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Home » PC » Command and Conquer Generals - Stunde Null » Command and Conquer Generals - Stunde Null FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Jet Missile: 25%
Damage Type: Poison: 25%
Damage Type: Radiation: 25%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%

Stinger Site Armor
Damage Type: Default: 100%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 30%
Damage Type: Comanche Vulcan: 50%
Damage Type: Radiation: 0%
Damage Type: Microwave: 1%
Damage Type: Sniper: 100%
Damage Type: Poison: 100%
Damage Type: Surrender: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 25%
Damage Type: Particle Beam: 200%
Damage Type: Kill Pilot: 0%
Damage Type: Aurora Bomb: 200%
Damage Type: Stealth Jet Missile: 250%
Damage Type: Jet Missile: 40%
Damage Type: Land Mine: 0%
Damage Type: Flame: 50%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 100%

Stinger Soldier Armor
Damage Type: Default: 25%
Damage Type: Explosion: 10%
Damage Type: Flame: 100%
Damage Type: Poison: 100%
Damage Type: Armor Piercing: 10%
Damage Type: Infantry Missile: 10%
Damage Type: Particle Beam: 10%
Damage Type: Crush: 200%
Damage Type: Sniper: 200%
Damage Type: Gattling: 0%
Damage Type: Small Arms: 100%
Damage Type: Comanche Vulcan: 0%
Damage Type: Jet Missile: 0%
Damage Type: Laser: 25%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 100%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 0%

Structure Armor
Damage Type: Default: 100%
Damage Type: Surrender: 0%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 50%
Damage Type: Radiation: 0%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Poison: 1%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 50%
Damage Type: Particle Beam: 200%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 250%
Damage Type: Land Mine: 0%
Damage Type: Flame: 50%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 100%

Structure Armor Internet Center
Damage Type: Default: 100%
Damage Type: Surrender: 0%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 50%
Damage Type: Radiation: 0%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Poison: 1%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 50%
Damage Type: Particle Beam: 20%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 250%
Damage Type: Land Mine: 0%
Damage Type: Flame: 50%
Damage Type: Explosion: 70%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 100%

Structure Armor Tough
Damage Type: Default: 100%
Damage Type: Surrender: 0%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 50%
Damage Type: Radiation: 0%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Poison: 1%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Infantry Missile: 50%
Damage Type: Particle Beam: 25%
Damage Type: Kill Pilot: 0%
Damage Type: Surrender: 0%
Damage Type: Aurora Bomb: 250%
Damage Type: Land Mine: 0%
Damage Type: Flame: 50%
Damage Type: Explosion: 80%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 0%
Damage Type: Subdual Building: 100%

Tank Armor
Damage Type: Crush: 50%
Damage Type: Small Arms: 25%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 25%
Damage Type: Flame: 25%
Damage Type: Radiation: 50%
Damage Type: Microwave: 0%
Damage Type: Poison: 25%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Particle Beam: 100%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 100%
Damage Type: Subdual Building: 0%

Toxin Truck Armor
Damage Type: Crush: 50%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 50%
Damage Type: Comanche Vulcan: 50%
Damage Type: Infantry Missile: 50%
Damage Type: Poison: 0%
Damage Type: Radiation: 0%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Molotov Cocktail: 20%
Damage Type: Infantry Missile: 20%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 100%
Damage Type: Subdual Building: 0%

Truck Armor
Damage Type: Crush: 50%
Damage Type: Small Arms: 50%
Damage Type: Gattling: 50%
Damage Type: Comanche Vulcan: 50%
Damage Type: Infantry Missile: 50%
Damage Type: Poison: 50%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 100%
Damage Type: Subdual Building: 0%

Upgraded Tank Armor
Damage Type: Crush: 30%
Damage Type: Small Arms: 20%
Damage Type: Gattling: 10%
Damage Type: Comanche Vulcan: 20%
Damage Type: Flame: 10%
Damage Type: Poison: 10%
Damage Type: Microwave: 0%
Damage Type: Sniper: 0%
Damage Type: Melee: 0%
Damage Type: Laser: 0%
Damage Type: Hazard Cleanup: 0%
Damage Type: Particle Beam: 100%
Damage Type: Kill Pilot: 100%
Damage Type: Surrender: 0%
Damage Type: Subdual Missile: 0%
Damage Type: Subdual Vehicle: 100%
Damage Type: Subdual Building: 0%

----------------------
(b) Continuous Damage
----------------------
Continuous Damage is damage type that still takes place for a while even if when the attack has stopped. A building on fire or a poisoned infantry is a good example.

Flame Damage on Building
Most base buildings, if caught fire, will receive flame damage according to statistics below:
Flame Duration: 5 seconds
Flame Damage: 5
Flame Cooldown: 500 ms

Neutral/Civilian buildings suffer the same, but the statistics and the formulae are a little bit different.
Flame Damage Limit: 20
Flame Damage Expiration: 2 seconds (begins to catch fire when the building receives 20 flame damage in 2 seconds)
Flame Duration: 5 seconds
Flame Damage: 25
Flame Cooldown: 500
Artillery Platform, Hospital, Oil Derricks, Oil Refinery, and Civilian Buildings (house, office, etc) use this statistics but other Tech Buildings take thestatistics used for Base Buildings.

Flame Damage on Vehicles/Air Units
Vehicles/Air units may be set aflame too, but usually are not fatal to them.
Flame Duration: 5000 ms
Flame Damage: 3
Flame Cooldown: 500

Poison Damage
Only infantry can take continuous poison damage. The statistics below applies after the last poison damage received.
Poison Damage: Attacker dependant
Poison Cooldown: 100
Poison Duration: 3 seconds

=================
7 Bonus Modifier
=================
On some conditions, units may perform differently, mostly becoming better. It is caused by the conditions that change their statistics.
Here are the modifiers that occur in this game, with the conditions when they happen. For cumulative modifier, a simple formulae like 125%+125%=150% seems to take place.

Garrison
Condition: Unit garrison in a garrisonable building.
Range: 133%
Damage: 125%

Veteran Level
Condition: A unit achieves a veteran rank
HP: 120%
Rate of Fire: 120%
Damage: 110%

Elite Level
Condition: A unit achieves an elite rank
HP: 130%
Rate of Fire: 140%
Damage: 120%
Regeneration Rate: 10 HP per second
Regeneration Delay*: 5 seconds

Heroic Level
Condition: A unit achieves a heroic rank
HP: 150%
Rate of Fire: 160%
Damage: 130%
Regeneration Rate: 10 HP per second
Regeneration Delay*: 5 seconds

Slowed Production
Condition: Base is in low power
Unit production facilities work 20% to 50% slower when there is not enough power. Supposedly does not apply to Arms Dealer.

Horde Bonus
Condition: Unit Gathering (see Red Guard, Mini Gunner, Tank Hunter, and Battlemaster for details)
Rate of Fire: 150%

Nationalism
Condition: Horde Bonus dependant and Nationalism Upgrade
Rate of Fire: 125% (Cumulative with Horde Bonus, making a total of 175%)

Fanaticism
Condition: Horde Bonus dependant and Patriotism Upgrade
Rate of Fire: 125% (Cumulative with Horde and Nationalism Bonuses, making a total of 200%)

Enthusiasm
Condition: Units stay around Speaker Tower/Overlord Propaganda Tower
Rate of Fire: 125%
Regeneration Rate: 1% (by Overlord Propaganda Tower) or 2% (by Speaker
Tower) per second

Subliminal Messaging
Condition: Enthusiasm dependant and Subliminal Messaging Upgrade
Rate of Fire: 125% (Cumulative with Enthusiasm, making a total of 150%)
Regeneration Rate: 2% (by Overlord Propaganda Tower) or 4% (by Speaker
Tower) per second

Frenzy
Condition: Units endowed with Frenzy General Power (see China
General Power)
Damage Modifiers and Duration
Duration              Attack Bonus
Frenzy Lv 1         10 seconds                 10%
Frenzy Lv 2         20 seconds                 20%
Frenzy Lv 3         30 seconds                 30%

Bombardment Battle Plan
Condition: Strategy Center executes a Bombardment Battle Plan
Damage: 120%

Hold the Line
Condition: Strategy Center implements Hold the Line Battle Plan
Damage Received: 90% (or simply said receiving 10% armor)

Search and Destroy Plan
Condition: Strategy Center initiates Search and Destroy Plan
Sight Range: 120%
Weapon Range: 120%

Faerie Fire
Condition: Units fire at target illuminated by Avenger's Faerie Fire (see Avenger)
Rate of Fire: 150%

Solo Player AI Normal
Condition: A human player sets Normal AI
Human Player HP Modifier: 150%
Computer Player Rate of Fire Modifier: 80%

Solo Player AI Brutal
Condition: A human player activates Brutal AI
Human Player HP Modifier: 80%
Computer Player Rate of Fire Modifier: 120%

================
8 Field Objects
===============
The definition of Field Objects is a cluster of objects that does not belong to buildings, units, and terrains but plays a significant role in the game because Field Object damages all units (and some Fields even damage buildings) on it (some damage only hostile and neutral units,
China Land Mines, for example). Field Objects can be invoked by some means.

= = = = = = = = = = Fire Field = = = = = = = = = =
Firefield Small
Lasting Time: 2500 ms
Damage: 5; 7.5 with Black Napalm upgrade
Damage Radius: 30
Damage Type: Flame
Cooldown: 250 ms

FirestormSmall
Lasting Time: 6000 ms
Firestorm Creation Delay: 800 ms
Radius: 1-90
Damage: 100; 150 with Black Napalm upgrade
Cooldown: 500 ms

Firewall Segment
Lasting Time: 4000 ms
Damage: 4; 5 with Black Napalm upgrade
Damage Radius: 10
Damage Type: Flame
Cooldown: 250 ms
Speed: 25 distances/sec
Turn Rate: 1 degree/sec

= = = = = = = = = = Poison Field = = = = = = = = = =
Poison Field Large (Poison Field Upgraded Large)
Lasting Time: 45000 ms
Damage: 15; 25 with Anthrax Beta upgrade
Damage Radius: 140
Damage Type: Poison
Cooldown: 500 ms

Poison Field Medium (Poison Field Upgraded Medium)
Lasting Time: 30000 ms
Damage: 2; 2.5 with Anthrax Beta upgrade
Damage Radius: 80
Damage Type: Poison
Cooldown: 500 ms

Poison Field Small (Poison Field Upgraded Small)
Lasting Time: 10000 ms
Damage: 2; 2.5 with Anthrax Beta upgrade
Damage Radius: 12; 7.5 with Anthrax Beta upgrade (GLA scientists were not paid enough, it seems....)
Damage Type: Poison
Cooldown: 500 ms

Poison Field Anthrax Bomb
Lasting Time: 60000 ms
Damage: 40
Damage Radius: 300
Damage Type: Poison
Cooldown: 500 ms

Poison Field Anthrax Gamma Bomb
(Dr. Thrax could only change how the victims die....)
Lasting Time: 60000 ms
Damage:  40
Damage Radius: 300
Damage Type: Poison
Cooldown: 500 ms

(Poison Field Gamma, Large, Medium, and Small, do not show increment from their brothers, Poison Field with Anthrax Beta. Well, either it is for balance reason or Dr. Thrax should not take a mail-order college, as he realized....)

Poison Field Gamma Large
Lasting Time: 45000 ms
Damage: 25
Damage Radius: 140
Damage Type: Poison
Cooldown: 500 ms

Poison Field Gamma Medium
Lasting Time: 30000 ms
Damage: 2.5
Damage Radius: 80
Damage Type: Poison
Cooldown: 500 msec

Poison Field Gamma Small
Lasting Time: 10000 ms
Damage: 2.5
Damage Radius: 7.5
Damage Type: Poison
Cooldown: 500 ms

= = = = = = = = = = Radiation Field = = = = = = = = = =
Nuke Radiation Field Small
Lasting Time: 2500 ms
Damage: 15
Damage Radius: 35
Damage Type: Radiation
Cooldown: 750 ms

Radiation Field Large
Lasting Time: 30000 ms
Damage: 25
Damage Radius: 200
Damage Type: Radiation
Cooldown: 750 ms

Radiation Field Medium
Lasting Time: 30000 ms
Damage: 15
Damage Radius: 50
Damage Type: Radiation
Cooldown: 750 ms

Radiation Field Small
Lasting Time: 2500 ms
Damage: 5
Damage Radius: 25
Damage Type: Radiation
Cooldown: 750 ms

Nuke Radiation Field
Lasting Time: 30000 ms
Damage: 25
Damage Radius: 200
Damage Type: Radiation
Cooldown: 750 ms

= = = = = = = = = = Mine Field = = = = = = = = = =
Land Mines
Radius: 40
Weapon: Structure Mine
Primary Damage: 100        Primary Damage Radius: 3
Secondary Damage: 100   Secondary Damage Radius: 5
Damage Type: Land Mine
Special Features Information
1] Stealth
Can be detected by detectors and Dozers/Workers. Dozers and Workers can also disarm mines.
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