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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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Experience Information
10 exp as anything
Vision Information
Vision/Shroud Clearing Range: 150
Locomotor Information
Speed: 40 dist/sec; 20 if badly damaged; 140 when repairing
Turn Rate: 90 degrees/sec; 500 if repairing; 400 when repairing and badly damaged
Maximum Wandering Range: 35 if master vehicle is idle or guarding; 75 if master vehicle is attacking or moving
Weapon Information
Turret Turn Rate: 360
Battle Drone Machine Gun (Anti Surface)
Damage: 1
Damage Type: Small Arms
Range: 110
Cooldown: 100 msec
Special Feature Information
Repairs Master Vehicle
Repairs damaged Master vehicle if master vehicle is idle or possesses HP below 60%.
Repair Rate: 5 HP/sec
Upgrade Information
- Drone Armor (Strategy Center): Adds Battle Drone armor by 50.
Build Information
Prerequisite:  Humvee, Ambulance, Crusader Tank, Avenger, Paladin Tank,
Tomahawk, or Microwave Tank
Build Cost: 200
Build Time: 5
Notes:
- Cannot be repaired.
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

A.d.3) Hellfire Drone
Health Information
HP: 100; 150 with Drone Armor upgrade
Armor: Tank Armor
Experience Information
Vision Information
Vision Range: 100                        Shroud Clearing Range: 500
Movement Information
Speed: 60 dist/sec; 30 if badly damaged
Turn Rate: 180 deg/sec; 90 if badly damaged
Maximum Wandering Range: 35 if master vehicle is idle or guarding; 75 if master vehicle is attacking or moving
Weapon Information
Hellfire Missile (Anti Surface)
Turret Turn Rate: 360 deg/sec
Damage: 40
Damage Radius: 5
Damage Type: Explosion
Cooldown: 100 milliseconds
Range: 150
Missile Speed: 225 dist/sec
Missile Turn Rate: 100 degrees/sec
Accuracy: 100% vs vehicles, may miss up to 10 distances against infantry
Clip Size: 1 shot
Clip Reload Time: 2000 milliseconds
Homing missile
Upgrade Information
- Drone Armor (Strategy Center): Battle Drone's max HP is increased by 50.
Build Information
Prerequisite:  Humvee, Ambulance, Crusader Tank, Avenger, Paladin Tank,
Tomahawk, or Microwave Tank
Build Cost: 500
Build Time: 5 seconds
Notes
- Unselectable
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

A.d.4) Spy Drone
Health Information
HP: 200; 250 with Drone Armor
Armor: Airplane Armor
Vision Information
Vision Range: 250
Special Feature Information
1] Stealth
Spy Drone is invisible to the enemies unless they use detectors.
2] Detector
Spy Drone can locate hidden units.
Detection Rate: 500 msec.
Upgrade Information
- Drone Armor (Strategy Center): This upgrade increases the maximum
HP of Spy Drone by 50.
Build Information
Prerequisite: US Command Center, Spy Drone General Power
Recharge Time: 1 minute 30 seconds
Notes
- Unselectable
- Due to its small size, Spy Drones are hard to detect, even by a detector.
Use this for your advantage. Put your Spy Drones above trees, cliffs, and cities/villages.

USA Generals's Specialities
Considering time that I have to spend if I write USA Generals' Special Units in different sections (like what I have done with those of GLA and China),
I decided to write them down here to save time. In the next version of this
FAQ, if everything goes smoothly, I'll surely put these units in the different sections.

USA Air Force General
1] General Granger, knowing fully well that AA missiles are quite a threat to his flying machines, installs a defense laser system to destroy incoming missiles on his Aurora, Stealth Fighter, Chinook, Combat Chinook,
King Raptor, and B3.
2] All aircraft are available at reduced price.
Chinook: 950
Aurora Bomber: 2000
Stealth Fighter: 1250
Comanche: 1200
3] a. Combat Chinook
Combat Chinook, as its name shows, is built for both harvesting and attacking mission. It can load up to 8 infantry to fire within and also harvest and perform Combat Drop. b. King Raptor
Cheaper, more agile, carrying 6 missiles, and able to detect stealth, this King Raptor is the first choice compared to standard Raptor. c. Stealth Fighter
Nothing special, just it requires no General Power to build. d. Comanche
Air Force General's Comanche gains stealth ability if Stealth Comanche upgrade is researched. Granger's Comanches are also a bit more resistant to some AA vehicles.
4} As Granger focuses too heavily on aircraft building, his ground vehicles are built with less efficiency, making his War Factory unable to build Crusader and Paladin Tanks. He also must pay more for assembling some vehicles.
Humvee: 800                              Sentry Drone: 850
Ambulance: 700                          Tomahawk: 1300
As for Avenger, Granger must also have a Strategy Center, instead of
War Factory alone, to build this unit.
5] Granger's Strategy Center allows him to send a B3 to carpet bomb a target area with 12 bombs, each having a damage value of 300, with 50 radius, and Explosion Damage.

USA Laser General
1] Dedicating himself to laser military research project, General Townes replaces standard Crusader/Paladin Tank with his Laser Crusader Tank.
HP: 480; 580 with Composite Armor
Armor: Tank Armor
Build Cost: 900
Build Time: 10
Vision Range: 150
Weapon: Laser Crusader Tank Gun
Damage: 80                       Damage Radius: 5
Range: 150                        Damage Type: Armor Piercing
Cooldown: 2000 ms
Accuracy: 100% vs vehicles, may miss up to 10 dist against infantry (laser that misses? No wonder he quitted his lecture job...)
Laser Speed: immediate
Goes offline if there is not enough power in the base.
2] Cold Fusion Reactor costs only 700 and produces more power (8). Advanced
Control Rod allows this reactor to add 8 more powers.
3] Instead of using standard Patriot, Townes favors his Laser Defense System.
Works better on enemy vehicles, aircraft, and even infantry. It can also send signal to nearby Laser Turret to assist it when targetting something. And as usual, turret goes offline when bases can not provide enough power.
4] Townes' concentrated efforts on laser researches and battlefield applications draws his attention far from the need of artillery. As a result, he is unable to build Tomahawk from his Factory.
5] Another breakthrough resulted from his effort is Townes, like his Standard
USA partner, requires no Strategy Center to build his cheaper Avenger.
It only costs him 1500 bucks for each Avenger he is ordered to build.

USA Super Weapon General
1] As her nick implies, General Alexis Alexander throws out her choice to building a less costly Particle Cannon (2500).
2] Focusing on Supply Line Protection Strategy, Alexander builds a newly- designed Patriot called EMP Patriot. Any vehicles stupid enough to challenge an EMP Patriot will be welcomed by a weaker but disabling EMP missile, rendering it disabled for 5 seconds for each missile hitting it. It requires power to activate this turret
3] Power problem is solved by a more expensive Cold Fusion Reactor, but with more efficient Advanced Control Rods, which will provide 15 more powers if upgraded.
4] Her Aurora Alpha, which is cheaper, drops special Fuel Air Bomb that is more destructive against enemy units/buildings.
5] Alexander is unable to build either a Crusader or Paladin Tanks. She also suffers from vehicle building increased cost, i.e. Humvee (850), Sentry
Drone (1000), Tomahawk (1400), Ambulance (700), and Avenger (2400).
Comanche is also more costly to build (1800).
6) Surprisingly, she could reduce the cost of training US hero, Colonel Burton
(1200).

B. USA Air Force General Units
-------------------------------------
(a) USA Air Force General Aircraft
------------------------------------
B.a.1) Chinook
Health Information
HP: 300                                  Armor: Chinook Armor
Experience Information
50 Exp as anything
Vision Information
Vision Range: 300                  Shroud Clearing Range: 600
Movement Information
Speed: 150 dist/sec; 60 if badly damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Acceleration: 60; 30 while badly damaged
Special Feature Information
1] Supply Gathering
Max Boxes to carry: 8 ($600; $660 with Supply Lines upgrade)
Supply Center Action Delay: 2900 ms (one transaction)
Supply Warehouse Action Delay: 1200 ms per box (many small transactions)
Supply Warehouse Scan Distance: 700 (max distance to look for a warehouse, or Chinooks go home)
Warns the player when the Supply is exhausted.
2] Transport
Transport Slots: 8
100% damage to units inside if destroyed (freefall without parachutes...)
Can transport all infantry and most vehicles except Nuke Cannon.
Exit Delay: 100 ms
3] Combat Drop
Sends all Rangers inside to a garrisoned building to occupy it, killing all hostile units inside. It usually takes one Ranger as a war casualty. If the building is not garrisoned, Rangers automatically garrison in that building.
Total No. of Ropes: 4
Rope Delay: 900-1500 ms
Ranger Rappel Speed: 30
4] Aircraft Point Defense Laser
Point Defense Laser shoots down incoming missiles.
Range: 65
Cooldown: 250
Scan Rate: 33
Upgrade Information
- Supply Lines (Strategy Center): Increases the supply a Chinook can load.
Build Information
Prerequisite: Air Force Gen. Supply Center
Build Cost: 950
Build Time: 10 seconds
Notes
- Chinook, if needing repairs, must dock to Airfield.
- Chinook only lands if ordered to load or unload units or to undergo a repair.

B.a.2) Combat Chinook
Health Information
HP: 350                                  Armor: Chinook Armor
Experience Information
60 Exp as anything
Vision Information
Vision Range: 300                  Shroud Clearing Range: 600
Movement Information
Speed: 150 dist/sec; 60 if badly damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Acceleration: 60; 30 while badly damaged
Special Feature Information
1] Supply Gathering
Max Boxes to carry: 8 ($600; $660 with Supply Lines upgrade)
Supply Center Action Delay: 2900 ms (one transaction)
Supply Warehouse Action Delay: 1200 ms per box (many small transactions)
Supply Warehouse Scan Distance: 700 (max distance to look for a warehouse, or Chinooks go home)
Warns the player when the Supply is exhausted.
2] Transport
Transport Slots: 8
100% damage to units inside if destroyed (freefall without parachutes...)
Can transport all infantry and most vehicles except Nuke Cannon.
Exit Delay: 100 ms
3] Combat Drop
Sends all Rangers inside to a garrisoned building to occupy it, killing all hostile units inside. It usually takes one Ranger as a war casualty. If the building is not garrisoned, Rangers automatically garrison in that building.
Total No. of Ropes: 4
Rope Delay: 900-1500 ms
Ranger Rappel Speed: 30
4] Battle Transport
Enables the infantry inside to fire from within and to gain Garrison Bonus (see Bonus Modifier)
Total Infantry Transported: 8
100% damage to passenger when totally destroyed
Exit delay: 100 ms/infantry
4] Aircraft Point Defense Laser
Point Defense Laser shoots down incoming missiles.
Range: 65
Cooldown: 250
Scan Rate: 33
Upgrade Information
- Supply Lines (Strategy Center): Increases the supply a Chinook can load.
Build Information
Prerequisite: Air Force Gen. Supply Center and Air Force Gen. War Factory
Build Cost: 1200
Build Time: 15 seconds
Notes
- Combat Chinook, if needing repairs, must dock to Airfield.
- Combat Chinook only lands if ordered to load or unload units or to undergo a repair.
- Will not acquire enemy when idle.

B.a.3) Comanche
Health Information
HP: 220
Armor: Air Force Gen. Comanche Armor;
Air Force Gen. Countermeasures Comanche Armor with Countermeasures upgrade
Experience Information
100 Exp to Veteran                     50  Exp as Conscript/Veteran
200 Exp to Elite                          100 Exp as Elite
400 Exp to Heroic                      200 Exp as Heroic
Vision Information
Vision Range: 200                      Shroud Clearing Range: 600
Movement Information
Speed: 120 dist/sec
Turn rate: 180 degrees per second
Weapon Information
1] Comanche 20 mm Cannon (Anti Surface)
Always used when attacking infantry or missiles are reloaded
Damage: 6
Damage Type: Comanche Vulcan
Cooldown: 100 milliseconds
Range: 200
Projectile Speed: immediate
Accuracy: 100%
2] Comanche Anti Tank Missile
Primary Damage: 50                     Primary Damage Radius: 5
Secondary Damage: 30                Secondary Damage Radius: 25
Damage Type: Jet Missile
Range: 200
Accuracy: 100% against vehicles (practically it is never used against infantry but theoretically it may miss as much as 20 distances against infantry)
Missile Speed: 225 dist/sec
Missile Turn Rate: 180 deg/sec
Cooldown: 500 ms
Clip Size: 4                                 Clip Reload Time: 15000 ms
Auto Reload: 15100 ms (time to reload after idle for this long instead of using the last clip)
Homing missile
Special Feature Information
1] Fire Rocket (Anti Surface)
Comanche fires deadly rocket barrages on the targeted area, damaging everything in its explosion radius.
Prerequisite: Rocket Pods upgrade
Primary Damage: 30                    Primary Damage Radius: 5
Secondary Damage: 10               Secondary Damage Radius: 40
Damage Type: Explosion
Attack Range: 200
Missile Speed: 225 dist/sec
Missile Turn Rate: 180 deg/sec
Cooldown: 200
Clip Size: 20                               Clip Reload Time: 30000 ms
Not a homing missile
2] Auto Reload
Comanche does not need to return to Air Field for reloading.
3}Flare
Releases missile-distracting flares when an enemy AA attack threatens.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3              Flares per volley: 2
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Reload Time: 4000 ms (reloads in the air)
4] Stealth
Prerequisite: Stealth Comanche upgrade
Stealth Delay: 1500 ms
Decloaks when attacking/activating Fire Rocket special ability
5] Eject Pilot
Comanche will eject its pilot inheriting its veterancy. A conscript (regular)
Comanche will not eject any pilot.
Upgrade Information
- Rocket Pods (US Air Field): Gives Comanche ability to fire rocket barrages.
- Countermeasure (US Air Field): Equips Comanche with missile- distracting flares and armor that is more resistant to AA weapons.
-  Stealth Comanche (Air Force Gen. Air Field): Comanche becomes stealth when not doing hostile actions.
- Advanced Training (Strategy Center): Comanche gains experiences twice as fast.
Build Information
Prerequisite: Air Force Gen. Air Field
Build Cost: 1200
Build Time: 20 seconds
Notes
- Comanche, if needing repairs, must dock to Airfield. It will land near the Airfield.
- Comanche will never land except when undergoing a repair in a US
Air Field.

B.a.4) King Raptor
Health Information
HP: 240
Armor: Airplane Armor;
Countermeasures Airplane Armor with Countermeasure upgrade
Experience Information
100 Exp to Veteran                       75  Exp as Conscript/Veteran
200 Exp to Elite                           125 Exp as Elite
400 Exp to Heroic                       175 Exp as Heroic
Vision Information
Vision Range: 200                         Shroud Clearing Range: 400
Movement Information
Speed: 175 dist/second; 120 if heavily damaged
Turn rate: 120 degrees per second; 90 while badly damaged
Acceleration: 120; 30 while badly damaged
Weapon Information
Raptor Jet Missile (Anti Surface and Air)
Damage: 125; 140 with America Laser Missile
Radius: 5
Damage Type: Jet Missiles
Cooldown: 75 milliseconds
Range: 320                                  Minimum Range: 100
Missile Speed: 300 dist/sec
Missile Turn Rate: 200 deg/sec
Clip Size: 6 shots
Clip Reload Time: 2000 ms
Accuracy: 100% vs vehicles; may miss up to10 dist against infantry
Homing missile
Special Feature Information
1] Eject Pilot
When a veteran, elite, or heroic King Raptor is shot down, it will eject its pilot. A veteran King Raptor will eject a veteran pilot, etc. More information on Pilot session.
2] Flare
When an AA weapons system threat is imminent, the aircraft will release some distractions to avoid direct punishments.
Prerequisite: Countermeasure upgrade
Volley release delay after the missile is detected: 200 ms
Total volleys released: 3              Flares per volley: 3
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Airfield
3] Detector
Detection Rate: 500
4] Aircraft Point Defense Laser a. Raptor Point Defense Laser
Shoots down incoming missiles.
Scan Rate: 10
Range: 65
Cooldown: 250 ms b. Aircraft Point Defense Laser
Shoots down incoming missiles.
Range: 65
Cooldown: 250 ms
Upgrade Information
- America Laser Missile (US Air Field): Increases the damage of
King Raptor missiles.
- Countermeasure (US Air Field): Equips King Raptor with chaffs to confuse enemy missile tracking system and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): King Raptor gains veterancy level 100% as fast.
Build Information
Prerequisite: Air Force Gen. Air Field
Build Cost: 1100
Build Time: 20 seconds
Notes:
- King Raptor takes damage 10% of its max. HP if it is out of ammo and not quickly reloaded.
- King Raptor will return to base after flying idly for 10 seconds.

B.a.5) Stealth Fighter
Health Information
HP: 180
Armor: Airplane Armor;
Countermeasures Airplane Armor with Countermeasures upgrade
Experience Information
200 Exp to Veteran                100 Exp as Conscript/Veteran
300 Exp to Elite                      200 Exp as Elite
600 Exp to Heroic                  300 Exp as Heroic
Vision Information
Vision Range: 180                      Shroud Clearing Range: 300
Movement Information
Speed: 175 dist/sec; 120 when heavily damaged
Turn rate: 180 degrees per second; 90 while badly damaged
Acceleration: 150; 30 while badly damaged
Weapon Information
Stealth Jet Missile (Anti Surface)
Damage: 100; 125 with America Laser Missile
Radius: 5
Damage Type: Stealth Jet Missile
Cooldown: 200 milliseconds
Range: 220                                  Minimum Range: 60
Missile Speed: 300 dist/sec          Missile Turn Rate: 200 deg/sec
Accuracy: 10% vs vehicles, may miss as much as 10 dist vs infantry
Clip Size: 2 shots
Clip Reload Time: 8000 milliseconds
Homing missile
Special Feature Information
1] Stealth
Stealth Fighter cloaks when not firing.
Stealth Delay: 1500 ms
2] Bunker Buster
Prerequisite: Bunker Buster upgrade
Stealth Fighter missiles are capable of ungarrison these buildings below: a. Bunker/Fortified Bunker b. Civilian Buildings (including Civilian Bunker and Huts, etc) c. Palace d. Tunnel Network
Bunker Buster-upgraded Stealth Fighter missiles ungarrison those buildings and kill most infantry unlucky enough to stay in the buildings. The infantry surviving the Bunker Buster are infantry with HP above 150, they are: a. Ranger b. Colonel Burton c. Jarmen Kell d. Black Lotus, except Boss General Black Lotus
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