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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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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
Upgrade Information
- Supply Lines (Strategy Center): Increases the supply a Chinook can load.
Notes
- Chinook, if needing repairs, must dock to Airfield.
- Chinook only lands if ordered to load or unload units or to undergo a repair.

D.a.2) Comanche
Health Information
HP: 220
Armor: Comanche Armor;
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 (Anti Surface)
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] 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.
- Countermeasures (US Air Field): Equips Comanche with missile-distracting flares and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Comanche gains experiences twice as fast.
Build Information
Prerequisite: US Air Field
Build Cost: 1800
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.

D.a.3) Raptor
Health Information
HP: 160
Armor: Airplane Armor;
Countermeasures Airplane Armor with Countermeasure upgrade
Experience Information
100 Exp to Veteran                       50  Exp as Conscript/Veteran
200 Exp to Elite                           100 Exp as Elite
400 Exp to Heroic                       150 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: 100; 125 with America Laser Missile
Radius: 5
Damage Type: Jet Missiles
Cooldown: 150 milliseconds
Range: 320                                  Minimum Range: 100
Missile Speed: 300 dist/sec
Missile Turn Rate: 200 deg/sec
Clip Size: 4 shots
Clip Reload Time: 8000 ms
Accuracy: 100% vs vehicles; may miss up to10 dist against infantry
Homing missile
Build Information
Prerequisite: US Air Field
Build Cost: 1400
Build Time: 20 seconds
Special Feature Information
1] Eject Pilot
When a veteran, elite, or heroic Raptor is shot down, it will eject its pilot. A veteran 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
Upgrade Information
- America Laser Missile (US Air Field): Increases the damage of Raptor missile by 25%.
- Countermeasures (US Air Field): Equips the Raptor with chaffs to confuse enemy missile tracking system and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Raptor gains veterancy level 100% as fast.
Notes:
- Raptor takes damage 10% of its max. HP if it is out of ammo and not quickly reloaded.
- Raptor will return to base after flying idly for 10 seconds.

D.a.4) Stealth Fighter
Health Information
HP: 120
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
Build Information
Prerequisite: US Air Field; Stealth Fighter General Power
Build Cost: 1600
Build Time: 25 seconds
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
A Tunnel Network housing vehicles in it, when bested by a Bunker Buster- upgraded missile, will be forced to evacuate the vehicles.
Bunker Buster also adds the Stealth Fighter missile damage
Bunker Buster Shockwave Weapon Small
Damage: 10
Radius: 50
Shockwave Damage Amount: 50
Shockwave Radius: 50
Shockwave Taper Off (Damage delivered at the shockwave edge): 30%
Bunker Buster can also push infantry staying in the radius of 200 from its explosion.
3] Eject Pilot
When a veteran, elite, or heroic Stealth Fighter is shot down, it will eject its pilot. A veteran Stealth Fighter will eject a veteran pilot, etc. More information on Pilot session.
4] 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: 2
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Airfield
Upgrade Information
- America Laser Missile (US Airfield): Increases the damage of Stealth Fighter missile by 25%
- Bunker Buster (US Airfield): Stealth Fighters can damage units in some buildings and force the survivors to leave the buildings.
- Countermeasures (US Airfield): Equips the aircraft with missile-distracting flares and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Stealth Fighter gains veterancy level as twice as fast.
Notes
- Stealth Fighter takes damage 10% of its max. HP if it is out of ammo and not quickly reloaded.
- Stealth Fighter will return to base after flying idly for 10 seconds.

D.a.5) Aurora Alpha
Health Information
HP: 80
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
200 Exp to Veteran                  200 Exp as Conscript/Veteran
400 Exp to Elite                       400 Exp as Elite/Heroic
800 Exp to Heroic
Vision Information
Vision Range: 180                Shroud Clearing Range: 600
Movement Information
Normal           Supersonic       Sluggish
Speed                                       180 dist/sec        480 dist/sec    150 dist/sec
Speed (badly damaged)             120 dist/sec       240 dist/sec    100 dist/sec
Turn Rate                                  180 deg/sec       180 deg/sec     90 deg/sec
Turn Rate (badly damaged)         90 deg/sec         90 deg/sec      60 deg/sec
Acceleration                               180                     480               90
Acceleration (badly damaged)     120                    240                60
Note:
Normal: Aurora is ordered to move
Supersonic: Aurora is ordered to attack
Sluggish: Aurora is out of ammo
Weapon Information
1] Aurora Fuel Air Bomb (Anti Surface) (bomb released by Aurora Alpha)
Damage: 400                     Radius: 20
Damage Type: Aurora Bomb
Range: 300
Bomb Speed: 480 dist/sec
Clip Size: 1
Clip Reload Time: 5000 milliseconds
Not homing
2] Aurora Fuel Air Gas (gas created 1000 ms after the Aurora Fuel Air Bomb hits the ground) a. Daisy Cutter Flame (it serves more as decoration than weapon, lighting the trees with fire)
Damage: 5                 Damage Radius: 100
Damage Type: Flame b. Fuel Bomb Detonation (the final explosion created after the flame burns)
Damage: 1000                         Radius: 100
Damage Type: Explosion
Shockwave Damage: 75          Shockwave Radius: 75
Shockwave Damage at the Center of Explosion: 24.75
Clip Size: 1                                     Clip Reload Time: 5000 ms
Special Feature Information
1] Supersonic
Aurora uses supersonic mode when receiving an order to attack. When it moves in supersonic mode, Aurora is invulnerable to enemy attack.
100 ms are required to shift from supersonic mode to sluggish mode
Aurora Bomber still remains untargettable during the first 2000 ms of the sluggish mode.
(See Movement Information)
2]  Eject Pilot
When a veteran, elite, or heroic Aurora is shot down, it will eject its pilot. A veteran Aurora will eject a veteran pilot, etc. More information on Pilot session.
3] 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: 2
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Must reload at the Airfield
Upgrade Information
- Countermeasures (US Airfield): Installs aircraft with a missile distracting system and armor that is more resistant to AA weapons.
- Advanced Training (Strategy Center): Aurora gets veterancy 100% faster
Build Information
Prerequisite: US Air Field and Strategy Center
Build Cost: 2000
Build Time: 30 seconds
Notes
- Aurora Bomber takes damage 10% of its max. HP if it is out of ammo and not quickly reloaded.
- Aurora Bomber will return to base after flying idly for 10 seconds.

D.a.6) US Cargo Plane
Health Information
HP: 1000
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
40 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 when badly damaged
Turn Rate: 25 deg/sec; 10 when badly damaged
Acceleration: 60; 30 when badly damaged
Special Feature Information
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: 5              Flares per volley: 4
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on the aircraft and armor that is more resistant to AA weapons.
Build Time
Ranger Paradrop General Power and a US Command Center, or a Reinforcement
Pad, or a Supply Drop Zone.
Notes
- Used to drop Ranger Paradrop, Reinforcement Pad vehicle,  and Supply
Drop Zone crates
- Door open time: 500 ms

D.a.7) A10 Thunderbolt
Health Information
HP: 600
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
40 exp as anything
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Speed: 120 dist/sec
Turn Rate: 200 degrees/sec; 90 if badly damaged
Weapon Information
1] A10 Thunderbolt Vulcan (Anti Surface)
Damage: 10                       Damage Radius: 4
Damage Type: Small Arms
Cooldown: 60 milliseconds
Range: 450
Projectile Speed: immediate
2] A10 Thunderbolt Missile (Anti Surface)
Launches 6 missiles per aircraft. 1st level will deliver 6 missiles, 2nd 12 missiles, and 3rd 18 missiles.
Damage: 200                      Damage Radius: 50
Damage Type: Explosion
Range: 450
Clip Size: 2
Cooldown: 500 ms
Missile Speed: 240 ms/sec
Missile Turn Rate: 200 degrees/second
Homing missile)
Special Feature Information
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%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on the aircraft armor that is more resistant to AA weapons.
Build Information
A-10 Thunderbolt Missile Strike General Power and a US Command Center
Notes:
-

D.a.8) B52
Health Information
HP: 1000
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
50 Exp as anything
Movement Information
Speed: 125 dist/sec; 75 when badly damaged
Turn Rate: 25 deg/sec; 10 when badly damaged
Acceleration: 60; 30 when badly damaged
Special Feature Information
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: 5              Flares per volley: 4
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 30%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on the aircraft armor that is more resistant to AA weapons.
Notes
- Used for Leaflet Drop, Fuel Air Bomb, Carpet Bomb
- Door open time: 500 ms

D.a.9) B3
Health Information
HP: 1000
Armor: Airplane Armor;
Countermeasures Airplane Armor if Countermeasures upgrade is researched
Experience Information
50 Exp as anything
Movement Information
Speed: 200 dist/sec; 180 when badly damaged
Turn Rate: 160 deg/sec; 90 when badly damaged
Special Feature Information
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: 5              Flares per volley: 4
Volley cooldown: 1000 ms
Volley lifetime: 3000 ms
Evasion rate per flare: 50%
Will automatically reload when leaving map
Upgrade Information
- Countermeasures (US Airfield): Installs a missile-distracting flare system on the aircraft armor that is more resistant to AA weapons.
Notes
- Used to drop MOAB
- Door open time: 500 ms

D.a.10) Spectre Gunship
Health Information
HP: 1000
Armor: Spectre Gunship Armor;
Countermeasures Spectre Gunship Armor
Experience Information
40 Exp as anything
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Moving to the destination
Speed: 290 distances/sec; 200 if badly damaged
Turn rate: 50 degrees per second
Patrolling an area
Speed: 120 distances/sec; 90 if badly damaged
Turn rate: 50 degrees per second
Patroling radius: 250
Patroling time: 10 seconds (Lv 1), 15 seconds (Lv 2), 20 seconds (Lv 3)
Weapon Information
1] Spectre Howitzer Gun (Anti Surface)
Damage: 80            Radius: 25
Damage Type: Explosion
Continuous Fire 1 Cooldown: 777 msec (1 shoot)
Continuous Fire 2 Cooldown: 518 msec (2 shoots)
Continuous Fire 3 Cooldown: 389 msec (2000 shoots)
Range: 2222 (Can only shoot in its patrolling radius)
Missile Speed: immediate
Not a homing missiles
2] Spectre Gunship Gattling Cannon
Damage: 90
Range: 2222 (Can only shoot in its patrolling radius)
Gattling shot area: 20
Damage Type: Gattling
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