Home » PC » Command and Conquer Generals - Stunde Null » Command and Conquer Generals - Stunde Null FAQ
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 · 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19 · 20 · 21 · 22 · 23 · 24 · 25
26 · 27 · 28 · 29 · 30 · 31 · 32 · 33 · 34 · 35 · 36 · 37 · 38 · 39 · 40 · 41 · 42 · 43 · 44
26 · 27 · 28 · 29 · 30 · 31 · 32 · 33 · 34 · 35 · 36 · 37 · 38 · 39 · 40 · 41 · 42 · 43 · 44
Sponsors:
Owner: all US Generals
Prerequisite: US Airfield
Affected Units: Raptor, Stealth Fighter
Research Time: 40 seconds
Research Cost: 1500
Equips Raptor and Stealth Fighter with American Laser Guided Missiles, enhancing their damage by 25%.
6) Rocket Pods
Owner: all US Generals
Prerequisite: US Airfield
Affected Unit: Comanche
Research Time: 40 seconds
Research Cost: 800
Loads Comanche with destructive rocket weaponry systems.
7) Countermeasures
Owner: all US Generals
Prerequisite: US Airfield
Affected Units: Comanche, Raptor, King Raptor, Aircraft Carrier Raptor,
Stealth Fighter, Aurora, Aurora Alpha, US Cargo Plane, A10 Thunderbolt, B52,
B3, Spectre Gunship
Research Time: 40 seconds
Research Cost: 1000
Installs a missile-distraction system on the aircraft. In addition, aircraft is also better armored.
8) Bunker Buster
Owner: all US Generals
Prerequisite: US Airfield
Affected Unit: Stealth Fighter
Research Time: 40 seconds
Research Cost: 1500
Stealth Fighter's missiles are capable of ungarrisonning some buildings. Read
Stealth Fighter Information for detail.
9) Advanced Training
Owner: all US Generals
Prerequisite: Strategy Center
Affected Units: Ranger, Missile Defender, Pathfinder, Colonel Burton, Humvee,
Crusader Tank, Paladin Tank, Tomahawk, Avenger, Microwave Tank,
Comanche, Raptor, Aircraft Carrier Raptor, King Raptor, Stealth Fighter,
Aurora Bomber, Aurora Alpha Bomber
Research Time: 60 seconds
Research Cost: 1500
The affected units gain experience twice as fast.
10) Composite Armor
Owner: all US Generals
Prerequisite: Strategy Center
Affected Units: Crusader Tank, Paladin Tank, Avenger, Microwave Tank,
Laser Crusader Tank
Research Time: 60 seconds
Research Cost: 2000
Improves the max HP of the affected units, making them more durable in battle.
11) Drone Armor
Owner: all US Generals
Prerequisite: Strategy Center
Affected Units: Spy Drone, Scout Drone, Battle Drone, Hellfire Drone
Research Time: 40 seconds
Research Cost: 500
Reinforces the drones with better armors which increase their HP.
12) Chemical Suits
Owner: all US Generals
Prerequisite: Strategy Center
Affected Units: Ranger, Missile Defender, Pathfinder, Colonel Burton
Research Time: 60 seconds
Research Cost: 1000
Increases US infantry defense against Poison, Radiation, and Microwave.
13) Supply Lines
Owner: all US Generals
Prerequisite: Strategy Center
Affected Buildings/Units: Chinook, US Cargo Plane, Tech Oil Derricks
Research Time: 30 seconds
Research Cost: 800
Increases the Chinook harvesting capacity, Supply Drop crate funds, and Tech
Oil Derricks output production by 10%.
14) MOAB (Massive Ordnance Air Burst/Mother Of All Bombs)
Owner: all US Generals
Prerequisites: Strategy Center and Fuel Air Bomb General Power
Affected Unit: B52, B3
Research Time: 60 seconds
Research Cost: 4000
Upgrades the Fuel Air Bomb into more destructive MOAB. B52 will also be replaced by more state-of-the-art B3, which is faster.
15) Control Rods
Owner: all US Generals except Super Weapon General
Prerequisite: (Advanced) Cold Fusion Reactor
Affected Building: respective (Advanced) Cold Fusion Reactor
Upgrade Time: 30 seconds
Upgrade Cost: 500
Increases the power output of the respective (Advanced) Cold Fusion
Reactor by 100%.
16) Control Rods
Owner: Super Weapon General
Prerequisite: Super Weapon General Cold Fusion Reactor
Affected Building: respective Super Weapon General Cold Fusion Reactor
Upgrade Time: 30 seconds
Upgrade Cost: 500
Increases the power output of the respective Cold Fusion Reactor by 300%.
17) Scout Drone
Owner: all US Generals
Prerequisite: Droneless Humvee, Ambulance, Crusader, Paladin, Laser Tank,
Tomahawk, Microwave Tank
Affected Units: Respective units
Build Time: 5 seconds
Build Cost: 100
Deploys a Scout Drone with advanced mapping systems, giving its master vehicle more sight range.
18) Battle Drone
Owner: all US Generals
Prerequisite: Droneless Humvee, Ambulance, Crusader, Paladin, Laser Tank,
Tomahawk, Microwave Tank
Affected Units: Respective units
Build Time: 5 seconds
Build Cost: 300
Deploys a Battle Drone with mini machine gun. Battle Drone is also capable of repairing its master vehicle.
19) Hellfire Drone
Owner: all US Generals
Prerequisite: Droneless Humvee, Ambulance, Crusader, Paladin, Laser Tank,
Tomahawk, Microwave Tank
Affected Units: Respective units
Build Time: 5 seconds
Build Cost: 500
Deploys a Hellfire Drone with a missile launcher, making its master vehicle perform better against vehicles.
**********************************************************
Neutral
**********************************************************
Introduction
The term "Neutral" here refers to any side that does not participate directly in the war. The best example is civilians trapped in the battlefields. Though
Neutral is not well armed, and most of them even are unarmed at all, the use of their assets may be the difference between winning or losing. Foe example is the use of garrisonable civilian buildings to garrison troops and the utilization of civilian car by GLA Terrorists.
===================
1 Neutral Unit Information
===================
There are a lot of units belonging to Neutral Units, but only some will be described here.
1.1) Civilian Car
There are various car models in this game that belong to civilian. It is difficult to list them all, so the data below just display the statistics common to most cars.
Health Information
HP: 100; if it's a limo, it has a HP of 800
Armor: Truck Armor
Locomotor Information
Normal
Speed: 90 dist/sec
Turn Rate: 120 degrees/sec
Wander
Speed: 45 dist/sec
Turn Rate: 120 degrees/sec
Panic
Speed: 90 dist/sec
Turn Rate: 120 degrees/sec
Vision Information
Vision Range: varies for different cars
Notes:
- Transport Slot: 3
- Some cars are able to crush trees, some are not. All cars, however, can squish infantry.
- Can be hijacked by Terrorist, making it a deadly weapon (See
Terrorist, Car Bomb).
1.2) Locomotive
There are several types of locomotive, but mostly they share the statistics below:
Health Information
HP: 100 Armor: Invulnerable Armor
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Speed: 133 dist/sec; 60 when badly damaged.
Turn Rate: 120 deg/sec
Special Feature Information
1] Explodes when destroyed
Primary Damage: 100 Primary Damage Radius: 30
Secondary Damage: 30 Secondary Damage Radius: 65
Damage Type: Explosion
2] Can crush infantry, vehicles, heroes, and buildings
3] Battle Transport (only one type of locomotive has this ability)
Enables passengers to fire from inside, gaining Garrison Bonus (see Bonus Modifiers)
Can accommodate at most 5 infantry
50% damage to units inside upon death
4] Can only move on railroad
Note:
- Can tow Train Coachs
- Stops at the station for 10 seconds
- To destroy a locomotive quickly, build a Demo Trap in its path.
1.3) Train Coachs
It is intended to describe all train coachs towed by locomotive because they all have the same statistics.
Health Information
HP: 100 Armor: Truck Armor
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Towed by Locomotive
Special Feature Information
1] Explodes when destroyed (Only some kinds of Train Coaches)
Primary Damage: 100 Primary Damage Radius: 30
Secondary Damage: 30 Secondary Damage Radius: 65
Damage Type: Explosion
2] Can crush infantry, vehicles, heroes, and buildings
3] Transport (only one type of carriage has this ability, just play USA ZH Mission 1)
Contains 8 slots
50% damage to units inside upon death.
4] Can only move on railroad
Note:
====================
2 Tech Building Information
====================
1) Artillery Platform
HP: 2000 Armor: Structure Armor
Vision/Shroud Clearing Range: 360
Weapon: Artillery Platform Gun
Damage: 100 Damage Radius: 10
Range: 350 Min. Range: 50
Damage Type Explosion
Cooldown: 7000 ms
Projectile Speed: 300 dist/sec
Accuracy: 85% (may miss up to 15 distances against a target)
Special Feature Information
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) Reinforcement Pad
HP: 1000 Armor: Structure Armor
Experience Value: 200
Shroud Clearing Range: 200
Special Feature Information
1] Reinforcement
Reinforcement Pad enables player controlling it to get reinforcement from outside map, sent by a Cargo Plane.
Reinforcement Arrival Delay: 2 minutes
Reinforcement Sent:
- Standard China: 1 Battlemaster Tank
- Infantry General: 1 Assault Troop Crawler
- Nuke General: 1 (Nuke) Battlemaster Tank
- Tank General: 1 Battlemaster Tank
- Boss General: none
- Standard GLA: 1 Scorpion Tank
- Demolition General: 2 Terrorist Combat Bikes
- Stealth General: 1 Quad Cannon
- Toxin General: 1 Toxin Tractor
- Standard USA: 1 Crusader Tank
- Air Force General: 1 Hummvee
- Laser General: 1 Laser Crusader
- Super Weapon General: 1 Tomahawk
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) Repair Pad
HP: 1000 Armor: Structure Armor
Experience Value: 200
Shroud Clearing Range: 200
Special Feature Information
1] Repairs Vehicles
Can repair allied vehicles
Repairing Time: 5000 ms/unit
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)
4) Repair Bay
HP: 1000 Armor: Structure Armor
Experience Value: 200
Shroud Clearing Range: 200
1] Enables Auto-Repair
Gives all ground vehicles auto-repair ability
Repair Rate: 2 ms/unit
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)
5) Hospital
HP: 2000 Armor: Structure Armor
Shroud Clearing Range: 100
Special Feautre Information
Infantry Auto Heal
Gives all infantry under the hospital owner's command regeneration ability
Healing Rate: 2 HP/second
6) Oil Derrick
HP: 2000 Armor: Structure Armor
Shroud Clearing Range: 100
Special Feature Information
1] Initial Deposit
Gives the first captor that turns it from neutral building to a side an initial capture bonus of $1000.
2] Auto Deposit
Deposit Rate: 200 per 12 seconds
7) Oil Refinery
HP: 2000 Armor: Structure Armor
Shroud Clearing Range: 100
Special Ability
Vehicle Cost Reduction
Gives a 10% cost reduction for the player owning this building when constructing vehicles/aircraft.
=====================
3 Civilian Building Information
=====================
For now, this FAQ will only present neutral buildings that can also be found in skirmish/multiplayer mode.
3.1) Civilian Building
HP: 2000 Armor: Structure Armor
Special Feature Information
Garrison
Can accommodate up to 8 or 10 infantry inside (but mostly 10).
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers).
Can be ungarrisonned.
Automatically ungarrisons itself when HP is low (red)
Note:
- Some Civilian Buildings may topple, but mostly they don't. Look at
Tower to see the effect of toppling. The statistics for Civilian Building's toppling may be a little bit different.
3.2) Tower
HP: 500 Armor: Structure Armor
Special Feature Information
1] Garrison
Can accommodate up to 8 or 10 infantry inside (but mostly 10).
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers).
Can be ungarrisonned.
Automatically ungarrisons itself when HP is low (red)
2] Topple
When HP reaches 0, it will topple, causing great damage to anything hit by its ruin.
Topple Delay: 250-500 ms
Topple Burst Delay: 1500-2500 ms
Toppled Structure
Damage: 9999 Damage Radius: 20
Damage Type: Explosion
Note:
- Most Towers will topple when destroyed, but few don't.
- Tower's name will be displayed as Civilian Building, but you know what
Tower looks like, don't you?
3.3) Bunker
HP: 2000 Armor: Structure Armor
Special Feature Information
Garrison
Can accommodate up to 10 infantry inside.
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers).
Can be ungarrisonned.
Automatically ungarrisons itself when HP is low (red)
Note:
- Unlike Chinese Bunker, this Bunker can be ungarrisonned easily. Beware.
3.4) Tent
HP: 200 Armor: Structure Armor
HP: 2000 Armor: Structure Armor
Special Feature Information
Garrison
Can accommodate up to 4 infantry inside.
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers).
Can be ungarrisonned.
Automatically ungarrisons itself when HP is low (red)
Note:
3.5) Grass Hut
HP: 100 Armor: Structure Armor
Special Feature Information
Garrison
Can accommodate up to 10 infantry inside.
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers).
Can be ungarrisonned.
Automatically ungarrisons itself when HP is low (red)
Note:
++++++++++++++++++++
| D. Miscellaneous |
++++++++++++++++++++
================
1 Did You Know?
===============
* = it is already mentioned in the Unit Information sections. Just a reminder.
1. When 4 or more MiGs attack air units and create Firestorm, the Firestorm will be created on the ground, damaging the ground units.
2. Black Lotus can not disable transport with units inside.
3. SCUD Storm can be ordered to launch some of its missiles. Activate your SCUD
SW to attack, wait till all missiles are erected, ready for launch, and when one of those nine missiles are already in flight, press "S" key, and the others will abort launching. Discovered by DreamChaser.Useful for confusing your enemy:).
4. Ambulance can also repair ground vehicles and drones.*
5. If your Hole Worker gets killed but you need to rebuild the building quickly, impatient of waiting the next Hole Worker to pop up, just order your common
Worker rebuild the building. Only works if your Hole Worker has somehow built the building in progress.When the Hole worker appears again, he will just watch and disappears when the building is complete.
6. Emergency Repair General Power does not to work on units influenced by Enthusiasm. Perhaps I am wrong, but I always tried and got the same result.
7. A Demolition General Rebel can be ordered to commit suicide without having
a Demolition upgrade. First, select a Demolition Gen. Worker and then select a Demolition Gen. Rebel. The Suicide command is on then. Click it, and your Rebel dies! Suicide attack? Unfortunately not, just a stupid suicide...
Meaningless....
8. AI Missile Defender never activates its Laser Missile Attack, but he always fires as fast and as long as if he activates his Laser Missile Attack.
9. You can activate a General Power from a Command Center of different faction which has the same General Power. For example, you can activate an Air
Force General A10 Thundebolt Missile Strike Level 1 from Laser General
Command Center. However, it will not work on different General Powers though they share the same characteristics, i.e. activating an Infantry
General Carpet Bombing from Nuke General Command Center.
10. When you are playing US ZH Mission 5, try to build Dr. Thrax's Command
Center. This will let you choose choose between Rebel ambush (activated through GLA renegade Command Center) or Toxin Rebel ambush (activated through Dr. Thrax's Command Center).
11. Hijacker can hijack a Combat Cycle.
12. The best offensive units against Prince Kassad computer hard mode is
Battle Bus loaded with RPG Troopers. Put your loaded Battle Bus in a bottle neck area, or in his base, and let it be hijacked by enemy hijacker.
The Battle Bus will change owner, but not the passengers. Never tested on other units such as Assault Troop Crawler or Humvee, but theoretically it will work on those units as well.
====================
2 Places, Events, and Names
====================
Adana, Turkey
(GLA Mission 4)
The city where US Air Base, Incirlik, is located. GLA attempts an assault on this place to drive US out of Turkey.
Akmola, Kazakhstan
(US Mission 7, Operation: Last Call)
The capital of GLA and former Chinese military base. US besieges this city and gets authorization from Chinese government to use their facilities.
Al Hanad, Yemen
(US Mission 2, Operation: Treasure Hunt)
The GLA leaders responsible for bio war were detected in this city and some
Comanches received orders to eliminate them. Unfortunately, all Comaches got shot down by Stinger Soldiers and the pilots captured. US sends rescue teams to bring the pilots back.
Aldastan
Refer to Bishkek and Dushanbe.
Almaty, Kazakhstan
(GLA Mission 2)
In the villages outside this city, UN troops, protected by US forces, distributed supplies to the civilians. GLA, in need of funds, sends forces to claim the supplies, but faces resistance from both UN and US forces.
Amisbad Oil Fields, Iran
(USA ZH Mission 4, Operation: Black Gold)
An oil refinery complex where Dr. Thrax, a GLA operative responsible for toxin research and production, funds his project. A large number of US Cargo
Planes successfully outmaneuver GLA anti air defenses and drop Rangers to secure a nearby airstrip where a base must be built quickly as Dr. Thrax has mined most oil derricks, incited the local populance to rebel against US invaders, and worse, is building a SCUD Storm.
ARC
A TV station broadcasting US/China-GLA conflict. Usually reporting
Prerequisite: US Airfield
Affected Units: Raptor, Stealth Fighter
Research Time: 40 seconds
Research Cost: 1500
Equips Raptor and Stealth Fighter with American Laser Guided Missiles, enhancing their damage by 25%.
6) Rocket Pods
Owner: all US Generals
Prerequisite: US Airfield
Affected Unit: Comanche
Research Time: 40 seconds
Research Cost: 800
Loads Comanche with destructive rocket weaponry systems.
7) Countermeasures
Owner: all US Generals
Prerequisite: US Airfield
Affected Units: Comanche, Raptor, King Raptor, Aircraft Carrier Raptor,
Stealth Fighter, Aurora, Aurora Alpha, US Cargo Plane, A10 Thunderbolt, B52,
B3, Spectre Gunship
Research Time: 40 seconds
Research Cost: 1000
Installs a missile-distraction system on the aircraft. In addition, aircraft is also better armored.
8) Bunker Buster
Owner: all US Generals
Prerequisite: US Airfield
Affected Unit: Stealth Fighter
Research Time: 40 seconds
Research Cost: 1500
Stealth Fighter's missiles are capable of ungarrisonning some buildings. Read
Stealth Fighter Information for detail.
9) Advanced Training
Owner: all US Generals
Prerequisite: Strategy Center
Affected Units: Ranger, Missile Defender, Pathfinder, Colonel Burton, Humvee,
Crusader Tank, Paladin Tank, Tomahawk, Avenger, Microwave Tank,
Comanche, Raptor, Aircraft Carrier Raptor, King Raptor, Stealth Fighter,
Aurora Bomber, Aurora Alpha Bomber
Research Time: 60 seconds
Research Cost: 1500
The affected units gain experience twice as fast.
10) Composite Armor
Owner: all US Generals
Prerequisite: Strategy Center
Affected Units: Crusader Tank, Paladin Tank, Avenger, Microwave Tank,
Laser Crusader Tank
Research Time: 60 seconds
Research Cost: 2000
Improves the max HP of the affected units, making them more durable in battle.
11) Drone Armor
Owner: all US Generals
Prerequisite: Strategy Center
Affected Units: Spy Drone, Scout Drone, Battle Drone, Hellfire Drone
Research Time: 40 seconds
Research Cost: 500
Reinforces the drones with better armors which increase their HP.
12) Chemical Suits
Owner: all US Generals
Prerequisite: Strategy Center
Affected Units: Ranger, Missile Defender, Pathfinder, Colonel Burton
Research Time: 60 seconds
Research Cost: 1000
Increases US infantry defense against Poison, Radiation, and Microwave.
13) Supply Lines
Owner: all US Generals
Prerequisite: Strategy Center
Affected Buildings/Units: Chinook, US Cargo Plane, Tech Oil Derricks
Research Time: 30 seconds
Research Cost: 800
Increases the Chinook harvesting capacity, Supply Drop crate funds, and Tech
Oil Derricks output production by 10%.
14) MOAB (Massive Ordnance Air Burst/Mother Of All Bombs)
Owner: all US Generals
Prerequisites: Strategy Center and Fuel Air Bomb General Power
Affected Unit: B52, B3
Research Time: 60 seconds
Research Cost: 4000
Upgrades the Fuel Air Bomb into more destructive MOAB. B52 will also be replaced by more state-of-the-art B3, which is faster.
15) Control Rods
Owner: all US Generals except Super Weapon General
Prerequisite: (Advanced) Cold Fusion Reactor
Affected Building: respective (Advanced) Cold Fusion Reactor
Upgrade Time: 30 seconds
Upgrade Cost: 500
Increases the power output of the respective (Advanced) Cold Fusion
Reactor by 100%.
16) Control Rods
Owner: Super Weapon General
Prerequisite: Super Weapon General Cold Fusion Reactor
Affected Building: respective Super Weapon General Cold Fusion Reactor
Upgrade Time: 30 seconds
Upgrade Cost: 500
Increases the power output of the respective Cold Fusion Reactor by 300%.
17) Scout Drone
Owner: all US Generals
Prerequisite: Droneless Humvee, Ambulance, Crusader, Paladin, Laser Tank,
Tomahawk, Microwave Tank
Affected Units: Respective units
Build Time: 5 seconds
Build Cost: 100
Deploys a Scout Drone with advanced mapping systems, giving its master vehicle more sight range.
18) Battle Drone
Owner: all US Generals
Prerequisite: Droneless Humvee, Ambulance, Crusader, Paladin, Laser Tank,
Tomahawk, Microwave Tank
Affected Units: Respective units
Build Time: 5 seconds
Build Cost: 300
Deploys a Battle Drone with mini machine gun. Battle Drone is also capable of repairing its master vehicle.
19) Hellfire Drone
Owner: all US Generals
Prerequisite: Droneless Humvee, Ambulance, Crusader, Paladin, Laser Tank,
Tomahawk, Microwave Tank
Affected Units: Respective units
Build Time: 5 seconds
Build Cost: 500
Deploys a Hellfire Drone with a missile launcher, making its master vehicle perform better against vehicles.
**********************************************************
Neutral
**********************************************************
Introduction
The term "Neutral" here refers to any side that does not participate directly in the war. The best example is civilians trapped in the battlefields. Though
Neutral is not well armed, and most of them even are unarmed at all, the use of their assets may be the difference between winning or losing. Foe example is the use of garrisonable civilian buildings to garrison troops and the utilization of civilian car by GLA Terrorists.
===================
1 Neutral Unit Information
===================
There are a lot of units belonging to Neutral Units, but only some will be described here.
1.1) Civilian Car
There are various car models in this game that belong to civilian. It is difficult to list them all, so the data below just display the statistics common to most cars.
Health Information
HP: 100; if it's a limo, it has a HP of 800
Armor: Truck Armor
Locomotor Information
Normal
Speed: 90 dist/sec
Turn Rate: 120 degrees/sec
Wander
Speed: 45 dist/sec
Turn Rate: 120 degrees/sec
Panic
Speed: 90 dist/sec
Turn Rate: 120 degrees/sec
Vision Information
Vision Range: varies for different cars
Notes:
- Transport Slot: 3
- Some cars are able to crush trees, some are not. All cars, however, can squish infantry.
- Can be hijacked by Terrorist, making it a deadly weapon (See
Terrorist, Car Bomb).
1.2) Locomotive
There are several types of locomotive, but mostly they share the statistics below:
Health Information
HP: 100 Armor: Invulnerable Armor
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Speed: 133 dist/sec; 60 when badly damaged.
Turn Rate: 120 deg/sec
Special Feature Information
1] Explodes when destroyed
Primary Damage: 100 Primary Damage Radius: 30
Secondary Damage: 30 Secondary Damage Radius: 65
Damage Type: Explosion
2] Can crush infantry, vehicles, heroes, and buildings
3] Battle Transport (only one type of locomotive has this ability)
Enables passengers to fire from inside, gaining Garrison Bonus (see Bonus Modifiers)
Can accommodate at most 5 infantry
50% damage to units inside upon death
4] Can only move on railroad
Note:
- Can tow Train Coachs
- Stops at the station for 10 seconds
- To destroy a locomotive quickly, build a Demo Trap in its path.
1.3) Train Coachs
It is intended to describe all train coachs towed by locomotive because they all have the same statistics.
Health Information
HP: 100 Armor: Truck Armor
Vision Information
Vision/Shroud Clearing Range: 300
Movement Information
Towed by Locomotive
Special Feature Information
1] Explodes when destroyed (Only some kinds of Train Coaches)
Primary Damage: 100 Primary Damage Radius: 30
Secondary Damage: 30 Secondary Damage Radius: 65
Damage Type: Explosion
2] Can crush infantry, vehicles, heroes, and buildings
3] Transport (only one type of carriage has this ability, just play USA ZH Mission 1)
Contains 8 slots
50% damage to units inside upon death.
4] Can only move on railroad
Note:
====================
2 Tech Building Information
====================
1) Artillery Platform
HP: 2000 Armor: Structure Armor
Vision/Shroud Clearing Range: 360
Weapon: Artillery Platform Gun
Damage: 100 Damage Radius: 10
Range: 350 Min. Range: 50
Damage Type Explosion
Cooldown: 7000 ms
Projectile Speed: 300 dist/sec
Accuracy: 85% (may miss up to 15 distances against a target)
Special Feature Information
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) Reinforcement Pad
HP: 1000 Armor: Structure Armor
Experience Value: 200
Shroud Clearing Range: 200
Special Feature Information
1] Reinforcement
Reinforcement Pad enables player controlling it to get reinforcement from outside map, sent by a Cargo Plane.
Reinforcement Arrival Delay: 2 minutes
Reinforcement Sent:
- Standard China: 1 Battlemaster Tank
- Infantry General: 1 Assault Troop Crawler
- Nuke General: 1 (Nuke) Battlemaster Tank
- Tank General: 1 Battlemaster Tank
- Boss General: none
- Standard GLA: 1 Scorpion Tank
- Demolition General: 2 Terrorist Combat Bikes
- Stealth General: 1 Quad Cannon
- Toxin General: 1 Toxin Tractor
- Standard USA: 1 Crusader Tank
- Air Force General: 1 Hummvee
- Laser General: 1 Laser Crusader
- Super Weapon General: 1 Tomahawk
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) Repair Pad
HP: 1000 Armor: Structure Armor
Experience Value: 200
Shroud Clearing Range: 200
Special Feature Information
1] Repairs Vehicles
Can repair allied vehicles
Repairing Time: 5000 ms/unit
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)
4) Repair Bay
HP: 1000 Armor: Structure Armor
Experience Value: 200
Shroud Clearing Range: 200
1] Enables Auto-Repair
Gives all ground vehicles auto-repair ability
Repair Rate: 2 ms/unit
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)
5) Hospital
HP: 2000 Armor: Structure Armor
Shroud Clearing Range: 100
Special Feautre Information
Infantry Auto Heal
Gives all infantry under the hospital owner's command regeneration ability
Healing Rate: 2 HP/second
6) Oil Derrick
HP: 2000 Armor: Structure Armor
Shroud Clearing Range: 100
Special Feature Information
1] Initial Deposit
Gives the first captor that turns it from neutral building to a side an initial capture bonus of $1000.
2] Auto Deposit
Deposit Rate: 200 per 12 seconds
7) Oil Refinery
HP: 2000 Armor: Structure Armor
Shroud Clearing Range: 100
Special Ability
Vehicle Cost Reduction
Gives a 10% cost reduction for the player owning this building when constructing vehicles/aircraft.
=====================
3 Civilian Building Information
=====================
For now, this FAQ will only present neutral buildings that can also be found in skirmish/multiplayer mode.
3.1) Civilian Building
HP: 2000 Armor: Structure Armor
Special Feature Information
Garrison
Can accommodate up to 8 or 10 infantry inside (but mostly 10).
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers).
Can be ungarrisonned.
Automatically ungarrisons itself when HP is low (red)
Note:
- Some Civilian Buildings may topple, but mostly they don't. Look at
Tower to see the effect of toppling. The statistics for Civilian Building's toppling may be a little bit different.
3.2) Tower
HP: 500 Armor: Structure Armor
Special Feature Information
1] Garrison
Can accommodate up to 8 or 10 infantry inside (but mostly 10).
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers).
Can be ungarrisonned.
Automatically ungarrisons itself when HP is low (red)
2] Topple
When HP reaches 0, it will topple, causing great damage to anything hit by its ruin.
Topple Delay: 250-500 ms
Topple Burst Delay: 1500-2500 ms
Toppled Structure
Damage: 9999 Damage Radius: 20
Damage Type: Explosion
Note:
- Most Towers will topple when destroyed, but few don't.
- Tower's name will be displayed as Civilian Building, but you know what
Tower looks like, don't you?
3.3) Bunker
HP: 2000 Armor: Structure Armor
Special Feature Information
Garrison
Can accommodate up to 10 infantry inside.
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers).
Can be ungarrisonned.
Automatically ungarrisons itself when HP is low (red)
Note:
- Unlike Chinese Bunker, this Bunker can be ungarrisonned easily. Beware.
3.4) Tent
HP: 200 Armor: Structure Armor
HP: 2000 Armor: Structure Armor
Special Feature Information
Garrison
Can accommodate up to 4 infantry inside.
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers).
Can be ungarrisonned.
Automatically ungarrisons itself when HP is low (red)
Note:
3.5) Grass Hut
HP: 100 Armor: Structure Armor
Special Feature Information
Garrison
Can accommodate up to 10 infantry inside.
Infantry can fire from within, gaining Garrison Bonus (see Bonus
Modifiers).
Can be ungarrisonned.
Automatically ungarrisons itself when HP is low (red)
Note:
++++++++++++++++++++
| D. Miscellaneous |
++++++++++++++++++++
================
1 Did You Know?
===============
* = it is already mentioned in the Unit Information sections. Just a reminder.
1. When 4 or more MiGs attack air units and create Firestorm, the Firestorm will be created on the ground, damaging the ground units.
2. Black Lotus can not disable transport with units inside.
3. SCUD Storm can be ordered to launch some of its missiles. Activate your SCUD
SW to attack, wait till all missiles are erected, ready for launch, and when one of those nine missiles are already in flight, press "S" key, and the others will abort launching. Discovered by DreamChaser.Useful for confusing your enemy:).
4. Ambulance can also repair ground vehicles and drones.*
5. If your Hole Worker gets killed but you need to rebuild the building quickly, impatient of waiting the next Hole Worker to pop up, just order your common
Worker rebuild the building. Only works if your Hole Worker has somehow built the building in progress.When the Hole worker appears again, he will just watch and disappears when the building is complete.
6. Emergency Repair General Power does not to work on units influenced by Enthusiasm. Perhaps I am wrong, but I always tried and got the same result.
7. A Demolition General Rebel can be ordered to commit suicide without having
a Demolition upgrade. First, select a Demolition Gen. Worker and then select a Demolition Gen. Rebel. The Suicide command is on then. Click it, and your Rebel dies! Suicide attack? Unfortunately not, just a stupid suicide...
Meaningless....
8. AI Missile Defender never activates its Laser Missile Attack, but he always fires as fast and as long as if he activates his Laser Missile Attack.
9. You can activate a General Power from a Command Center of different faction which has the same General Power. For example, you can activate an Air
Force General A10 Thundebolt Missile Strike Level 1 from Laser General
Command Center. However, it will not work on different General Powers though they share the same characteristics, i.e. activating an Infantry
General Carpet Bombing from Nuke General Command Center.
10. When you are playing US ZH Mission 5, try to build Dr. Thrax's Command
Center. This will let you choose choose between Rebel ambush (activated through GLA renegade Command Center) or Toxin Rebel ambush (activated through Dr. Thrax's Command Center).
11. Hijacker can hijack a Combat Cycle.
12. The best offensive units against Prince Kassad computer hard mode is
Battle Bus loaded with RPG Troopers. Put your loaded Battle Bus in a bottle neck area, or in his base, and let it be hijacked by enemy hijacker.
The Battle Bus will change owner, but not the passengers. Never tested on other units such as Assault Troop Crawler or Humvee, but theoretically it will work on those units as well.
====================
2 Places, Events, and Names
====================
Adana, Turkey
(GLA Mission 4)
The city where US Air Base, Incirlik, is located. GLA attempts an assault on this place to drive US out of Turkey.
Akmola, Kazakhstan
(US Mission 7, Operation: Last Call)
The capital of GLA and former Chinese military base. US besieges this city and gets authorization from Chinese government to use their facilities.
Al Hanad, Yemen
(US Mission 2, Operation: Treasure Hunt)
The GLA leaders responsible for bio war were detected in this city and some
Comanches received orders to eliminate them. Unfortunately, all Comaches got shot down by Stinger Soldiers and the pilots captured. US sends rescue teams to bring the pilots back.
Aldastan
Refer to Bishkek and Dushanbe.
Almaty, Kazakhstan
(GLA Mission 2)
In the villages outside this city, UN troops, protected by US forces, distributed supplies to the civilians. GLA, in need of funds, sends forces to claim the supplies, but faces resistance from both UN and US forces.
Amisbad Oil Fields, Iran
(USA ZH Mission 4, Operation: Black Gold)
An oil refinery complex where Dr. Thrax, a GLA operative responsible for toxin research and production, funds his project. A large number of US Cargo
Planes successfully outmaneuver GLA anti air defenses and drop Rangers to secure a nearby airstrip where a base must be built quickly as Dr. Thrax has mined most oil derricks, incited the local populance to rebel against US invaders, and worse, is building a SCUD Storm.
ARC
A TV station broadcasting US/China-GLA conflict. Usually reporting
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 · 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19 · 20 · 21 · 22 · 23 · 24 · 25
26 · 27 · 28 · 29 · 30 · 31 · 32 · 33 · 34 · 35 · 36 · 37 · 38 · 39 · 40 · 41 · 42 · 43 · 44
26 · 27 · 28 · 29 · 30 · 31 · 32 · 33 · 34 · 35 · 36 · 37 · 38 · 39 · 40 · 41 · 42 · 43 · 44
Sponsors:
Other files from this game:
- Command and Conquer Generals - Stunde Null trainer by System on 14/03/2006, 06:30
Trainer for money, power and honor points - Command and Conquer Generals - Stunde Null trainer by System on 14/03/2006, 06:30
Trainer for money and energy - Command and Conquer Generals - Stunde Null savegame by System on 14/03/2006, 06:30
Unlock all mission - Command and Conquer Generals - Stunde Null document by System on 14/03/2006, 06:30
'Boss General' for Skirmish or Multiplayer - Command and Conquer Generals - Stunde Null trainer by System on 14/03/2006, 06:30
Trainer for money, ranks and energy (for v1.2) - Command and Conquer Generals - Stunde Null trainer by System on 14/03/2006, 06:30
Mega trainer (for v1.02) - Command and Conquer Generals - Stunde Null document by System on 14/03/2006, 06:30
- Command and Conquer Generals - Stunde Null document by System on 14/03/2006, 06:30
- Command and Conquer Generals - Stunde Null trainer by System on 14/03/2006, 06:30
Trainer for money, power, points and missiles (for v1.02) - Command and Conquer Generals - Stunde Null solution by System on 09/03/2006, 09:50
- Command and Conquer Generals - Stunde Null FAQ by System on 09/03/2006, 09:50
- Command and Conquer Generals - Stunde Null FAQ by System on 09/03/2006, 09:50
Generals Promotions 'GP' FAQ - Command and Conquer Generals - Stunde Null solution by System on 09/03/2006, 09:50
Strategy Guide






