YOU HAVE DOWNLOADED A COMMAND & CONQUER GENERALS ZERO HOUR MOD COMMAND & CONQUER TIBERIAN DAWN REDUX VERSION 1.4 By sgtmyers88 & the C&CTD Redux Dev. Team PLEASE DO NOT EDIT THIS WITHOUT OUR PERMISSION! Remember the original Command & Conquer? Remember all the units, characters and themes from the game? Remember the gritty feeling of RTS Warfare? Remember Tiberium? Well, that classic game from the early 90's that spawned over a dozen titles and revolutionized the RTS Gaming World has been reincarnated in the advanced 3D RTS World of the C&C Generals SAGE 3D Game Engine and looks better than ever! All the classic units and themes are back, the original videos and music are all here too. As a special bonus, several of the GDI and NOD missions have been recreated in the best detail possible. More missions will become available once they are completed! However, you can dish it out in a skirmish or multiplayer game to your hearts content, as this Mod does work in both modes! This Mod also explores the "special" units and features that the first Command & Conquer shown in the cinematics, but not in detail in-game. This includes the evolution of the subfactions spawned from GDI and Nod with experimental units and weapons that were being developed after the great battle where Kane was presumed dead. SEE BELOW FOR FEATURES AND UPDATES: :------------------------------------------------------------------------------- VERSION 1.4 UPDATES: Visual optimization to the in-game graphics Several vehicle and structure models reworked & retextured Skirmish AI rebuilt and optimized for a better gameplay experience Skirmish AI utilizes more units and buildings Maps and singleplayer missions debugged/re-scripted Added new visual details to several units and buildings Tiberium spawning optimized to avoid game lag/crashes Balance fixes to several units and buildings Harvester and MCV movement speed slightly increased Base Defense Armor/HP increased Optimized water and terrain textures APC's and Transport Helicopters can now heal infantry Engineers can Disable & Repair Vehicles New RailGun Base Defense for Talon Subfaction (replaces Artillery Platform from v1.3) New Laser Turret for Black Hand Subfaction (replaces Flame Turret from v1.3) In order to resolve AI issues with the Conyard built Tiberium Refinery that disabled the Harvesters ability to automatically collect Tiberium and return it to the Refinery, the Harvesters will no longer be automatically spawned to harvest Tiberium. There is now a button available at the Refinery that you can click on to spawn the Harvester. NOTE: If you forget to deploy the harvester you may recieve a EVA notification about it. Strangely enough, if you build a Tiberium Refinery using the MCV as a Dozer, the bug does not occur. :------------------------------------------------------------------------------- SPECIAL NOTE: If you have not figured out how the Conyard System works you will have to click on a button specifically labeled "Activate Conyard System" in the Conyard menu to activate it. The deployment buttons are simply labeled "Deploy Conyard" (found in the MCV build menu) and "Undeploy Conyard" (found in the Conyard build menu). Use caution however as you can "suicide" your forces in a Skirmish/Multiplayer game by clicking "Undeploy Conyard" with no other buildings constructed. Doing this will end the game in defeat for you! This is a scripting issue that could not be resolved. ;---------------------------------------------------------------------------- ; Chart for creation of units. (as taken from the original game) ;---------------------------------------------------------------------------- Here's a chart for the creation of units in Command & Conquer Tiberian Dawn. Note that in single player missions, you may not have access to advanced units until later in the game. ; For GDI units... ------------------------------------------------------------------------ | GDI UNIT | TECH LVL | PREREQUISITE | -------------------+----------+----------------------------------------- | Minigun Infantry | 1 | Barracks | | Grenade Infantry | 1 | Barracks | | Rocket Infantry | 2 | Barracks | | Engineer | 3 | Barracks | | Commando | 7 | Barracks, Adv. Comm Center | | Humm-Vee | 2 | Weapons Factory | | APC | 4 | Barracks, Weapons Factory | | Medium Tank | 3 | Weapons Factory | | MRLS | 7 | Weapons Factory, Adv. Comm Center | | Mammoth Tank | 5 | Weapons Factory, Repair Bay | | Chinook | 6 | Weapons Factory, Helipad | | Orca | 6 | Weapons Factory, Helipad | | MCV | 7 | Weapons Factory, Adv. Comm Center | | Harvester | 2 | Weapons Factory, Tib Refinery | | Ion Cannon | 7 | Adv. Comm Center | ------------------------------------------------------------------------ ; For Nod units... ------------------------------------------------------------------------ | Nod UNIT | TECH LVL | PREREQUISITE | -------------------+----------+----------------------------------------- | Minigun Infantry | 1 | Hand of Nod | | Rocket Infantry | 2 | Hand of Nod | | Flamethrower Inf | 1 | Hand of Nod | | Engineer | 3 | Hand of Nod | | Chem Warrior | 7 | Hand of Nod, Temple of Nod | | Commando | 7 | Hand of Nod, Temple of Nod | | Attack Buggy | 2 | Airstrip | | Recon Bike | 2 | Airstrip | | Light Tank | 3 | Airstrip | | Artillery | 6 | Airstrip | | Flame Tank | 4 | Communications Center, Airstrip | | Stealth Tank | 5 | Communications Center, Airstrip | | Chinook | 6 | Helipad, Airstrip | | Apache | 6 | Helipad, Airstrip | | MCV | 7 | Weapons Factory, Temple of Nod | | Harvester | 2 | Weapons Factory, Tib Refinery | | Nuclear Strike | 7 | Temple of Nod | | SSM Launcher | 7 | Temple of Nod, Airstrip, Obelisk | | APC | 4 | Airstrip, Hand of Nod | ------------------------------------------------------------------------ ;---------------------------------------------------------------------------- ; Chart for creation of structures. (as taken from the original game) ;---------------------------------------------------------------------------- This chart details what the requirements are to build structures in Command & Conquer Tiberian Dawn. Note that in single player missions, you may not have access to advanced buildings until later in the game. ; For GDI structures... ------------------------------------------------------------------------ | GDI STRUCTURE | TECH LVL | PREREQUISITE | -------------------+----------+----------------------------------------- | Const. Yard | 1 | None (all buildings require this) | | Power Plant | 1 | Construction Yard | | Barracks | 1 | Power Plant | | Tib Refinery | 1 | Power Plant | | Tiberium Silo | 1 | Tib Refinery | | Guard Tower | 2 | Barracks | | Adv. Guard Twr | 4 | Communications Center | | Weapons Factory | 2 | Tib Refinery | | Repair Pad | 5 | Power Plant | | Comm Center | 2 | Tib Refinery | | Adv. Pwr Plant | 5 | Power Plant | | Adv. Comm Cntr | 7 | Communications Center | | Helipad | 6 | Barracks | | Sandbags | 1 | Construction Yard | | Chain link Fence | 1 | Construction Yard | | Concrete Wall | 1 | Construction Yard | ------------------------------------------------------------------------ ; For Nod structures... ------------------------------------------------------------------------ | Nod STRUCTURE | TECH LVL | PREREQUISITE | -------------------+----------+----------------------------------------- | Const. Yard | 1 | None (all buildings require this) | | Power Plant | 1 | Construction Yard | | Hand of Nod | 1 | Power Plant | | Tib Refinery | 1 | Power Plant | | Tiberium Silo | 1 | Tib Refinery | | Turret | 2 | Hand of Nod | | SAM Site | 6 | Hand of Nod | | Airstrip | 2 | Tib Refinery | | Repair Pad | 5 | Power Plant | | Comm Center | 2 | Tib Refinery | | Adv. Pwr Plant | 5 | Power Plant | | Temple of Nod | 7 | Communications Center | | Helipad | 6 | Hand of Nod | | Obelisk of Light | 4 | Communications Center | | Chain link Fence | 1 | Construction Yard | | Concrete Wall | 1 | Construction Yard | | Sandbags | 1 | Construction Yard | ------------------------------------------------------------------------ ;---------------------------------------------------------------------------- ;Description of crate contents in Multi-player mode. (taken from original game) ;---------------------------------------------------------------------------- Here is a brief explanation of the contents of crates. MONEY Random. Can be in any amount up to $5,000. NUKE MISSILE Equivalent of nuclear strike using Temple of NOD. One shot only. REVEAL MAP Uncovers the entire map for the player. This applies to the radar screen, as well as the onscreen map. STEALTH Will stealth any unit that discovers this crate, as well as all units and structures within a 50 foot radius. EXTRA UNITS Random. Can be any GDI or NOD unit. HEAL ALL Heals all of your units and structures to 100% health. ION CANNON Equivalent of ion cannon using the Advanced Communication Facility. One shot only. NUKE STRIKE Directs a Nuke Strike against the location of the crate retrieved. Very bad. BOMB Explodes on contact. Not good. HIDE MAP Hides the entire map, except for your units. VISCEROID Releases a Tiberium-spawned Visceroid into the playing field. Attacks randomly. If your base is completely gone, there's a chance you can make a quick comeback! You must have at least $2,500 and no base structures of any kind left on the map. ( base defenses may be exempt) There is a chance that the next crate you find will contain an MCV! :------------------------------------------------------------------------------- SETTING UP & FINDING HAMACHI ONLINE NETWORK ROOMS FOR THE MOD: 1.) Download Hamachi on any site available (use Google for best results) 2.) Install and follow the configuration instructions with the program. 3.) Then once you see how Hamachi functions create or join a public Mod network under this ID series: ROOM: CCTDRDXROOM001 PSWD: CCTDRDXROOM001 and so on... There is a limit of how many users are allowed into a Hamachi room so you will likely have to make multiple rooms if they are not already created. You can of course make your own designated rooms but you will have to tell other users how to access it. But if you want a public room it is best to stick with the following network ID configuration described above for easy access. However, you can still use Generals Online as the Beta Testing team has been quite successfull playing the Mod through there as well. :------------------------------------------------------------------------------- HOW TO MAKE MANUAL ADJUSTMENTS IN-GAME FOR THE ADVANCED SHADERS: While the Mod Launcher will allow you to choose between playing the Mod with or without the advanced shaders and effects. If you choose to start the Mod with them enabled. you can still toggle the use of the shaders in-game by using SHIFT+F12 or SHIFT+F9 on your keyboard. When you disable the shaders you can still see some of the special effects and it may make the environment appear excessively foggy or washed out. This can be corrected by going to the options menu and turning your brightness down. The best results are seen when you set the slider adjustment bar to around 4-8 notches. (the number of little green blocks highlighted) You will then be able to notice the effects more clearly and it may actually look almost as good as if the Shader 2.0 Mod was actually enabled. :------------------------------------------------------------------------------- Frequently Asked Questions (F.A.Q.): (with sgtmyers88's own personal responses) Q1.) Is this Mod for both C&C Generals and the expansion C&C Generals Zero Hour? A1.) No this Mod is ONLY compatible with the EXPANSION C&C Generals Zero Hour. Q2.) Will this Mod finally include a Launcher? A2.) Yes it will indeed. I have assembled a simple launcher system that will let you choose between playing Zero Hour and Tiberian Dawn Redux and it even includes an option for starting the WorldBuilder map editing tool for both Zero Hour and the Mod! So feel free to make as many Tiberian Dawn Redux maps as you like while working on the ones from Zero Hour too! Or perhaps you have a desire to be converting maps between the two? Why yes you can! Q3.) Will my computer be able to handle the new graphics? A3.) While the graphics is indeed a nice new feature that we have added to Zero Hour and to the Mod, the most important thing we focused on was the gameplay. That was the purpose of Mod version 1.0 thru 1.2. The idea was that we wanted to assemble and lay out the overall playstyle of the original C&C which included an improved version of the Classic Conyard System first seen in the C&C All Stars Mod for Zero Hour. At a later date, we finally made the effort to make the graphics better while fixing many things from previous versions including several bugs and balance issues found in the Mod's gameplay. This is what version 1.3 will bring to the table this year. For this new version, you may indeed need to have a PC that is less than 8 years old to get the best and smoothest visual gaming experience from this Mod and a multicore processor with a dedicated graphics card is a must. You could easily say that this Mod is closer to the C&C3 level of system requirements than you would for Zero Hour. After testing the LOD Settings on Zero Hour and C&C3, I do think that it is a good way to grade these new Mod graphics for determining how well you will be able to run the Mod. Do not fret, You will have an option in our new launcher that will disable these effects to bring the Mod to a level closer to Zero Hour settings so those of you with older systems will still be able to play this Mod efficiently with decent graphics from the new terrain, models and textures. We want to make sure everyone can have a fair chance at experiencing this Mod and that nobody gets left in the dust or in the dark because their PC is not powerful enough. Q4.) Is this Mod using stuff (e.g. models) from C&C Renegade? A4.) Yes it is, during initial development of the Mod, I was still new to model making and/or being a 3D Artist, so I had used some W3D Models from C&C Renegade that were mostly bug free, I did like several of the models used and that is why I wanted to stick to using some of the Renegade Models. However, other models were from various sources and many more were actually made and converted by myself and other development team members. (Most of the Renegade Content has been replaced in later releases.) Q5.) Why does the Tiberium Refinery and the Silos not hold and regulate Tiberium collected like they did in the classic games? A5.) I did not know how to find the proper coding to recreate that system. (Concluded that it is not possible in the ZH SAGE engine.) So to make up for that, I made the buildings act like the Black Markets and Oil Derricks in C&C Generals Zero Hour which periodically generate extra income. Also, the Tiberium Silos will also give you a large financial bonus when captured by an Engineer. Q6. Why are the Engineers allowed to be re-used and are unable to steal the Harvesters docked inside the Refinery? A6.) This was another tough issue that was not totally resolved... I had to use both the C&C Generals capture building system and the GLA Hijacker system, as I wanted to keep the Tech Buildings in the Mod, as Hijack apparently cannot be used on neutral or non enemy buildings. I also used the Kill Pilot system that Jarmen Kell uses so Harvesters can be captured as well. I had to use this combination since I could not find proper game code that would allow the capture of docked units in a recently captured building. Q7.) Will this Mod recreate the original story campaigns? A7.) Yes to an extent, we currently have several GDI missions and Nod Missions completed from the original game which have been designed and scripted in incredible detail. We also have one GDI and one Nod mission which are totally new, but they are based on popular missions featured in the Covert Operations Expansion and from the extra missions featured in console versions of the original Command & Conquer. We are continuing to do our best to work on completing the rest of the missions for future versions of the Mod. (18 in total in current release) Q8.) Since this Mod will include a remake of the original missions, will the branching system that enables the player to be able to choose the mission/story path? A8.) Unfortunately, I have not found a good method in the ZH campaign system. I am still exploring this issue and I hope a development will be made! You can place a question, comment, or idea at: sgtmyers88@hotmail.com ALL FEEDBACK (GOOD OR BAD) IS MUCH APPRECIATED!!! MOD CREDITS: Command & Conquer Tiberian Dawn Redux was made by sgtmyers88 and the C&C TD Redux Development Team. Regarding Featured C&C Community Fan Made Maps Special Thanks Goes To The Following Map Makers: Lion, Bhones, Kodiax, Orca, vlado32, uNkn0wNmaPr, GliXerin, Pivac, The H4mm3r, R4v3n, BlckWyerve, hawk10314, JCantanero, Mapmaker A big special thanks goes to Nyerguds and VectorIV for the launcher help. THIS MOD ALSO CONSISTS OF CONTENT FROM C&C GENERALS ZERO HOUR, C&C RENEGADE, C&C 3 TIBERIUM WARS, C&C ALL STARS, ZH MOD RA3, ZH MOD AAOW, ZH MOD MID EAST CRISIS, AND BFMEII. ALSO, SGTMYERS88 WISHES TO GIVE A VERY SPECIAL THANKS TO ALL THE C&C FANS AND TO THE DEV TEAMS WHO MADE THESE GAMES AND MODS WHICH HELPED MAKE THIS MOD POSSIBLE! The C&C Tiberian Dawn and Renegade soundtracks featured in this Mod was brought to you by Frank Klepacki (www.frankklepacki.com) Command & Conquer Tiberian Dawn Redux was based on the original Command & Conquer created by Westwood Studios. We also wish to thank Westwood Studios and Electronic Arts for all the C&C Games that have been brought to us over the years! Keep em` comin as this Mod was meant to be a tribute to you and the fans! 2015 sgtmyers88 & the C&C Tiberian Dawn Redux Development Team