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TFADW Official Players Guide!
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j4m3sb0nd
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Joined: 10 Nov 2004

PostPosted: Sun Jan 15, 2006 11:12 am    Post subject:  TFADW Official Players Guide! Reply with quote  Mark this post and the followings unread

That is right, the official (& first/only #Tongue) Tiberium Future: A Dying World Players Guide, what is this? Well, its a players guide of course; tips, hints & overviews for the teams to maximise your playing experience in the mod. I hope you find this helpful/useful & also enjoyable! Smile So, let's begin!

The Tiberium Future: A Dying World, Official Players Guide

Side Overviews
In this section i will give an overview of all the sides/teams in the mod, to better your understanding of how to use them, while you can be imaginative & try anything you like with the sides, this guide is designed to give you hints/tips & idea's as to effectively using the sides, giving both their plus points & weaknesses.

GDI:
GDI is a well rounded side, as their name implies (Global Defence Initiative), they have many weapons capable of superior defence, as such, a GDI base can be hard to rush with ground forces; Vulcan Cannons, RPG Launches are all known as useful defences on GDI, however in TFADW their surface defence is improved even more with the additions of two very useful assets; the Railgun Tower & the HE Cannon Tower, with these two base defences GDI is incredibly hard to take down with ground force & thus GDI has the best surface defence.

GDI's railgun tower is capable of mowing down rows of infantry & damaging rows of tanks as well, making it multipurpose, but with a sufficient amount of tanks the railgun tower is easily taken down. On the other hand, perhaps GDI's most powerful defence, the HE Cannon Tower, is mostly effective against both infantry & units, as implied, 'heavy explosives' are capable of destroying tanks in a single shot in most cases, while infantry go down just as quick with the high flammability of the explosives.

With this in mind, a GDI base with sufficient amount of defencive structures can be just about impossible to crack with ground units, your best bet is either an EMP, long range, or air to take out the base defence first. But defence aside, GDI has a very powerful taskforce aswell, efficient in power with both their infantry & units. The titan is now reinforced with a disc throwing cannon, titans in a group are a nightmare for enemy infantry & tanks, their disc throwing cannons in such a group can take out a large array of infantry at a time, while it is well known the titans cannon is powerful against mostly all armours.

GDI has a well rounded tech tree & economy, fairly identical to Nod's, if you know your economy, then you shouldnt have to do anything different than usual to make money on GDI. On the superweapons front, GDI's new installments to their Ion Cannon satellite have made it as powerful as ever, a single strike can take out most buildings, so use it stratigically & well. Also, for a short period afterwards the outflying sparks can burn nearby infantry, so once the building is destroyed, the survivors wont be alive for long either.

But this isnt GDI's most powerful superweapon, replacing the old, now considered outdated hunter drone, which many soldiers claimed obsolete in use as many witnessed their likeliness to hit civilians just as often as actually hitting the enemy. GDI worked long to replace it, & now the ion storm is a powerful superweapon to reckon.  The building that houses it is very fragile, with high tech accessories within, if it where highly armoured the light frequences wouldnt be able to reach out to the atmosphere &  then gather the ions & find a destination to cause the ion storm.

An Ion Storm is powerful against all things, & sometimes bolts may miss, but when they hit a target they cause serious damage. A perfect time to bring in your forces & finish the enemies base at its worst. You will need power to run all these technologically advanced buildings, as such the ionic power plant will supply all your needs, it is a bit expensive but worth it; Not only enough power for everything you build, but it is also safe power & wont cause too much collateral pain when destroyed.

GDI has also introduced a new powerful aircraft to their fleet, reinforcing the view of their powerful airforce. The Orca Mammoth, named after its likeliness in design to the mammoth tank, is incredibly powerful, & alot stronger than usual aircraft. While foolish to send the Orca Mammoth to an enemy base by itself, with a group it can come in strategic use. By itself, you can make use of it to reinforce your defence on the frontlines, its plasma orientated bombs can wipe out large chunks of your enemies rushes at a time. Making this unit perfect for defence. The Orca Mammoth also goes down with a destructive death, so keen placement when destroyed means it can cause even more extensive damage.

As a GDI commander, your most powerful hero unit is now the suitably named GDI Commando, with a fast firing, long range sniper rifle he can take care of enemy troops easily & quickly, hordes of infantry dont stand a chance! His plasma cannon can destroy armour well, especially buildings, but beware if he verses well armoured units like a titan, he will go down quickly versing such units. Unlike Nod's hero's, the GDI Commando is fast & light, making him easy to manoeuvre around the battlefield for the best positions.

Ontop of all this, GDI has some mutant support, so use their commando's wisely, Umagon can take out infantry & plant c4's. the Mutant Commando has a fast firing machine gun, an explosive cannon, & can also plant c4's. Also, dont forget your old buddy Ghost Stalker. Tiberian Fiends are also now enlisted for you. Back to GDI commando's, the GDI Veteran has a multi-grenade launcher which is very powerful against tanks, while GDI Veteran's machine guns can mow down infantry with ease, Veteran's are limited to a builtd limit of 10, as veterans of GDI are far & few from all the wars over the years. Use them wisely.

Don't forget the Mutant Harbinger either, buildable early on, this is the perfect unit for quickly scouting the enemy as soon as possible. & being a mutant, easy to heal & useful verses infantry. These can be useful indeed when used efficiently.

GDI has a unique & strategic mine aswell; the GDI Implosives mine can be moved, deployed & destruct at will, find the perfect spot for incoming enemy hordes & there you have it, the mine can instantly kill anything in its proximity (shown with its array), high powered implosives get the job done well, these mines are perfect for strategic defence.

So overall, GDI is a powerful force, with powerful ground defence & units. Striking them from long range, air attacks, or other ways stands a much more feasible chance of taking them down instead of facing them head on.  As GDI, a wide range of defence & units can keep you alive, but economy is important to fuel your armies growth. Another note; GDI's light infantry are well rounded in sight, speed & armour, compared to Nod's.

Nod:

Nod is the other well rounded side, its economy similiar to GDI's. Nod has a weak taskforce at the beginning of a game compared to GDI, but later on its technologies are indeed very high tech, & while expensive, make up for it in their uses. As such, money, power, & good defence is needed to build up its high tech armies. It relies on its unique technology & weaponry to get the job done, compared to GDI's all-round powerful units, Nod compensates with technology & weaponry.

Nod's Light infantry for a start are different from GDI's, they are alot faster, very fast in fact, perfect for scouting & outrunning at the start of the game, but on the other hand they reveal less than a usual light infantry, so a group of them is favourable. Their armour is also weaker, thus making them light & free to move.

Nod has a very useful soldier once available; the chemical soldier. In their suits, they are capable of sprouting a light, quickly disappering cloud of tiberium gas, powerful enough to kill a small ground of infantry in a single shot, & they fire fairly fast. Although as a downside they need to be close, & can be shot down by cannons & such quickly. On the other plus side, they can be useful in death also, their tiberium pumped suits explode violently releasing harmful gas & destroying nearby units & infantry with collateral explosive damage.

Also, Nod has a new cyborg; the suicide cyborg. Expensive, but capable of mass damage, a subterranian apc packed with these cyborgs is gauranteed to take a chunk out of the enemy base. Suicide Cyborgs are usefull in any occasion, when destroyed they still destruct with the power of firing, so either way you can get the job done if you are close to anything owned by the enemy.

This isnt the only unit with a self destructive power, even if the following unit is designed for actually attacking. The Heavy Flame Tank is useful for taking down plenty of infantry, & is stronger than a subterranian flame tank, however their an extra benefit; When destroyed the flame tank unleashes a powerful explosions, powerful enough to take down a building or two.

A new aircraft is added to their arsenal; the Banshee Bomber has superior firepower, a group of these can cause devastating damage, use them with pleasure, they surely are your best chance of taking down strongly armoured buildings, or an incoming unit of qreat force.

Nod's air defence is now improved to becoming superior; the Obelisk Of Darkness can fire a powerful laser at any incoming aircraft, taking down an average aircraft in a single shot. These obelisks are hell for an air fleet, best take these obelisks out with ground forces before attacking with air! Ontop of this Nod has an advanced obelisk, with stronger armour & a faster fire rate, the beam is less strong than an average obelisk, but the speed of its firing can take out weaker units much sooner, & with a few of these, they can take out stronger untis quicker also.

Finally the multi missile is upgraded to something more potent, Multi nuke missiles can take out a whole building & case grief for anything caught into its blast which spreads. Useful indeed. The Meteor storm, Nod's new high tech superweapon, can cause immense damage to a base, thousands of meteor debris take their toll on an any base, causing a huge radius of damage.

Nod's Commando, the elite Black Hand, Nod's fiercest warrior amongst soldiers. Carrying a heavy, automatic energy rifle, he can take out hordes of infantry, destroy building quickly, & take out units easily also. He needs to be close to fire however, & he moves slightly slowly, but this is compensated by his very heavy armour.

In other menaces, Nod's experimentations in creating the most fear inducing, power crunching cyborg, seem to have payed off. The Cyborg Commander, (Cyborgs themselves may even be fearful in its presence!) is one mighty unit, incredibly strong, with a weapon capable of taking down both ground & air units with absolute ease. Should the commander be destroyed, his powerful self destruct sequence will destroy nearby units & buildings.

The Chameleon spy means Nod is at a scouting advantage, while it isnt at the beginning of a game that you will be able to purchase the chameleon spy, his stealthed ability, cunning speed, & incredible range of sight means the chameleon is perfect for scouting as much as you could find possible. Its infiltrating abilities also come to good use. Also, Nod has the Mutant Harbinger also, so use them well.

It seems lately Nod has invested alot of interest in self destructive technology, the Abomination Mine proves this point. A seemingly remote controlled, heavy drone like bomb, slow moving & very strong, when destroyed a huge explosion causes mass damage in its vicinity, in its aftermath poisonous tiberium clouds loom afterwards killing off units, infantry & buildings.

Nod's ongoing research of tiberium related life forms have came with a result; controllable tiberium floater, capable of causing devastating damage in groups, great speed & fast rehealing in tiberium. Special equipment intersects with their brain to control them like drones, manipulating their conscious.

Nod's technology is power hungry & expensive, as such a relatively cheap power supply that gives as much power as you could wish for is available, the Nod Nuclear Production plant is yours answer to power problems. But you will need to be careful; an unsafe power source, when destroyed the nuclear blast causes devastating damage to nearby units/infantry/buildings.

Nod has replaced its tick tanks with a more easily delivered force, a beefy twin cannoned tank, while GDI still has the upper hand in its early taskforces, the Retribution tank atleast gives Nod a chance to stand up for themselves early on in the game.

Overall, Nod is a team that requires some good strategy to utilise, its advanced technology, its quick strike forces, & other units require good placement to be their best. But with economy nailed, & your base growing, Nod's technologies & unfearfully destructive units mean you can get the upper hand by delivering critical blows to the enemy.

CABAL:

CABAL is the true tech faction in the game, utilising only the most high tech units & buildings, CABAL is a very powerful force to reckon. While it would seem CABAL's superior technology gives it the power over the other teams, CABAL is probably the hardest to sustain an economy capable of feeding its money hungry technology, not only is CABAL's units expensive, but refinaries & harvesters are expensive too. Without sufficient economy, CABAL can go down quickly with a lack of units, even if its units are multipurposed & high tech.

CABAL's basic infantry class unit, the CABAL Cyborg is much more useful than an average cyborg, while armed with your usual chaingun, it has its own web launcher to trap its victims, in groups these make a horror for hordes of enemy infantry. Cyborg Rocketeer's are also useful, armed with a powerful rocket launcher, a group of these cyborgs are unstoppable against a task force of armoured units. While the Cyborg Surgeon can repair your damaged cyborgs on the field, as not to waste perfectly good metal.

CABAL's Cyborg Reaper is alot faster & is also stronger than usual Reaper, making this excellent multipurpose unit even more effective. The Probe Droid is a useful scout unit, hovering above the ground & armed with a light laser, these units are useful for quick scouting & hunting infantry, & their ability to hover makes them useful over the water & all terrain types.

The CABAL Artillery is the perfect artillery weapon; High powered & effective, however its range is rather short for an artillery, & thus it does best mixed in with other units to protect it. CABAL's harvester is alot stronger than usual harvesters, & it stores more tiberium aswell, another plus is that it is amphibious, the only downside of the harvester is it is slightly slower than your usual harvester.

CABAL also has a scout drone, a fast, spider like drone. Fast & slightly stronger than a probe droid, also the big plus for this unit is that it can act as a limpet drone, find an enemy unit or soldier & infect them with the drone, you are well on your way to spying the movements of your enemy.

The Atmosphere Probe is useful air unit for quickly dodging around the map whether shrouded or explored, & is especially useful for hunting down units on their way to your base. While CABAL's other air unit, the Rocket Drone, is your best choice for multipurpose attacks, in groups these small drones fire a barrage of rockets capable of taking down most units, unlike an orca, they dont pause to fire, they unleash their rockets all in a single barrage when they fire, causing maximum damage without delay.

Need to deliver your cyborgs around the map quickly to a location even over water to a land mass without being seen? The Stealth APC is a wise choice, a hovering, stealthed APC capable of carrying around your cyborgs, excellent for delivering them anywhere you please at quicker pace than walking.

CABAL's Stealth Tank is more powerful than a usual stealth tank also, & can be a wise choice for ambushes, with firepower & armour to battle most units. While the Electrode Tank is CABAL's subterranean unit; capable of causing mass destruction, while relatively weak, have a a couple of these & even a construction yard shall not survive. Do be wary though; They dont come cheap, & they arent the most armoured of units.

CABAL has several special hero units; his own Cyborg Commander is the superior cyborg for any occasion, unlike Nod's Cyborg Commander which has a high powered pulse like energy balls, CABAL's Cyborg Commander delivers a massive explosions via an instant laser burst, this means the weapon is delivered to its target as quick as possible & without losing any firepower either. To quote the cyborg itself "None shall live".

Unit wise, the Reaper Commando is the hero. A powerful reaper indeed, armed with a tiberium infused plasma type weapon, fast, quick, & armoured, the Reaper Commando can deliver a slew of plasma in a single stream over a large range radius, the tiberium infused within the plasma instantly kills any infantry without proper armament. The perfect strike weapon.

In the air CABAL has a hero aswell; his Stealth Jet is radar invisible, high altitude, & quite fast, perfect for scouting with its sight, but there is alot more potential; the Stealth Jet is a mechanical stopper, armed with an array of EMP's, you can stop any rush, or even take down the enemies base power, perfect for you to strike. On top of all this, the Jet can even be used as a carryall to carry your units across the map with ease. In conjunction with firing, you can release the unit quickly in a parachute, although most units & cyborgs will be affected by your EMP weapon when parachuting where you just released the EMP's.

& last but not least in his heroic arsenal, the most feared unit of all; CABAL's Defender, standing above the ground like a giant, this massive robot like unit is armoured in a strange black metal, resistant to even the most powerful weaponry, it takes an army or strategic attacks to take down this mammoth destroying unit, armed with railgun type laser, the Defender can destroy multiple building or units, & causes mass damage wherever it fires, not only this, but when destroyed itself, the blast will take out many nearby units/infantry & buildings.

Need power? CABAL's Tech is very power hungry as much as it is economy hungry, the Tiberium Fusion Reactor is the answer to this, an expensive, yet incredibly strong reactor will give you the most power any building could give in the game, & not even an ion strike or multi nuke missile will destroy this building, but beware, if destroyed the reactor will go out in a glorious explosions, only to be followed by hundreds of gas clouds capable of creating mass havoc for a large period of time.

Defence wise CABAL is relatively well rounded; a light laser early on nearly idential Nod's, CABAL's Obelisk & Obelisk of darkness, both stronger than Nod's, while also having a sensor array radius for extra defence.

CABAL also happens to own perhaps the most powerful superweapon; the Tacitus Missile Launch, generated from CABAL's Core itself, you may choose your destination for this missile; & once it reaches the target, a massive burst of energy will destroy its target, & a strange gas cloud will eminate from the energy; To be followed or perhaps summoned by hordes upon hordes of strange meteors, infused with the power of the tacitus's knowledge, these meteors unleash large tiberium explosions; spawning hundreds of gas clouds. This is a true base killer of a superweapon.

As you can see, CABAL is perhaps the most powerful side, however, it is the hardest to actually achieve building a taskforce or such, the economy on CABAL is hard to handle, & if you havent topped it & build up a force of high tech units, then a rush early on from the enemy could ginish you, if you can hold on long enough defending yourself, you may just become the most powerful player. That is, if you dont run out of money & resources.

The Forgotten:
The Forgotten (Also known as Shiners, aka, mutants) is the side thought more of as 'lower' tech, they scavenge, but they do scavenge well. Their Economy is probably the easiest to handle; their cheap refinaries & harvesters, & qucik harvesters too, mean that getting money quick is simple, if done well, you can become incredibly rich quick as a mutant commander.

In battle, the mutants posess some of the most powerful units for dealing damage, their infantry are cheap, & have the plus of healing in infantry. The Forgotten is the side that wins with numbers, & it is easy to achieve these numbers, especially with a fast paced economy. Mutant's cost only 60$, heal in tiberium, & have a useful weapon against infantry, with such a low cost, you can literally create hordes in seconds, the reason: They are so weak, send a horde to the enemy base, they are likely to die at the first or second vulcan cannon. But they have their uses. Especially hunting out those light infantry.

The Mutant Soldier is a faster & more armoured variant of the mutant, so if you are going to assault the enemy with mutants, these are your best choice for a relatively cheap taskforce. The Mutant Sargeant is next soldier up, armed with a useful machine gun & tough armour, as well as good sight, these solders are multipurpose, in groups they can take out enemy buildings with their machine guns incredibly quick.

Tank wise, the mutants can build an army up with some classic scavenged tanks, light tanks, medium tanks, heavy tanks, apc's. All so useful for their cause. Harvesters are only 500$; Again, easy to make money. But beware of their very light armour. Also, once a radar is purchased, you can build Umagon & an artillary, the artillary & variably weak & only slightly longer ranged than a tank, but they are quite cheap, so they do well mixed with other units.

It dosnt take long to get your tech tree with the mutants; This is why it is so easy to start rushing &/or building up your taskforces, making the mutants the perfect side for creating large groups of units. Even so, they still have special units. The Mutant Commando, Ghost Stalker & tiberian fiends are readily available playing as The forgotten also, so use them as you like.

Along with the tiberian fiend, The Forgotten can build both floaters & Adult visceroids, the most vicious of creatures at your disposal. Once teched up, the trusty Mammoth Tank is ready for purchase, the perfect fighting tank. Along with this, perhaps The Forgotten's most high tech tank, aptly named the Tech Tank, this tank is like a living mutant; it heals rapidly in tiberium. Armed with a SAM launcher & a Scatter Explosion Cannon, this tank is perfect in groups for all purposes, & nearly unstoppable when placed in tiberium; their rate of healing is quite quick.

Once a Mutant Spy Array is purchased, you have access to a pirated Ion Cannon uplink, the array is capable of hacking into the GDI Sattelite to use its Ion Cannon, aside from this very useful feature, the spy array can just about detect all of the map, or atleast half of a map, area's in shroud are revealed of units & buildings via the radar, & detecting stealth/subterranean units, note, for the sensor array to work you require enough power as not to run out when it is placed, or else the effect is glitched. Also once purchased, Mutant Hijackers become available.

Finally, once the Mutant Headquarters are built, two of your most valuable assets as Forgotten commander become available: Tratos, & the Mutant Reinforcements superweapon. Tratos is your Hero of hero's for the mutants, he is your most valuable unit for destruction against your enemies base; Tratos is useless against infantry & vehicles, but he can destroy a building with a single summoning of a meteor. Not only this, but meteors create shrapnel storms, just by summoning meteors constantly to a single spot, the shrapnel of meteors generated is enough to severely damage a wide radius of your enemies base. However be careful, as tratos even hurts himself in the process.

The Mutant Reinforcements can truly turn the side battle; Unleashing elite tiberian fiends & mutant commandos to anywhere on the battlefield as you please, a sudden strike such as this can take the enemy by surprise; & not only this, but their immense firepower & speed means you can deal alot of damage.

The only downside for the mutants assault powers, is the lack of air; Mutants are low tech, & as such, they havent really fortified any means of aircraft, meaning mutants rely on their warrior cunning to turn the tides of the battlefield, with numbers & firepower.

For the mutants, there is no definitive power solution; As such they must build many power plants, starting off with incredibly cheap, weak, & light power producing solar panels, & then building power plants. Mutant defencing building are quite useful; Bunkers with mutants armed with machine guns kill off infantry rapidly, & the Mutant Bastion is armed with a long range fast firing sniper rifle, & multiple rocket launchers.

Overall; The Forgotten is your side for rush tactics, or winning by sheer force, with an easy to manage economy, many different, destructive units, & capable of hordes of infantry. The Forgotten is perfect for all types of land battle. Their weakness lies in their incredibly weak base structures; It takes very little effort to destroy the mutant buildings, & as such it requires keen protection of your base to stay alive. Especially watch your weak harvesters; Without protecting them, the enemy can get a grip on your fast economy, & easily tighten your money.


The Maps Of TFADW:
TFADW Includes many new maps for your enjoyment, below are analysis of the new maps to get an idea of them:

Treacherous Lands:
A large, 6 player temperate map. This map is very cliffy making it the perfect map for ambushes & hiding in the crevaces. It also means if you outbuild your space, then you must hunt for another space, it can be hard to master your positions, but once mastered this map is your playground to trap the enemy; All the winding cliffs & tight spaces means if the player cant realise how to expand to the next position, you easily have them trapped for your attack. It is critical not to stay hemmed in the single position later on in the game. Watch out for Night Stalkers also; strange mutant assasins capable of taking out your infantry & units. The map is littered with many small runs of tiberium & the like, which is why it is even more important to expand your positions to stay on top.

Guard The Bridges:
Another large 6 player map, this one is set in the snow. A large river flows throughout the whole map seperating most of the positions, & in general causing two landmasses below & on top of the map, but all seperated like islands in many places. Aptly named, the bridges are the first notable entry to your base; defend these! But dont forget all the sneaky cliff slopes the enemy can find their way to your base with. The map has alot of open space & plenty of tiberium, so building big bases is quite easy. A tip; there is large amount of red tiberium on the map capable of giving huge amounts of money, try to destroy your enemies red tiberium supplies to give yourself a better chance.

Frozen Twilight:
A medium sized 5 player snow map, 3 landmasses divided by an iced over lake. There many sloped entrances to the landmasses, but also bridges, the upper landmass mainly needs to worry of the bridges as the slops are not really elsewhere; However the upper landmass also has less room to build & thus its easiness to defend. Weeds survive the climate here, so watch out for them. The bottom left landmass is probably the largest, but probably the hardest to defend also. Try to get forces around that landmass to hem the player in, or if you are the player try to hem in the other players before they can hem you in.

Mutant Extermination:
A medium sized 4 player map. The map is strewn with mutants defending themselves. So watch out for nasty surprises there. This map is very tight; if it is 2v2 you must be clever with your tight build space, if 1v1 then use the side next to you to expand. The cliffs are great for defence, if you are lower left, beware of the weeds! They grow quickly. If you a lower right watch out for the visceroids in the small red tiberium pit, & the weeds on the cliff above. for the top left & right, the biggest concern is getting hemmed into those area's, top left has the largest build space, but needs to travel a bit for good tiberium, & the top right is the smallest build space, but is closest to your own personal supply of tiberium protected from head on attacks.

Plains Of Plenty:
A larger than medium sized 4 player temperate map, with plenty of space, & an unlimited supply of tiberium. This is the perfect map for large battles; note, this map is hard to defend for most spaces, large build space, but a plateua to be assaulted from any direction. Only the top right is easy to defend, however this is the smallest buildspace. So again being hemmed in  is a worry. This map is great if you want money money money. Large battles on the vast land ensue!

Terrace II:
Similiar to the original Terrace (4 player temperate map, with a large vast space for battles & rushing), but with more tiberium, darker lighting & more detail. You know what to expect! Also this map could be compared to the vast feeling of 'Plains Of Plenty'.

Secure The Region:
A small 2 player temperate map. This map is absolutely great fun for 1v1, a lake, a bridge, & a land crossing to defend makes this one of those really fun defencive position maps. With your own two sides of the map to keep. Tech buildings are nearby to capture, although watch out for the infantry protecting them! Also, if you have artillary of any sort, feel free to destroy your enemies blue/red tiberium. Wink

Ionic Frequency:
A small 2 player temperate map. Plenty of tiberium, & plenty of places to defend & assault! But watch out, after a while a very powerful ion storm will show up which lasts a while, Better get those pavements out or else you will lose land to build on!

Dueling Islands II:
Dueling Islands was one of my favourite maps from Firestorm for 1v1 fun, so here is my version: Highly detailed, nice lighting, plenty of tiberium.. & Hey for a twist, no way to repair the bridges from your island to your personal tiberium stash. Money all over this version of the map. Enjoy!

A Stab In The Dark:
A very dark temperate 2 player map. This is a map you will actually need to build light posts on to see. Once you can see & have your base well on its way, this is the perfect map to strike from the darkness & give your enemy a surprise! Beware of things that lurk in the dark. Wink

Hints & Tips:
Firstly, both GDI & Nod have spotlight towers; Equipped with sniper rifles & a bazooka, these are very useful early on, don't neglect them! Mutant Harbingers are also available, & useful for scouting, so remember them also.

It is good to know; The more factories you build, the quicker that factory type will build. For instance, build a few barracks, & infantry will build alot quicker. This is essential knowledge for building a large force rather quickly. Smile

If you see red tiberium on the map, hurry to it! Red tiberium is the most valuable in game, & with a truck full you can get thousands in cash, excellent! However beware of blue & red tiberium exploding; the damage factor is up a notch.

Another thing; Red tiberium will kill infantry in seconds, send an infantry into a patch, he will go only a few steps & then transform into a visceroid, it is your worst nightmare for a whole group to step on even a small patch, it will seriously damage them, even one step. So watch out indeed!

In TFADW, there is a huge difference with units that have become veteran or elite, don't waste an elite unit! Even as veteran, something is boosted, & things such as speed, armour, etc. are boosted alot more than originally. Just about all units, when elite, are given a completely new weapon, better than their previous, for instance the hover mrls is given a longe range, high powered missile launcher when elite, & mutant sargeants have a nearly none reloading version of their powerful machine gun. Just a couple of units as examples. Know the power of veteran & elite units. Smile

It is good to know i have edited just about every unit in game; test them out, feel any difference, find something you can work with? Make your own strategies! Smile The game is now slightly faster paced & economy driven then before, giving you the ability to build your full tech tree, as many new additions are present. Enjoy the game to the maximum!

There are tech buildings in TFADW: Structures you can capture on maps. Keep this in mind as they can give you a useful advantage. Civilian Armouries are incredibly useful as they can promote infantry class units to elite (Remember elite units are alot more powerful), while Civilian Hospitals heal your infantry. Civilian Spy Arrays give you a very large sensor array across the map, similiar to the mutant spy array.

Also note that civilian buildings can cause collateral damage; As well as ammo crates being more destructive. See enemies in a civilian city & can easy destroy nearby buildings? Then go for it, you may damage enemy units in the process!

Enjoy the Tiberium Future commander!

I hope you enjoyed the guide, now go & enjoy the mod! Smile The guide is subject to change should i add or modify something to it. Tell me your thoughts on the guide! & If it helped/applied. Hope to hear from you all soon! Wink

Last edited by j4m3sb0nd on Mon Jan 16, 2006 3:56 am; edited 1 time in total

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Morpher
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PostPosted: Sun Jan 15, 2006 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

You put a lot of effort in this I can tell, good work j4m3s Smile.

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PostPosted: Sun Jan 15, 2006 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cheers! Smile

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Elerium-155
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Joined: 07 Mar 2005

PostPosted: Sun Jan 15, 2006 1:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just a question, if CABAL took over the cyborgs, then why can't he just dominate all of the cyborgs belonging to Nod?

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j4m3sb0nd
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Joined: 10 Nov 2004

PostPosted: Sun Jan 15, 2006 2:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

To extract from my story 'The Aftermath of CABAL' (http://www.ppmsite.com/forum/viewtopic.php?t=5650) "Little do they know the essence of CABAL lives on... However for the meanwhile they rejoice with what they did achieve from the facet of his artifical destruction, the complex obelisk designs & reaper cyborg's where all something CABAL built in his short beam of glory, Nod was capable of retrieving these designs".

The storyline of the mod is after the events of firestorm, the cyborg units belonging to cabal at that stage turned on them & many where deactivated also. It has been a while since then, & Nod has extracted the designs of cyborgs & the likes from the supposed core (Which in fact, is not CABAL's singular essence). With the designs Nod can recreate these units with modifications linking their control with Nod, & as such they are fully functional & complete with owernership to Nod.

You may ask, then why dosnt Nod have units like the Reaper Comando, Cyborg Rocketeer, etc. that CABAL has in the mod, well these where all designed in CABAL's absence from being present, CABAL secretly forged his armies once more, & the result is a completely new tech tree of his technologies. A complete surprise for both GDI & Nod.

Is the picture clearer now? Smile

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Elerium-155
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Joined: 07 Mar 2005

PostPosted: Sun Jan 15, 2006 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Indeed Wink Just was curious.

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DeathRay2K
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Joined: 01 Sep 2002
Location: Canada

PostPosted: Sun Jan 15, 2006 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow! Very nice guide!

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j4m3sb0nd
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Joined: 10 Nov 2004

PostPosted: Mon Jan 16, 2006 1:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Elerium: I am glad. Very Happy

DeathRay: Thanks! Smile

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Mon Jan 16, 2006 2:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Sweet job man. Cool

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Last edited by DoMiNaNt_HuNtEr on Mon Jan 16, 2006 3:01 pm; edited 1 time in total

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j4m3sb0nd
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PostPosted: Mon Jan 16, 2006 2:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Domonic, hope it was helpful. Wink

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j4m3sb0nd
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Joined: 10 Nov 2004

PostPosted: Mon Jan 16, 2006 3:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated the hints & tips section to include expanation of tech buildings & civilian structure debris. Smile

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Mon Jan 16, 2006 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

j4m3sb0nd wrote:
Thanks Domonic, hope it was helpful. Wink


Not a problem, and of course it was helpfull Very Happy

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j4m3sb0nd
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PostPosted: Tue Jan 17, 2006 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Excellent. Smile

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Dreadlord
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Joined: 19 Oct 2005
Location: Russia, Voskresensk

PostPosted: Sun Feb 12, 2006 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know where should this post go, so I will put it here Smile sorry for any inconvenience =)

I found a pair of glitches in TF:ADW.

1.)Elite Mammoth Mk II doen't want to attack anyone even with force-fire
2.)CABAL & Nod Cyborg Commanders have a little bit buggy sound. Sometimes their voice is normal, sometimes it produces terrible brain-blowing scratches Sad and by the way their voice is a bit familiar to me, but I still can't remember where I heard it last time...Smile)
3.) I played as GDI vs Nod AI (artificial idiot =)) on Terrace II. When I entered his base with 30 titans and stole his construction yard, he built 10 more on the northern half of the map, also he had about 7 war factories, and I got tired of blowing him up because he instantly rebuilt everything I destroyed =)

and a strange thing - when I built a Nod meteor control center and launched a meteor storm at enemy, there was no meteors (I played as GDI). Although I activated meteor strike, AI was devastated by... ION STORM Very Happy

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Sparks: Oh, that's nothin', man. The ON button is a 50-megaton hydrogen bomb.

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j4m3sb0nd
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Joined: 10 Nov 2004

PostPosted: Sat Feb 18, 2006 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Dreadlord wrote:
I don't know where should this post go, so I will put it here Smile sorry for any inconvenience =)

I found a pair of glitches in TF:ADW.

1.)Elite Mammoth Mk II doen't want to attack anyone even with force-fire
2.)CABAL & Nod Cyborg Commanders have a little bit buggy sound. Sometimes their voice is normal, sometimes it produces terrible brain-blowing scratches Sad and by the way their voice is a bit familiar to me, but I still can't remember where I heard it last time...Smile)
3.) I played as GDI vs Nod AI (artificial idiot =)) on Terrace II. When I entered his base with 30 titans and stole his construction yard, he built 10 more on the northern half of the map, also he had about 7 war factories, and I got tired of blowing him up because he instantly rebuilt everything I destroyed =)

and a strange thing - when I built a Nod meteor control center and launched a meteor storm at enemy, there was no meteors (I played as GDI). Although I activated meteor strike, AI was devastated by... ION STORM Very Happy


Thanks for letting me know about thse dreadlord! Very helpful/informative. Smile Let me explain each answer, &, hopefully, i will fix these too. Wink

1. As you know every single unit has an elite & veteran weapon upgrade, just about. It must be an error with the weapon, ill have to fix that. Wink

2. Ah, these errors are a plague, annoying too - it seems whenever i compact a mix file, sometimes it corrupts the sound files, giving them a glitchy noise, i would always get the GDI commando's voice getting that, its annoying & not really my fault, just a strange occurance of the mix files, i need to repack the audio that is corrupted.

3. This one cant be fixed im afraid - The meteor storm & ion storm use a hunter seeker logic, as you know GDI & Nod use their set hunter seeker; So GDI's hunter seeker causes ion storm, Nod's causing the meteor storm. As such, both these buildings on both sides let go of their set hunter seeker, so when you capture a nod or gdi ion/meteor control, they will release the hunter seeker set for your team. Just a logic issue. Wink

Thanks for your support! Smile

Oh & yeah, the AI loves building multiple structures & units, it is just evil like that. Wink

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Dreadlord
AA Infantry


Joined: 19 Oct 2005
Location: Russia, Voskresensk

PostPosted: Sat Feb 18, 2006 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread

I'll report immediately if I find something wrong Smile

about GDI Commando's voice. I think it was not too necessary to slow it down... imho, of course Smile
at first when I heard this glitch with sound I thought it might be a problem caused by compatibility mode or a glitch of my soundcard. Fortunately it is not Smile

and about the hunter-seekers. It is pity that you cannot make them separate, but it is better for HS to launch the same superweapon than to launch nothing =)

p.s. what is the purpose of GDI Sensory Node and how does it work? I built it and didn't found any differences in gameplay...

p.p.s. I remember one more issue, but I am afraid it cannot be fixed.
Sometimes CABAL and the Forgotten start with standart MCV only (it is useless for them) and sometimes they start with about 2-3 MCVs (1-2 their own and 1 standart)  Very Happy

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Sealab 2021 wrote:
Marco: So you rigged the OFF button with a tear gas grenade? Ho ho ho, you magnificent bastard!
Sparks: Oh, that's nothin', man. The ON button is a 50-megaton hydrogen bomb.

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j4m3sb0nd
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Joined: 10 Nov 2004

PostPosted: Sun Feb 19, 2006 3:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, i wanted him to sound more deeper voiced, haha.

About the sensory node, well, originally in alpha stage it was a drop pod node, but in the released version it is the sensory node; i was going to make it have an large sensory array radius, sadly that dosnt work. So instead it has an issensorynode tag which makes it easier for units to priorities targets. I may however replace this node later on, or make it cheaper.

Yeah, thats a problem i cant avoid unless i use the method of cutting out the start units slider, only being able to start with 1 mcv, in which case i will also need to change the language dll files. I may consider this for future versions. Wink Along with its own exe like most new mods these days.

I may also consider a campaign to convey the storyline.

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Dreadlord
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Joined: 19 Oct 2005
Location: Russia, Voskresensk

PostPosted: Sun Feb 19, 2006 8:09 am    Post subject: Reply with quote  Mark this post and the followings unread

sounds cool =)

and I want to know several more things Smile
1.)how much credits gives a harvester full of red tiberium?
2.)how much tiberium can refineries, silos, Nod nuclear plants and CABAL tiberium reactor store?

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Sealab 2021 wrote:
Marco: So you rigged the OFF button with a tear gas grenade? Ho ho ho, you magnificent bastard!
Sparks: Oh, that's nothin', man. The ON button is a 50-megaton hydrogen bomb.

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ORCACommander
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Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sun Feb 19, 2006 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

good work on this guide

I think you get around 2000 cred with a full harvester or morph the terrain by using it as a demo truck Wink

I think You should have used Havoc's voice from Renagade for the commando and rename him Havoc and make a seperate nod commando called Sakura who pales in comparison to havoc

Oh and you definetly need campaigns of your own or alter the existing ones because the preexisting ones don't work

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j4m3sb0nd
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Joined: 10 Nov 2004

PostPosted: Mon Feb 20, 2006 3:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, not all harvesters are the same; the mutant & cabal harvester are completely unique.

But as to generalise, the Nod & GDI harvester both give you $2800 per full load of red tiberium. Compared to a full load of blue tiberium which is $1120, & then green tiberium which gives you $700.

About the silo's/Tiberium Storage: Refineries store 160, An average silo stores about 120 tiberium bails, Nuclear Production Plants store 400, while CABAL's Tiberium Reactor stores 1000 - just about infinite! Oh, & you can capture the 'old' destroyed c&c building - The old silo's store 400.

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Dreadlord
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Joined: 19 Oct 2005
Location: Russia, Voskresensk

PostPosted: Mon Feb 20, 2006 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

[quote=j4m3sb0nd]Compared to a full load of blue tiberium which is $1120[/quote]
as far as I remember, blue tiberium gave $1400 in standart GDI/Nod harvesters

and...how much credits does green tiberium give per bail?

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Sealab 2021 wrote:
Marco: So you rigged the OFF button with a tear gas grenade? Ho ho ho, you magnificent bastard!
Sparks: Oh, that's nothin', man. The ON button is a 50-megaton hydrogen bomb.

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Dreadlord
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Joined: 19 Oct 2005
Location: Russia, Voskresensk

PostPosted: Mon Feb 20, 2006 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I found out in rules.ini that one bail of green tiberium gives $25
so refineries store $4000, silos - $3000, Nuclear Production Plants and old C&C silos - $10000, and CABAL Tiberium Reactor - $25000. very nice =)

I apologize for double-posting, but I am a little bit short in money and cannot edit my post. Please merge these two messages Smile

_________________
Sealab 2021 wrote:
Marco: So you rigged the OFF button with a tear gas grenade? Ho ho ho, you magnificent bastard!
Sparks: Oh, that's nothin', man. The ON button is a 50-megaton hydrogen bomb.

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j4m3sb0nd
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Joined: 10 Nov 2004

PostPosted: Wed Feb 22, 2006 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I think you didnt read my message properly...

I said green tiberium gave $700 in my first reply. & i said how much the building stored. Wink

So yes '25' bails, out of say '4000' in storage terms. 25 translating to $700.

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Dreadlord
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Joined: 19 Oct 2005
Location: Russia, Voskresensk

PostPosted: Thu Mar 02, 2006 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

no, I wanted to know how much tiberium gives a bail.

okay, let's finish that offtopic Smile

by the way: a few more mistakes in TF:ADW
1.) Chem Warrior's firing animation has bugged color.
2.) Limited units like Nod Abomination mine and CABAL Reaper Commando can be given in crates. imho they shouldn't since the're limited Wink

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Sealab 2021 wrote:
Marco: So you rigged the OFF button with a tear gas grenade? Ho ho ho, you magnificent bastard!
Sparks: Oh, that's nothin', man. The ON button is a 50-megaton hydrogen bomb.

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x3r
Civilian


Joined: 02 Mar 2006

PostPosted: Thu Mar 02, 2006 6:23 pm    Post subject: Problemo Reply with quote  Mark this post and the followings unread

(I'm a newcomer  Crying or Very sad )

Hey i've gotta say i adore your mod jamesbond, and the additional sides are fantastic!! I also like the fact that you can play LAN games too without any bugs (like some mods  Confused )

Anyway, the reason why i'm here is.. i've found a biiig problem which you probably allrdy know.

When i start as CABAL/FORGOTTEN the MBC deploys into a dud - what's wrong? Could anybody help me, or is it a mistake in the rules.ini file or something  Question  Question  Question

Hope i aint insulting but i just want to know  Very Happy

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Dreadlord
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Joined: 19 Oct 2005
Location: Russia, Voskresensk

PostPosted: Thu Mar 02, 2006 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

about CABAL/Forgotten:

they receive standart MCV which is useless for them. They should get their own MCVs as starting units(I suppose you play with starting units, as it is the only way to get these MCVs). just restart the game and you will get the additional MCV of your side. If you are lucky and play with maximum amount of starting units, you'll get 3 MCVs (2 of your side and 1 standart) =)

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Sealab 2021 wrote:
Marco: So you rigged the OFF button with a tear gas grenade? Ho ho ho, you magnificent bastard!
Sparks: Oh, that's nothin', man. The ON button is a 50-megaton hydrogen bomb.

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j4m3sb0nd
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Joined: 10 Nov 2004

PostPosted: Fri Mar 03, 2006 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Dreadlord:

1. Not really too noticeable.
2. Wouldnt really call it a bug, just a nice little surprise to recieve in a crate. #Tongue

x3r:

Glad you like the mod! Very Happy  & glad you enjoy playing LAN on it also. Smile I take it you have played as the extra sides then, so your question is a query about why you recieve excess dud mcv's, or sometimes only a dud, it is a requirement that this error is here to make the new sides work.

Either i do this & allow you to start with unit count 10, or i use a logic which requires unit count 1 or else you get an IE, no short game option, & so people wouldnt complain about errors id need to lock these settings in by editing a dll & exe file.

As of the moment im hoping you can see why ive chosen the multiple mcv logic rather than the 1 unit only one, besides tampering & having a new exe wouldnt work with people who own The First Decade either.

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x3r
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Joined: 02 Mar 2006

PostPosted: Fri Mar 03, 2006 8:03 am    Post subject: :D Reply with quote  Mark this post and the followings unread

Ah yes that's perfectly ok, it's your mod after all. However i usually have it Max-Units: 2 so i get one dud and one normal. Anyway good job  Smile

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j4m3sb0nd
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Joined: 10 Nov 2004

PostPosted: Sat Mar 04, 2006 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Thats the point, you have to have more than 1 unit for this logic to work, unlike the other one which requires 1 unit & tampered game files.

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