============================ -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 ============ The armor levels of units in C&C range from 0 to 3. Each react to weapons in different ways. Armor level 0 has high resistance to armor piercing munitions such as tank shells. Subsequent levels are less resistant to tank shells and bazooka missiles, but have higher resistance to small arms fire such as miniguns and grenades. Unit Armor Level Description 0 infantry. resistant to anti-armor weapons. squashable 1 recon bike. squashable 2 stealth tank, artillery, hummers, buggy, MRLS, harvester, MCV, SSM, rocket launcher, a-10, chinook transport chopper 3 flame, light, medium and mammoth tanks, APC, gunboat, orca, apache, dinosaurs *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 vs Armor Area Range Reload type ID 0 1 2 3 Dam. (sq.) mm:ss Accuracy ------------------------------------------------------------------ Sniper rifle 0 99? 4 4 4 N/A 6 :05 AA HV machine-gun 1 22 19 14 6 1 3 :05 AA Pistol* 2 ? ? ? ? N/A 1 :25 CC Minigun 3 15 8 8 4 N/A 1 :03 AA Rocket 4 8 22 22 30 ? 4 :06 BB Flame-thrower 5 26+ ? 24 ? 3 2 :05 AA Tank flame-thrower 6 50+ 35 35 13 2 2 :05 AA Chemical Spray 7 40+ ? 36 ? 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 ? 5 :05 BB 120mm cannon APR 11 10 30 30 40 ? 5 :09 BB Turret cannon 12 10 30 30 40 ? 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 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 Dinosaur Bite 1 23 ? ? ? ? N/A N/A :05 AA Dinosaur Bite 2 24 ? ? ? ? N/A N/A :05 AA Ion Cannon 592 578 ? 450 1 N/A 15:00 AA Nuclear warhead ? ? ? ? 5 N/A 20:00 AA * 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 : The name of the unit. Hit Points: The amount of damage a unit can sustain before it is destroyed. Armor : The armor level of theunit. Cost : Cost of unit in credits. Weapon ID : Type of weapon carried, according to internal ID numbers. Mission : The mission number in which the unit becomes available for building purposes. Tech : The tech level that must be met or exceeded to build the unit in a multiplayer game. TTB : Time to build the unit at the slowest gamespeed on my (t)rusty Gateway P5-66. Anyone want to send me a new computer? '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, helipad; 1/5th the time, 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 : Higher numbers indicate faster movement. Turning : Higher numbers indicate better turning capabilities. Scout : The radius of the unit's visual range in game squares. Req. : The buildings required before a unit becomes available for construction. Unit Hit Weap Mov. Turn Scout Type Points Armor Cost ID Mis. Tech TTB Rate Rate Rad. Req. ------------------------------------------------------------------------- Minigunner 50 0 100 3 1 1 :10 8 1 Bar Grenadier 50 0 160 8 3 1 :10 10 1 Bar Bazooka 25 0 300 4 3 2 :25 6 2 Bar Flame-thrower 70 0 200 5 5 1 :18 10 1 HON Chem Warrior 70 0 300 7 N/A 7 :25 8 1 HON+Tmpl Engineer 25 0 500 N/A 2 3 :45 8 2 Bar/HON Commando 80 0 1000 0 N/A 7 1:30 10 5 Bar+ACC/ HON+Tmpl Attack Heli. 125 3 1200 1 10 6 1:15 40 4 0 Air+Hpad Orca 125 3 1200 4 10 6 2:00 40 4 0 WF+Hpad Transport Heli 90 2 1500 N/A 0 6 2:20 40 5 0 WF+Hpad/ Air+Hpad A-10 60 2 N/A 19 3 N/A N/A 40 4 0 N/A Transport Plane 25 2 N/A N/A N/A N/A N/A 40 0 N/A Flame Tank 300 3 800 6 9 4 1:10 18 5 4 Com+Air Stealth Tank 110 2 900 4 12 5 1:20 30 5 4 Com+Air Light Tank 300 3 600 9 5 3 :50 18 5 3 Air Medium Tank 400 3 800 10 7 3 1:10 18 5 3 WF Mammoth Tank 600 3 1500 11/13 13 5 2:15 12 5 4 WF+RBay Harvester 600 2 1400 N/A 7 2 2:15 12 5 2 WF+Ref/ Air+Ref MCV 600 2 5000 N/A 15 7 8:00 12 5 2 WF+ACC/ Air+Tmpl Artillery 75 2 450 15 9 6 :40 12 2 4 Air Humvee 150 2 400 16 5 2 :35 30 10 2 WF Nod Buggy 140 2 300 16 5 2 :25 30 10 2 Air Recon Bike 160 1 500 4 5 2 :35 40 10 2 WF Rocket Launcher 100 2 800 14 11 7 1:10 18 5 4 WF+ACC APC 200 3 700 16 5 4 1:00 35 5 4 Bar+WF SSM 120 2 750 22 N/A 7 1:05 18 5 4 Air+ Obelisk Visceroid 150 1 N/A 7 N/A N/A N/A 18 5 4 Hacking T-Rex 750 3 N/A 24 N/A N/A N/A 18 5 5 Hacking Velociraptor 180 3 N/A 24 N/A N/A N/A 40 5 5 Hacking Triceratops 700 3 N/A 23 N/A N/A N/A 8 5 5 Hacking Stegasaurus 600 3 N/A 23 N/A N/A N/A 8 5 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. Mission : Mission in which building becomes available for construction. Tech : Tech level that must be met or exceeded to construct building in a multiplayer game. TTB : Time to build at slowest gamespeed on a Gateway P5-66. Req. : Prerequisite buildings before construction. Building Power Hit Weap Type in out Pts Armor Cost Type Mis. Tech TTB Req. ---------------------------------------------------------------------- Construction Yard 15 30 400 1 5000 N/A 1 1 N/A MCV Sandbags 0 0 20 2 50 N/A 5 2 :15 Cyard Fence 0 0 10 2 75 N/A 9 5 :15 Cyard Concrete 0 0 70 2 100 N/A 13 7 :15 Cyard Power Plant 0 100 200 1 300 N/A 1 1 :20 CYard Adv. Power Plant 0 200 300 1 700 N/A 13 5 :45 Pp Refinery 40 10 450 1 2000 N/A 2 1 :55 Pp Silo 10 0 150 1 150 N/A 2 1 :10 Ref Comm. Center 40 0 500 1 1000 N/A 3 2 1:35 Ref Helipad 10 0 400 1 1500 N/A 10 6 :20 Bar/HON Repair Pad 30 0 400 1 1200 N/A 8 5 2:00 Pp Barracks 20 0 200 1 300 N/A 1 1 :20 Pp Weapons Factory 30 0 200 2 2000 N/A 5 2 3:20 Pp Guard Tower 10 0 200 1 500 1 7 2 :42 Bar Adv. Comm. Center 200 0 500 1 2800 N/A 13 7 4:10 Com Adv. Guard Tower 20 0 300 2 1000 18 13 4 1:35 Com Hand of Nod 20 0 200 1 300 N/A 2 1 :20 Pp SAM Site 20 0 200 3/1 750 21 5 6 1:05 HON Turret 20 0 600 3 250 12 8 2 :22 HON Airstrip 30 0 500 3 2000 N/A 5 2 3:20 Ref Obelisk of Light 150 0 200 2 1500 11 1 2:20 Com Temple of Nod 150 0 1000 2 3000 N/A 13 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 Edit v2.0 CCEDIT.ZIP change hitpoints, cost, weapons, power data, tech levels, vehicle speeds, stealth capabilities and ownership of infantry, vehicles and structures. 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 Ultimate Map Editor v2.1 A graphical mission editor for C&C. written by Jeroen Rimeijer (jarit@xs4all.nl) http://www.econ.cbs.dk/people/dszcpfk/ccyarda.html C&C Mix Manager v2.0 Allows you to view, extract, and replace any of the files inside GENERAL.MIX with your own. This utility is required for making third party missions and scenarios. http://www.econ.cbs.dk/people/dszcpfk/ccyarda.html 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 *15-2* World Wide Web sites =========================== http://www.westwood.com Westwood Studios Home Page This is Westwood Studio's Official site. http://kublai.pacificrim.net/~solaris The Roger Wong Home Page The official home of the Unofficial C&C Strategy FAQ. http://adam.com.au/~buggy Andrew Griffin's Homepage and Editor List Andrew writes scenario and unit editors for C&C. http://www.econ.cbs.dk/people/dszcpfk/cc.html The Temple of the Conquerer The message board here gets more C&C messages per day than Usenet. http://health2.uwsp.edu/c&c/InfoCenter Command & Conquer InfoCenter All roads lead to Rome, and every custom mission ends up at this site. http://www.gl.umbc.edu/~rmille9/CCMaps.html Command & Conquer Multi-Player Maps Radar images of the original C&C multiplayer maps. http://www.k2.org/k2 The Ultimate Command and Conquer File Collection. Many C&C files are here also. http://www-public.rz.uni-duesseldorf.de/~ritterd/main.htm The Command and Conquer Modem Players List A list of C&C players to help you find a local challenge. [15-3] Other resources ====================== 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 The Command & Conquer Internet Edition Group The C&CIE group are compiling a group of fifty custom made missions to replace all the existing ones in the general.mix. We are looking for plot line editors, scenario and multi player mission producers and programmers. Please email hon@liv.ac.uk -------------------------------- [16] Bugs, updates, future games -------------------------------- *16-1* The wishlist =================== The wishlist was successful. Much of what you asked for has apparently made it into the design of Red Alert (please do not send me any more material for the wishlist--send your comments to support@westwood.com). Here is what Westwood had to say: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From: support@smtpgwy.westwood.com Date sent: Fri, 23 Feb 96 16:11:54 PST To: Roger Wong Hi Roger! Nice work on your FAQ. Thanks for the list. Many of the things below will appear in Red Alert. I have edited below the ones I am sure of: (Y) means it is in Red Alert (N) means it is not (?) means I don't know yet Keep in mind that this is as things stand now, and is subject to change, AND it ONLY applies to Red Alert. -Westwood Support A mission builder, or random missiongenerator(Y) Formation movement (Y) Guarding in place (?) Improving the harvester AI (Y) Star Wars meets C&C (N) 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) (Y) A bridgelayer/combat engineer (?) A heavy-lift chopper to move vehicles, only light ones Flak guns (?) Aerial recon? (N) A Paris Gun (super long range artillery) (Sort of) A laser tank (not as powerful as the obelisk) (N) A purpose-built scout unit (can see stealth stuff?) (Y) A scatter command that actually moves infantry out of the path of tanks (Sort of) Jetpack infantry (short hops only, takes time to recharge) (N) Tomahawk missiles, really long range, kill 1 tank or so per shot.(Y) A technician-type unit that can field repair vehicles to 50% (?) A field hospital!!!! I hate sending nearly dead guys into combat. (Y - Medic unit) Minefields. (Y) Mine detecting/disarming troopers. (?) Grenade *launchers* (?) That cool looking one-man robot thingy on the box. Tiberium growth accelerator? (C&C2 only) 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 (N - at least not like it was in WC2) Water based vehicles that you can build and control and amphibious vehicles like hovercraft etc. (Y) The ability to target an area instead of individual units. (?) Saving the multiplayer score history to disk. (?) Paratroops (i.e., a way to jump out of helocopters) (Y) Trenches (Y) Sabatour (like Commando, but is stealth and has only a pistol) (sort of) Ability to interact with terrain (cause landslides from cliffs) (N) Truck (a cheap way to transport troops, less armour than an APC) (?) Guard dogs (can detect stealth units) (Y) And finally... More of that newscaster chick with the nice rack! I received two dozen requests such as this! (Hehe - I don't know about this one, but I bet I got more requests for her than you did!) :) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [16-2] Questions regarding C&C present and future ================================================= *16-2-1* Mouse problems ----------------------- From my personal experience, spastic mouse problems only affect PS/2 type port mice. Serial and bus mice seem to be immune. Switching to a serial mouse, or using an adapter to convert the round connector to a serial connector will cure this problem in all cases. Some people have also cured their problems by using the latest versions of their mouse drivers. Contact your mouse manufacturer for updated drivers. My mouse problems disappear when I run C&C under Windows 95. *16-2-2* Multiplayer savegames ------------------------------ C&C was not designed with a multiplayer save game option in mind. Once a project is out of the design stage, changes to the core functions become extremely difficult to make. Hence, multiplayer save game functionality can not be provided in any future patch for C&C. However, both Red Alert and C&C 2 will have such an option. *16-2-3* The Covert Operations ------------------------------ Release date: March 1996 'Covert Operations' is the name of the Westwood missions disk add on. I said in a previous FAQ that I wouldn't write a strategy section for them. What can I say? I lied. *16-2-4* Red Alert ------------------ Release date: August 1996 The next C&C type game from Westwood is called 'Red Alert'. The premise is that World War II never took place. The Allies and Russia duke it out, and the player can choose to be either the Allies or the Russians. It will sport six simultaneous players, and larger maps. *16-2-5* C&C for Win95 ---------------------- Release date: June 1996 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 A producer who works for Virgin Interactive told me that C&C 2 will be a "three dee" game, whatever that means. 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. EDITOR'S NOTE: I estimate that by Christimas 1996, about 40% of all games will be written for the Windows 95 environment, with about 60% written for MS-DOS. I advise all game players to upgrade to Windows 95. Windows NT users should run a dual boot system -- a Windows 95 sticker DOES NOT imply Windows NT compatibility. There is a loophole in the Microsoft spec that allows games to carry a Win95 sticker without being Windows NT compatible. *16-3* Update patches ===================== Westwood releases maintenence updates to fix bugs. As of this writing, the latest version of C&C is 1.20, available only with the Covert Operations mission disk. 1.19 is the latest available stand-alone patch. 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 from 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* Incompatible with 1.07 in multiplayer mode. Compatibility mode must be specified. C&C crashes with a DOS 4GW error during initial loading. Sometimes nuclear missiles are still unavailable in mission thirteen even with the retrieval of all special nuke crates on missions six, eight, and twelve. Strange things happen to weapon reload times 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 v1.18a. Flame-thrower hitpoints increased to 70 from 50. 1.19 This is the second official Westwood patch from 1.07. ----------------------------------------------------------- It does everything that the 1.18 patch does, with the following additions: Fixes the build anywhere bug. Fixes problem with nonappearing nuke in last Nod mission. *SIDE EFFECTS* Incompatibility with earlier versions in multiplayer mode. Combatibility mode must be specified at run-time. Some people still are unable to fire nuclear missiles, but the number of such complaints has fallen. 1.20 This is the Covert Operations patch version ------------------------------------------------- This is the same thing as 1.19, but adds Covert Ops functionality. It is only available by purchasing Covert Operations. *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. The manual states that mammoth tanks can crush through walls. This is incorrect. Walls, fencing, sandbags, and other barriers, can only be destroyed by weapons. ------------------------ CHAPTER *17* Conclusion ------------------------ This may be the end of the FAQ, but I still have that Oops-I-forgot-my- toothbrush feeling. There is much about C&C that is not in this FAQ. I think, however, that it is time for me to call it a day. I enjoyed receiving your letters of support and encouragement. They are what really kept me going. Thank you all for giving me the opportunity to share my knowledge with the world. It has been a delightful and exciting experience. Until next time, Roger (April 19, 1996) ------------------------------ CHAPTER *18* 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) v3.71 Typo in E-mail server address fixed. (November 5, 1995 GMT) v4.7 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) v4.7 - Cut some sections out to reduce the size of the FAQ. These v5.0 versions were not released to the public. (February 8, 1996 GMT) v6.0 Oh my gosh, the FAQ has actually SHRUNK in size! Yes! New cheats added. New mission strategies added. More cool things to do with your units. False intelligence reports eradicated. (February 17, 1996 GMT) v7.0 Bogus FAQ entries eliminated. Complete Covert Operations strategies added. The spell checker died--there are many typos, I am sure. (April 19, 1996 GMT)