Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Tue Mar 19, 2024 3:46 am
All times are UTC + 0
GDI Structures
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
Post new topic   Reply to topic Page 1 of 1 [1 Post] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Mar 25, 2015 1:31 pm    Post subject:  GDI Structures Reply with quote  Mark this post and the followings unread

[ GDI Infantry ] - [ GDI Vehicles ] - [ GDI Aircraft ] - [ GDI Structures ] - [ GDI Dawn Units ]




Construction Yard



The Construction Yard is where all life begins. It allows the player to build other structures, so defending it should be a top priority of any successful commander. In some missions, the player starts with an MCV, which can be deployed into a Construction Yard. In other missions, the Construction Yard has already been placed.

  • Cost: N/A
  • Requires: N/A
  • Purpose: Construction
  • Armour: Very Heavy
  • Power Drain: 0
  • Tech Level: N/A




Power Plant



Power plants provide power for base structures and are critical to keeping base defences on-line.

  • Cost: 500
  • Requires: Construction Yard
  • Purpose: Power Output
  • Armour: Average
  • Power Output: +200
  • Tech Level: 1




Barracks



The Barracks allow infantry units to be trained. It is also a prerequisite for base defensive structures.

  • Cost: 500
  • Requires: Construction Yard, Power Plant
  • Purpose: Infantry Production
  • Armour: Average
  • Power Drain: -20
  • Tech Level: 1




Tiberium Refinery



The refinery converts the Harvester loads of Tiberium into credits for the player. It also stores a certain amount of Tiberium. Once a refinery is full, silos must be created in order to store excess Tiberium. If there is no available storage capacity at a refinery or silos, excess Tiberium will be lost.

  • Cost: 2100
  • Requires: Construction Yard, Power Plant
  • Purpose: Resource Collection
  • Armour: Heavy
  • Storage: +150
  • Power Drain: -30
  • Tech Level: 1




Tiberium Silo



Tiberium Silos store excess Tiberium once the Tiberium refineries are at maximum capacity. If a Tiberium refinery is filled to capacity and there are no empty silos available, excess Tiberium from a Harvester will be lost.

  • Cost: 250
  • Requires: Construction Yard, Tiberium Refinery
  • Purpose: Storage
  • Armour: Average
  • Storage: +200
  • Power Drain: -10
  • Tech Level: 1




War Factory



This structure allows for the construction of vehicles. Certain advanced vehicles require additional structures before they can be built by a War Factory.

  • Cost: 200
  • Requires: Construction Yard, Power Plant, Barracks
  • Purpose: Vehicle Production
  • Armour: Heavy
  • Power Drain: -30
  • Tech Level: 2




Communications Centre



The Communications Centre allows commanders to view the battlefield and the relative locations of friendly and enemy units. In order for the RADAR view to remain active, the RADAR Installation must be constantly powered.

  • Cost: 1000
  • Requires: Construction Yard, Power Plant, Barracks
  • Purpose: Radar
  • Armour: Average
  • Power Drain: -40
  • Tech Level: 3




Repair Bay



Used to repair vehicles and aircraft. A vehicle or aircraft can land on this structure and if enough credits are available, the unit will be fully repaired. Units can be queued onto the pad by bandbox selecting all the units and targeting the service bay.

  • Cost: 800
  • Requires: Construction Yard, Power Plant, War Factory
  • Purpose: Support
  • Armour: Average
  • Power Drain: -30
  • Tech Level: 6




Helipad



These structures are the primary re-arming point for all of the GDI's attack aircraft.

  • Cost: 1000
  • Requires: Construction Yard, Power Plant, Communications Centre
  • Purpose: Aircraft Production
  • Armour: Light
  • Power Drain: -10
  • Tech Level: 5




Technology Centre



The Tech Centre is where the GDI conducts its high tech weapons research. This structure is required prior to the construction of certain high-tech units and structures.

  • Cost: 2500
  • Requires: Construction Yard, War Factory, Communications Centre
  • Purpose: Research
  • Armour: Heavy
  • Power Drain: -200
  • Tech Level: 7




Uplink Centre



The Uplink Centre allows targeting control of GDI’s orbital Ion Cannon weapon. Without this control, the Ion Cannon cannot be used. The Uplink centre also doubles as a Radar in-case the Communications Centre happens to be down.

  • Cost: 2000
  • Requires: Construction Yard, Technology Centre
  • Purpose: Superweapon Control, Radar
  • Armour: Very Heavy
  • Power Drain: -200
  • Tech Level: 10




EMP Cannon



The EMP Cannon can fire a high powered blast of Electro-magnetic energy that renders any mechanised vehicles inoperative for a short period. Any vehicle or structure caught in the blast is disabled until the effect wears off.

  • Cost: 1750
  • Requires: Construction Yard, Power Plant, Communications Centre
  • Superweapon: EMP Blast
  • Purpose: Superweapon Control, Defence
  • Armour: Heavy
  • Power Drain: -200
  • Tech Level: 8




Firestorm Generator



The Firestorm Defence Generator creates an infinitely high force field. Once the generator is constructed, special Firestorm Defence Emitters must be placed on the perimeter of an area to be defended, just like a wall. When activated, the force field that results from these emitters is impenetrable. The Firestorm Defence Generator consumes massive amounts of power. Because of this, it can only be active for a short period before it needs to recharge. The shield can be turned on and off at will.

  • Cost: 2000
  • Requires: Construction Yard, Technology Centre
  • Superweapon: Firestorm Defence
  • Purpose: Superweapon Control, Defence
  • Armour: Heavy
  • Power Drain: -200
  • Tech Level: 10




Firestorm Wall



Used in conjunction with the Firestorm Defence Generator, these emitters are placed like a wall and control the placement of the Firestorm Defence shield. These emitters can be used to completely encircle a base or can be used at key defensive positions.

  • Cost: 250
  • Requires: Construction Yard, Firestorm Generator
  • Purpose: Defence
  • Armour: Heavy
  • Power Drain: -2 (Per 1x1 Section)
  • Tech Level: 10




Fortress Walls



A robust defensive structure. Concrete Walls are effective at stopping both infantry and vehicles. Only certain units can shoot over these defensive walls.

  • Cost: 100
  • Requires: Construction Yard, Barracks
  • Purpose: Defence
  • Armour: Heavy
  • Power Drain: 0
  • Tech Level: 4




Sandbags



This basic base defence structure is effective in stopping infantry, however they are easily crushed by large vehicles.

  • Cost: 50
  • Requires: Construction Yard, Barracks
  • Purpose: Defence
  • Armour: Light
  • Power Drain: 0
  • Tech Level: 2




Pavement



Pavement is a simple method to prevent subterranean units from infiltrating bases and also prevents craters. Any tracked / wheeled units can also move at higher speeds on pavement.

  • Cost: 75
  • Requires: Construction Yard, Barracks
  • Purpose: Defence
  • Armour: Concrete
  • Power Drain: 0
  • Tech Level: 4




Fortress Gates



This structure prevents enemy units and Tiberium growth from entering a base. The gate automatically opens to allow friendly units to pass but will not open for enemy units.

  • Cost: 250
  • Requires: Construction Yard, Barracks
  • Purpose: Defence
  • Armour: Average
  • Power Drain: 0
  • Tech Level: 4




Vulcan Tower



Armed with dual Vulcan cannons, the GDI Vulcan Towers are capable of eliminating oncoming enemy infantry with ease. During longer battles when more technology is acquired, Vulcan Towers can be upgraded with an improved weapon.

  • Cost: 350
  • Requires: Construction Yard, Barracks
  • Primary Weapon: Vulcan Cannon
  • Purpose: Defence, Anti-Infantry
  • Armour: Average
  • Power Drain: -10
  • Tech Level: 2
  • Upgrade Cost: 500
  • Upgrade Requirement: Construction Yard, Vulcan Tower, Technology Centre
  • Upgrade Primary Weapon: Rapid Vulcan Cannon
  • Upgrade Power Drain: -15
  • Upgrade Tech Level: 7




RPG Tower



Armed with a powerful anti-tank weapon, the GDI RPG Towers are capable of eliminating oncoming enemy armour with ease. During longer battles when more technology is acquired, RPG Towers can be upgraded with an improved weapon.

  • Cost: 600
  • Requires: Construction Yard, War Factory, Communications Centre
  • Primary Weapon: RPG Launcher
  • Purpose: Defence, Anti-Armour
  • Armour: Heavy
  • Power Drain: -30
  • Tech Level: 6
  • Upgrade Cost: 700
  • Upgrade Requirement: Construction Yard, RPG Tower, Technology Centre
  • Upgrade Primary Weapon: Dual RPG Cannon
  • Upgrade Power Drain: -30
  • Upgrade Tech Level: 8




Gatling Tower



Armed with twin anti-aircraft gatling cannons, the GDI Gatling Towers are capable of eliminating in-coming light enemy aircraft with ease. During longer battles when more technology is acquired, Gatling Towers can be upgraded with a powerful anti-aircraft railgun cannon which prove to be very effective against heavier enemy aircraft, despite their very demanding power usage.

  • Cost: 750
  • Requires: Construction Yard, War Factory, Communications Centre
  • Primary Weapon: Twin Gatling Cannons
  • Purpose: Defence, Anti-Aircraft
  • Armour: Heavy
  • Power Drain: -30
  • Tech Level: 5
  • Upgrade Cost: 900
  • Upgrade Requirement: Construction Yard, Gatling Tower, Technology Center
  • Upgrade Primary Weapon: Dual Railgun Cannons
  • Upgrade Power Drain: -50
  • Upgrade Tech Level: 7



[ GDI Infantry ] - [ GDI Vehicles ] - [ GDI Aircraft ] - [ GDI Structures ] - [ GDI Dawn Units ]

Last edited by Aro on Fri Jul 31, 2015 1:13 pm; edited 4 times in total

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [1 Post] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2055s ][ Queries: 11 (0.0084s) ][ Debug on ]