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- 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 <ALT> 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)
-