST: 1600
PREREQUISITE: Secret Shrine
PURPOSE: Creates a group of Shadow Team operators

Shadow Strike Teams swoop down with their gliders and perform assassinations and demolitions with surprising swiftness

Author's Note: Veteran units at a discount** can hardly be crapped on.



Liquid Tiberium Core
FACTION: The Brotherhood of Nod
COST: 500
PREREQUISITE: Tech Lab
PURPOSE: Increases power output for a Power Plant

NOD's Tech Labs enable nearby Power Plants to bolster their output by means of a Liquid Tiberium Core.

Author's Note: This upgrade triples the power output of an individual Power Plant, a desirable upgrade.

Jobbo_Fett fucked around with this message at 21:03 on Dec 11, 2022

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
The game does recommend you play the GDI story first. The Nod story assumes you're already familiar with some events/plot points from the GDI story.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
As a small mention, the game does not open up on a cinematic, those are reserved for the campaigns. This is an odd decision in my eyes, and there's no way to bring up cinematics(?) apart from starting a campaign or playing a scenario. Additionally, while there is an incentive to play as GDI, nothing prevents you playing the NOD campaign first - and the tutorial omits any sort of advanced tactics, such as the different movement types.

I did a few tests as well and I learned that you can't change the game's difficulty. This may be due to the fact that I haven't played/beaten this game in about a decade and I may need to beat it first to unlock the harder difficulties. Don't know why EA chose to do things that way, but here we are. :shrug:


Cythereal posted:

The game does recommend you play the GDI story first. The Nod story assumes you're already familiar with some events/plot points from the GDI story.

Is it necessary later on? I touched on the first two missions of either side and it wasn't immediately necessary, to my knowledge.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Jobbo_Fett posted:

Is it necessary later on? I touched on the first two missions of either side and it wasn't immediately necessary, to my knowledge.

There will be certain events later on that get more explanation in the GDI campaign because Nod's skulking around in the shadows. You're smart so it will be pretty easy to pick up on what's happening, but only the first story arc for both factions is directly mirrored (and for act one, it's the Nod campaign that happens first, then the GDI).

All of the campaigns are canon, though the order in which things happen isn't always obvious.

Rocket Baby Dolls
Mar 3, 2006

Underneath he has a velvet, yummy tummy you wish you could just stroke and squish all day! Ahh! But on top... On top it's a whole different story... On top he is a scary stiff stabber!
I loved Tiberium Wars back in the day. I remember critics at the time throwing a fit over it because they dared do things differently. I also remember that there was a huge modding community who created a mixture of cool and absolutely bonkers new units. It'll be interesting to see just how much of this I remember.

Rocket Baby Dolls fucked around with this message at 20:14 on Sep 8, 2022

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
Let's do GDI first.

Also I'll say this is absolutely my favourite of the "Tiberium timeline" games. It feels a lot less jank than the others and like it has less total bullshit missions.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

PurpleXVI posted:

Also I'll say this is absolutely my favourite of the "Tiberium timeline" games. It feels a lot less jank than the others and like it has less total bullshit missions.

If it weren't for the single player campaigns getting hosed over by changes meant for multiplayer balance and you have to get mods to change the campaigns back to how they were meant to be, this would be one of my all-time favorite RTSes.

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


All right more C&C! Much like you I appreciate just how little the two main game series have to do with the real world, we don't need more of that.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
RIP those three rifleman squads. You did your duty by dieing to Tiberium poisoning for science. GDI salutes you :patriot:

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Slaan posted:

RIP those three rifleman squads. You did your duty by dieing to Tiberium poisoning for science. GDI salutes you :patriot:

Its a quiet nod (heh) to something I dislike, no visceroid mutations, that I know of.

mr_stibbons
Aug 18, 2019
If you're willing to be a little out of the box, you could try alternating both campaigns. They do show different perspectives on the same events, that way we could get a chronological perspective on the story.

Also we'd have an easier time comparing mechanics at different tech levels.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

mr_stibbons posted:

If you're willing to be a little out of the box, you could try alternating both campaigns. They do show different perspectives on the same events, that way we could get a chronological perspective on the story.

Also we'd have an easier time comparing mechanics at different tech levels.

Hmmm, I don't mind this. Still need to choose the side that starts it all though. Voting ends in the near future...!

White Coke
May 29, 2015

Cythereal posted:

If it weren't for the single player campaigns getting hosed over by changes meant for multiplayer balance and you have to get mods to change the campaigns back to how they were meant to be, this would be one of my all-time favorite RTSes.

What happened? Was it changes to units' stats making levels harder, or something worse?

mr_stibbons
Aug 18, 2019

Jobbo_Fett posted:

As a small mention, the game does not open up on a cinematic, those are reserved for the campaigns. This is an odd decision in my eyes, and there's no way to bring up cinematics(?) apart from starting a campaign or playing a scenario. Additionally, while there is an incentive to play as GDI, nothing prevents you playing the NOD campaign first - and the tutorial omits any sort of advanced tactics, such as the different movement types.

I did a few tests as well and I learned that you can't change the game's difficulty. This may be due to the fact that I haven't played/beaten this game in about a decade and I may need to beat it first to unlock the harder difficulties. Don't know why EA chose to do things that way, but here we are. :shrug:

Is it necessary later on? I touched on the first two missions of either side and it wasn't immediately necessary, to my knowledge.
The difficulty selection can be on toggled the bottom of the map screen once the campaign has started. Start a mission, then escape out of the cutscene and you can toggle it.

Fair warning though-the campaign on this game is infamously a bit broken. One of the last balance patches halved the value of tiberium, and the campaign in no way is balanced for that. Playing on hard without a lot of familiarly with the missions will be pretty brutal. There are a couple mods floating around that revert to an earlier patch or change the economy that you could look into.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

White Coke posted:

What happened? Was it changes to units' stats making levels harder, or something worse?

If I remember right, it's something about power generation - changing how much power plants produce or how much certain buildings consume. There's a rather infamous mission a ways into the game that has a central gimmick of you having no construction yard and not enough power to online all your structures, so you're supposed to activate and deactivate buildings as needed, and one of the multiplayer changes really messed with that mission.


Jobbo_Fett posted:

Hmmm, I don't mind this. Still need to choose the side that starts it all though. Voting ends in the near future...!

IIRC, it goes something like:

GDI Mission 1
Nod Mission 1
Nod through the rest of Act 1
GDI through the rest of Act 1

And from there things are roughly simultaneous, but the Nod story is very preoccupied with Nod doing Nod poo poo and GDI dealing with Nod and the whoopsie.

HannibalBarca
Sep 11, 2016

History shows, again and again, how nature points out the folly of man.
Yay, my favorite Tiberium Series game! I really like how Nod feels in terms of design and personality here.

tithin
Nov 14, 2003


[Grandmaster Tactician]



I was gonna say, have you considered playing in chronological order - with the expansion thrown in?

there is a definitive order to the missions

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

tithin posted:

I was gonna say, have you considered playing in chronological order - with the expansion thrown in?

there is a definitive order to the missions

Since this isn't the first time it's been mentioned, if someone could provide me a spoiler-free list for the campaign order, that'd be dope. Through PMs, or via discord Jobbo_Fett#0505.



Edit: Thanks Cythereal!

Jobbo_Fett fucked around with this message at 00:28 on Sep 9, 2022

Ashsaber
Oct 24, 2010

Deploying Swordbreakers!
College Slice
I wish you better luck with this than I had. I got stalled out some way into the campaign on each side, never got to the end.

Also, nthing the suggestion to find a mod to revert the balance changes for the campaign, I don't know all the changes, but one I noticed without reading patch notes because it was extremely obvious.

SIGSEGV
Nov 4, 2010


This poo poo is why the Supreme Commander games had separate campaign balance, and while it lead to things like slight targeting errors for pure beams and a slight skidding behaviour in one bot unit walk cycle, it means that cutscenes or difficulty don't die horribly from a slight speed change for some obscure, rarely used tank model.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Welp, I found out how to toggle Hard difficulty. Wow, EA loving sucks.




Anyways, gonna be playing it on hard and possibly without the mod :kheldragar:

Tulip
Jun 3, 2008

yeah thats pretty good


I played this before they hosed the balance and thought it wasn't too bad. Ultimately I think I just can't say I'm a fan of how any CNC does infantry where they just get comically splattered by mediocre micro. There's a few missions I really like, I was mostly a GDI guy but there's at least a few NOD missions I remember being really cool and fun.

I might like Tiberian Sun more but purely because there are only two RTS that I can name that did maximum tech levels in skirmish/mp (that and Rise Of Nations, the greatest RTS of all time) and I really like that as a mechanic. The campaign in CnC3 is way better and I REALLY like a lot of the graphics/design, esp for GDI.

painedforever
Sep 12, 2017

Quem Deus Vult Perdere, Prius Dementat.
*gasp!*

Tiberium Wars! My second favourite game in the series (after Red Alert 3). I mean, I love the reveal for Kane in the previous Tiberium game, but this is the one that I love playing.

GDI first, because that's the tutorial-ish campaign. It eases you in.

Oh gosh, I can't wait! I think I'll install it too, so that I can play along with someone who's actually good at RTS's and I can see what I'm doing wrong.

tithin
Nov 14, 2003


[Grandmaster Tactician]



Tulip posted:

I played this before they hosed the balance and thought it wasn't too bad. Ultimately I think I just can't say I'm a fan of how any CNC does infantry where they just get comically splattered by mediocre micro. There's a few missions I really like, I was mostly a GDI guy but there's at least a few NOD missions I remember being really cool and fun.

I might like Tiberian Sun more but purely because there are only two RTS that I can name that did maximum tech levels in skirmish/mp (that and Rise Of Nations, the greatest RTS of all time) and I really like that as a mechanic. The campaign in CnC3 is way better and I REALLY like a lot of the graphics/design, esp for GDI.

Infantry in C&C3 fits a very specific, very powerful niche - sure you can get infantry splattered by tank fire, but that just means you're focussing too much on a particular unit type.

C&C3 is rock beats scissors.

tithin fucked around with this message at 14:09 on Sep 9, 2022

HannibalBarca
Sep 11, 2016

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

Jobbo_Fett posted:

Anyways, gonna be playing it on hard and possibly without the mod :kheldragar:

It's definitely doable (replaying C&C3 on Hard is a once-every-year-or-two tradition of mine), but there are definitely some levels that are absolute slogs/borderline luck-based, especially if you're going for all the bonus objectives.

Tulip
Jun 3, 2008

yeah thats pretty good


tithin posted:

Infantry in C&C3 fits a very specific, very powerful niche - sure you can get infantry splattered by tank fire, but that just means you're focussing too much on a particular unit type.

C&C3 is rock beats scissors.

One observation I had from a recent playthrough is just how loving tanky the nod flamethrower infantry, absolutely tough as nails

I was thinking less about tank fire, which is usually pretty mediocre against infantry in CnC, and more about how the more devoted anti-infantry platforms like snipers or some of the anti-infantry AFVs can kill seemingly infinite infantry for minimal, relegating infantry to narrow support roles in every CnC I've played (exception for doing tech limits in Tiberian Dawn, at low levels stuff like disk throwers become really funny).

It's a decision that CnC has made and its part of their design ethos, I'm just not really a fan of it.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Just a friendly reminder that if we haven't seen something yet, we shouldn't talk about them, even if we're excited to see them :).

Edit: Also, holy-moly did I forget just how much EA loves to spoil their own stuff in trailers and loading bars and stuff.

Jobbo_Fett fucked around with this message at 14:01 on Sep 9, 2022

cuc
Nov 25, 2013

Jobbo_Fett posted:

Anyways, gonna be playing it on hard and possibly without the mod :kheldragar:
Another thing: later graphic card drivers have broken an important Tiberium visual effect in this game.

When you start to record certain later levels, you need to install the "Tiberium fix" patches from ModDB to restore the game's proper looks. I've PM'd the links to Jobbo, since their content counts as spoiler.

BlankSystemDaemon
Mar 13, 2009




Let me tell you, I am shocked to learn that Kane lives!

I mean, who would've thunk!

anilEhilated
Feb 17, 2014

But I say fuck the rain.

Grimey Drawer

Rocket Baby Dolls posted:

I loved Tiberium Wars back in the day. I remember critics at the time throwing a fit over it because they dared do things differently.
I disliked TW a lot upon release mostly because it seemed to follow in the footsteps of Generals which I didn't like either (not having played any ZH multiplayer back then) but it really grow on me with time. I'm still not big on the unit heavy counter system or the fact multiplayer balance patches messed the campaign's difficulty progression but it's got a long and satisfying singleplayer mode and that's what a proper RTS is about as far as I'm concerned. It's not my favorite modern CnC but it's pretty close.

e: Also, really happy that this LP series is back.

anilEhilated fucked around with this message at 17:08 on Sep 9, 2022

Broken Box
Jan 29, 2009

I can't believe Kane is loving back

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
C&C3 leaned so hard on "remember C&C1? please come back" after the detour into Generals. I laughed, but also, I liked it well enough.

I'm glad Cythreal got you info on the mods you really do want to use. All sorts of balance and even basic building functionality got changed in the patches; some in your favor and some not (and which is which changes depending on mission) but there's one huge, global change in 1.09 that really makes the whole campaign a slog. at the minimum, anyone replaying this game should probably revert that one.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
No no, Kane died to an ion cannon strike in Sarajevo.

No wait, Kane died when he was stabbed.

No wait, he died from CABAL's betrayal?

Lynneth
Sep 13, 2011
Yay, more C&C!

Xarn
Jun 26, 2015
Allright, we are getting to the good ones.

Xarn
Jun 26, 2015

SIGSEGV posted:

This poo poo is why the Supreme Commander games had separate campaign balance, and while it lead to things like slight targeting errors for pure beams and a slight skidding behaviour in one bot unit walk cycle, it means that cutscenes or difficulty don't die horribly from a slight speed change for some obscure, rarely used tank model.

I think every modern RTS game has learned this, but yeah, people took a while to figure this out.

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Mordja
Apr 26, 2014

Hell Gem

Xarn posted:

I think every modern RTS game has learned this, but yeah, people took a while to figure this out.
TW is the second best Sage-engine game after Generals, but it is definitely the ugliest C&C imo. It's just so washed out and I dislike many of its unit and building designs.

Mordja fucked around with this message at 22:30 on Sep 9, 2022

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