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All Information regarding Twisted Insurrection's GDI Structures.
Posted by Aro on Apr 3rd, 2014
This is a complete list of the GDI Structures assigned to your command during Twisted Insurrection. Please note that changes will more than likely occur over time and some unit/cameos are still using placeholder images as we are still in our beta stages.
The Construction Yard is where all life begins. It allows the player to build other structures, so defending it should be a top priority of any successful commander. In some missions, the player starts with an MCV, which can be deployed into aConstruction Yard. In other missions, the Construction Yard has already been placed.
Power plants provide power for base structures and are critical to keeping base defenses online.
The Barracks allow infantry units to be trained. It is also a prerequisite for base defensive structures.
The refinery converts the Harvester loads of Tiberium into credits for the player. It also stores a certain amount of Tiberium. Once a refinery is full, silos must be created in order to store excess Tiberium. If there is no available storage capacity at a refinery or silos, excess Tiberium will be lost.
Tiberium Silos store excess Tiberium once the Tiberium refineries are at maximum capacity. If a Tiberium refinery is filled to capacity and there are no empty silos available, excess Tiberium from a Harvester will be lost.
This structure allows for the construction of vehicles. Certain advanced vehicles require additional structures before they can be built by a War Factory.
The Communications Center allows commanders to view the battlefield and the relative locations of friendly and enemy units. In order for the radar view to remain active, the Radar Installation must be constantly powered.
Used to repair vehicles and aircraft. A vehicle or aircraft can land on this structure and if enough credits are available, the unit will be fully repaired. Units can be queued onto the pad by bandbox selecting all the units and targeting the service bay.
These structures are the primary re-arming point for all of the G.D.I.s attack aircraft.
The Tech Center is where the G.D.I. conducts its high tech weapons research. This structure is required prior to the construction of certain high-tech units and structures.
The Uplink Center allows targeting control of GDIÃ¢â‚¬â„¢s orbital Ion Cannon weapon. Without this control, the Ion Cannon cannot be used. The Uplink center also doubles as a Radar in-case the Communications Center happens to be down.
The EMP Cannon can fire a high powered blast of Electro-magnetic energy that renders any mechanised vehicles inoperative for a short period. Any vehicle or structure caught in the blast is disabled until the effect wears off.
The Firestorm Defence Generator creates an infinitely high force field. Once the generator is constructed, special Firestorm Defence Emitters must be placed on the perimeter of an area to be defended, just like a wall. When activated, the force field that results from these emitters is impenetrable. The Firestorm Defence Generator consumes massive amounts of power. Because of this, it can only be active for a short period before it needs to recharge. The shield can be turned on and off at will.
Used in conjunction with the Firestorm Defence Generator, these emitters are placed like a wall and control the placement of the Firestorm Defence shield. These emitters can be used to completely encircle a base or can be used at key defensive positions.
This basic base defence structure is effective in stopping infantry, however they are easily crushed by large vehicles.
Pavement is a simple method to prevent subterranean units from infiltrating bases and also prevents craters. Any tracked / wheeled units can also move at higher speeds on pavement.
A robust defensive structure. Concrete Walls are effective at stopping both infantry and vehicles. Only certain units can shoot over these defensive walls.
This structure prevents enemy units and Tiberium growth from entering a base. The gate automatically opens to allow friendly units to pass but will not open for enemy units.
Armed with dual Vulcan cannons, the GDI Vulcan Towers are capable of eliminating oncoming enemy infantry with ease. During longer battles when more technology is acquired, Vulcan Towers can be upgraded with an improved weapon.
Armed with a powerful anti-tank weapon, the GDI RPG Towers are capable of eliminating oncoming enemy armour with ease. During longer battles when more technology is acquired, RPG Towers can be upgraded with an improved weapon.
Armed with twin anti-aircraft gatling cannons, the GDI Gatling Towers are capable of eliminating in-coming light enemy aircraft with ease. During longer battles when more technology is acquired, Gatling Towers can be upgraded with a powerful anti-aircraft railgun cannon which prove to be very effective against heavier enemy aircraft, despite their very demanding power usage.