Command & Conquer: Generals Zero Hour Walkthrough :
This walkthrough for Command & Conquer: Generals Zero Hour [PC] has been posted at 28 May 2010 by ultimeit and is called "FAQ/Strategy Guide". If walkthrough is usable don't forgot thumbs up ultimeit and share this with your freinds. And most important we have 6 other walkthroughs for Command & Conquer: Generals Zero Hour, read them all!
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Walkthrough - FAQ/Strategy Guide:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ::::::::::::::::::::::::::: :: Command & Conquer: Generals Zero Hour FAQ :: :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ::::::::::::::::::::::::::: FAQ version: 1.01 by: Emperor Copyright 2004 John I Hessler (Supreme_deity@mailcity.com) Game: C&C Generals Zero Hour v 1.02 Publisher: Electronic Arts 00000000000000000000 0 Writer's Comment 0 00000000000000000000 It is just a kind of introduction. When you become disgusted after reading this comment, sorry, I don't mean it. As all civilized and intelligent people realize the importance of copyright, I do not need to repeat it and when it should be used:). I'm glad I finally could finish this third FAQ so you can read it. Frankly, I thought I would fail to bring it to completion. It will be my pleasure to know that this FAQ may at least give you readers satisfaction, together with lots of other good FAQs. However, it is my disappointment to tell you that this FAQ is actually far from perfectness. I hope that I can make the next version better, if I decide to make a 1.02 version. If anyone wishes to include this FAQ in a website, my prior permission is not required. Just notify me via e-mail, and, of course, regarding to what we talk about copyright above, credit me for this work. I worked on and tested it for since February 2004 till now. I must even surrender my health to influenza and severe coughs several times due to my efforts, so I think I deserve some credits. Are you with me?^_^ Before someone protesting, I must tell that some may notice that my format looks like that of the 'posthumous' www.cncuniverse.com (If I am not mistaken, www.cncseries also uses similar formats). Frankly speaking, I wrote this fact in memoriam of the site (and for my personal pleasure of sharing something with other fans). Moreover, I love its format, so I adapted it in my FAQ. However, the data contained herein is my work, I just took the format and learnt how to write a FAQ. Another thing to protest about is my "nonrecognition" of others' works. You can see in Tips and Tricks session that there are two tips and tricks not belonging to me but I do not mention the people discovered them first. I do not mean to unrecognize their efforts, but to this day, I haven't yet discovered the names, sites, or anything else I can use to refer to. As those two are truly good, and for people unlucky enough not to find them before, I decided to write those two in my FAQ. The only thing I can do to emphasize that those tricks are not mine in origin is to write that they do not belong to me. So, please understand that I do not mean to claim others' works. E-mail me if you have suggestions, questions, corrections, or anything concerning with this FAQ. I realize that I made some mistakes. You may also correct my grammar, spelling, etc,but not my lifestyle:). Just do not expect a quick reply as I rarely go to internet house and read e-mail [Pssst.. I do not have much money to spend there even for 2 hours per month :'-( ]. It also means "please do not send junk mails for it takes my precious time and money to clean it". I am not a Chinese Hacker, who enters an Internet Center and reaps money as soon as he is in. When I enter an Internet Center/House, not a $5 which appears, but a negative dollar sign...:p. My thanks go to Electronic Arts for making such a great game and my cousins and my brother who always helped me by supplying information, discussing this game so I could get some information, and most importantly, giving me access to play it for FREE in his workplace:). Consequently, I also thank the site(s) hosting my FAQs so I can continue by thanking you all readers. Thank you for reading it. "Further transmission may be difficult. This is John I Hessler reporting from the field..." +++++++++++++++++++++ + Table of Contents + +++++++++++++++++++++ A. General Information 1 Purpose 2 Scenario Purpose 3 General Power and General Rank 4 Buildings 5 Units 6 Damage and Armor a Armor b Continuous Damage 7 Bonus Modifier 8 Field Objects B. Info on the Opposing Sides China Introduction 1 China Factions a. Standard China b. China Infantry General c. China Nuke General d. China Tank General e. Boss General 2 China General Powers 3 China Unit Information A. Standard China Units B. China Infantry General Units C. China Nuke General Units D. China Tank General Units E) Boss General 4 China Building Information 1) Standard Buildings 2) Unique Buildings 5 China Upgrade Information GLA Introduction 1 GLA Factions a. Standard GLA b. GLA Demolition General c. GLA Stealth General d. GLA Toxin General 2 GLA General Powers 3 GLA Unit Information A. Standard GLA Units B. GLA Demolition General Units C. GLA Stealth General Units D. GLA Toxin General Units 4 GLA Building Information 1) Standard Buildings 2) Unique Buildings 5 GLA Upgrade Information USA Introduction 1 USA Factions a. Standard USA b. USA Air Force General c. USA Laser General d. USA Super Weapon General 2 USA General Powers 3 USA Unit Information A. Standard USA Units B. USA Air Force General Units C. USA Laser General Units D. USA Super Weapon General Units 4 USA Building Information 1) Standard Buildings 2) Unique Buildings 5 USA Upgrade Information Neutral 1 Neutral Unit Information 2 Tech Building Information 3 Civilian Building Information D. Miscellaneous 1 Did You Know? 2 Places, Events, and Names 3 Tips and Tricks ++++++++++++++++++++++++++ | A. General Information | ++++++++++++++++++++++++++ ========= 1 Purpose ========= Unlike Scenario, skirmish purpose is only one: supremacy over your enemies. Eliminate or rob of all their buildings to achieve this. Note that not all buildings are victory determinant, for example, Stinger Site. Civilian structures are also not counted as victory determinant buildings. The objective is simple, but the fulfilment is usually far more difficult than understanding it. Your enemies will react as your forces are approaching their base. Their defense and forces will not welcome you as if they welcome their good friends coming to their houses. Worse, they may even launch waves of attacks on your bases and force you to forget your coffee-break time. Now you should understand that the goal of this game is to force your enemies to extinction by stripping their buildings from them, just make it in mind that they will also be tempted to knock your bases' doors, so make sure that your base is ready for such a visit by a Ranger to a Nuclear Missile.... ================= 2 Scenario Purpose ================= Scenario Purposes are difficult to tell, for they may vary from destroying enemy base to defend your base, from stealing special thing to reaching a destination. Just ensure you are not wasting your time doing some worthless efforts because of wrong interpretation of a mission objective. You know how to check it, don't you? ================================= 3 General Power and General Rank ================================= Every player playing this game is allowed to access some abilities which are thought to be useful in accomplishing the mission. Those abilities are called General Powers. There are numerous General Powers, but players can only choose up to 7 General Powers. 1 Star General requires 0 point and gives a player 1 General Point. 2 Star General requires 800 points and gives a player 1 General Point. 3 Star General requires 1500 points and gives a player 1 General Point. 4 Star General requires 2500 points and gives a player 1 General Point. 5 Star General requires 5000 points and gives a player 3 General Points. ============ 4 Buildings ============ ------------------- (a) Base Buildings ------------------- Buildings in this game play important roles, even civilian buildings. Base buildings are usually used to produce and repair units, research and upgrade, etc. Every building has its own functions that can be read in other sections of this document. Base buildings can be categorized into several types: Power Generator This kind of building generates energy to power a base. If power is low, some buildings cease to function. Only China and USA have this building type. Supply Center Supply Center is the building which processes supply into cash. Without this building, supply is just a pile of boxes. All sides have one kind of this building. Unit Production It is where the units come. Unit production buildings are able to repair and heal the unit types they produce. For example, GLA Barracks may heal injured Rebel or Ranger. China and USA have three kinds of this type: Barracks, War Factory, and Air Field while GLA just operates Barracks and Arms Dealer. Command Center is not included because it has different roles though sure it can produce (but not heal or repair) builders. Base Defense This is the type that makes the enemy think twice to attack a base. Base defense is a building that can deliver some damage to the incoming hostile units. Among the three warring sides, USA has Patriot and Fire Base to protect her base. To some extent, Strategy Center running Bombardment Battle Plan is also a good base defense. China operates her Gattling Cannon and Bunker (Boss General is an exception). GLA has Tunnel Network, Stinger Site,Demo Trap, and Palace to defend its base. Threshold Building What is meant here is buildings that are required to build advanced buildings and units. All sides have one. USA relies on her Strategy Center, China depends on her Propaganda Center, and GLA leans on its Palace for better technology. Well, the name seems not to imply what I mean, but I don’t have a better name… Superweapon The most prestigious, feared, and destructive weapons of all sides are produced in this kind of building. It takes a lot of money and time to build such building. China shakes the world with her devastating Nuclear Missile, USA sweeps the enemies clean with her fiery Particle Cannon, and GLA spreads terror with its deadly Scud Storm. ------------------ (b) Neutral Buildings ------------------ Buildings that no side can build but can be captured or repaired by any side is called Neutral Buildings. Neutral Buildings are various, but they can be classified into: Civilian Building The most common building of belonged to civilian, this building consists of a lot of shapes and forms, all resembling houses, offices, and city buildings. Civilian Buildings are usually capable of garrisoning infantry, therefore quite deadly to the units unprepared. When a side garrisons a Civilian Building, the flag with the colour of the claimer is raised, except when it is garrisoned by a Pathfinder or Jarmen Kell. Tech Building Tech Buildings are buildings belonging to civilian but can be captured by either side. Tech Buildings can not be garrisoned but can be repaired. Capturing a Tech Building will usually be beneficial, depending on the Tech Building captured. There are several kinds of Tech Buildings. Tech Buildings, once destroyed, can not be rebuilt in any way. However, all Tech Buildings may be repaired, so they can survive longer with Dozer/Worker staying near. ----------------------- (c) Miscellaneous Building ----------------------- Buildings belonging to this type are usually available in scenarios, for example Chemical Bunker (GLA Mission 5), Bio Toxin Factory (China Mission 4), and GLA Statues (China Zero Hour Mission 3) ====== 5 Units ====== Units play more important roles in this game. It’s very rare, if not impossible, to see a victory being achieved without units (even if you are turreting your enemy, remember that it is the Construction Dozer or Worker that builds the building). Units are mostly used for offensive missions, but some are not. Hacker, for example, is usually used to generate income. There are some kinds of units here. Infantry, Vehicles, Aircraft, and Drones. Infantry All that are humans are infantry. It is as simple as that. Compared to vehicles, infantry have less HP and firepower, making them less beloved than vehicles. Here are common characteristics of infantry: - As said before, usually in the form of human. - Usually trained in Barracks (some are not, for example, Troop Crawler’s Red Guards, Tunnel Network’s RPG Troopers, Ranger Drop and Rebel Ambush General Powers). - Can be healed in Barracks. - Enjoy infantry healing bonus from Tech Hospital capture. - Mostly capable of garrisoning buildings (except Angry Mob). - Usually resistant to missiles and tank shells. - Generally can be crushed by vehicles (except Heroes). - Commonly vulnerable to particle beam, sniper, small arms, Comanche Vulcan, poison and radiation and flame (except Bio Hazard Infantry in GLA Mission 5), surrender, and microwave damage. Vehicles Ground vehicles are what this section refers to. Vehicles are usually tougher than infantry, no wonder most of them are capable of taking more punishment from enemy fire than infantry are. There are a lot of uses of vehicles. Troop Crawler as transport, for example, but mostly vehicles are used for delivering damage. If damaged, vehicles can be repaired in War Factory or Arms Dealer. Common characteristics of vehicles: - Of mechanical forms. - Can crush infantry (some are not, Combat Bike for example). - Usually vulnerable to missiles and tank shells (some are not, Toxin Truck is quite resistant to missiles, for example). - Receive build cost reduction bonus from Tech Oil Refinery capture. - Most are resistant to anti infantry damage (see infantry above). - Mainly assembled in War Factory or Arms Dealer (except Car Bomb). Aircraft The name implies what it is. Vehicles that fly are what aircraft is. Aircraft can only be repaired in the Air Field. Common characteristics of aircraft: - They move by flight and mostly faster than ground vehicles. - Most need to dock to Air Field to reload (except Comanche, A-10, Cargo Plane, B-52, Helix, B3). - Usually more vulnerable than vehicles. - Receive build cost reduction bonus from Tech Oil Refinery capture (except unbuildable aircraft). - Usually need to refuel in the Air Field (except Comanche, Chinook, A-10, Cargo Plane, B-52, Helix, B3) after taking a long flight. Drones Drones are small mechanical units deployed for specific jobs. Only US vehicles can build drones. Common characteristics of drones: - Always hover, but they can receive damage from big explosions. - Can’t enter transport or Tunnel Network. - Very vulnerable. ================= 6 Armor and Damage ================= ---------- (a) Armor ---------- Some units are resistant to other units and some are vulnerable. It mostly depends on the armor of the attacked and the damage type of the attacker. The higher the percentage listed, the more damage is taken by the armor's owner. Default damage refers to the damage that is not enlisted below. Air Force General Comanche Armor Damage Type: Default: 100% Damage Type: Small Arms: 100% Damage Type: Gattling: 100% Damage Type: Explosion: 100% Damage Type: Infantry Missile: 100% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Poison: 25% Damage Type: Radiation: 25% Damage Type: Microwave: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building:0% Damage Type: Sniper: 0% Air force General Countermeasures Comanche Armor Damage Type: Default: 90% Damage Type: Small Arms: 62% Damage Type: Gattling: 62% Damage Type: Explosion: 90% Damage Type: Infantry Missile: 90% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Poison: 25% Damage Type: Radiation: 25% Damage Type: Microwave: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 0% Damage Type: Sniper: 0% Airplane Armor Damage Type: Default: 100% Damage Type: Small Arms: 120% Damage Type: Gattling: 120% Damage Type: Explosion: 100% Damage Type: Infantry Missile: 120% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Jet Missile: 25% Damage Type: Poison: 25% Damage Type: Radiation: 25% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 0% Anti Air Vehicle Damage Type: Jet Missile: 30% Damage Type: Stealth Jet Missile: 30% Damage Type: Crush: 50% Damage Type: Small Arms: 50% Damage Type: Gattling: 50% Damage Type: Comanche Vulcan: 50% Damage Type: Infantry Missile: 50% Damage Type: Poison: 50% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 100% Damage Type: Surrender: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 100% Damage Type: Subdual Building: 0% Assault Crawler Armor Damage Type: Jet Missile: 60% Damage Type: Stealth Jet Missile: 60% Damage Type: Aurora Bomb: 80% Damage Type: Crush: 50% Damage Type: Small Arms: 25% Damage Type: Gattling: 25% Damage Type: Comanche Vulcan: 25% Damage Type: Flame: 25% Damage Type: Radiation: 50% Damage Type: Microwave: 0% Damage Type: Poison: 25% Damage Type: Sniper: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Particle Beam: 100% Damage Type: Kill Pilot: 100% Damage Type: Surrender: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 100% Damage Type: Subdual Building: 0% Base Defense Armor Damage Type: Default: 100% Damage Type: Small Arms: 50% Damage Type: Gattling: 25% Damage Type: Comanche Vulcan: 50% Damage Type: Radiation: 0% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Poison: 1% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Infantry Missile: 25% Damage Type: Particle Beam: 200% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Aurora Bomb: 200% Damage Type: Stealth Jet Missile: 250% Damage Type: Jet Missile: 25% Damage Type: Land Mine: 0% Damage Type: Flame: 50% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 100% Battle Bus Structure Armor Tough Damage Type: Default: 100% Damage Type: Jet Missile: 50% Damage Type: Stealth Jet Missile: 75% Damage Type: Armor Piercing: 90% Damage Type: Surrender: 0% Damage Type: Small Arms: 25% Damage Type: Gattling: 25% Damage Type: Comanche Vulcan: 25% Damage Type: Radiation: 1% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Poison: 1% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Infantry Missile: 50% Damage Type: Particle Beam: 200% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Aurora Bomb: 200% Damage Type: Land Mine: 0% Damage Type: Flame: 50% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 100% Battle Bus Structure Armor Tough Plus One Damage Type: Default: 90% Damage Type: Jet Missile: 45% Damage Type: Stealth Jet Missile: 75% Damage Type: Armor Piercing: 81% Damage Type: Surrender: 0% Damage Type: Small Arms: 20% Damage Type: Gattling: 20% Damage Type: Comanche Vulcan: 20% Damage Type: Radiation: 1% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Poison: 1% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Infantry Missile: 45% Damage Type: Particle Beam: 100% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Aurora Bomb: 150% Damage Type: Land Mine: 0% Damage Type: Flame: 45% Damage Type: Explosion: 80% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 90% Battle Bus Structure Armor Tough Plus Two Damage Type: Default: 80% Damage Type: Jet Missile: 40% Damage Type: Stealth Jet Missile: 65% Damage Type: Armor Piercing: 75% Damage Type: Surrender: 0% Damage Type: Small Arms: 15% Damage Type: Gattling: 15% Damage Type: Comanche Vulcan: 15% Damage Type: Radiation: 1% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Poison: 1% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Infantry Missile: 40% Damage Type: Particle Beam: 100% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Aurora Bomb: 100% Damage Type: Land Mine: 0% Damage Type: Flame: 40% Damage Type: Explosion: 70% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 80% Battle Bus Truck Armor Damage Type: Default: 100% Damage Type: Jet Missile: 75% Damage Type: Stealth Jet Missile: 50% Damage Type: Armor Piercing: 90% Damage Type: Crush: 50% Damage Type: Small Arms: 25% Damage Type: Gattling: 25% Damage Type: Comanche Vulcan: 25% Damage Type: Flame: 50% Damage Type: Infantry Missile: 50% Damage Type: Poison: 25% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 100% Damage Type: Surrender: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 100% Damage Type: Subdual Building: 0% Damage Type: Radiation: 50% Battle Bus Truck Armor Plus One Damage Type: Default: 90% Damage Type: Jet Missile: 70% Damage Type: Stealth Jet Missile: 45% Damage Type: Armor Piercing: 81% Damage Type: Crush: 45% Damage Type: Small Arms: 20% Damage Type: Gattling: 20% Damage Type: Comanche Vulcan: 20% Damage Type: Flame: 45% Damage Type: Infantry Missile: 45% Damage Type: Poison: 20% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 100% Damage Type: Surrender: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 90% Damage Type: Subdual Building: 0% Damage Type: Radiation: 45% Battle Bus Truck Armor Plus Two Damage Type: Default: 80% Damage Type: Jet Missile: 65% Damage Type: Stealth Jet Missile: 40% Damage Type: Armor Piercing: 75% Damage Type: Crush: 40% Damage Type: Small Arms: 15% Damage Type: Gattling: 15% Damage Type: Comanche Vulcan: 15% Damage Type: Flame: 40% Damage Type: Infantry Missile: 40% Damage Type: Poison: 15% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 100% Damage Type: Surrender: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 80% Damage Type: Subdual Building: 0% Damage Type: Radiation: 40% Chemical Rebel Human Armor Damage Type: Crush: 200% Damage Type: Armor Piercing: 10% Damage Type: Infantry Missile: 10% Damage Type: Sniper: 200% Damage Type: Flame: 150% Damage Type: Laser: 50% Damage Type: Poison: 5% Damage Type: Particle Beam: 150% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 100% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 0% Chemical Suit Human Armor Damage Type: Crush: 200% Damage Type: Armor Piercing: 10% Damage Type: Infantry Missile: 10% Damage Type: Flame: 150% Damage Type: Poison: 20% Damage Type: Radiation: 20% Damage Type: Microwave: 20% Damage Type: Particle Beam: 150% Damage Type: Sniper: 200% Damage Type: Laser: 50% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 100% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 0% Chinook Armor Damage Type: Default: 50% Damage Type: Infantry Missile: 25% Damage Type: Poison: 25% Damage Type: Radiation: 25% Damage Type: Sniper: 0% Damage Type: Microwave: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 0% Comanche Armor Damage Type: Default: 100% Damage Type: Small Arms: 120% Damage Type: Gattling: 120% Damage Type: Explosion: 130% Damage Type: Infantry Missile: 120% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Poison: 25% Damage Type: Radiation: 25% Damage Type: Microwave: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 0% Damage Type: Sniper: 0% Countermeasures Airplane Armor Damage Type: Default: 100% Damage Type: Small Arms: 75% Damage Type: Gattling: 75% Damage Type: Explosion: 90% Damage Type: Infantry Missile: 100% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Jet Missile: 25% Damage Type: Poison: 25% Damage Type: Radiation: 25% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 0% Countermeasures Comanche Armor Damage Type: Default: 100% Damage Type: Small Arms: 75% Damage Type: Gattling: 75% Damage Type: Explosion: 110% Damage Type: Infantry Missile: 100% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Poison: 25% Damage Type: Radiation: 25% Damage Type: Microwave: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 0% Damage Type: Sniper: 0% Countermeasures Spectre Gunship Armor Damage Type: Default: 100% Damage Type: Small Arms: 30% Damage Type: Gattling: 30% Damage Type: Explosion: 40% Damage Type: Infantry Missile: 40% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Jet Missile: 25% Damage Type: Poison: 25% Damage Type: Radiation: 25% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 0% Demo General Terrorist Armor Damage Type: Crush: 200% Damage Type: Armor Piercing: 10% Damage Type: Infantry Missile: 10% Damage Type: Flame: 100% Damage Type: Particle Beam: 150% Damage Type: Sniper: 200% Damage Type: Laser: 50% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 100% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 0% Damage Type: Small Arms: 80% Damage Type: Gattling: 80% Damage Type: Comanche Vulcan: 80% Damage Type: Poison: 50% Dozer Armor Damage Type: Crush: 50% Damage Type: Small Arms: 25% Damage Type: Gattling: 10% Damage Type: Comanche Vulcan: 25% Damage Type: Flame: 25% Damage Type: Radiation: 50% Damage Type: Microwave: 0% Damage Type: Poison: 25% Damage Type: Sniper: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Particle Beam: 100% Damage Type: Kill Pilot: 100% Damage Type: Surrender: 0% Damage Type: Land Mine: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 100% Damage Type: Subdual Building: 0% Dragon Tank Armor Damage Type: Crush: 50% Damage Type: Small Arms: 25% Damage Type: Gattling: 25% Damage Type: Comanche Vulcan: 25% Damage Type: Flame: 0% Damage Type: Radiation: 50% Damage Type: Microwave: 0% Damage Type: Poison: 25% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Particle Beam: 100% Damage Type: Kill Pilot: 100% Damage Type: Surrender: 0% Damage Type: Molotov Cocktail: 20% Damage Type: Infantry Missile: 20% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 100% Damage Type: Subdual Building: 0% Fire Base Armor Damage Type: Default: 100% Damage Type: Small Arms: 50% Damage Type: Gattling: 30% Damage Type: Comanche Vulcan: 50% Damage Type: Radiation: 1% Damage Type: Microwave: 1% Damage Type: Sniper: 1% Damage Type: Poison: 1% Damage Type: Surrender: 0% Damage Type: Melee: 1% Damage Type: Laser: 1% Damage Type: Hazard Cleanup: 0% Damage Type: Infantry Missile: 25% Damage Type: Particle Beam: 200% Damage Type: Kill Pilot: 0% Damage Type: Aurora Bomb: 200% Damage Type: Stealth Jet Missile: 250% Damage Type: Jet Missile: 40% Damage Type: Land Mine: 0% Damage Type: Flame: 50% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 100% GLA Upgraded Structure Armor Damage Type: Default: 75% Damage Type: Surrender: 0% Damage Type: Small Arms: 40% Damage Type: Gattling: 7% Damage Type: Comanche Vulcan: 40% Damage Type: Radiation: 0% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Poison: 1% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Infantry Missile: 40% Damage Type: Particle Beam: 150% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Aurora Bomb: 150% Damage Type: Land Mine: 0% Damage Type: Flame: 40% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 75% GLA Upgraded Structure Armor Tough Damage Type: Default: 75% Damage Type: Surrender: 0% Damage Type: Small Arms: 40% Damage Type: Gattling: 7% Damage Type: Comanche Vulcan: 40% Damage Type: Radiation: 0% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Poison: 1% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Infantry Missile: 40% Damage Type: Particle Beam: 18% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Aurora Bomb: 150% Damage Type: Land Mine: 0% Damage Type: Flame: 40% Damage Type: Explosion: 60% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 75% HazMat Human Armor Damage Type: Crush: 200% Damage Type: Armor Piercing: 10% Damage Type: Sniper: 200% Damage Type: Flame: 25% Damage Type: Laser: 25% Damage Type: Poison: 0% Damage Type: Radiation: 0% Damage Type: Microwave: 0% Damage Type: Particle Beam: 150% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 100% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 0% Human Armor Damage Type: Crush: 200% Damage Type: Armor Piercing: 10% Damage Type: Infantry Missile: 10% Damage Type: Flame: 150% Damage Type: Particle Beam: 150% Damage Type: Sniper: 200% Damage Type: Laser: 50% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 100% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 0% Humvee Armor Damage Type: Jet Missile: 30% Damage Type: Stealth Jet Missile: 30% Damage Type: Crush: 50% Damage Type: Small Arms: 50% Damage Type: Gattling: 50% Damage Type: Comanche Vulcan: 50% Damage Type: Infantry Missile: 50% Damage Type: Poison: 50% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 100% Damage Type: Surrender: 0% Damage Type: Flame: 50% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 100% Damage Type: Subdual Building: 0% Infantry General Human Armor Damage Type: Crush: 200% Damage Type: Armor Piercing: 10% Damage Type: Infantry Missile: 10% Damage Type: Flame: 150% Damage Type: Poison: 60% Damage Type: Radiation: 60% Damage Type: Microwave: 60% Damage Type: Particle Beam: 150% Damage Type: Sniper: 200% Damage Type: Laser: 50% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 100% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 0% Sentry Drone Armor Damage Type: Jet Missile: 30% Damage Type: Stealth Jet Missile: 30% Damage Type: Crush: 50% Damage Type: Small Arms: 50% Damage Type: Gattling: 50% Damage Type: Comanche Vulcan: 50% Damage Type: Infantry Missile: 50% Damage Type: Poison: 0% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Flame: 50% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 100% Damage Type: Subdual Building: 0% Spectre Gunship Armor Damage Type: Default: 100% Damage Type: Small Arms: 40% Damage Type: Gattling: 40% Damage Type: Explosion: 40% Damage Type: Infantry Missile: 40% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Jet Missile: 25% Damage Type: Poison: 25% Damage Type: Radiation: 25% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 0% Stinger Site Armor Damage Type: Default: 100% Damage Type: Small Arms: 50% Damage Type: Gattling: 30% Damage Type: Comanche Vulcan: 50% Damage Type: Radiation: 0% Damage Type: Microwave: 1% Damage Type: Sniper: 100% Damage Type: Poison: 100% Damage Type: Surrender: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Infantry Missile: 25% Damage Type: Particle Beam: 200% Damage Type: Kill Pilot: 0% Damage Type: Aurora Bomb: 200% Damage Type: Stealth Jet Missile: 250% Damage Type: Jet Missile: 40% Damage Type: Land Mine: 0% Damage Type: Flame: 50% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 100% Stinger Soldier Armor Damage Type: Default: 25% Damage Type: Explosion: 10% Damage Type: Flame: 100% Damage Type: Poison: 100% Damage Type: Armor Piercing: 10% Damage Type: Infantry Missile: 10% Damage Type: Particle Beam: 10% Damage Type: Crush: 200% Damage Type: Sniper: 200% Damage Type: Gattling: 0% Damage Type: Small Arms: 100% Damage Type: Comanche Vulcan: 0% Damage Type: Jet Missile: 0% Damage Type: Laser: 25% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 100% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 0% Structure Armor Damage Type: Default: 100% Damage Type: Surrender: 0% Damage Type: Small Arms: 50% Damage Type: Gattling: 10% Damage Type: Comanche Vulcan: 50% Damage Type: Radiation: 0% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Poison: 1% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Infantry Missile: 50% Damage Type: Particle Beam: 200% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Aurora Bomb: 250% Damage Type: Land Mine: 0% Damage Type: Flame: 50% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 100% Structure Armor Internet Center Damage Type: Default: 100% Damage Type: Surrender: 0% Damage Type: Small Arms: 50% Damage Type: Gattling: 10% Damage Type: Comanche Vulcan: 50% Damage Type: Radiation: 0% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Poison: 1% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Infantry Missile: 50% Damage Type: Particle Beam: 20% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Aurora Bomb: 250% Damage Type: Land Mine: 0% Damage Type: Flame: 50% Damage Type: Explosion: 70% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 100% Structure Armor Tough Damage Type: Default: 100% Damage Type: Surrender: 0% Damage Type: Small Arms: 50% Damage Type: Gattling: 10% Damage Type: Comanche Vulcan: 50% Damage Type: Radiation: 0% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Poison: 1% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Infantry Missile: 50% Damage Type: Particle Beam: 25% Damage Type: Kill Pilot: 0% Damage Type: Surrender: 0% Damage Type: Aurora Bomb: 250% Damage Type: Land Mine: 0% Damage Type: Flame: 50% Damage Type: Explosion: 80% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 0% Damage Type: Subdual Building: 100% Tank Armor Damage Type: Crush: 50% Damage Type: Small Arms: 25% Damage Type: Gattling: 10% Damage Type: Comanche Vulcan: 25% Damage Type: Flame: 25% Damage Type: Radiation: 50% Damage Type: Microwave: 0% Damage Type: Poison: 25% Damage Type: Sniper: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Particle Beam: 100% Damage Type: Kill Pilot: 100% Damage Type: Surrender: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 100% Damage Type: Subdual Building: 0% Toxin Truck Armor Damage Type: Crush: 50% Damage Type: Small Arms: 50% Damage Type: Gattling: 50% Damage Type: Comanche Vulcan: 50% Damage Type: Infantry Missile: 50% Damage Type: Poison: 0% Damage Type: Radiation: 0% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 100% Damage Type: Surrender: 0% Damage Type: Molotov Cocktail: 20% Damage Type: Infantry Missile: 20% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 100% Damage Type: Subdual Building: 0% Truck Armor Damage Type: Crush: 50% Damage Type: Small Arms: 50% Damage Type: Gattling: 50% Damage Type: Comanche Vulcan: 50% Damage Type: Infantry Missile: 50% Damage Type: Poison: 50% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Kill Pilot: 100% Damage Type: Surrender: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 100% Damage Type: Subdual Building: 0% Upgraded Tank Armor Damage Type: Crush: 30% Damage Type: Small Arms: 20% Damage Type: Gattling: 10% Damage Type: Comanche Vulcan: 20% Damage Type: Flame: 10% Damage Type: Poison: 10% Damage Type: Microwave: 0% Damage Type: Sniper: 0% Damage Type: Melee: 0% Damage Type: Laser: 0% Damage Type: Hazard Cleanup: 0% Damage Type: Particle Beam: 100% Damage Type: Kill Pilot: 100% Damage Type: Surrender: 0% Damage Type: Subdual Missile: 0% Damage Type: Subdual Vehicle: 100% Damage Type: Subdual Building: 0% ---------------------- (b) Continuous Damage ---------------------- Continuous Damage is damage type that still takes place for a while even if when the attack has stopped. A building on fire or a poisoned infantry is a good example. Flame Damage on Building Most base buildings, if caught fire, will receive flame damage according to statistics below: Flame Duration: 5 seconds Flame Damage: 5 Flame Cooldown: 500 ms Neutral/Civilian buildings suffer the same, but the statistics and the formulae are a little bit different. Flame Damage Limit: 20 Flame Damage Expiration: 2 seconds (begins to catch fire when the building receives 20 flame damage in 2 seconds) Flame Duration: 5 seconds Flame Damage: 25 Flame Cooldown: 500 Artillery Platform, Hospital, Oil Derricks, Oil Refinery, and Civilian Buildings (house, office, etc) use this statistics but other Tech Buildings take thestatistics used for Base Buildings. Flame Damage on Vehicles/Air Units Vehicles/Air units may be set aflame too, but usually are not fatal to them. Flame Duration: 5000 ms Flame Damage: 3 Flame Cooldown: 500 Poison Damage Only infantry can take continuous poison damage. The statistics below applies after the last poison damage received. Poison Damage: Attacker dependant Poison Cooldown: 100 Poison Duration: 3 seconds ================= 7 Bonus Modifier ================= On some conditions, units may perform differently, mostly becoming better. It is caused by the conditions that change their statistics. Here are the modifiers that occur in this game, with the conditions when they happen. For cumulative modifier, a simple formulae like 125%+125%=150% seems to take place. Garrison Condition: Unit garrison in a garrisonable building. Range: 133% Damage: 125% Veteran Level Condition: A unit achieves a veteran rank HP: 120% Rate of Fire: 120% Damage: 110% Elite Level Condition: A unit achieves an elite rank HP: 130% Rate of Fire: 140% Damage: 120% Regeneration Rate: 10 HP per second Regeneration Delay*: 5 seconds Heroic Level Condition: A unit achieves a heroic rank HP: 150% Rate of Fire: 160% Damage: 130% Regeneration Rate: 10 HP per second Regeneration Delay*: 5 seconds Slowed Production Condition: Base is in low power Unit production facilities work 20% to 50% slower when there is not enough power. Supposedly does not apply to Arms Dealer. Horde Bonus Condition: Unit Gathering (see Red Guard, Mini Gunner, Tank Hunter, and Battlemaster for details) Rate of Fire: 150% Nationalism Condition: Horde Bonus dependant and Nationalism Upgrade Rate of Fire: 125% (Cumulative with Horde Bonus, making a total of 175%) Fanaticism Condition: Horde Bonus dependant and Patriotism Upgrade Rate of Fire: 125% (Cumulative with Horde and Nationalism Bonuses, making a total of 200%) Enthusiasm Condition: Units stay around Speaker Tower/Overlord Propaganda Tower Rate of Fire: 125% Regeneration Rate: 1% (by Overlord Propaganda Tower) or 2% (by Speaker Tower) per second Subliminal Messaging Condition: Enthusiasm dependant and Subliminal Messaging Upgrade Rate of Fire: 125% (Cumulative with Enthusiasm, making a total of 150%) Regeneration Rate: 2% (by Overlord Propaganda Tower) or 4% (by Speaker Tower) per second Frenzy Condition: Units endowed with Frenzy General Power (see China General Power) Damage Modifiers and Duration Duration Attack Bonus Frenzy Lv 1 10 seconds 10% Frenzy Lv 2 20 seconds 20% Frenzy Lv 3 30 seconds 30% Bombardment Battle Plan Condition: Strategy Center executes a Bombardment Battle Plan Damage: 120% Hold the Line Condition: Strategy Center implements Hold the Line Battle Plan Damage Received: 90% (or simply said receiving 10% armor) Search and Destroy Plan Condition: Strategy Center initiates Search and Destroy Plan Sight Range: 120% Weapon Range: 120% Faerie Fire Condition: Units fire at target illuminated by Avenger's Faerie Fire (see Avenger) Rate of Fire: 150% Solo Player AI Normal Condition: A human player sets Normal AI Human Player HP Modifier: 150% Computer Player Rate of Fire Modifier: 80% Solo Player AI Brutal Condition: A human player activates Brutal AI Human Player HP Modifier: 80% Computer Player Rate of Fire Modifier: 120% ================ 8 Field Objects =============== The definition of Field Objects is a cluster of objects that does not belong to buildings, units, and terrains but plays a significant role in the game because Field Object damages all units (and some Fields even damage buildings) on it (some damage only hostile and neutral units, China Land Mines, for example). Field Objects can be invoked by some means. = = = = = = = = = = Fire Field = = = = = = = = = = Firefield Small Lasting Time: 2500 ms Damage: 5; 7.5 with Black Napalm upgrade Damage Radius: 30 Damage Type: Flame Cooldown: 250 ms FirestormSmall Lasting Time: 6000 ms Firestorm Creation Delay: 800 ms Radius: 1-90 Damage: 100; 150 with Black Napalm upgrade Cooldown: 500 ms Firewall Segment Lasting Time: 4000 ms Damage: 4; 5 with Black Napalm upgrade Damage Radius: 10 Damage Type: Flame Cooldown: 250 ms Speed: 25 distances/sec Turn Rate: 1 degree/sec = = = = = = = = = = Poison Field = = = = = = = = = = Poison Field Large (Poison Field Upgraded Large) Lasting Time: 45000 ms Damage: 15; 25 with Anthrax Beta upgrade Damage Radius: 140 Damage Type: Poison Cooldown: 500 ms Poison Field Medium (Poison Field Upgraded Medium) Lasting Time: 30000 ms Damage: 2; 2.5 with Anthrax Beta upgrade Damage Radius: 80 Damage Type: Poison Cooldown: 500 ms Poison Field Small (Poison Field Upgraded Small) Lasting Time: 10000 ms Damage: 2; 2.5 with Anthrax Beta upgrade Damage Radius: 12; 7.5 with Anthrax Beta upgrade (GLA scientists were not paid enough, it seems....) Damage Type: Poison Cooldown: 500 ms Poison Field Anthrax Bomb Lasting Time: 60000 ms Damage: 40 Damage Radius: 300 Damage Type: Poison Cooldown: 500 ms Poison Field Anthrax Gamma Bomb (Dr. Thrax could only change how the victims die....) Lasting Time: 60000 ms Damage: 40 Damage Radius: 300 Damage Type: Poison Cooldown: 500 ms (Poison Field Gamma, Large, Medium, and Small, do not show increment from their brothers, Poison Field with Anthrax Beta. Well, either it is for balance reason or Dr. Thrax should not take a mail-order college, as he realized....) Poison Field Gamma Large Lasting Time: 45000 ms Damage: 25 Damage Radius: 140 Damage Type: Poison Cooldown: 500 ms Poison Field Gamma Medium Lasting Time: 30000 ms Damage: 2.5 Damage Radius: 80 Damage Type: Poison Cooldown: 500 msec Poison Field Gamma Small Lasting Time: 10000 ms Damage: 2.5 Damage Radius: 7.5 Damage Type: Poison Cooldown: 500 ms = = = = = = = = = = Radiation Field = = = = = = = = = = Nuke Radiation Field Small Lasting Time: 2500 ms Damage: 15 Damage Radius: 35 Damage Type: Radiation Cooldown: 750 ms Radiation Field Large Lasting Time: 30000 ms Damage: 25 Damage Radius: 200 Damage Type: Radiation Cooldown: 750 ms Radiation Field Medium Lasting Time: 30000 ms Damage: 15 Damage Radius: 50 Damage Type: Radiation Cooldown: 750 ms Radiation Field Small Lasting Time: 2500 ms Damage: 5 Damage Radius: 25 Damage Type: Radiation Cooldown: 750 ms Nuke Radiation Field Lasting Time: 30000 ms Damage: 25 Damage Radius: 200 Damage Type: Radiation Cooldown: 750 ms = = = = = = = = = = Mine Field = = = = = = = = = = Land Mines Radius: 40 Weapon: Structure Mine Primary Damage: 100 Primary Damage Radius: 3 Secondary Damage: 100 Secondary Damage Radius: 5 Damage Type: Land Mine Special Features Information 1] Stealth Can be detected by detectors and Dozers/Workers. Dozers and Workers can also disarm mines. 2] Regeneration Regenerate Rate: 2 mines/5000 ms Regeneration Delay (after the last punishment received): 15000 ms 3] Degeneration Mines start disappearing after their master building goes from existence (destroyed or sold). Degeneration Rate: 3.33% (a total of about 30 seconds is required to clean the mines away from the ground). Prerequisite: All China buildings except Speaker Tower; all Boss General's buildings except Speaker Tower. See China Upgrade for more detailed information EMP Mines Radius: 40 Blast Radius: 20 Special Features Information 1] Kills infantry and empties hostile and neutral vehicles. 2] Delivers little explosion damage to hostile vehicles/infantry unlucky enough to walk on the mines. Damage: 1 3] Stealth Can be detected by detectors and Dozers/Workers. Dozers and Workers can also disarm mines. 4] Regeneration Regenerate Rate: 2 mines/5000 ms Regeneration Delay (after the last punishment received): 15000 ms 5] Degeneration Mines start disappearing after their master building goes from existence (destroyed or sold). Degeneration Rate: 3.33% (a total of about 30 seconds is required to clean the mines away from the ground). |
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