COMMAND & CONQUER PART 10 ============================ -Section Four- MISCELLANEOUS ============================ -------------------- CHAPTER [14]: Tables -------------------- The data in these tables are the result of the hard work of Andrew Griffin and Mike Lee. My many thanks to Mike for his initial field experiments, and to Andrew for his dedication to cracking that rascally game.dat file. What a patient guy! Also thanks to Max Ahston (karon@mnet.medstroms.se) for some time to build values. [14-1]: Armor ================ Unit Armor Level Description 0 very resistant to anti-armor weapons (rockets and cannons); gets chewed up very quickly by machine guns. 1 recon bike is equipped with this. 2 stealth tank, artillery, hummers, buggy, MRLS, harvester and MCV are equipped with this. So is the SSM and rocket launcher. 3 flame, light, medium and mammoth tanks as well as the APC are equipped with this. So is the gunboat. 4 Quite resistant to anti-armor weapons (better than 1-3 but worse than 0), but bad against the high-velocity machine gun but good against the minigunner infantry. It is on the Orca and nod attack choppers. Building Armor There is no solid information on the types of armor associated with buildings at this time. Building armor seems to be radically different than unit armor, in that they absorb bullets very well, but are most vulnerable to artillery and rocket fire. The SAM site has two different armor values for when it is open, and for when it is closed. While closed, a SAM site can take 200 hits from a minigunner, 25 hits from a bazooka, and 20 hits from a mammoth tank. Compare this with a tiberium silo that takes 38 minigunner hits, or 13 bazooka hits, and you may understand a little better why it is taking so long to figure out the logic behind the armor of buildings. [14-2]: Weapons ================== Weapon type : Name of weapon Weapon ID : Internal ID number of weapon Damage to armor: Hitpoints damage to units of specified armor Area damage : Radius of damage area in game squares Range : Range of weapon in game squares Reload : Reload rate of weapon in minutes and seconds Accuracy : Accuracy of weapon. AA is excellent, FF is hopeless. Weapon Weapon Damage to Armor Area Range Reload type ID 0 1 2 3 4 Dam. (sq.) (sec.) Accuracy -------------------------------------------------------------------- Sniper rifle 0 99? 4 4 4 ? N/A 6 :05 AA HV machine-gun 1 22 19 14 6 25 1 3 :05 AA Pistol* 2 ? ? ? ? ? N/A 1 :25 CC Minigun 3 15 8 8 4 4 N/A 1 :03 AA Rocket 4 8 22 22 30 11 ? 4 :06 BB Flame-thrower 5 26+ ? 24 ? 9 3 2 :05 AA Tank flame-thrower 6 50+ 35 35 13 ? 2 2 :05 AA Chemical Spray 7 40+ ? 36 ? 14 3 2 :07 AA Grenade 8 39 ? 26 13 ? 2 2 :07 BB 70mm cannon 9 ? 19 19 25 ? ? 4 :06 BB 120mm cannon 10 8 22 22 30 15 ? 5 :05 BB 120mm cannon APR 11 10 30 30 40 20 ? 5 :09 BB Turret cannon 12 10 30 30 40 20 ? 5 :06 BB Missile pack 13 ? ? ? ? ? 1 5 :07 CC 227mm rocket 14 ? ? ? ? ? 2 6 :09 DD Ballistic charge 15 ? 112 85 40 ? 1 6 :06 FF 50 cal. machinegun 16 15 8 8 4 4 N/A 4 :03 AA Gunboat missile 17 ? ? ? ? ? 2 8 :03 DD Adv. GT Missile 18 ? ? ? ? ? 2 8 :05 DD Napalm bomb 19 ? ? ? ? ? 1 N/A 12:00 AA Obelisk Laser 20 ? ? 200 ? ? ? 5 :05 AA Surf to Air Miss. 21 ? ? ? ? ? N/A 8 :06 AA Surf to Surf Miss. 22 ? ? ? ? ? 4 10 :24 AA Ion Cannon 592 578 ? 450 450 1 N/A 15:00 AA Nuclear warhead ? ? ? ? ? 3 N/A 20:00 AA There are another 2 weapon types, but they have no sound effects associated with them, nor a graphic. They are associated with the bite attacks of the dinosaur units. * Pistols have a fire rate of about half a second, but take 25 seconds to reload the 10-round magazine. *14-3*: Units =============== Unit Type : Name of unit Hit Points: Amount of damage absorbed before destruction Armor : Armor level of unit Cost : Cost of unit in credits Weapon ID : Type of weapon carried, according to internal ID numbers. Tech level: Multiplayer tech level in which unit appears. TTB : Time to build at slowest gamespeed on Gateway P5-66 'I stopwatched the building time for all vehicles, infantry and buildings and came to the conclusion, that TTB is linear to the cost except the following units: refinery needs only 1/3 of the time , heli pad 1/5th (that's incredible fast!), walls need all the same (as if costing 150 credits), a harvester needs a little more time (15%), and orcas, attack helicopters need almost twice the time.' -Stefan Sautter (t1163ci@sunmail.lrz-muenchen.de) On my system, it takes approximately nine seconds to build 100 credits worth of units/buildings. The times to build presented here are only meant to give a rough idea of construction times. Movement : Lower numbers are faster Scout : Scouting radius in squares. Req. : Buildings required for construction. Unit Hit Weap Tech Mov. Scout Type Points Armor Cost ID Lvl TTB Rate Rad. Req. ---------------------------------------------------------------- Minigunner 50 0 100 3 1 :10 8 1 Bar Grenadier 50 0 160 8 1 :10 6 1 Bar Bazooka 25 0 300 4 2 :25 9 2 Bar Flame-thrower 70 0 200 5 1 :18 6 1 HON Chem Warrior 70 0 300 7 7 :25 8 1 HON+Tmpl. Engineer 25 0 500 N/A 3 :45 8 2 Bar/HON Commando 80 0 1000 0 7 1:30 6 5 Bar+ACC/HON+Tmpl Attack Heli. 125 4 1200 1 6 1:15 1 0 Air+Hpad Orca 125 4 1200 4 6 2:00 1 0 WF+Hpad Transport Heli 90 ?? 1500 N/A 6 2:20 2 0 WF+Hpad/Air+Hpad Flame Tank 300 3 800 6 4 1:10 6 4 Com+Air Stealth Tank 110 2 900 4 5 1:20 5 4 Com+Air Light Tank 300 3 600 9 3 :50 7 3 Air Medium Tank 400 3 800 10 3 1:10 7 3 WF Mammoth Tank 600 3 1500 11/13 5 2:15 10 4 WF+RBay Harvester 600 2 1400 N/A 2 2:15 7 2 WF+Ref/Air+Ref MCV 600 2 5000 N/A 7 8:00 7 2 WF+ACC/Air+Tmpl Artillery 75 2 450 15 6 :40 10 4 Air Humvee 150 2 400 16 2 :35 3 2 WF Nod Buggy 140 2 300 16 2 :25 3 2 WF Recon Bike 160 1 500 4 2 :35 2 2 WF Rocket Launcher 100 2 800 14 7 1:10 7 4 WF+ACC APC 200 3 700 16 4 1:00 4 4 Bar+WF SSM 120 2 750 22 7 1:05 7 4 Visceroid 150 1 ?? 7 ? ?? 6 4 Hacking T-Rex 750 3 ?? 24 ? ?? 7 5 Hacking Velociraptor ?? 3 ?? 24 ? ?? 1 5 Hacking Triceratops 700 3 ?? 23 ? ?? 10 5 Hacking Stegasaurus ?? 3 ?? 23 ? ?? 10 5 Hacking *14-4*: Buildings =================== Building type: Name of unit Req Power : Power drain in power units. Power Output : Power generation in power units Hit Points : Amount of damage absorbed before destruction Armor : Armor level of building Cost : Cost of building in credits Weapon type : Type of weapon carried, according to internal ID numbers. Tech level : Multiplayer tech level in which building appears. TTB : Time to build at slowest gamespeed on Gateway P5-66 Req. : Prerequisite buildings before construction No information on construction yard is available. No information on armor types is available. Building Power Hit Weap Tech Type in out Pts Armor Cost Type Levl TTB Req. ---------------------------------------------------------------------- Sandbags 0 0 20 N/A 50 N/A 1 :15 Cyard Fence 0 0 10 N/A 75 N/A 1 :15 Cyard Concrete 0 0 70 N/A 100 N/A 1 :15 Cyard Power Plant 0 100 200 ?? 300 N/A 1 :20 CYard Adv. Power Plant 0 200 300 ?? 700 N/A 5 :45 Pp Refinery 40 10 450 ?? 2000 N/A 1 :55 Pp Silo 10 0 150 ?? 150 N/A 1 :10 Ref Comm. Center 40 0 500 ?? 1000 N/A 2 1:35 Ref Helipad 10 0 400 ?? 1500 N/A 6 :20 Bar/HON Repair Pad ?? 0 ?? ?? 1200 N/A 5 2:00 Pp Barracks 20 0 200 ?? 300 N/A 1 :20 Pp Weapons Factory 30 0 200 ?? 2000 N/A 2 3:20 Pp Guard Tower 10 0 200 ?? 500 1 2 :42 Bar Adv. Comm. Center 200 0 500 ?? 2800 N/A 7 4:10 Com Adv. Guard Tower 20 0 300 ?? 1000 18 4 1:35 Com Hand of Nod 20 0 200 ?? 300 N/A 1 :20 Pp SAM Site 20 0 200 ?? 750 21 6 1:05 HON Turret(1) 20 0 600 ?? 250 12 2 :22 HON Airstrip 30 0 500 ?? 2000 N/A 2 3:20 Ref Obelisk of Light 150 0 200 ?? 1500 20 1 2:20 Com Temple of Nod 150 0 1000 ?? 3000 N/A 7 4:50 Com (1) Turrets cost $250 in versions prior to 1.18 -------------------------------- CHAPTER [15]: Internet resources -------------------------------- *15-1*: Third party programs ============================== C&C Editor v1.5 CCEDIT.ZIP change hitpoints, cost, weapons, power data, tech levels, vehicle speeds, stealth capabilities and ownership of infantry, vehicles and structures. For C&C version 1.18. written by Andrew Griffin (buggy@adam.com.au) http://adam.com.au/~buggy C&C Scenario Editor CC-SCEN.ZIP With this editor, you can edit the map, the overlays, the terrain, the structures, units and smudges that occur on the map. written by Andrew Griffin (buggy@adam.com.au) http://adam.com.au/~buggy C&C Mission selector v1.4 CCMISS.ZIP change the mission of a savegame written by Andrew Griffin (buggy@adam.com.au) http://adam.com.au/~buggy C&C Savegame money editor add money to savegames written by ???? http://www.computek.net/autownet/c&c.html *15-2*: World Wide Web sites ============================== http://www.westwood.com Westwood Studios Home Page virtualted@westwood.com This is Westwood Studio's Official site. It also includes a real-time chat facility. http://adam.com.au/~buggy Andrew Griffin's Homepage and Editor List buggy@adam.com.au Andrew Griffin is the number one name in editor programming. He's written map editors, savegame editors, and unit data editors for C&C. If you haven't heard of him, I don't know where you've been for the past two months. http://www.econ.cbs.dk/people/dszcpfk/cc.html The Command & Conquer Resource Center dszcpfk@hp3.econ.cbs.dk Christian has set up the Ultimate C&C page on the Web. There is a message board here that gets more messages per day regarding C&C than the Usenet comp.sys.ibm.pc.games.strategic newsgroup. http://www.acsu.buffalo.edu/~kazial/cnc.html C&C MultiPlayer Page kazial@acsu.buffalo.edu http://www-public.rz.uni-duesseldorf.de/~ritterd/main.htm The Command and Conquer Modem Players List ritterd@uni-duesseldorf.de http://ucsu.colorado.edu/~ccmills/command.html Command and Conquer ccmills@ucsu.colorado.edu http://www.computek.net/autownet/c&c.html Command and Conquer - HOW TO CHEAT physics@computek.net http://www.wolfenet.com/~kerhop/opp-info.html Opponent Information kerhop@wolfenet.com http://www.webspace.com/~tanker The Tankers' Wargaming and Military History Homepage tankerm60@aol.com *15-3*: KALI C&C servers =========================== I don't use KALI myself, and so cannot verify the following information. I would appreciate some feedback on its correctness! CastleNet (204.97.214.4) is the main C&C server.. "FYI ... The Starlink Kali server has been upgraded to the latest version ..... 1.2 !!!! (it now plays a much better game!!!) Thanks, ... Jay Cotton! al@starlink.com" *15-4*: Other FAQs and texts =============================== The Official C&C FAQ by virtualted@westwood.com available from: http://www.westwood.com Unofficial Command and Conquer Multi-player Strategy Guide by gbl1@cec.wustl.edu available from: unknown Guide to GENERAL.MIX by buggy@adam.com.au available from: http://adam.com.au/~buggy -------------------------------- [16] Bugs, updates, future games -------------------------------- *16-1*: The wishlist ======================= This list is compiled from dozens of Usenet posts and E-mail sent to me regarding things they'd like to see in the next C&C game. Whether or not they get them is entirely up to the producer. I'd post his E-Mail address if I knew it, but I don't. What I will do is send a copy of this wishlist to Westwood. A mission builder, or random mission generator Formation movement Guarding in place Improving the harvester AI Star Wars meets C&C Ability to dig foxholes with your infantry. Ability to camouflage units. Units that can scale cliffs (seal teams) Mortar infantry. More units with dual weapons systems (like mammoths) i.e. A med. tank w/ machine gun, rocket launcher/flamer, etc... A bridgelayer/combat engineer A heavy-lift chopper to move vehicles, only light ones Flak guns Aerial recon? A Paris Gun (super long range artillery) A laser tank (not as powerful as the obelisk) A purpose-built scout unit (can see stealth stuff?) A scatter command that actually moves infantry out of the path of tanks Jetpack infantry (short hops only, takes time to recharge) Tomahawk missiles, really long range, kill 1 tank or so per shot. A technician-type unit that can field repair vehicles to 50% A field hospital!!!! I hate sending nearly dead guys into combat. Minefields. Mine detecting/disarming troopers. Grenade *launchers* That cool looking one-man robot thingy on the box. Tiberium growth accelerator? Bridge builders. The ability to *destroy* bridges. That cool vehicle from GI Joe that lays bridges. The ability to knock over trees. Let the 'B' key take you to current points of battle. 360 degree sound (via headphones) Fog of war Water based vehicles that you can build and control and amphibious vehicles like hovercraft etc. And finally... More of that newscaster chick with the nice rack! (ROGER'S NOTE: this is a unanimous vote on part of the C&C Men's Club, Westwood. We won't buy your next game without her.) [16-2] Questions regarding C&C present and future ==================================================== *16-2-1*: Mouse problems --------------------------- 'My mouse goes crazy when ever I hold down a key.' Westwood says they are working on it. From my personal experience, it only seems to affect PS/2 type port mice (the kind that fit into a special circular mouse port). Switching to a serial mouse, or using an adapter to convert the round connector to a serial connector will cure this problem in most situations. Christopher J Angel (cja124@engr.usask.ca) wrote "I have encountered a bug with the mouse while playing a head to head game over an IPX network. During the game the mouse cursor will all of a sudden start jumping all over the screen. There seems to be no way to fix the problem so the game must be restarted. The only computer I can seem to reproduce this problem on is a NEC Ready P60M. I have not yet played any single player games on this NEC to determine if the bug is related to the network play. Any help on this bug would be greatly appreciated. I can not play multiplayer games because of it, and I have not seen any references to the problem." David Byerman (dbyerman@dolphin.upenn.edu) Chris, try holding down while madly clicking both mouse buttons when this happens. I learned about this solution on this newsgroup, and damned if it doesn't work every time. [16-2-2]: Multiplayer savegames ---------------------------------- 'Why can't I save my multiplayer game?' Westwood says that they have plans to add save game functionality to their next C&C game, 'Red Alert.' It will not be provided in the future patch [to C&C] *16-2-3*: Mission disk add-ons --------------------------------- Release date: Before Christmas 1995 'What about add-on missions?' There will be mission add-on for C&C before 'Red Alert' comes out. *16-2-4*: Red Alert ---------------------- Release date: March 1996 'Red Alert? What is that?' The next C&C type game from Westwood is called 'Red Alert'. It is set in a time period before The Tiberium wars. It is a completely new game, and not an add on to C&C. It will be released before C&C2 sees the light of day. There will be numerous engine changes, an 'alternate history' environment, new units such as guard dogs, bridge building and demolition, and new wall types. It will sport six simultaneous players, and larger maps compared to C&C. *16-2-5*: C&C for Win95 -------------------------- Release date: unknown Super VGA Windows 95 C&C... Skip McIlvaine (skipmc@ix.netcom.com) Westwood plans a Windows 95 version of C & C that is more than just making sure it works in Windows. The game will actually be window-based, so that you can resize and move windows around (like the radar map, the building interface, the playing screen, etc.) *16-2-6*: C&C 2 ------------------ Release date: end of 1996 The strong rumor is that C&C 2 is a 3-D first person game. I say strong rumor, because though I did not hear it from the horse's mouth, I heard it from the horse's wife's uncle's mouth. The confirmed information is that C&C 2 will include new missions, art, rules, special effects, design, storyline, and computer base building. Kane may not be dead, and because they are doing a complete rewrite of their development tools, they are "heavily" considering releasing a map editor for C&C2. C&C 2 will be Windows 95 only. Frankly, as far as all games producers are concerned, DOS is dead. Windows 95 only games have become a growing trend, and everyone will have Windows 95 by the end of 96, so don't expect to see many DOS games from many companies after 1996. But I digress. *16-3*: Update patches ========================= Official C&C patch sites are as follows: FTP: ftp.westwood.com WWW: http://www.westwood.com 1.08a This is an unofficial patch to 1.07. ------------------------------------------ Improves Win95 modem play. Addresses USR modem connect problems at 14.4k or 28.8k. Fixes Diamond Viper palette/color problem. Fixes movies not playing when CD is swapped. *SIDE EFFECTS* Changes hex offsets in game.dat file. This means that early versions of popular 3rd party utilities may not work with v1.08a. Flame-thrower hitpoints increased to 70 from 50. 1.18 This is the first offical Westwood patch to 1.07. ------------------------------------------------------- Fixes connect problems with Win95 and modem connections. Addresses USR modem connect problems at 14.4k or 28.8k. Fixes palette problem with the Diamond Viper video card. Fixes movies not playing. Fixes the silo money bug. Adjusts cost of Nod turrets to $600. Fixes problem with nonappearing nuke in last Nod mission. *SIDE EFFECTS* The patch is fairly new. So far, a few sporadic problems with the patch have been reported. If you encounter any problems with the patch, E-mail mail@westwood.com. Some of these sporadic problems are as follows: C&C crashes with a DOS 4GW error during initial loading. Nuclear missiles are still unavailable in mission thirteen even with the retrieval of all special nuke crates on missions six, eight, and twelve. Weapon reload times are drastically reduced when save games made with versions prior to 1.18 are loaded. Changes hex offsets in game.dat file. This means that early versions of popular 3rd party utilities may not work with v1.08a. Flame-thrower hitpoints increased to 70 from 50. Mouse problems were not addressed. [16-4]: Errors in the C&C manual =================================== First and foremost, the manual seems to be written to be more of a 'good read' rather than a tech manual. This might explain the exaggerations evident in some parts of the text. The armor values for some units are incorrect. For the true armor values of units, see the tables section of this FAQ. The power usage values for some buildings are incorrect. For true power usage values, see the tables section of this FAQ. ------------------------ CHAPTER *17*: Conclusion ------------------------ It has been two months since I first started work on the Unofficial C&C Strategy FAQ and I am not finished yet. It is probably a good thing that I did not know how time consuming a FAQ like this could be when I started it. I wash my hair less often now, the sunlight stings my eyes, and I lost half a pound of body weight, but I believe that the end product will be well worth the sacrifices made. I greatly appreciate the help you folks have given me. The C&C Strategy FAQ is a little thin on multiplayer tactics. If you have any suggestions, additions, or comments, send E-mail to 'cncfaq@powhq.nildram.co.uk'. As a further notice, if you are one of those bad guys who are playing a pirate copy of Command and Conquer, shame on you. You know you really want to stop being a freeloader. I urge you to save up your lunch money and buy the game. The authors deserve to be rewarded. ------------------------------ CHAPTER [17]: Revision History ------------------------------ v0.1: First release of the Unofficial Command and Conquer Strategy FAQ. (October 1, 1995 GMT) v1.1: A major revision of the Unofficial C&C Strategy FAQ. FAQ is completely rewritten. FAQ explains cheating, mission-trees, how to do such and such, and contains a section of unsolicited advice. (October 4, 1995 GMT) v2.1: Major revision of the Unofficial C&C Strategy FAQ. All missions listed. Missions listed according to internal mission numbers + countries, to avoid 'which mission is this?' confusion. Most vehicle and infantry entries filled. Building, vehicle, infantry unit stats added. Discovered more ways in how the computer cheats. (October 8, 1995 GMT) v2.2 Oops. I accidentally posted v1.1 instead of v2.1 to the newsgroups. To make up for the error, I'm posting this one, version 2.2. It includes the beginnings of the armor, health, damage data tables. Added cheating util information. More multiplayer strategies. (October 8, 1995 GMT) v2.7 I'm no longer using tabs for spacing. This should ensure readability. Some errors were pointed out to me. I should have read the submissions more carefully. I apologize for the errors. Phil Lochner submitted his C&C strategy FAQ to me, which I have absorbed into mine. Some more multiplayer strategies have been added. I've added the special Nod 'poison troopers'. Expanded section on exploitable computer bugs. Big thanks to Andrew Griffin for extracting data from the C&C files. (October 16, 1995 GMT) v3.2 Tables! Tables! Tables! Completed many tables. Complete vehicle armor values worked out by Andrew Griffin. Added section on bugs and updates. I corrected a few minor errors. Yet more multiplayer strategies are added. The 1.08 patch is out. (October 27, 1995 GMT) v3.7 Lots of errors in v3.2. So many errors, in fact, that I really need to apologize for all of them! Added dinosaurs. Changes in C&C Internet resources. FAQ now available via E-Mail, thanks to Alvin Jiang. A couple blanks filled in here and there. A little more information on future C&C products. If you have any suggestions for reordering elements of this FAQ, please write to tell me about them. I'm an organizational nightmare! (November 4, 1995 GMT) v.3.71 Typo in E-mail server address fixed. (November 5, 1995 GMT) v.4.7 Westwood releases 1.18 patch. I find time to update FAQ. I'm really pooped now, so I'm going to bed. Goodnight. (December 11, 1995 GMT)