Command & Conquer (a.k.a. Command & Conquer: Tiberian Dawn or simply C&C/C&C1; the game is also often unofficially called Command & Conquer 64 for the Nintendo 64 port) is a 1995 real-time strategy video game produced by Westwood Studios for MS-DOS and released internationally by Virgin Interactive. It was the first of twelve games to date to be released under the title Command & Conquer; six subsequent titles having since continued the story set as sequels with one acting as a prequel, along with the production of several spin-off games. Met with universal acclaim by consumers and critics, Command & Conquer was released for seven separate platforms along with becoming the initiator of the Command & Conquer franchise, and today generally is considered as the title which originally defined and popularized the modern real-time strategy genre.

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The DTA team are here with an early present this year! A long-requested feature has finally been made possible with the recent release of the RA1 source code, as well as Rampastring's talents and dedication: Naval transports!

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We have been teasing them for a good while, and we are finally ready to release them. But that's not all! We thought this was a good opportunity to take a look at naval balance in general.

Beach Landing

Our core philosophy this time around was that we wanted to play things a little safer and balance navies according to a more consistent system, since naval balance has been an issue basically since its introduction. While faction asymmetry is a big part of keeping things interesting, navies really had no "baseline" system the same way as lands units. With so few units in the roster of each faction to begin with, we concluded that our previous approach to navies was too chaotic at its core to ever become balanced.


As such, tier 1 ships are now fast scouts and dedicated anti-air, and tier 2 are main battleships. The repair ships have become more general support vessels and can deploy into sensor arrays. Tier 3 are still long-range bombardment, but with much shorter ranges and generally more damage to other ships, making them more of naval artillery and less emphasized on taking out enemy bases on their own. Naval dominance will now pave the way for amphibious landings, keeping naval relevant without losing the water meaning you automatically lose the game.


We have also lowered the pace of naval combat a bit in general, as it generally seemed too frantic, to the point unit micro was almost inconsequential. Big fleets of warships destroying each other in the blink of an eye also just felt wrong.

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Furthermore, we have brought aircraft more into the mix to give players more options to tackle and enemys naval dominance. This should also help keep the tier 1 ships relevant throughout the game, as sufficient anti-air to stop groups of aircraft will now be a bigger and more important investment.
Here's a bit of a closer look at what this means for each faction, as well as how we designed our transports:

Amphibious Transports


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These will largely be the same as in the original TD and RA. However we chose to make them a little bigger as we thought that 5 vehicles leaving such a small thing looked a bit odd, even with C&C's imperfect scales.
Another notable difference is that, due to some remaining engine limitations, DTA's hovercraft can move on land, but at a *much* slower speed than on the water. This is to prevent unintended cheese tactics from especially some of the slower factions like the Soviets, and to ensure that things such as APCs and Chinooks retain a place in the game.

Nod


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Nod perhaps got the biggest overhaul with the new design direction, as the old approach caused Nod to be way too dominant.
Firstly, the Scarab has had its model changed entirely so that we could give it a fully rotating turret and with it the ability to move and fire at the same time (Q-move). This was to give more value to its signature speed, since bike-like hit'n'run has turned out to have little value on the waters.


Since tier 2 ships are now the default main battleships, the Laser Corvette is finally free of its awkward in-between state of a role, and we have balanced it to have the necessary baseline power instead of it being so heavily reliant on its deployed state. The deploy function remains, but for the sake of both balance and logic, it now needs to divert power to its cloaking system, cutting down on the range of its laser. This makes the deployed state more of an ambush mode than a main battle stance.


The Sea Shadow has simply been brought more in line with other tier 3 ships and should no longer be overpowered. We have also made changes to its projectile, so it will no longer bombard itself and its allies when its target dies.

Allies

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To better fit with its new role, the Allied Corvette now has a flak cannon for its turret, and higher speed. The Frigate's visuals remain the same but it no longer targets air. The Cruiser does a lot more damage to other ships, but still needs to deploy to engage all of its cannons.

GDI

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In line with the new balance system, the Gunboat is now slightly faster and less powerful. The Missile Cruiser is still unique among the main battleships in that it has more emphasis on area damage. As such, while they excel in big battles, GDI players should make sure to always mix in some Gunboats, as faster enemies can dodge the Cruiser's aft missiles.
The Aircraft Carrier deals decent damage to other ships now, and its deployed state should be a bit more useful with aircraft being a counter to ships.

Soviets

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The Soviets will remain a slight exception to the new tier system, as we can't fully fit their navy to it and still have their submarines still feel unique. We have however tried to address the sheer insane pace at which fights with the Soviets often took place, so while their subs still stand out, they are not quite the same glass-cannons as before.


The basic Submarine remains the Soviet main fighter, however their short range and relatively low damage to buildings keeps them easy to to repel from your coastline in case of losing control of the water.
Missile Subs now have a deployed mode that helps them auto-target enemies, which should make intercepting enemy aircraft more realistic without jedi reflexes. However they deal less damage to other ships now, resulting in Soviets having an inverted tier 1-2.


As a unique deviation from our general approach this patch, the Ekranoplan has become more hybrid in function due to the Soviets unique roster. They now fall somewhere between a tier 2 and tier 3 ship in terms of combat stats, while retaining their potentially high speed but long acceleration time. The P941 epic submarine still provides the Soviets with a powerful long-range bombardment option.


All in all, naval combat should now be a more consistent and balanced affair, while the transports allow for new tactical options previously unseen on the Tiberian Sun engine.
We hope you will join us for some watery fun on CnCNet. If you don't have Dawn of the Tiberium Age installed already you can get it from the download page now! If you already have it installed, just run the client and let the auto-updater do its thing.


If you're as excited as we are that naval transports are here and also enjoyed the rest of our patches this year, including DTA 1.19, oil derricks and easter bunnies, consider giving us a vote for MOTY.

Automa Eden

Automa Eden

C&C: Automa Eden

A short introduction to what C&C: Automa Eden is (going to be).

Command & Conquer Remastered Collection Available Now on Steam and Origin. Welcome Back, Commanders

Command & Conquer Remastered Collection Available Now on Steam and Origin. Welcome Back, Commanders

News 1 comment

In celebration of the 25th Anniversary of Command & Conquer, Electronic Arts today announced that the Command & Conquer Remastered Collection is now available...

Long overdue update

Long overdue update

Command & Conquer: Automa Eden 2 comments

A long overdue update on the progress and future on this mod (also technically on the past).

Remaster Update and Open Source / Mod Support

Remaster Update and Open Source / Mod Support

News 13 comments

Get answers to your Command & Conquer Remastered Collection modding questions.

Add file RSS Files
Dawn of the Tiberium Age v1.195

Dawn of the Tiberium Age v1.195

Full Version 3 comments

This is the full version of Dawn of the Tiberium Age v1.195: all files necessary to play are included, so you also don't need to have the original game...

Better Veterancy for combined arms mod

Better Veterancy for combined arms mod

Better Veterancy for combined arms mod Full Version 1 comment

Makes veterancy useful in the combined arms mod by raising the needed experience and giving much greater buffs to units who make it to elite rank.

*New* Fixed Ultimate Collection Launchers v1.01

*New* Fixed Ultimate Collection Launchers v1.01

Installer Tool 12 comments

Fixed launchers for the games in Origin's Command and Conquer: The Ultimate Collection. Re-enables command-line parameters for the games, adds in some...

[OLD] *New* Fixed Ultimate Collection Launchers v1.00

[OLD] *New* Fixed Ultimate Collection Launchers v1.00

Installer Tool 18 comments

[OUTDATED! PLEASE READ FULL DESCRIPTION] Fixed launchers for the games in Origin's Command and Conquer: The Ultimate Collection. Re-enables command-line...

Command and Conquer (DOS) - Full game

Command and Conquer (DOS) - Full game

Full Version 2 comments

The full DOS game, with a bunch of small tweaks and bug fixes.

Command & Conquer - Tiberian Dawn INI Editor 1.0b

Command & Conquer - Tiberian Dawn INI Editor 1.0b

Mapping Tool 2 comments

Editor for ini game files from Command & Conquer : Tiberian Dawn. - fix load & save smudge information - Added a new tab for the other sections.

Comments  (0 - 10 of 59)
HOPE1134
HOPE1134

Be sure to check out the C&C Remastered Ea.com

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UweWeber84
UweWeber84

man couldn't the people creating the N64 commercial have played beyond the first NOD & GDI mission...

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sgtmyers88
sgtmyers88

He was more than likely your introduction to C&C. Sadly this man died today. R.I.P. Eric Martin. AKA General Sheppard Facebook.com

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renefrijhoff5
renefrijhoff5

It would be nice to have a slower scrolling speed as it's currently way too fast. So when I found this patch, I tried it out. Well I do have a slower scroll speed, but thats about it. It completely messes up the graphics when scrolling (doesn't matter which resolution, although the bigger the resolution, the bigger the mess). So I have to revert to the unpatched version.

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Nyerguds
Nyerguds

You know, I'd see this kind of comments much faster if you'd reply to the actual article instead of the general comments on the C&C game.
As for your bug...
1. Read the patch FAQ. I explain these things in there.
2. It's caused by the missions being smaller than your game resolution, so there's not a lot I can do about that. Increasing the game resolution doesn't magically make missions bigger, hmm?
3. It keeps baffling me how people manage to exit the game to complain about this bug, without noticing that the simple act of opening the ingame menu, which is a necessary step to exit the game, FIXES THE ISSUE.

I'll go ahead and add a #4 here. The graphic messup is a purely cosmetic thing, which in no way prevents you from playing on and finishing the mission.

Oh, and maybe I can squeeze in a #5? Sure, why not. Here we go: playing on the original game resolution ALSO completely fixes this issue. And the patch allows completely free resolution control, if you just bother to open the configuration tool.

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TAK02
TAK02

I don't know wether it's a glitch or not: At the bigining of every skirmish, AI strikes with all starting units. When I look around the whole map, I never find the AIs base, which I doubt exists. Worse, I can't change the starting cash (5000).

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Nyerguds
Nyerguds

Skirmish in the C&C95 v1.06 patch doesn't include bases. More info about that can be found in the patch readme file, and on the moddb page of the patch.

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TAK02
TAK02

Thanks for the illumination. Now I know I have to build up defences asap.

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Nyerguds
Nyerguds

A fun way to play Skirmish is to use Capture the Flag mode, and do surgical strikes against the mobile headquarters of the AI armies :)

It's a pity the "timed hunt" logic used in the multiplayer AI doesn't adapt to the number of units it has though. It'd be much nicer if they didn't all rush at once after a while. The logic was meant to just give a steady stream of enemies.

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ripamoramee1
ripamoramee1

Odd yellow stuff? That's detailing.

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Nyerguds
Nyerguds

You know, comments (even snarky ones) related to my news article are better put in the comments OF the article, rather than here in the place which is meant for general comments about the game...

And no, it wasn't detailing, since only one frame of the 32-frame rotation sequence had it :p

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Command & Conquer
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Oct 9 2010 by zwedizhfizh

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