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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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800 exp to heroic             150 exp as heroic
Vision Information
Vision Range: 180            Shroud Clearing Range: 200
Locomotor Information
Speed: 30 dist/sec; 25 if badly damaged
Turn Rate: 180 degrees/second
Weapon Information
Tomahawk Missile (Anti Surface)
Turret Turn Rate: 60
Primary Damage: 150
Primary Damage Radius: 10
Secondary Damage: 50
Secondary Damage Radius: 25
Damage Type: Explosion
Accuracy: may miss as far as 20 distances against infantry
Range: 350
Minimum Range: 100
Projectile Speed: 200 dist/sec
Missile Turn Rate: 540 degrees/sec
Missile Preparation Time: 250 ms (Delays missile launch for 0.25 second for preparation)
Cooldown: 1 ms
Clip Size: 1
Clip Reload Time: 7000 msec
Homing missile
Special Feature Information
1] Eject Pilot
When a veteran, elite, or heroic Tomahawk is destroyed, it will eject its pilot. A veteran Tomahawk will eject a veteran pilot, etc.
More information on Pilot session.
2] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Tomahawk): Builds a flying Battle Drone equipped with light machine gun and repair tools used to repair its master vehicle.
- Scout Drone (Tomahawk): Builds a flying Scout Drone to augment sight range and detect stealth units.
- Hellfire Drone (Tomahawk): Builds a floating Hellfire Drone armed with vehicle-killing missile system.
- Advanced Training (SW Gen. Strategy Center): Gains veterancy level twice as fast.
Build Information
Prerequisites: Super Weapon Gen. War Factory and
Super Weapon Gen. Strategy Center
Build Cost: 1400
Build Time: 20 seconds
Notes:
- Slot: 3
- Will not acquire enemy when idle.

D.c.5) Avenger
Health Information
HP: 300; 400 with Composite Armor
Armor: Anti Air Vehicle Armor
Experience Information
200 Exp to Veteran                     100 Exp as Conscript/Veteran
300 Exp to Elite                           200 Exp as Elite
600 Exp to Heroic                       400 Exp as Heroic
Vision Information
Vision Range: 150                      Shroud Clearing Range: 300
Movement Information
Speed: 30 distances/second; 25 if badly damaged
Turn rate: 180 degrees per second
Weapon Information
Avenger Twin Laser Turret (Anti Air only)
Turret Turn Rate: 180
Both turrets have the same statistics. The statistics below just describes one of them. To get the total damage an Avenger delivers to an air unit, just multiply the statistics below by 2.
Damage: 10
Damage Type: Small Arms
Cooldown: 200 milliseconds
Range: 300
Laser Speed: immediate
Accuracy: 100%
Special Feature Information
1] Avenger Target Designator
Gives Faerie Bonus (see Bonus Modifier).
Range: 200
Cooldown: 200 ms
2] Avenger Point Defense Laser
Target: Ballistic Missile, Small Missile
Scan Range: 200
Damage: 100                        Range: 100
Laser Speed: immediate        Cooldown: 500 ms
3] Eject Pilot
When a veteran, elite, or heroic Avenger is destroyed, it will eject its pilot. A veteran Avenger will eject a veteran pilot, etc.
More information on Pilot session.
4] Can build one of the following
- Battle Drone (see Drone section)
- Scout Drone (see Drone section)
- Hellfire Drone (see Drone section)
Upgrade Information
- Battle Drone (Avenger) - see Drone section
- Scout Drone (Avenger) - see Drone section
- Hellfire Drone (Avenger) - see Drone section
- Advanced Training (SW Gen. Strategy Center): Avenger gains veterancy as twice as fast.
- Composite Armor (SW Gen. Strategy Center): Avenger gains more HP.
Build Information
Prerequisite: Super Weapon Gen. War Factory and
Super Weapon Strategy Center
Build Cost: 2400
Build Time: 10 seconds
Notes
-  Slot: 3
- Can not manually attack air units.

D.c.6) Microwave Tank
Health Information
HP: 480; 580 with Composite Armor             Armor: Tank Armor
Experience Information
200 Exp to Veteran                     100 Exp as Conscript/Veteran
300 Exp to Elite                           200 Exp as Elite
600 Exp to Heroic                       400 Exp as Heroic
Vision Information
Vision Range: 200                      Shroud Clearing Range: 300
Locomotor Information
Speed: 30 dist/sec; 25 if badly damaged
Turn Rate: 180 degrees/sec
Weapon Information
1] Microwave Tank Building Disabler (Anti Surface)
Always uses this when targetting a structure.
Damage: 50
Range: 200
Damage Type: Subdual Building
Cooldown: 200 ms
2] Microwave Tank Building Clearer (Anti Surface)
Kills all infantry in a garrisonable building.
Always uses this when targetting a garrisonable building.
Range: 125
Cooldown: 100
Special Feature Information
1] Microwave Tank Emitter
Microwave Tank emits a micro wave that damages enemy infantry within range.
Damage: 8                         Damage Radius: 100
Cooldown: 250                 Damage Type: Microwave
Will not harm friendly/allied/neutral infantry.
Inactive when firing Building Disabler/Clearer.
Requires 1000 ms to become active after Building Disabler/Clearer stops firing.
2] Eject Pilot
When a veteran, elite, or heroic Microwave Tank is destroyed, it will eject its pilot. A veteran Microwave Tank will eject a veteran pilot, etc.
More information on Pilot session.
3] Can build one of the following:
Battle Drone - info on Drone Session
Scout Drone - info on Drone Session
Hellfire Drone - info on Drone Session
Upgrade Information
- Battle Drone (Microwave Tank): Builds a flying Battle Drone equipped with light machine gun and repair tools used to repair its master vehicle.
- Scout Drone (Microwave Tank): Builds a flying Scout Drone to augment sight range and detect stealth units.
- Hellfire Drone (Microwave Tank): Builds a floating Hellfire Drone armed with vehicle-killing missile system.
- Advanced Training (Strategy Center): Gains veterancy level twice as fast.
- Composite Armor (Strategy Center): Increases Microwave Tank max HP.
Build Information
Prerequisite: SW Gen. War Factory and SW Gen. Strategy Center
Build Cost: 800
Build Time: 10 seconds
Notes
-  Slot: 3
- Will not retaliate if attacked.

D.c.7) Construction Dozer
Health Information
HP: 250                 Armor: Dozer Armor
Vision Information
Vision Range: 200        Shroud Clearing Range: 200
Movement Information
Speed: 30 dist/sec; 25 when badly damaged
Turn rate: 90 deg/sec; 60 when badly damaged
Special Feature Information
1] Builder
Construction Dozer can build US Standard buildings. See Tip and Trick session to build other factions' buildings.
2] Detection and Disarming
Detects and Disarms US Colonel Burton's  & Demo General
Jarmen Kell's C4s, Chinese Tank Hunter TNTs, GLA Rebel's
Booby Trap, and China Land, Cluster, & EMP Mines.
Detection Rate: 500 msec
Disarm Delay: 1200 ms per Disarm attempt
Disarm Recharge Time: 4000 ms
Looks for explosives to disarm within 150 range every 5000 milliseconds when idle.
Can't detect explosives when in Transport or Tunnel Network.
3] Repairs Damaged Buildings
Repairs 2% of max HP per second.
Looks for buildings to repair within 150 range every 5000 milliseconds when idle.
Build Information
Prerequisite: Super Weapon Gen. Command Center
Build Cost: 1000
Build Time: 5 seconds
Notes:
- Slot: 5

------------------------------------------
(d) USA Super Weapon General Drones
------------------------------------------
D.d.1) Scout Drone
Health Information
Health: 100; 150 with Drone Armor             Armor: Tank Armor
Vision Information
Vision Range: 150                                    Shroud Clearing Range: 500
Locomotor Information
Speed: 60 dist/sec; 30 when badly damaged
Turn Rate: 180 degrees/sec; 90 when badly damaged
Maximum Wandering Range: 35 when master vehicle is idle or guarding; 75 when master vehicle is attacking or moving.
Special Feature Information
Detector
Detection Rate: 500
Upgrade Information
- Drone Armor (SW General Strategy Center): Increases Scout Drone maximum HP by 50
Build Information
Prerequisite:  Humvee, Ambulance, Avenger, Tomahawk, or Microwave
Tank
Build Cost: 100
Build Time: 5
Notes:
- Unselectable
- Flies near transport loading its master vehicle.
- Automatically destroyed when master vehicle is eliminated.

D.d.2) Battle Drone
Health Information
HP: 100; 150 with Drone Armor Upgrade
Armor: Tank Armor
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 (SW Gen. Strategy Center): Adds Battle Drone armor by 50.
Build Information
Prerequisite:  Humvee, Ambulance, Avenger, 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.

D.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                                      Minimum Range:
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 (SW Gen. Strategy Center): Battle Drone's max HP is increased by 50.
Build Information
Prerequisite:  Humvee, Ambulance, Avenger, 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.

D.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.


=========================
4 USA Building Information
=========================
All USA buildings are self-repair, meaning that they will be able to achieve full health after being damaged if given enough time and condition. Most USA buildings also pop up Rangers when destroyed, posing another threat even after they are destoyed.

There are common differences among the buildings used by various generals, i.e.:
- All generals have their buildings to build their own units. For example, a
Standard USA War Factory can not build Laser General vehicles. (S)he must capture a Laser General War Factory to train, say, a Laser Tank
So a Superweapon General player, after capturing a Standard USA player's
Air Field, can not expect to be able to build an Aurora Alpha from the once captured Air Field.
Refer to sessions on units above for reference if required.
- The same rule may also apply for upgrade. Some upgrades are unique and can not be researched from other generals' buildings of the same kind
(Stealth Comanche, for example, can not be researched from Laser General
Air Field).
However, if the upgrade is a common upgrade, it can be researched from other generals' buildings of the same kind and used by units of other generals which share the same upgrades (Countermeasures can be researched by a Laser
General player from a captured Air Force General's Air Field, for example, and used for his/her Raptor). Unlike China or GLA Generals, USA Generals, according to my observation so far, do not have any tricks on upgrades.
- Buildings of the same kind from two different generals can not interchange functions as requirements for buildings of the next hierarchy. A Super Weapon
General Strategy Center can not be used to train an Air Force Colonel Burton.
To train an Air Force General's Colonel Burton, an Air Force General's
Strategy Center is required.

In this section, there is a Modification for Each USA General section.
This section only contains differences not mentioned above. For example,
Standard USA Air Field and Air Force General Air Field have different conditions. However, this section will not mention that the difference between
a Standard USA War Factory and Lasser General War Factory  is Laser Gen.
War Factory cannot produce Crusader and Paladin Tanks. It is something that has already been mentioned above.

-------------------------
! 1) Standard Buildings !
-------------------------
a) Command Center
HP: 5000                    Armor: Structure Armour Tough
Build Cost: 2000         Build Time: 45 seconds
Vision/Shroud Clearing Range: 300
Experience Value: 200
Special Feature Information
1] American Radar
This building comes with a free radar upgrade, enabling the minimap.
2] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive damage after 3 seconds)
3] Ranger Guard
Creates 10 Rangers upon destruction.
Modifications for Each General:
- Air Force General: Logo
- Laser General: Logo
- Super Weapon General: Logo
Notes:
- Dozer Production Facility
- Door Opening Time: 1500 ms
- Door Wait Open Time: 3000 ms
- Construction Complete Duration: 1500 ms
- Required to activate some US General Powers (see General Powers) b) Cold Fusion Reactor
HP: 800                       Armor: Structure Armor
Build Cost: 800            Build Time: 10 seconds
Power: +5; 10 with Control Rods upgrade
Vision/Shorud Clearing Range: 200
Experience Value: 100
Special Feature Information
1] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive damage after 3 seconds)
2] Ranger Guard
Creates 2 Rangers upon destruction.
Upgrade Information
- Control Rods (respective Cold Fusion Reactor): Increases the power output of the reactor by 100%.
Modifications for Each General:
- Air Force General: None
- Laser General:
Build Cost: 700
Power: +8; 16 with Advanced Control Rods
Upgrade Information
- Control Rods (respective Cold Fusion Reactor): increases power output by 100%.
- Super Weapon General:
Build Cost: 900
Power: +5; 20 with Control Rods
Upgrade Information
- Control Rods (respective Cold Fusion Reactor): increases power output by 300%.
Notes:
- US power generator c) Barracks
HP: 1000                                   Armor: Structure Armor
Build Cost: 600                          Build Time: 10 seconds
Vision/Shroud Clearing Range: 200
Experience Value: 100
Special Feature Information
1] Infantry Healing
May heal at most 10 infantry at the same time
May heal allied infantry, but not neutral or hostile
Requires 2000 ms to fully heal a soldier
2] Ranger Guard
Creates 3 Rangers upon destruction.
3] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive damage after 3 seconds)
Modification for Each General
- Air Force General: none
- Laser General: none
- Super Weapon General: none d) Supply Center
Prerequisite: Cold Fusion Reactor     Power: -1
HP: 2000                                         Armor: Structure Armor
Build Cost: 2000                              Refund: 400
Build Time: 10 seconds                     Vision/Shroud Clearing Range: 200
Experience Value: 200
Special Feature Information
1] Ranger Guard
Creates 3 Rangers upon destruction.
2] Base Regeneration
Regeneration Rate: 0.3% of max HP per second
Regeneration Delay: 3000 ms (begins auto-repair when does not receive damage after 3 seconds)
Modification for Each General:
- Air Force General: none
- Laser General: none
- Super Weapon General: none
Notes:
- US supply collection and processing facility
- Comes with a Chinook.
- Can not be build too near to supplies.
- Can receive supplies harvested by Workers or Supply Truck. e) Patriot Missile Battery System
Prerequisite: Cold Fusion Reactor        Power: -3
HP: 1000                                            Armor: Base Defense Armor
Build Cost: 1000                                 Build Time: 25 seconds
Vision/Shroud Clearing Range: 360
Experience Value: 200
Weapon Information
Turret Turn Rate: 180 degrees/sec
1] Patriot Missile (Anti Surface)
Damage: 30                                 Damage Radius: 5
Range: 225                                  Damage Type: Explosion
Missile Speed: 400 dist/sec          Missile Turn Rate: 300 degrees/sec
Accuracy: 100% vs vehicles; may miss up to 10 dist. against infanty
Cooldown: 250
Clip Size: 4                                  Clip Reload Time: 2000 ms
Homing missile
2] Patriot Missile (Anti Air)
Damage: 25                                 Damage Radius: 5
Range: 350                                  Damage Type: Explosion
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