Command & Conquer: Tiberian Odyssey - A total conversion for C&C Tiberian Sun developed by the Tiberian Odyssey team. Tiberian Odyssey takes place 11 years after Tiberian Sun: Firestorm in the year 2041 and portrays own unique vision of a greatly expanded Tiberian Universe. Experience a brand new story told through an innovative and interactive campaign where your decisions as a commander will have a direct effect on the path you take and outcome of the war. Enjoy many new features such as; highly improved graphics, new and revamped sound effects, a completely new and unique musical score and an entirely new set of multiplayer maps to play on including different game styles and game modes. Tiberian Odyssey will be a 100% standalone game and will require no additional CnC games or discs to run. The Tiberian Odyssey project has been in development for over 5 years and does not follow any of the events seen in C&C 3 and is in no way related to it.

Report article RSS Feed GDI: Buildings

An up to date list of all GDI (skirmish) structures.

Posted by Orac| on Nov 16th, 2010
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[THIS FEATURE IS UNDERGOING A WHOLESALE REVAMP]


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I wrote:"There are still a bunch of things which need finishing, but for the most part GDI is pretty polished."

This is one of those documents which should have been put up on ModDB a lot sooner. Unfortunately, most of the staff has been busy with other things (both the mod and real life).

The Global Defence Initiative has begun a shift towards Tiberium-related research by the days of the Third Tiberium War, but because of the need to defend against roving CABAL and Mutant populations there is still a noticeable concentration of GDI weapons around scientific and civilian settlements.
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Buildings:
The Global Defence Initiative focusses on strength in their structures. The functional nature of their buildings leaves nothing to chance. They are generally fairly self sufficient, meaning that power requirements are often relatively low.

Construction Yard:
Construction Yard
The Construction Yard gives commanders space around which to build, and stores all the required materials for most of the basic construction options. Without the 'Conyard' no structures can be built.
Notes:

  • Strong Armour
  • Allows building construction in surrounding area
  • The Construction Yard drains no power


Fusion Power Plant:
Fusion Power Plant
The Fusion Plant is the standard GDI power generator. Fusion power provides a lot of power than previous power plants, however, due to the special resources needed for the fusion core, this building is expensive.
Notes:

  • Strong Armour
  • Generates 20 units of power
  • This building can be upgraded with a Secondary Control Unit


Secondary Control Unit:

Secondary Control Unit
The Secondary control unit allows GDI scientific personnel to regulate the fusion and cooling, drawing out more power, as the additional control unit helps to compensate for any fluctuations in the process.
Notes:

  • Generates an additional 10 units of power


Tiberium Refinery:

Refinery
The Tiberium Refinery is one of the most important structures of any base. It is the main source of income for a base. The GDI Tiberium Refinery differs from the Nod one by having slightly more armour and more storage for Tiberium. However, most Tiberium storage is done off site at Tiberium Silos.
Notes:

  • Strong Armour
  • Refines Tiberium, generating credits
  • Stores harmful Tiberium
  • Comes with 100% free Tiberium Harvester
  • The Tiberium Refinery drains 3 power
  • Spreads Tiberium when destroyed


Tiberium Silo:

Tiberium Silo
The Tiberium Silo allows excess Tiberium to be stored until in can be processed by the Refinery. Without silos, excess Tiberium is lost, reducing income substantially.
Notes:

  • Medium Armour
  • Stores harmful Tiberium until it can be processed
  • The Tiberium Silo drains 1 power
  • Spreads Tiberium when destroyed


Barracks:

Barracks
The Barracks holds all the facilities to train and equip infantry in the field. Without a Barracks infantry cannot be trained, making the Barracks a core structure of most GDI bases
Notes:

  • Strong Armour
  • Trains Infantry units
  • The barracks drains 1 power


Radar:

Radar Facility
The G.D.I. Radar provides eyes and ears for G.D.I. commanders, providing a tactical battle map and also providing communications and technology for specific units. In some areas it allows GDI command to send 'Dragonfly' H/K drones to scout parts of the region more thoroughly.
Notes:

  • Medium Armour
  • Grants Minimap view
  • The Radar drains 15 power


Orca Pad:

Orca Pad
The Orca Pad allows commanders to construct Orca Fighters, Bombers, and Interceptors.
Once aircraft have attacked a target, they will return to the pad for refueling and rearming.
Notes:

  • Medium Armour
  • Constructs aircraft
  • Rearms and refuels aircraft
  • The Orca Pad drains 2 power


Weapons Factory:

Weapons Factory
The Weapons Factory holds the manufacturing machinery and essential resources used in the construction of all mechanised GDI ground units.
Notes:

  • Strong Armour
  • Constructs vehicles and mechs
  • The Weapons Factory drains 6 power


Shipyard:

Shipyard
The Shipyard is the only building which can construct and maintain naval units, allowing the Global Defence Initiative to take a larger role in naval defence.
Notes:

  • Strong Armour
  • Constructs ships
  • The Shipyard drains 6 power


Service Depot:
Service Depot
The Service Depot repairs mechanical units, both air and land, for a small fee. These depots are necessary when commanders wish to keep hardware in the field for long periods of time due to the obvious wear-and-tear of military service.
Notes:

  • Medium Armour
  • Repairs vehicles, mechs and aircraft
  • Reduces credit count accordingly when repairing
  • The Service Depot drains 5 power


Advanced Comm Center:
Advanced Comm Centre
The Advanced Comm Center allows the establishment of forward command lines, linking GDI's main bases with the front lines. This structure provides additional server space for the base and grants further technical specifications to be utilised by the commander: additional structures and units.
Notes:

  • Medium Armour
  • Allows more advanced technologies
  • Allows the use of most captured tech
  • The Advanced Comm Center drains 8 power


Command Center:

Command Center
The Command Center is the heart of a major GDI base. Giving commanders access to high-tech units, it is also home to the Global Defence Initiative's satellite uplinks. These uplinks are the orbital EMP cannon "Goldeneye", Droppod station, and the legendary Ion Cannon satellite. Once these uplinks are added to the building, the superweapons can be targeted on the battlefield.
In addition, in some theatres of war the Command Center allows the deployment of additional forces to the zone via Dropship.
Notes:

  • Medium Armour
  • Allows the use of tactical satellite superweapons
  • Can be used to coordinate reinforcement drops in some areas
  • The Command Center drains 20 power


Firestorm Generator:

Firestorm Generator Render
The Firestorm Generator houses the facilities used for the manufacture of Firestorm plasma. This building can flood a network of Firestorm walls with the plasma, ionising the air and destabilising any aircraft and projectiles unlucky enough to fly over them. The Firestorm Generator is dangerous, however, and will explode violently when destroyed. The building is also powerhungry and unstable.
Notes:

  • Medium Armour
  • Allows the construction of Firestorm Walls
  • Unlocks the Firestorm defence Superweapon
  • The Firestorm Generator drains 15 power
  • Explodes, damaging surrounding units, when destroyed

Autocannon:
Autocannon
The G.D.I. Auto Turret is basically an automated chaingun defence system, excellent for picking off enemy soldiers and fending off Tiberium Lifeforms. Multiple Auto Turrets can prove effective against vehicles.
Notes:

  • Medium Armour
  • Defensive building. Effective against infantry and light vehicles
  • Cannot target air targets
  • The Autocannon drains 1 power


SAM Site:

SAM Concept

The Sam Site keeps pesky Nod aerial units away from key areas. It fires 2 highly accurate homing missiles at the desired target.
SAMs are effective against all but the fastest aircraft.
Notes:

  • Medium Armour
  • Defensive building. Effective against aircraft
  • Cannot target ground targets
  • The SAM drains 2 power


Firestorm Cannon:

Firestorm Cannon
The Firestorm Cannon is a recent development in G.D.I. Defence. Originally derived from technology used for keeping Tiberium at bay, the Firestorm technology quickly found use as an offensive weapon. When an enemy comes within range the Firestorm Cannon will engage a constant Firestorm stream at the enemy which is devastating lethal for infantry and highly effective against ground units.
Notes:

  • Medium Armour
  • Defensive building. Effective against ground units of all types
  • Cannot target air targets
  • The Firestorm Cannon drains 5 power

And that's pretty much it right at the moment, although there might be a few things to be added as special campaign structures. We'll cover those in another feature.

Post comment Comments
Lupus_of_nox_noctis
Lupus_of_nox_noctis Nov 16 2010, 2:55am says:

excellent. now all we need is NOD. and more factions?

+2 votes     reply to comment
Orac| Author
Orac| Nov 16 2010, 3:00am replied:

It would be good to do the same for Nod, but that may not happen for a little while.
As for more factions, I'm not entirely certain what you mean.
There will only be two factions in TO: Nod and GDI. On the other hand, there are an array of units which can be built once you capture a specific structure (The Cabal Core for cybernetic units, the Pyramid of Nod for Black Hand, the Phoenix Division HQ for GDI special forces).

But yeah, Nod should get their own list.

+3 votes   reply to comment
Enduar
Enduar Nov 16 2010, 3:32am says:

Looks great.

+2 votes     reply to comment
Tyrranus
Tyrranus Nov 16 2010, 7:07am says:

kick *** so far! :D

+2 votes     reply to comment
Valherran
Valherran Nov 16 2010, 7:17am says:

Those are some beautiful buildings. :-)

+2 votes     reply to comment
Alex_06
Alex_06 Nov 16 2010, 8:22am says:

Where's the Tech Center? I recall Anthony (aka Datschikinhed) making one...

+2 votes     reply to comment
Morpher Creator
Morpher Nov 16 2010, 9:37am says:

Removed, was removed pretty much years ago and the Command Center replaces it, a none upgraded command center is pointless so we merged it with the tech centers functionality, less is more sometimes :)

+2 votes   reply to comment
Orac| Author
Orac| Nov 16 2010, 2:04pm replied:

Although the graphic survives as the Phoenix Division HQ.

+1 vote   reply to comment
Alex_06
Alex_06 Nov 16 2010, 7:06pm replied:

Glad to see that it hasn't gone to waste, though, I liked that model.

+1 vote     reply to comment
ApornasPlanet
ApornasPlanet Nov 16 2010, 2:03pm says:

I love the command center

+1 vote     reply to comment
Exeon
Exeon Nov 16 2010, 4:00pm says:

Everything looks amazing, of course.

+1 vote     reply to comment
Alex_06
Alex_06 Nov 16 2010, 7:19pm says:

Also, what happened to the upgrade center model seen here?:
Media.moddb.com

Still in-game, but used for something else?

+1 vote     reply to comment
Orac| Author
Orac| Nov 16 2010, 7:29pm replied:

The over-all design and proportion of that version was decided to be a bit underwhelming for "the heart of a major base", so it got a redesign by myself (concept) and Donut (WIP model).

The structure you see in the screeny there could probably be recycled elsewhere - iirc there was some ideas around a campaign mission or missions set at the GDIsatellite launch/command facility, so that could become one of the site structures.

+1 vote   reply to comment
lucman2010
lucman2010 Feb 23 2013, 1:18pm says:

These section needs update

+1 vote     reply to comment
Orac| Author
Orac| Apr 11 2013, 7:10pm replied:

True. I shall see to it as soon as I have time.

+1 vote   reply to comment
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