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Thread View: alt.games.command-n-conq
7 messages
7 total messages Started by Ronald Vrolijk Sat, 27 Jan 2001 18:58
C&C Mission 10 (GDI) question
#32997
Author: Ronald Vrolijk
Date: Sat, 27 Jan 2001 18:58
15 lines
1636 bytes
I got stuck in Command & Conquer mission 10 (GDI). The aim of this mission
is to rescue Delphi.

I moved the troops and the MCV along the shoreline, destroyed the tank and
moved them again through the valley. I builded my base at the east side of
the valley but....

Everytime, my base is attacked by many NOD-soldiers (flame, infantery) and
NOD-tanks (normal and flames). They attack after minute, after minute.
Everytime that they attack my base, I can repair it and due this, I don't
have enough money to protect my base or build new soldiers.

What do wrong and/or what can I do ?

Thanks.
Re: C&C Mission 10 (GDI) question
#32998
Author: TCipollina
Date: Sun, 28 Jan 2001 23:17
119 lines
7222 bytes
hi and thanks for asking.  BTW, this is level 11, not ten...you skipped a
level when you finished level 6....Hey, ask for my map.txt file and see how
you can get an extra missions ! WOW more C&C!

email me, Thomas Cipollina aka TCip, for more information...
Joe...@stny.rr.com ..i have some more files that will help in a big way...

first, you need to use the code (i can send my maps.txt file for details)
..when the game is open, goto options and look lower right...it should say
SCzxxyy, with the z being either G for GDI or B for Brotherhood of NOD,  xx
being the level number, and yy the arrow designation. this is GDI level 11,
Greece, SCG11ea (only one arrow).."Storming the Beach at Normandy"
mission : Save Delphi
this is one of my favorites. after dying an awful death half a dozen times,
victory was sweet. also, just read as much as you need to get a start, and
come back if you get stuck. the below is the full story

but first, go back to the prior mission, (if you do not have it, and you are
using the DOS version or the Gold Win95 i can send it to you)and just before
you destroy the last NOD building, use my "December 1st tip of the week I
need more money" (tipC&C.txt) if you build and sell $70,000, it will give
you a start of $18,000.  This is not a cheat, its a tactic on how to play.

when the grenaders land, select them and run them south along the beach,
attack the tank immediately, if you attack first, generally the tank will
not run them over
you can leave the MCV at the landing until the grenaders attack since it can
take a few hits and be ok.  run the MCV past the tank and your troops, and
take the first northern turn, then go straight north. when the path levels
off, and it opens up, take a sharp u-turn to the southeast.  you should now
be in a horseshoe shaped plateau overlooking the ocean.  follow with the
remaining grenaders when they are done.  some people suggest you continue
east, but there are NOD scouts there, plus a flametank to give you a warm
welcome. Woosh, Ahhhh!

set up at the top of the horsehoe, build a power plant and then a refinery
north and east.  send the remaining grenaders east along the south terrain
border.  take the first turn south into the tiberium in the town. take out
the two NOD bazooka men, then send the harvester.  hurry back.

set up two barracks (the more you have , up to three, the faster you build
guard towers and train troops) up front, and build at least six helicopter
pads (be sure to CTRL # the helicopters for inflight control) (this is where
the extra money comes in handy),  then place them in the back. set up four
guard towers at strategic points, then more power plants to support a
communications center.  lastly, build another refinery.  keep the harvesters
going east for now. this is what you need the extra money for, to build
quickly.

do not build alot of troops, just grenaders for backup. keep them back as
reserves since a flamer will make short work of them. sometimes NOD bazooka
men will stand beyond the guard tower's range and shoot, use the grenaders
against them only.

send out a two single machinegunners north east and north west to open the
darkness of war. when NOD attacks, save the helicopters for the flametank
that sneak attacks from the east, then do the tanks from the northwest.
if you can send out enough scouts, you will be able to see them comming and
whack them early. be careful, SAM sites are a few clicks North.

continue to build your base north and east, since NOD is north west. build a
weapons factory, build some APV's, and scout out the area, especially the
midwest plateau where NOD gets its tiberium. build more helicopters and take
out all NOD turrets. especially the ones on the shore  ("Paybacks a Bitch,
Aint It?" Independance Day).

eight copters are more than enough to take out a NOD harvester. hit it when
its out of SAM range. hit every one, even when you are under attack, and NOD
will run out of money.

take out the SAMS. if you attack with eight copters, one will be weakened,
but they will destroy  a SAM with little risk of loss.  you could put one
copter under a different CTRL number, and send it first to draw fire, then
the others right behind it to finish the job.

use the Orcas to take out the turrets at the base door, and the Obolisk of
Light.  fill a APV with engineeers, go in with six APV's and wipe out
remaining units. engineers take over the base.  send a tank to the far east
NOD wall, blast thru it, and go towards Delphi

the copter will come.  select the copter and CTRL # it, and have some fun.
when you are done, put DELPHI aboard, you can let him leave, or keep him.
to end, disembark him and re-enter him.

no money can be carried forward to next level, or any level forward.
===============end walkthru==================

I also can send a tipC&C.txt file that will get you more money to start
other levels with...not a cheat but a strategy C&C built in..
Joe...@stny.rr.com

Do you have the FAQ by ROGER WONG ?  The FAQ is my bible.  135 pages of
data, tips and suggested strategies for C&C, Covert Ops, and Multiplay.  I
can send it to you, but it is 295kb long, so let me know if that is ok...
Joe...@stny.rr.com

oh, did i mention my email address, Joe...@stny.rr.com ?
-
Fight Win Prevail
But Never Cheat
"Ronald Vrolijk" <rvro...@wanadoo.nl> wrote in message
news:3a731a52$0$16988@reader4...
> I got stuck in Command & Conquer mission 10 (GDI). The aim of this mission
> is to rescue Delphi.
>
> I moved the troops and the MCV along the shoreline, destroyed the tank and
> moved them again through the valley. I builded my base at the east side of
> the valley but....
>
> Everytime, my base is attacked by many NOD-soldiers (flame, infantery) and
> NOD-tanks (normal and flames). They attack after minute, after minute.
> Everytime that they attack my base, I can repair it and due this, I don't
> have enough money to protect my base or build new soldiers.
>
> What do wrong and/or what can I do ?
>
> Thanks.
>
>
Re: C&C Mission 10 (GDI) question
#32999
Author: bernieb
Date: Sun, 25 Feb 2001 20:40
8 lines
1426 bytes
Mr. Cipollina;
    Didn't mean to snoop but you seem very apt at C&C Red Alert. I have
been banging my head against the wall on level five, SCG05EA, for a week
and cannot seem to get past the air fields, when the Tech. Building is
blown up Tayna comes out with at most half of her life gone and most of
the time into the yellow, I have tried everything I can think of and
have had no luck, I am about to give up, can you help?
bb
Re: C&C Mission 10 (GDI) question
#33000
Author: TCipollina
Date: Mon, 26 Feb 2001 06:13
54 lines
3822 bytes
it's called lurking
and it is an acceptable practice, especially if your new..helps you know the
lamers and losers
"seem" is a good word...i do hold myself out as an expert at the
original..for RA i am low on the list of experts...my only real claim is i
have the FAQ for RA from Roger Wong...which i can email to ya if you like..
here is the excerpt your looking for:

========cut with care from the FAQ===========
6.5 SCG05EA
To get the spy past the guard dogs, you need patience. The patrols will
change position every so often, and you'll need to observe them for a
minute before you make your move. Get the spy into the weapons factory, and
you'll hijack a truck. The truck will drop you off by the prison compound.
     Get the spy into the prison to release Tanya. Tanya has to take out
all the SAM sites before her rescue chopper can come in. Take out the two
SAM sites on the peninsula, then run upwards into the base compound. Kill
the soldiers who are in your way. While you're in the base compound,
demolish the airfields and shoot any barrels you find. When all four SAM
sites are gone, the chopper will pick Tanya up.
     You'll get some reinforcements at the top of the map. You want to use
your engineers to capture the construction yard, weapons factory, and
barracks. Remember that engineers can only capture buildings that are down
to 25 percent health. Once you have a refinery going, crank out some tanks.
Wait until you've built up enough tanks to deal with the enemy's
reinforcements before you attack the enemy ore truck, but don't wait too
long.
     Construct V2 rocket launchers to take out enemy base defenses from a
safe distance. Allowed to pass unmolested, your tanks will wreck havoc upon
the enemy. Kill everyone and everything. The mission won't end if you let
anyone live.
=============end of quote from the Great and Powerful Wong===========

what is odd is the spy taking over the prison shouldnt leave Tanya
wounded...

BTW, there is an RA newsgroup:
alt.games.redalert
maybe someone there knows why Tanya is wounded

--
Fight Win Prevail
But Never Cheat
"bernieb" <ber...@innet.com> wrote in message
news:3A996BEB.B422F43C@innet.com...
> Mr. Cipollina;
>     Didn't mean to snoop but you seem very apt at C&C Red Alert. I have
> been banging my head against the wall on level five, SCG05EA, for a week
> and cannot seem to get past the air fields, when the Tech. Building is
> blown up Tayna comes out with at most half of her life gone and most of
> the time into the yellow, I have tried everything I can think of and
> have had no luck, I am about to give up, can you help?
> bb
>
Re: C&C Mission 10 (GDI) question
#33001
Author: bernieb
Date: Tue, 27 Feb 2001 02:39
11 lines
1834 bytes
Thanks for the information, I got a 14 page copy of Mr. Wongs FAQ
however it does not help, you see after you have ran through the guards,
dogs, aircraft, blown up the airfields and fuel barrels, there are no
Rocket Launchers in this part, you then have a heavy tank up your but
and two flame throwers guarding the gate into the area where the Rocket
Launchers are located. As you can see by this point, having started with
less than half your life, your odds of getting through the gates are a
big fat 0. If you have RA I would appreciate you trying it and see if I
am overlooking something. I know your time is valuable but it would be
worth a twinkie. ha ha, any way I appreciate your time and know that I
will try not to bother you again. bb
Re: C&C Mission 10 (GDI) question
#33003
Author: TCipollina
Date: Tue, 27 Feb 2001 03:05
337 lines
11201 bytes
gee, Roger used to get slices of Pizza
all i get is Archie Bunker twinkies (Archie B is from an old US tv show, All
In the Family)
i'll give it a try and let ya know...email me so i can email you the answer
direct...

Roger's FAQ is more than 14 pages...hell the intro and table of contents is
about 14 pages:
                            The Red Alert
                        Internet Strategy Guide

                              Release 1.0
                            December 5, 1996

             Copyright 1996 Roger Wong. All Rights Reserved
                       ro...@powhq.nildram.co.uk

                           Visit the website:
                   http://www.netcomuk.co.uk/~cncfaq

DISCLAIMER
The purpose of this strategy guide is to aid the public with strategies and
tactics for use in the game Command and Conquer: Red Alert, by Westwood
Studios Inc.  In no way should this strategy guide promote your killing
yourself, killing others, or killing in any other fashion.

     Roger Wong claims NO responsibility regarding any illegal activity
concerning this strategy guide, or indirectly related to this strategy
guide.


TRADEMARK INFORMATION
Command & Conquer: Red Alert is a trademark of Westwood Studios, Inc., and
is so acknowledged. Any trademarks not directly mentioned are also
acknowledged.


COPYRIGHT NOTICE
This article is Copyright 1996 by Roger Wong. All rights reserved.
You are granted the following rights:

I.  To make copies of this work in original form, so long as
      (a) the copies are exact and complete;
      (b) the copies include the copyright notice and these paragraphs
          in their entirety;
      (c) the copies give obvious credit to the author, Roger Wong;
      (d) the copies are in electronic form.
II. To distribute this work, or copies made under the provisions
    above, so long as
      (a) this is the original work and not a derivative form;
      (b) you do not charge a fee for copying or for distribution;
      (c) you ensure that the distributed form includes the copyright
          notice, this paragraph, the disclaimer of warranty in
          their entirety and credit to the author;
      (d) the distributed form is not in an electronic magazine or
          within computer software (prior explicit permission may be
          obtained from Roger Wong);
      (e) the distributed form is the NEWEST version of the article to
          the best of the knowledge of the distributor;
      (f) the distributed form is electronic.

This document is for reading, not taking. You may not distribute this work
by any non-electronic media, including but not limited to books,
newsletters, magazines, manuals, catalogs, and speech. You may not
distribute this work in electronic magazines or within computer software
without prior written explicit permission. These rights are temporary and
revocable upon written, oral, or other notice by Roger Wong. This copyright
notice shall be governed by the laws of the state of Texas.

     To report a suspected copyright violation, or to request additional
rights beyond those granted above, write to the author at
"ro...@powhq.nildram.co.uk" on the Internet.


DONATIONS
The Red Alert Internet Strategy Guide is a monumental work, and represents
a significant investment of effort and time. A gratuity of $2.00 would go a
long way towards restoring my pizza parlor credit. If you'd like to give me
a gift of money or pizza slices (olive, green pepper and tomato toppings
only) send them to:

  Roger Wong                    Roger Wong
  9 Sheen Close                 PSC 50 BOX 475
  Caversfield                   APO AE 09494
  Bicester OX6 9FP              USA
  England

If you don't think this strategy guide is worth even a slice of pizza,
that's your opinion, and I won't hold it against you.

                             Table of Contents
1. INTRODUCTION
  1.1 FOREWORD
  1.2 ABOUT THE STRATEGY GUIDE
  1.3 GETTING THE STRATEGY GUIDE
    1.3.1 E-mail
    1.3.2 Usenet
    1.3.3 WWW
    1.3.4 BBS
  1.4 CONTRIBUTING TO THE STRATEGY GUIDE
  1.5 ACKNOWLEDGEMENTS
  1.6 ACCURATE INFORMATION

2. ALLIED FORCES STRUCTURES AND UNITS
  2.1 STRUCTURES
    2.1.1 Construction Yard
    2.1.2 Power Plant
    2.1.3 Advanced Power Plant
    2.1.4 Ore Refinery
    2.1.5 Ore Silo
    2.1.6 Barracks
    2.1.7 War Factory
    2.1.8 Naval Yard
    2.1.9 Helipad
    2.1.10 Pillbox
    2.1.11 Camouflaged Pillbox
    2.1.12 Turret
    2.1.13 AA Gun
    2.1.14 Service Depot
    2.1.15 Radar Dome
    2.1.16 Technology Center
    2.1.17 Gap Generator
    2.1.18 Chronosphere
    2.1.19 Sandbags
    2.1.20 Concrete Wall
    2.1.21 Fake Structures
  2.2 ARMY
    2.2.1 Rifle Infantry
    2.2.2 Rocket Infantry
    2.2.3 Engineer
    2.2.4 Spy
    2.2.5 Thief
    2.2.6 Tanya
    2.2.7 Medic
    2.2.8 Mine Layer
    2.2.9 Ore Truck
    2.2.10 Ranger
    2.2.11 APC
    2.2.12 Light Tank
    2.2.13 Medium Tank
    2.2.14 Artillery
    2.2.15 Mobile Gap Generator
    2.2.16 Mobile Radar Jammer
    2.2.17 MCV
  2.3 NAVY
    2.3.1 Transport
    2.3.2 Gunboat
    2.3.3 Destroyer
    2.3.4 Cruiser
  2.4 AIR FORCE
    2.4.1 Longbow
  2.5 SPECIAL FORCES
    2.5.1 GPS Satellite
    2.5.2 Sonar Pulse
    2.5.3 Chronoshift

3. SOVIET POWERS STRUCTURES AND UNITS
  3.1 STRUCTURES
    3.1.1 Construction Yard
    3.1.2 Power Plant
    3.1.3 Advanced Power Plant
    3.1.4 Ore Refinery
    3.1.5 Ore Silo
    3.1.6 Barracks
    3.1.7 Kennel
    3.1.8 War Factory
    3.1.9 Sub Pen
    3.1.10 Airfield
    3.1.11 Helipad
    3.1.12 Service Depot
    3.1.13 Radar Dome
    3.1.14 Technology Center
    3.1.15 Flame Tower
    3.1.16 Tesla Coil
    3.1.17 SAM Site
    3.1.18 Iron Curtain
    3.1.19 Missile Silo
    3.1.20 Barbed Wire Fence
    3.1.21 Concrete Wall
  3.2 ARMY
    3.2.1 Attack Dog
    3.2.2 Rifle Infantry
    3.2.3 Grenadier
    3.2.4 Flame Infantry
    3.2.5 Engineer
    3.2.6 Mine Layer
    3.2.7 Ore Truck
    3.2.8 V2 Rocket Launcher
    3.2.9 Heavy Tank
    3.2.10 Mammoth Tank
    3.2.11 MCV
  3.3 NAVY
    3.3.1 Transport
    3.3.2 Submarine
  3.4 AIR FORCE
    3.4.1 Yak
    3.4.2 MiG
    3.4.3 Hind
    3.4.4 Chinook
  3.5 SPECIAL FORCES
    3.5.1 Iron Curtain
    3.5.2 Nuke
    3.5.3 Parabomb
    3.5.4 Paratrooper
    3.5.5 Spy Plane

4. FIELD OPERATIONS COMBAT MANUAL
  4.1 FIGHTING ON LAND
    4.1.1 Center of Gravity
    4.1.2 Combat Tactics
    4.1.3 Concentrated Firepower
    4.1.4 Scatter!
  4.2 AIRPOWER
    4.2.1 Offense
    4.2.2 Defense
  4.3 NAVAL WARFARE
    4.3.1 The Wolfpack
    4.3.2 Antisubmarine Warfare
    4.3.3 Obstacles
  4.4 LOGISTICAL SUPPORT
    4.4.1 Economics
    4.4.2 Minefields
    4.4.3 Undocumented commands

5. QUIRKS, CHEATS & HIDDEN SURPISES
  5.1 THE CHEAT KEYS
  5.2 EDITING THE RULES.INI
  5.3 QUIRKS
    5.3.1 Ore silos
    5.3.2 Multiple weapons factories
    5.3.3 Minefields
    5.3.4 Finding submarines
    5.3.5 Deny transports a beachhead
    5.3.6 Prevent the computer from rebuilding
    5.3.7 Inaccurate cruiser fire
    5.3.8 Cruisers versus submarines
    5.3.9 Allying with the enemy
  5.4 EASTER EGGS
    5.4.1 Morse code in the manual

6. ALLIED MISSIONS
  6.1 SCG01EA
  6.2 SCG02EA
  6.3 SCG03EA
  6.4 SCG04EA
  6.5 SCG05EA
  6.6 SCG06EA
  6.7 SCG07EA
  6.8 SCG08EA
  6.9 SCG09EA
  6.10 SCG10EA
  6.11 SCG10EB
  6.12 SCG11EA
  6.13 SCG12EA
  6.14 SCG13EA
  6.15 SCG14EA

7. SOVIET MISSIONS
  7.1 SCU01EA
  7.2 SCU02EA
  7.3 SCU03EA
  7.4 SCU04EA
  7.5 SCU05EA
  7.6 SCU06EA
  7.7 SCU07EA
  7.8 SCU08EA
  7.9 SCUO9EA
  7.10 SCU10EA
  7.11 SCU11EA
  7.12 SCU12EA
  7.13 SCU13EA
  7.14 SCU14EA

8. MULTIPLAYER GAMES
  8.1 LOCAL NETWORK
  8.2 MODEM
  8.3 WCHAT
  8.4 KALI

9. MULTIPLAYER TACTICS
  9.1 CRATE CONTENTS
  9.2 COUNTRY SPECIALTIES
  9.3 PLAYING THE SOVIET POWERS
  9.4 PLAYING THE ALLIED FORCES

10. BUGS, UPDATES FUTURE GAMES
  10.1 OFFICIAL WESTWOOD PATCHES
  10.2 ERRORS IN THE RED ALERT MANUAL

11. THIRD PARTY UTILITIES
  11.1 RAEDIT

12. INTERNET RESOURCES
  12.1 WEBSITES

13. APPENDICES
  13.1 INSTALLATION AND TROUBLESHOOTING
    13.1.1 Running Red Alert From Your Hard Disk
    13.1.2 Windows 95 Video Problems
      13.1.2.1 S3 Diamond Stealth and other S3 chipsets
      13.1.2.2 Matrox Millennium
      13.1.2.3 Number 9 Imagine 128 Series 2
      13.1.2.4 Espresso Accelerator Card
    13.1.3 Windows 95 Sound Problems
      13.1.3.1 Stuttering
    13.1.4 Network Problems
      13.1.4.1 Can't even see the network game option
      13.1.4.2 Sluggish game
      13.1.4.3 Stragglers
  13.2 DATA TABLES
    13.2.1 Buildings
    13.2.2 Units
    13.2.3 Weapons
  13.3 FURTHER READING
  13.4 LIST OF CONTRIBUTORS
  13.5 REVISION HISTORY

                               End Contents
====================end=============================

--
Fight Win Prevail
But Never Cheat
"bernieb" <ber...@innet.com> wrote in message
news:3A9B119C.2B65F613@innet.com...
> Thanks for the information, I got a 14 page copy of Mr. Wongs FAQ
> however it does not help, you see after you have ran through the guards,
> dogs, aircraft, blown up the airfields and fuel barrels, there are no
> Rocket Launchers in this part, you then have a heavy tank up your but
> and two flame throwers guarding the gate into the area where the Rocket
> Launchers are located. As you can see by this point, having started with
> less than half your life, your odds of getting through the gates are a
> big fat 0. If you have RA I would appreciate you trying it and see if I
> am overlooking something. I know your time is valuable but it would be
> worth a twinkie. ha ha, any way I appreciate your time and know that I
> will try not to bother you again. bb
>
Re: C&C Mission 10 (GDI) question
#33004
Author: bernieb
Date: Tue, 27 Feb 2001 03:31
4 lines
1395 bytes
Hay, I was thinking of Magnum, he always ate twinkies, Thomas was a
sport and I felt if twinkies were good enough for him surely, not
shirley, they would be a jest or just reward. ber...@innet.com, and
thanks loads. bb
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