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- COMMAND & CONQUER PART 4
-
- ----------------------------------------------------
- Chapter *3*: Important information not in the manual
- ----------------------------------------------------
- There is important information missing from the manual!
-
- *3-1*: What are the keys?
- ----------------------------
-
- G : Guard Area
- This will cause a selected group of units to go into guard mode. In this
- mode, units will scan with binoculars for enemy units, and move to attack any
- that come within their sighting range.
-
- X : Scatter Units
- This causes a selected group of units to scatter. Useful when infantry
- is under attack by tank treads and incendiary missiles
-
- S : Stop Unit
- Causes a unit to stop dead in its tracks. Very useful when one of your
- units is braindead and begins to wander nonchalantly into the guns of the
- enemy base.
-
- F7-F10 : Map Bookmark System
- Use CTRL+F7-F10 to mark a spot on your map, then use F7-F10 to jump to
- that spot at anytime.
-
- <CTRL>-# : Team Creation
- Mark a group of units as a team using either using your mouse button and
- shift key or the bounding box. Then use CTRL and a number key (0-9) to
- assigned the selected units as a team.
-
- 0-9 : Team Selection
- This selects a team as active.
-
- TAB: Open/Close Sidebar
- Opens and closes the sidebar. Use it when you need to see more tactical
- map.
-
- H : Home unit
- Selects your construction yard, and centers the tactical map around it.
-
- N : Next unit
- This is almost a useless command. It runs through the internal lists of
- units, selects the next one, and centers the tactical view around it.
-
- R : Resign
- I bet you didn't know that all your units carry suicide demolitions. Hit
- 'R' and find out. In a multiplayer game, your civilians and technicians
- actually do a large amount of damage when you resign. Position them by the
- enemy before resigning, and maybe you'll take a few of them with you.
-
- <HOME> : Homing
- This will center the tactical view around the currently selected unit or
- building.
-
- <ALT>-# : View team
- Centers the tactical view over a predefined team.
-
- Multiplayer Options
- -------------------
-
- A : Alliance
- Select an enemy unit and press 'A'. From that point on, your troops will
- treat that enemy as a friend and not target them.
-
- This only works one way. The other side is still welcome to blow you to
- smithereens, so they must also ally with you to complete the team effort.
-
- Allying with an enemy is also useful when you want a deep strike
- operation into the heart of the enemy base, but don't want your units to slow
- down and fight. Such operations might include recon or engineer infiltration.
-
- Pressing 'A' for a second time will negate the previous ally command.
-
- Cursor Modifiers
- ----------------
-
- CTRL : Force Attack
- Holding down the CTRL key will turn your movement cursor into the target
- crosshair. This lets you target friendly units, trees, and empty squares.
-
- ALT : Force Move
- Holding down the ALT key will turn your movement cursor into a movement
- only cursor. Subsequently moved units will move instead of attack. This is
- how you get your tanks to squish enemy infantry instead of blowing craters
- around them.
-
- CTRL+ALT : Guard Area or Unit
- Holding down CTRL+ALT turns your cursor into a defend cursor. Selected
- units will patrol around a building or unit and protect it from attack.
-
- *3-2*: What is that colored bar?
- -----------------------------------
-
- The colored bar represents the current power output. The blue marker
- represents the current power usage. When you use more power than available,
- your base experiences blackouts and brownouts.
-
- A green bar represents a surplus of power.
- A yellow bar represents a brownout
- A red bar represents a serious blackout.
-
- Facilities that totally shutdown during power outages are Obelisks of
- Light, Advanced Guard Towers, Communication Centers, Advanced Communication
- Centers, Temple of Nod.
-
- During blackouts and brownouts, other buildings serve at a diminished
- capacity. It will take longer to produce a unit, and so forth. A brownout
- seems to cause production to drop to 50% of normal. A blackout seems to cause
- production to drop to 10% of normal.
-
- Mr. P / Powersource
- The power scale is logarithmic, not linear.
-
-
- *3-3*: What is a blossom tree?
- ---------------------------------
-
- Scott King (sking@one.net)
- They serve as replenishing centers for tiberium. After you harvest all
- of the tiberium from around a tree, it will grow back around it.
-
- *3-4*: How do I view the radar in multiplayer?
- -------------------------------------------------
-
- Vance Hampton (VHAMPTON@ti.com)
- Click on the MAP button. If you have enough energy you will see the
- radar.
-
- *3-5*: How do I suspend or cancel build commands?
- ----------------------------------------------------
-
- You can suspend or cancel build commands by clicking with your primary
- mouse button on the unit icon that is currently being built. This will turn
- the unit icon gray to signify that the building has been put on hold. From
- this stage, clicking with your primary button will resume building, and
- clicking with your secondary button will cancel the build order.
-
- =============================
- -SECTION TWO- TIPS AND TRICKS
- =============================
-
- ----------------------------------
- CHAPTER [4]: Cheating the computer
- ----------------------------------
-
- [4-1]: What are the cheat keys?
- ==================================
-
- Easy. There are none. The cheats were removed after beta testing and
- development.
-
- [4-2]: Can I Hex edit for more money?
- ========================================
-
- You're in luck. I got dozens of people asking me how to hex edit. So,
- due to public demand, here is how to totally ruin your game. Wear your peril
- sensitive sunglasses now if you do not wish to read this. What? You don't
- have a pair of peril sensitive sunglasses? That's your fault for not buying
- Infocom's 'Hitchhiker's Guide to the Galaxy' text-adventure game. I bet you
- don't have the cool package that is full of microscopic space ships either.
-
- Close your eyes, count to 20, and start reading again when everyone else
- has finished.
-
- If you have refineries, this cheat may or may not work. Sell them off.
-
- Make note of the amount of money you have, and save the game. For this
- purpose, let us say that you had 2437 credits.
-
- Exit C&C.
-
- Convert 2437 into hexadecimal. In this case, the conversion is 985 in
- hex.
- Hexadecimal numbers in our case need to be pairs, so, add a filler digit
- to pair. 09 85. If you had 4 digits already, then there is no need for a
- filler.
-
- Make a backup of your savegame. The savegame with the most recent file
- creation date is the savegame you want to edit.
-
- Load your savegame into your hex editor.
-
- Reverse your hexadecimal pairs. 85 09.
-
- Do a hexadecimal search for this reversed number pair.
-
- The first instance should appear at hex location 580h.
-
- Change both numbers to FF FF.
-
- Lather, rinse, repeat. You may find anywhere from three to five
- references. Change them all.
-
- If it doesn't work, too bad. Maybe God didn't want you to cheat.
-
- Okay, the rest of you not interested in this cheat can open your eyes
- now. Hello? I said you can open your eyes.
-
- [4-3]: How does the computer cheat?
- ==================================
-
- Min He (he@mathp7.jussieu.fr)
- Eradicator (drwestco@mailhost.ecn.uoknor.edu)
- The computer starts out with more funds than you do.
- The computer can place units inside scenery at the start of a mission.
- The computer can rebuild gun turrets when they are destroyed without
- needing to have adjacent buildings.
- The computer can build a construction yard without needing a MCV.
- The computer doesn't have to clear out SAM sites to launch an air-
- strike.
- The computer may build buildings separated from other computer-owned
- buildings. The computer, however, does have the restriction of placing
- buildings only where they were originally.
- The computer's Orcas may attack NOD attack choppers in mid-flight.
- The computer can build harvesters immediately as long as funds are
- available. (ROGER'S NOTE: cannot verify 100%)
- The computer can run guard towers and turrets without power.
- The computer can use harvesters to attack tanks and other vehicles.
-
- [4-4]: What cheating programs are available?
- ================================================
-
- See the section on third party programs for a listing.
-
- (4-5): What are some bugs I can exploit?
- ===========================================
-
- [4-5-1]: Tiberium harvesting without silos
- ---------------------------------------------
-
- Mike Means (means@bigdog.engr.arizona.edu)
- I noticed an unusual and cool money cheat for all of you people that
- have problems with too much money... It works consistently with the GDI,
- haven't tried it with Nod but it should work as it's in the engine not the
- action... Anyhow, what the deal is that if you are getting to the top of your
- refineries holding space build something that builds fast and is somewhat
- expensive (For the GDI this is the Helipad...) Then once you've taken up all
- of your money into building it cancel it just before completion. You get the
- credits back and you will notice that if you click on your refinery it will
- be nowhere near full like it should be...Because of this trick I almost never
- build silos...Also I tend to spend my money...Just call me the guy with 7
- Orcas each with their helipad (Well it's faster to build a helipad than an
- Orca and 300 is worth the speed and saved time Orca swapping to load them...)
-
- *4-5-2*: Invincible units
- ----------------------------
-
- Rumors of invincible units (apart from hacking) have not been confirmed.
-
- [4-5-3]: Preventing the computer from rebuilding
- ---------------------------------------------------
-
- Richard Stone (rstone@news.infi.net)
- You can prevent the computer from rebuilding a structure by placing a
- unit on the same square. You can permanently prevent the computer from
- rebuilding a structure by sandbagging your way to the structure, destroying
- he structure, building a sandbag on the structure's square, and then sell the
- sandbag. You now "own" that square, and the computer can't rebuild from
- scratch on it. Since the computer never attacks sandbags, fences or walls
- directly (though it hits them occasionally shooting at you), it's a safe way
- to guard your base, or expand it.
-
- [4-5-4]: The Reservoir Dogs strategy
- ---------------------------------------
-
- Mike Means (means@bigdog.engr.arizona.edu)
- OK, the NOD were attacking my base and something happened. I think one
- of the NOD hit another accidentally (inaccuracy with the small tanks I guess)
- All of a sudden the small tank that was hit turns it's turret and first at
- the other!! A fire fight ensues and some of the infantry in the area join
- in!! Some for each side!! I was wondering if anyone else had this happen or
- if it was just a unit recognition bug...
-
- Douglas McCreary (dark@ix.netcom.com)
- I recently finished NOD, and have seen GDI units do the same thing on
- nearly every level I played. It does seem to happen whenever one unit hits
- another accidentally. (In fact, I've had to 'stop' my own units when they got
- to doing this occasionally.) Once I discovered this bug, I started
- exploiting it by moving my units to the middle of enemy groups before
- attacking.
-
- *4-5-5*: The silo money cheat
- ---------------------------------------------
- ROGER'S NOTE: This cheat only works with versions of C&C prior to 1.18
-
- Build a silo, and let it fill up with tiberium. When it is full, build
- another silo but do not place it. Sell the silo that is full of tiberium.
- Quickly place the built silo down before the silo sell animation is over. In
- return for this, you will get over a thousand credits for the tiberium in the
- silo you sold, and have the tiberium you just sold transferred over to the
- silo you just created.
-
- *4-5-6*: The ultimate A-10 defense
- -------------------------------------
-
- see [5-3-8], AIRSTRIKES
-
- *4-5-7*: Money making ala SimC&C
- -----------------------------------
-
- Oliver Schade (schade@mabuse.phil.uni-passau.de)
- If you have defeat the computer except one or two buildings and your are
- sure that you will win with your existing troops sell all your buildings and
- attack after that the remaining buildings. You will get lots of money and a
- 'efficiency-rate' of 100% which will results in many points.
-
- ROGER'S NOTE: A variation on this is to leave an enemy building standing, and
- go into tiberium farm mode. With good harvester management, it is possible to
- rack up a near infinite amount of money without running out of harvestable
- tiberium.
-
- *4-5-8*: Place buildings anywhere cheat
- ------------------------------------------
-
- Build a structure as normal, but instead of placing it down in your
- tactical view next to an existing structure, place it down in your radar map.
- Anywhere.
-
- Tim Brutton (tim@arcady.demon.co.uk) wrote:
- I take it all back - it does work, every time. You just have to make
- sure that as you move the cursor from the main screen to the map screen, that
- it leaves an area of white hashing on the screen - just as it would if you
- were about to build in an area. Wow. BIG bug. I guess Westwood will be
- releasing a patch for this one fairly soon!
-
- [4-6]: Are there any hidden game elements?
- =============================================
-
- [4-6-1]: Chem. Warriors
- ----------------------------
-
- Kareem Harper (griffin@panix.com)
- There troops are much like the Flame-thrower infantry, in fact they are
- the flame thrower infantry with the following exceptions:
-
- (1) They wear an insulated outfit that protects them from taking damage
- in tiberium fields. (can walk around on the field and wont combust)
-
- (2) They produce a poison gas, which can wipe out whole legions of
- troops
-
- The only way I have seen to get them so far is to find them in a box
- during a two player or network game with the crates on option. After you
- find the box you will be able to produce them like normal soldiers. (ROGER'S
- NOTE: Building the temple of Nod should also produce these troop.)
-
- [4-6-2]: Visceroids
- ----------------------
-
- Andrew Griffin (buggy@adam.com.au)
- It regenerates when in a tiberium field, and unlike a mammoth tank, can
- regenerate to full strength from a low red condition. They are pretty slow
- and don't have many hit points, but their weapon is the chemical spray.
-
- [4-6-3]: UFO's
- -----------------
-
- Kareem Harper (griffin@panix.com)
- Yes there are UFO's appearing throughout the game on certain stages, the
- reason? "Will be explained in C&C 2" - Westwood Technical Support, Westwood
- BBS
-
- *4-6-4* Dinosaurs
- --------------------
- ROGER'S NOTE: Dinosaur graphics are available, but require hacking to
- acquire. Andrew Griffin's CCEDIT 1.5 has the necessary tools to enable
- dinosaur graphics.
-
- Andrew Griffin (buggy@adam.com.au)
- There are 4 dinosaur units: the Tyrannosaurus Rex, Velociraptor,
- Stegosaurus and Triceratops. They don't seem to have any graphics apart from
- their death scenes, or at least none that are easily available. There seems
- to have been a 4th team (after GDI, nod and civilians), called JP (for
- Jurassic Park??), in multiplayer mode. You can still move them around, but
- can't see them (though they still get attacked). Their bite is great
- against infantry, but useless against heavy tank armor.
-
- --------------------------
- CHAPTER [5] Defensive tips
- --------------------------
-
- [5-1]: Sandbag defense
- =========================
-
- Dave Smith (physics@computek.net)
- They are cheap (50 bucks) and the computer has NO IDEA how to get around
- them. It just lines up its forces at the wall, and sits there like a dummy.
- I immediately build a wall between me and the other forces (don't block in
- the harvester!) and it renders that side powerless.
-
- If the enemy base is nearby, I immediately wall THEM inside their own
- base, and their harvester can't get back in (or out). I then click on
- grenadiers/flame throwers/tanks one BILLION times as I get more money rolling
- in.
-
- After about 30 minutes, I got the US Fragging Marine Corps ready to head
- into their base.
-
- *5-2*: Building base defenses
- ================================
-
- Rune Fostervoll (runefo@ifi.uio.no)
- Always use your advantage on a level. Sun Tze said, first become
- invincible, then destroy your opponent's invincibility. Do so. Make a base
- that can shrug off any (reasonable) attack, and assure a steady cash flow.
- Once this is done, a computer opponent is lost. On most levels, doing this is
- the problem, not destroying the opposing base. Against GDI, he can always
- attack your base with air strikes, and you will grow to loathe the A-10's,
- simply because making a base impervious to air strikes is so difficult it is
- inefficient, and so your opponent can always harm you. GDI does not have this
- problem, as long as they have enough guard turrets and walls. This is some of
- the reason that the common guard turrets cost almost double that of the NOD
- gun turrets (I think.), so that making a base impervious to ground assault
- would cost too much.
-
- -xxx-
-
- James Hindman (jhindman@ea.oac.uci.edu)
- OK lets see, one of my favorite strategies is for base defense. As
- anyone who has used NOD knows, turrets suck against men. SO a very useful
- strategy is to take either Flame tanks, or flame men and tell them to guard
- the turrets. This will prevent grenadiers from getting close and thrashing
- your turrets, and the turrets protect the Flame units against tanks and other
- large units.
-
- Of course for any base defense you should build flame infantry, because
- they are your best infantry defense. Build turrets, lots of turrets. They are
- great against tanks and other large vehicles, don't bother with obelisks
- unless you have A LOT of extra power, in case your enemy takes out one of
- your power plants, it may still function.
-
-
- [5-3]: Help! I'm being attacked by enemy...
- =============================================
-
- [5-3-1]: Nukes
- -----------------
-
- From kaizal@cedar.buffalo.edu's web page
- Spread your base out through the use of sandbagging, all structures must
- touch each other but sandbags count. You can sell them afterwards if in the
- way.
-
- Have excess power. Your power plants will go down in a nuclear blast if
- near impact almost all the time. Building is outrageously slow when your
- power is low. If stuck in this situation perhaps sell off some of your
- structures.
-
- Two weapon factories don't hurt. Unfortunately this thing usually also
- bites it in one shot. Yes it's expensive, but it's slow to build and if your
- enemy follows up a nuke with a conventional attack you may want units
- churning out.
-
- If you can, right from the start bottle up all entrances to your
- territory. Obviously some scenarios make this more or less difficult. Avoid
- putting your structures in the extreme corners.. if I was shooting a nuke
- blind that's where I would go. Ideally get some concrete walls and advanced
- guard towers going before your enemy has more than scouts to check out your
- situation. Stealth tanks and recon bikes aren't going to make keeping your
- base hidden easy, but I don't imagine you thought you were signing up for a
- picnic.
-
- *5-3-2*: Orcas
- -----------------
-
- Build bazooka units. Unlike SAM sites, these are mobile, and can be
- deployed anywhere. Scatter them around a bit. Lay a bunch of them around
- your harvester routes.
-
- If you are Nod, follow your harvesters around with stealth tanks or
- recon bikes. If you are GDI, you can use rocket launchers, but they are too
- easy to kill, and a smart opponent will target the escorts before attacking
- the harvester.
-
- Casper Lund (ccc4708@vip.cybercity.dk)
-
- A trick: If the enemy (computer or human) sends Orcas against one of
- your (fast) vehicles, and you have bazooka's/adv. guard towers/SAMs
- available. Simply drive your vehicle towards one of them and circle it
- manually. The Orca will follow, circling around trying to get a shot off
- (they fire slowly on fast moving objects), and your SAM/tower/bazooka's will
- bash away at it, usually killing it. Actually, if the opponent hasn't put his
- Orca under "CTRL-control", you can tie his Orcas up pretty much by simply
- driving around the map like crazy with the Orca(s) in pursuit, but this only
- works if your "bait" vehicle is pretty fast! :)
-
- [5-3-3]: SSMs
- ----------------
-
- These have very few hit points. Three choppers can take this out in one
- and a half volleys, as can three stealth tanks.
-
- [5-3-4]: Advanced guard towers
- ---------------------------------
-
- Don't send infantry against them. Use armored vehicles instead.
-
- [5-3-5]: Transports loaded with engineers
- --------------------------------------------
-
- Sandbag your base. Do not leave any openings where a helicopter or APC
- can land. Block entrances to your base.
-
- [5-3-6]: Attack helicopters
- ------------------------------
-
- If you are Nod, use SAM sites against these. Bazookamen die too easily
- unless they are deployed in groups of six or more, and are spread out. You
- shouldn't use recon bikes as anti-attack chopper escorts. Recon bikes have a
- particular weakness to the attack helicopter machine-gun.
-
- If you are GDI, you can send an Orca or two and destroy the attack
- helicopter while it is on the pad. Even if the attack helicopter takes off,
- it will still die, because the Orca has air to air capability, and will chase
- the attack helicopter and keep pumping rockets up its backside.
-
- *5-3-7*: Recon bike gangs
- ----------------------------
-
- Jeff Montondon (jml7741@swt.edu)
- Hrm, yup, those bikes are tough... I'd suggest using Orcas as a
- kill/distraction. When a human player stops his bikes to attack the Orcas,
- run 'em over with the tanks. When the bikes move in to kill the tanks, shoot
- 'em with the Orcas. I'd also suggest some minigunners/grenadiers since the
- rockets of the bikes are less effective against infantry. APCs should also
- be fairly successful, since their machine guns are more effective against
- light armor than the Med. tank's cannon. Come to think of it, I'd say use
- infantry and APCs... the APCs would have to have cover by the infantry to
- keep the bikes off their back, but when the bikes stop to attack one target,
- run 'em over with the APC. As for defending the base, I'd say grenadiers
- backed by gun towers, and a few minigunners in back should take care of 'em
- pretty quick since the bikes can't run over your infantry to get past them.
-
- Jason West (jason@jove.acs.unt.edu)
- Get a GDI APC, maybe a "pack" of equal cost to his wolf pack. And just
- run those wimpy little bikes over. Have fun.
-
- Richard Wesson (wesson@cse.ogi.edu)
- This is an interesting question. I should think five medium tanks
- should be able to take out eight bikes -- that is, if you could get the bikes
- to sit still. The really great thing about bikes is that they're extremely
- fast; I think they are the fastest units besides helicopters.
-
- The problem with controlling the bikes is that there are a lot of them.
- This means that you might be able to deal with his bikes better if you could
- meet them in a narrow place -- a canyon for example. The bikes in the rear
- will have trouble getting into range.
-
- Here's another idea, don't know if it's flaky: Pack an APC full of
- bazookas or grenadiers. Drive a couple of such APCs up to the current focus
- of the bike pack and have them unload. Bikes have a really hard time with
- infantry, as you noted. I think this approach will at least drive him away,
- or perhaps inspire him to spend more money on flame tanks, which you can try
- to deal with Orcas or tanks.
-
- Anyhow, my opinion is that a mass of bikes can't slug it out with a mass
- of tanks, $ for $. The frustrating thing is, that the bikes will just avoid
- the tanks. So you need to get them to stand and fight. I think if you
- start attacking his harvester, that should do it. If he has eight or ten
- bikes, build six or seven tanks, and try to use them to waylay his harvester.
- He HAS to defend his harvester, pretty much; thus his bikes will come to you.
- Which avoids the irritating problem of their running away. Throw a couple of
- Orcas into the melee (he can't target them while they're in the air, he can
- only stop attacking and let the bikes fire on their own, which he'll be loath
- to do while they're being shot at by tanks) and things should go your way
- pretty definitely.
-
- In the meantime, send an APC full of bazookas tagging along with your
- harvester. After you do this a few times, he'll avoid attacking any
- harvester that has an APC around it. So you can save $$ some- times by using
- an empty APC. ("Do you feel lucky?")
-
- Tell me if it works, I can try to test it too but my usual opponent is
- not a very strong player. This should stir the broth somewhat anyhow.
-
- My general feeling is that (turrets aside) GDI can control any given
- area, Nod is better at getting around. If GDI can choose the battlefield,
- it'll do well.
-
- *5-3-8*: Airstrikes
- ----------------------
-
- Joachim Rijsdam (jrijsdam@wi.leidenuniv.nl)
- One can draw away enemy a10's with only one minigunner. The AI only
- attacks from left to right and from top to bottom when 'paving'; like reading
- a page, really. So you just move one minigunner a little to the northwest of
- your base, and viola, damage is restricted to 100 credits.
-
- [5-4]: Suppressive fire
- =========================
-
- There is no reason to wait for the enemy to come to you before firing.
- Use the CTRL key to force your units into continuous fire mode. This works
- well with area effect weapons such as artillery, flame-throwers, rocket
- launchers, and grenadiers. This will intimidate a human opponent into
- thinking twice before attacking, and will utterly decimate any AI opponent
- who will walk blindly into the killing field.
-
- This is also useful to preserve the integrity of your choke points.
- Build a concrete wall one square thick across the river crossing. Build two
- turrets in front of this wall. Place a couple artillery units behind the
- walls, and concentrate their fire at a point two squares in front of the
- turrets. Because of their inaccuracy, you will end up laying a large area of
- suppressive fire that will rip to shreds any infantry trying to destroy the
- turrets. Back up with bazookamen as AA support, and nothing but a very
- determined attack will breakthrough.
-