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Home » PC » Command & Conquer - Tiberian Sun » Command & Conquer - Tiberian Sun FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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want and click the "Join" button at the bottom of the screen (near "New
Game").  In a few seconds, you should be in the game lobby (or "game").
Here's how everything's set up: the top two drop-down menus allow you to select between GDI or Nod and a particular color, the top box on the left has the user list (left to right: acceptance status, represented by a star, with the host [creator] having a star with an "H" on it), the bottom has the text (with a box for entering text below it, the upper-right has the map's name, below the name is the current option setup, the bottom-right has a preview (applies only to pre-made or user-created maps with the in-game program- NOT maps made with FinalSun or other editor), and a row of buttons is on the bottom.  There's "Options," "Find/Page User," "View Tournament Ladder,"
"Help," "Accept/Go," "Cancel," "Kick" and "Ban."  All of them except the last four have the same function that they do in lobbies.  "Kick" boots a user from a game lobby and "Ban" bans them from your game lobby.  However, if you're not the host, the last two won't do anything.  "Go" only shows up if you're the host, and "Cancel" makes you leave.  Once you've selected your allegiance (GDI or Nod) and color (doesn't matter here, although it may be a good idea to select a color similar to the terrain- Green= grass areas;
Purple= Purple Tiberian Moon; Sky Blue= any snow level, Snow Dragon's Lair; gold or orange= any level with dirt), just wait.  Now is a good time to ask the rules or request any changes in options (except a change in Game Speed- no one changes that, no matter what).  Whatever you do, do it nicely (i.e. "please").  When everyone is settled and the host is ready (usually signified by the host saying "acc all" or similar), click "Accept" if you're happy.  A star will appear next to your name, as well as next to the name of anyone else's that's accepted.  Note that you must accept before the host can, so don't lag (be the person to prevent the game from starting), unless, that is, you want to be banned from the game.  Once everyone has accepted and the host has clicked "Go," "Working - Please Wait" will appear, with a red bar below it showing the progress.  After this is done, a screen will pop up, with bars of various colors showing the progress of the pinging process.  Once done, the game starts.

Creating a New Game:

When in a lobby, click "New Game" in the lower right.  A box will pop up, allowing you set the number of players (2-4, although up to 8 can play), and whether or not the game requires a password, if it's a Tournament game, or if it's a BattleClan game, which requires you to be in a BattleClan.
After choosing your options, click "OK" to start it.  After a few seconds and a popup box pass, you'll be in your game lobby.  Time to select some options.
First, you want to select your map.  This is accomplished by clicking
"Multiplay Map" in the upper-right corner.  Scroll through the list of maps available.  There are always a bunch of maps already in the game.  As you play matches, you'll find that more and more maps become available, because whenever you play a map, it automatically is added to this list.  Neat, huh?
You can also create a map of your own, a la SimCity 2000.  Simply select the environment (Desert, Tiaga, Temperate, and Tundra), time of day (Afternoon,
Dusk, Morning, Night), width and height (Small, Medium, Large, Very Large), number of players (# of bases- 2-8), regions (parts of the map- 0-100), access (how accessible they will be- 0-100), hills (percentage of hills- 0-
100), Tiberium (percentage placed on the map- 0-100), Amount of Tiberium
Fields (the concentration in each field; put it on the highest for more
Tiberium- 0-100), Water (percentage of water- 0-100), Vegetation (percentage of vegetation- 0-100), Cities (percentage of cities/buildings- 0-100), and click "Preview" to see it.  Click "Save" to do just that.  Type in a name for it to add it to the list.  (Note that you can get a random map by clicking
"Surprise Me" if you don't want to go through the trouble to changing these parameters.)  After clicking on the desired map (or loading one; click
"Load," the map you want, and then "OK"), click "OK."  You'll be taken back to the previous screen, where one or more players may have joined your game.
A preview of the map will be shown in the bottom right (unless it is a custom map, then you won't get a preview).  Now chat on about rules and teams.
Select you allegiance and colors.  But first, take time to fiddle with the options on the right before starting.

"Speed" adjusts the game speed.  Ranges from 1-6.

"AI Players" adjusts the number of computer players (a.k.a. "CPU" or "comp"), except in Tournament games.  Ranges from 0-6.  Add this to the number of human players to find the total number of players.  Note that you cannot ally with the CPU.

"Difficulty" adjusts the difficulty of any CPU players you will face.  Also changes the difficulty of a CPU player that takes over when a player leaves but doesn't surrender.  Ranges from 0-2, with 0 being the easiest and 2 being the hardest.

"Unit Count" controls how many units each player has when they start the game.  Ranges from 0-10, with 0 giving you only an MCV (recommended, because you can just double-click it to deploy it without having to worry about other units).

"Tech Level" controls how far up players can go in the "technology tree" (which can limit what technologies you can have).  Ranges from 1-10, with 10 giving you access to everything.

"Credits" adjusts how much money you start the game with, ranging from 2500-
10,000 (10,000 recommended).

"Allies Allowed" sets whether or not players can team up (i.e. not attack each other manually, except with Ctrl+mouse click, or automatically).
Doesn't work on Tournament games.  Players CANNOT ally with the CPU.

"Harvester Truce" sets if Harvesters are invincible or not.

"Bases" controls if you can build a base or not.

"Re-Deployable MCV" sets whether or not you can move your Construction Yard after the MCV has been deployed by clicking on it and then where you want it to move.

"Fog of War" sets whether or not explored areas will "gray out" over time, not showing what is currently going on, unless you explore them again.
Uncheck the box if you don't want this.

"Bridges Destroyable" toggles if you can destroy bridges or not.

"Multi Engineer" sets whether or not more than one Engineer is required to capture a structure.

"Crates" lets you control whether or not round balls appear on the battlefield during the game, giving you death, wealth, a gas cloud, or other things if you send a unit into one.

Once you've set up the options the way you (and the other players) like it, assess the situation.  Feel free to tell what the teams are or ask players what they want the teams to be (not a frequent thing- teams are usually organized by geography).  North vs. South ("N vs. S") and East vs.
West ("E vs. W") are popular.  Then say "acc all" ("Accept, all") to hopefully encourage everyone to accept if they are happy.  If some starts acting up, ban them from your game.  (Click on their name, click "Ban" and then "Kick.")  You should do this only if they lag, which makes everyone wait for them.  (So if you have to go the bathroom, tell everyone you'll be right back and accept then and there.  Don't worry- the loading screen gives time.)
Once everyone has accepted, click "Go" and you're on your way!


5. Buildings/Units Guide

Here are all the buildings and units for both GDI and Nod.  As of now, I will not list the prices, because you can see them by hovering the mouse over their icon in the game.  However, I may add them in a future edition of this
FAQ.  I list the buildings and then the units.

NOTE: YOU WILL NEED SOME STRUCTURES BUILT TO ACCESS OTHERS HIGHER UP ON THE
"TECHNOLOGY TREE."

-GDI

-Buildings

Power Plant: Your basic building block of a base.  Provides power and can be upgraded with Power Turbines.

Power Turbine: Build one and then click on a Power Plant to slap one of these much-needed babies on.

Barracks: The source of all troops.  Build one early so you can get a supply of Light Infantry and Disk Throwers going for offense/exploration.

Tiberium Refinery: Highly important structure.  It is your source of all income and come with its own Harvester each time you build one.

Tiberium Silo: Lets you store excess Tiberium once the Refinery is full.

War Factory: Aside from the Tiberium Refinery, this is the single most important building in the game.  It lets you build the rest of your units.

Radar: Lets you keep tabs on all explored areas via the display in the upper- right.  Note that some maps have modifications to have the display on automatically.

Gates: Two versions here- one faces in one direction, and the second faces in a different one.  Used to keep out ground units.  It will open for you and your allies.  Be warned: it will eventually blow up when subjected to a lot of gunfire.

Pavement: Makes your units move faster, prevents craters, and protects against subterranean attack.

Lookout Towers (rarely available):  What do these do?  Not much as far as I can tell.  They focus a beam of light onto the nearest enemy unit so you can see it.

Component Tower: Lets you build one of 3 things.  Use in a similar fashion to
a Power Plant and Power Turbine.

-Vulcan Cannon Upgrade: A regular mounted gun which fires at ground units.

-RPG Upgrade: Fires rocket-propelled grenades ("RPGs") at approaching units.

-SAM Upgrade: Fires surface-to-air missiles ("SAMs") at any aircraft in range.

Concrete Wall: Acts as a barricade against enemy units.  Some units can fire over it.

Helipad: Gives you the option to build planes.  The better alternative to having planes land on the ground, because they regenerate ammo on a
Helipad, as opposed to not doing so on the ground.

EMP Cannon: Lets you fire Electromagnetic Pulse, which disables any electric units and buildings (Cyborgs, most ground units, planes, radar, and Stealth
Generators) in the blast radius.

Repair Depot: Have a unit step/land on here to get repaired to full health.
Does not work on humans or Cyborgs.

Tech Center: Lets you build more structures higher up in the technology tree.

Upgrade Center: The basic building block for using the Ion Cannon and Hunter
Seeker.  Just lay it down and start building the Ion Cannon Uplink and/or
Seeker Control.  You can have both items on the structure at once.

Ion Cannon Uplink: Build it and place it on the Upgrade Center in the same fashion you would install a Power Turbine.  Starts charging the Ion Cannon for later use.

Seeker Control: Build it and put it on the Upgrade Center as if you were placing a Power Turbine.  Charges up a Hunter Seeker.

Firestorm Generator: Gives you the option of building a Firestorm Wall.
Build it as far away as possible from your base so you can build a Firestorm
Wall farther away.  You may have to build more than one.

Firestorm Wall: Allows you to lay down a row of black grates (that's what I think they look like, at least) on the ground for a Firestorm Wall.  These grates represent the wall's area.  When activated, a Firestorm Wall takes out any aircraft that attempt to fly over it, as well as any units that try and pass over it.  Nasty.

-Units

Light Infantry: Your basic machine gun dude.  Deadly in large numbers, but expendable where called for.

Disk Thrower: Flings disk-shaped grenades at targets.  The grenades bounce off the ground if the thrower misses.  Even more deadly in large numbers.

Jump Jet Infantry: Infantry that flies above the ground with a jetpack.  Be warned that these guys will be susceptible to SAMs.

Medic: Self-explanatory.  Heals injured humans.

Engineer: Useless in a firefight, but deadly with stealth and doing a number on the base(s) of your opponent(s).  Select him and move it over the structure you want to capture.  When the cursor changes, click on the structure.  To repair a building of your own, select him, and move him to the building you want to repair.  A wrench will appear- click.  Do the same if you want to repair a bridge.

Ghost Stalker: I'm not sure how you get this unit, but you'll be happy once you do.  I think you may get it by installing some Seeker Control on the
Upgrade Center.  He has a powerful rail gun that can shoot through many enemies (because a rail gun, can, after all, "accelerate objects to the speed of meteors," to quote an old science book) at once.  He can also place C4 explosives (Class 4 Explosives- not the thing to store in the basement or attic) on objects: control him in much the same way as you would an Engineer.
He heals by walking in Tiberium.
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