Twisted Insurrection is a critically acclaimed, standalone modification based on the Command & Conquer™ Tiberian Sun™ engine. It features a complete redesign of the original game, set in an alternate "what-if?" timeline where the Brotherhood of Nod were victorious during the first Tiberian War. Do you have what it takes to drag the shattered Global Defense Initiative out of ruin? Or will you crush all who oppose the will of Kane and his Inner Circle? The choice is yours commander.

Report RSS Twisted Insurrection: Draft Players Manual

I recommend reading through this manual before playing Twisted Insurrection.

Posted by on

Now, nobody likes to read the manual, right? So I'm going to make this as brief as I possibly can. Twisted Insurrection is very different from Tiberian Sun (The game TI was made off of) and there are a lot of drastic changes that you wont be used to at first. I'll start off with the very draft Unit and Building descriptions for each side so you know what to build while you're playing.


Global Defense Initiative Infantry:

Light Infantry: Your basic Infantry unit, effective against other infantry and good for scouting.

Grenadier: Your anti-armor Infantry unit, effective against most infantry, Cyborgs, Vehicles and Structures. Grenadiers can also cause structure fires.

Engineer: Typical Engineer, can repair friendly structures and capture enemy and tech structures.

Rocketeer: This is your support Infantry, capable of going anywhere on the map and have the ability to shoot enemy aircraft while airborne or on the ground, effective against enemy infantry, Light vehicles and structures (When in large groups).

Sniper: Your late game soldier, effective against most infantry bringing them down in a single shot (most of the time).

Railgun Commando: Your Hero Unit, capable of destroying enemy vehicles and Infantry with ease, the commando is also capable of blowing up enemy structures with C4 charges (Similar to the TS Ghost Stalker). On top of the commando's abilities to KO structures, infantry and most vehicles, he is also armed with an Anti-air railgun.
Note: This unit has a Build Limit of 1.

Global Defense Initiative Vehicles:

MCV: Deploys into your Construction Yard.

Mobile Sensor Array: Deploys and gains the ability to detect any cloaked or subterranean units. This unit will also sound an alarm when any enemy units are in range.

Harvester: Your harvesting unit. Slower than the Nod counterpart but has a higher storage capacity and armor.

Hover APC: Your Infantry carrier, has the ability to hover and can carry up to 8 passengers.
Note: This unit is unable to move during Ion Storms.

Kazuar: Your early game anti-infantry vehicle, good for scouting and killing off weaker enemy Infantry.

Hov-vee: Your early game anti-light vehicle unit, extremely fast and has the ability to hover, can attack both ground and airborne targets.
Note: This unit is replaced with a Hum-Vee in regions with frequent Ion Storms.

Hum-vee: When Ion Storms are present, your Hov-Vee will be replaced with this unit. This is your early game anti-light vehicle unit, it can travel at high speeds and can attack both ground and airborne targets

Hover Tank: Your early game anti-armor unit, has the ability to hover and is armed with both a small anti-infantry gun and anti-armor cannon, effective in large groups and early attacks.
Note: This unit is unable to move during Ion Storms.

Goliath: This is your Main Battle Unit, armed with powerful Anti-Armor cannons capable of destroying enemy buildings and structures with ease when in groups. This unit can also deploy into a more fortified state and then arms itself with a more powerful anti-armor cannon and an anti-infantry disc grenade launcher. Very effective unit in early and late games.

Scatterpack: Your late game anti-infantry unit armed with multiple Gatling cannons which can easily rip through all infantry and Cyborgs, this unit is also effective against light vehicles. Among it's abilities it can also shoot down airborne targets excluding the lightning fast Banshee Interceptor. The Scatterpack is also one of many units that can cause chain reactions on blue tiberium.

MLRS Walker: This is your suppression unit, it fires multiple missiles at very long distances which are effective against all armor types excluding airborne targets. Another useful technique with the MLRS walker is it's forcefiring ability, if you command an MLRS walker to fire at a spot on the ground, it will fire multiple missiles around itself damaging any units surrounding it, very useful if it is surrounded by enemy units. This unit also has the ability to cause Structure fires.
Note: It is not recommended to use this unit in groups mixed with other units as it's missiles can cause friendly fire. This is intentional for balance.

Railgun Tank: This is your late game high tech unit armed with a powerful railgun effective against most vehicles but ineffective against most infantry units. This unit also has the ability to deploy into an Anti-Air railgun for dealing massive damage to enemy aircraft.

Mammoth Mark II: Your Hero Vehicle, armed with dual railgun cannons effective against every armor type, the Mammoth Mark II is also armed with anti-air missiles capable of bringing down most airborne targets with ease. On top of all of it's abilities, the Mammoth Mark II also has a Mobile EMP charge which can temporarily disable any enemy vehicles nearby.
Note: This unit is vulnerable to Barrage units such as the Scatterpack and Mole Artillery, it is also easily brought down by Banshee Interceptors.
Secondary Note: This unit has a Build Limit of 1.

Global Defense Initiative Aircraft:

Orca Fighter: Your Air-support unit capable of easily eliminating enemy vehicles with fast maneuvers.

Orca Bomber: Your stronger Air-support unit effective against all armor types, can cause structure fires and can easily eliminate hordes of enemy infantry.

Orca Immobilizer: Very effective unit capable of paralyzing hordes of enemy vehicles or cyborgs in a run for a short period of time.

Orca Cary-all: This unit can carry any vehicle anywhere on the battlefield.

Orca Transport: This unit can carry up to 5 Infantry passengers anywhere on the battlefield.
Note: This unit is currently using the Carry-all workaround logic so it can also pick up enemy vehicles, I trust people not to abuse the issue in-game though.

Global Defense Initiative Structures:

Power Plant: Your main power source, can be upgraded with the Fusion Reactor.
----- Fusion Reactor: Upgrade for your power plants aquired much later in the game. This upgrade can supply a huge extra amount of power to your power plants.

Barracks: The source of your Infantry units.

Refinery: Storage of Tiberium, comes with a free harvester.

Tiberium Silo: Additional Storage of Tiberium.

Sandbags: Additional defense for your base in low tech games, can be crushed by enemy vehicles.

Fortress Walls: Additional defense for your base, can be destroyed by most anti-armor units however.

Gates: Can be placed in-between gaps in your walls so that only friendly units have access to your base.

Vulcan Tower: Your anti-Infantry defense structure, can rip apart most enemy infantry with ease. Can up upgraded with Vulcan Tower Upgrade.
----- Vulcan Tower Upgrade: Adds extra range and additional firepower to your Vulcan Towers. This upgrade is also additionally effective against light vehicles.

RPG Tower: Your anti-armor defense structure, can easily destory most forms of enemy vehicles. Can be upgraded with RPG Cannon Upgrade.
----- RPG Cannon Upgrade: Adds extra range and additional firepower to your RPG Towers.

Gatling Tower: Your Anti-Aircraft structure, this structure is very effective against lighter enemy aircraft but is significantly less effective against Banshee units. Can be upgraded with Anti-Aircraft Railgun Cannon.
----- Anti-Aircraft Railgun Cannon Upgrade: Adds a huge amount of firepower to your Gatling cannons, capable of bringing down most forms of aircraft with great ease.

War Factory: Your Vehicle production plant.

Communications Center: Equips you with the radar screen and gives you access to higher tech units.
----- Radar Scan: This power allows you to release a scout drone once every few minutes, it goes out and detect any enemy units or structures revealing a large area of shroud around it.

Helipad: Your aircraft production structure, can hold one aircraft unit at a time.

GDI Repair Bay: This structure can repair your vehicles, you can also sell damaged vehicles on this structure for half of their price.

Technology Center: Gives you access to higher tier units and structures.

EMP Cannon: This structure supplies you with the E.M.Pulse superweapon, it has the ability to paralyze most enemy vehicles and cyborgs within range of the device.
Note: This superweapon has limited range.

Firestorm Generator: This structure supplies you with the Firestorm Wall superweapon. Once turned on your firestorm walls can prevent any enemy units from entering your base and can instantly destroy any enemy aircraft that tried to overpass it.
Note: The Firestorm superweapon is extremely long-lasting, the only ways to get the firestorm generator offline is by dealing huge damage to the firestorm walls while they're turned on which heavily drains the timer, destroying the Firestorm Generator itself or destroying power plants.
Secondary Note: This Structure has a Build Limit of 1.
----- Firestorm Walls: Accessed once the Firestorm Generator is constructed.

Uplink Center: This structure supplies you with the powerful Ion Cannon superweapon capable of eliminating all enemy structures (excluding construction yards, Temples and other uplink centers) in a single shot. It's also effective against wiping out large armies.
Note: This Structure has a Build Limit of 1.

Brotherhood of Nod Infantry:

Light Infantry: Your basic Infantry unit, effective against other infantry and good for scouting.

Tank Hunter: Effective against all armored units including Cyborgs, these units can easily destroy armored vehicles and also has the ability to attack airborne targets.

Engineer: Nod Engineers can repair friendly structures and capture enemy ones. Nod Engineers are also doubled as Hijackers capable of taking control of most enemy vehicles it is able to get inside of.

Incinerator: Your later game anti-infantry soldier capable of easily killing off enemy infantry within range of the flames.

Scout: If you fail to scout well in early games then this is the perfect unit for making a comeback. Unseen it can sneak through enemy bases revealing huge clumps of shroud.

Vulcan Cyborg: Your late game anti-infantry Cyborg, these are well armored units capable of eliminating most enemy infantry with ease. This unit can also heal in Tiberium patches.
Note: This Cyborgs weaponry is unavailable during Ion Storms.

Cannon Cyborg: Your late game anti-armor Cyborg, these are well armored units capable of eliminating most enemy vehicles with ease, especially in large groups. This unit can also heal in Tiberium patches.
Note: This Cyborg's weaponry is unavailable during Ion Storms.

Cyborg Reaper: Your late game all-purpose Cyborg, these units are capable of shooting down enemy aircraft, trapping enemy infantry in webs and are effective against most vehicles and structures but are very inaccurate. This unit can also heal in Tiberium patches.
Note: This Cyborg's weaponry is unavailable during Ion Storms.

Cyborg Commando: Your Hero Infantry capable of eliminating all forms of armor with great ease, a very effective unit though vulnerable to anti-armor units and EMP effects. This unit can also heal in Tiberium patches.
Note: This Cyborg's weaponry is unavailable during Ion Storms.
Secondary Note: This unit has a Build Limit of 1.

The Infector: Your Secondary Hero Infantry capable of trapping enemy infantry in webs whilst mutating them into hostile visceroids, this unit can also heal in Tiberium patches.
Note: The visceroid mutation weapon doesn't always mutate enemy infantry (Intentional).
Secondary Note: This unit has a Build Limit of 1.

Brotherhood of Nod Vehicles:

MCV: Deploys into your Construction Yard.

Harvester: Your harvesting unit, faster than the GDI counterpart but has a lower storage capacity and weaker armor.

Termite Subterranean APC: Your Infantry carrier, has the ability to travel underground and can carry up to 5 passengers.

Viper Drone: Your early game scout and anti-infantry unit, armed with a laser which can cause structure fires and can move extremely fast. This unit can also heal in Tiberium patches.
Note: This Drone's weaponry is unavailable during Ion Storms.

Scorpion Light Tank: Your early game anti-light vehicle unit, Scorpion tanks are also fast units very effective for hit and run attacks. This unit is also armed with dual flak-cannons capable of bringing down rocketeers with ease, they can also bring down lighter slower enemy aircraft in groups.

Eclipse Heavy Tank: This is your main battle unit effective against enemy vehicles and structures, slow moving but very effective in groups.
Note: The high tech weapon is shut down and replaced with a weaker cannon during Ion Storms.

Inferno Flame Tank: Your late game anti-Infantry unit, Infernos are fast moving Anti-Grav* vehicles which is effective against all forms of infantry, they are also effective against Cyborgs. Inferno Flame Tanks can also cause structure fires.
* Anti-Grav units have the ability to hover, but are not immobilized during Ion Storms.

Cleaver Drone: Your secondary anti-Infantry unit which also uses the Anti-Grav* technology. Whilst the cleaver drone is mainly effective against enemy infantry it is also very effective at ripping apart limited range objects such as Hammerheads, Mole Artilleries, Inferno Flame Tanks, MLRS Walkers and RPG Towers as they are unable to fire upon the Cleaver Drone whilst it's so close. This unit can also heal in Tiberium Patches.
* Anti-Grav units have the ability to hover, but are not immobilized during Ion Storms.

Stinger Mobile SAM: Stingers are your devoted Anti-air unit. They can bring down all enemy aircraft with ease, especially in large groups, they are unable to defend themselves from ground targets however.

Hammerhead Howitzer: Your primary suppression unit, this unit is effective against large infantry groups, large light vehicle groups and enemy structures (Especially larger ones). Hammerheads can outrange most base defenses and shoot over canyons which allow your other vehicles to move in without fear of being destroyed by base defenses. Hammerheads also have the ability to start structural fires.

Mole Subterranean Artillery: Moles are your secondary suppression units, they are extremely slow moving but can travel underground to protect themselves. Once deployed on the surface these units bombard enemy units with powerful anti-armor shells.

Shadow Stealth Tank: This is your high-tech unit. These tanks are stealthed Anti-Grav* units capable of moving at high speeds quickly killing off enemy armor and structures.
* Anti-Grav units have the ability to hover, but are not immobilized during Ion Storms.

Demolition Drone: Demolition Drones are powerful but weakly armored units effective against all armor types (especially structures). A single demolition drone can cause huge damage to an enemy base and enemy armies and can KO most structures. This unit can also heal in Tiberium Patches.

Venom Walker: I'll let you find out what this unit does by yourself.
Note: This unit is only available as a crate goodie and is very rare to come across.

Brotherhood of Nod Aircraft:

Harpy: Your basic support aircraft. Harpies are armed with weak lasers but are effective against infantry, they can be extremely effective against armored units in large groups however.

Banshee Interceptor: Your Main support aircraft. Interceptors move at lightning fast speeds eliminating enemy armor and structures with great ease especially in large groups, they can also trigger structure fires.

Banshee Bomber: Your Hero Aircraft. Extremely well armored and powerful aircraft capable of demolishing enemy structures and reducing armies to rubble with a single run. Their bombs not only cause devastation to bases but also leave Tiberium Gas clouds to cause additional mayhem in enemy bases.
Note: This unit has a Build Limit of 3.

Brotherhood of Nod Structures:

Tiberium Reactor: Your basic Power source, Tiberium Reactors also double as Tiberium Storage Silo's.

Advanced Tiberium Reactor: Your secondary power source, these structures produce a much larger power output than Tiberium Reactors but do not double as Tiberium Storage Silo's.

Hand of Nod: The source of your Infantry units.

Refinery: Storage of Tiberium, comes with a free harvester.

Sandbags: Additional defense for your base in low tech games, can be crushed by enemy vehicles.

Fortress Walls: Additional defense for your base, can be destroyed by most anti-armor units however.

Gates: Can be placed in-between gaps in your walls so that only friendly units have access to your base.

Laser Fence Post: These powered walls can only be destroyed once all the posts are taken out or if the power is cut off. Laser Fences can also be cloaked when a stealth generator is nearby, unlike concrete walls or sandbags.

Laser Turret: Your basic Anti-infantry defensive structure, can easily kill off most forms of enemy infantry with ease, it is also somewhat effective against light vehicles.

Minefield: Your basic Anti-Armor defensive structure. Undetected by most normal units, the mines will explode upon any enemy unit that crosses it.
Note: This structure is temporary, after 4 mine blasts it'll self-destruct.

Obelisk of Light: Your advanced defense structure, effective against all armor types especially heavier vehicles.

S.A.M. Site: Your basic anti-aircraft defense structure, fires multiple missiles capable of bringing down enemy aircraft with ease, they are however partially inaccurate.

Fist of Nod: Your vehicle production plant.

Radar: Radar's supply you with a radar screen. Nod radars also have sensor abilities which can detect enemy stealthed units and subterranean units but has a much shorter range than that of GDI's mobile sensor array vehicles.
----- Radar Scan: This power allows you to release a scout drone once every few minutes, it goes out and detect any enemy units or structures revealing a large area of shroud around it.

Helipad: Your aircraft production structure, can hold one aircraft unit at a time.

Banshee Supply Facility: Your advanced aircraft production center, this structure allows you to purchase the deadly Banshee Bombers.
Note: This structure has a build limit of 3.

Nod Repair Bay: This structure can repair your vehicles, you can also sell damaged vehicles on this structure for half of their price. Comes with a free repair tank.

Hall of Faith: This structure allows you to produce Cyborg units, also acts as a secondary barracks.

Technology Center: Gives you access to higher tier units and structures.

Earthquake Emitter: This structure gives you access to the Earthquake superweapon. This superweapon has the ability to damage both heavy and light vehicles and slow them down significantly for a short period of time, it can also paralyze enemy infantry and Cyborgs until the overlay has been destroyed.
Note: This superweapon has limited range.

Temple of Nod: This structure gives you access to the Apocalypse Missile Superweapon. The Apocalypse missile is the most dangerous super weapon in the game, it has the ability to destroy huge armies and level bases with ease. It can KO any structure excluding Construction Yards, Temple of Nod's or Uplink Centers. Among the powerful blast, the Apocalypse missile also dispenses Tiberium gas clusters which can cause havoc to an enemy base over time.
Note: This structure has a build limit of 1.

God, my fingers hurt after writing all that, and I'm still not done. Now that the basics on each unit and structure are out of the way, I'll move on to Tech Structures and Tech units.

Capturable Tech Structures:

GloboTech hospital: GloboTech hospitals can be found in many civilian areas, if captured you can send your infantry (including cyborgs) inside and they will be fully healed and ready to go back onto the field, there is no limit to how many soldiers you can heal. Also, once the GloboTech hospital is captured you will be able to train medics.
----- GloboTech Medic: Medics have the ability to heal any friendly infantry units on the field (Including Cyborgs). They can be extremely valuable, especially in low tech games.

GloboTech Armory: GloboTech Armories give you access to Guardians, Rangers and Exo-Suits. Once an infantry unit is sent inside of an armory it is promoted to elite status, this can be done an infinite amount of times which makes the Armory a very valuable structure.
----- GloboTech Ranger: Rangers are very cheap and fast infantry units capable of causing devastation to other large infantry squads in large groups, they are also extremely effective when elite.
----- GloboTech Guardian: Guardians are armed with powerful shotguns capable of eradicating large groups of enemy infantry and Cyborgs with easy, they are very effective against light vehicles too, especially when elite.
----- GloboTech Exo-Suit: Exo-Suits are very well armored units armed with Grenade Launchers which are effective against all vehicles and enemy structures. They can cause some serious devastation when elite.

GloboTech Fusion Reactor: GloboTech Fusion Reactors generate the most power out of any other power source in Twisted Insurrection. These very sturdy structures can withstand a fair amount of damage which means less power is drained whilst it is under enemy fire.

GloboTech Construction Outpost:If a GloboTech Construction Outpost is captured, commanders will be able to construct their own structures next to it.

Construction Outpost: Normal Civilian Construction Outposts perform the same role as GloboTech Construction Outposts, they are a lot more fragile than their GloboTech counterparts however.

Small Oil Pump: Small Oil Pumps can be captured and sold for an extra 1500 credits. These Small Oil Pumps do not generate cash over time which means there is no reason for them to be defended.

Windmill: Windmills do not generate a lot of power but can be very useful to commanders whom have low power and no construction yards on the battlefield.

Fusion Plant: Fusion Plants are one of the most efficient sources of power on the field. Once captured you will gain a sufficient amount of extra power. Once you have captured a Fusion Plant, you will be able to construct a fusion accelerator upgrade for any Fusion Plants that you have under your control.

Vulcan Gun Battery: These military gun batteries can be captured for tactical defense purposes. Vulcan Gun Batteries are a lot more effective than GDI Vulcan towers and Nod Laser turrets so they can be very useful to capture in certain areas.

Cannon Gun Battery: These military gun batteries can be captured for tactical defense purposes. Cannon Gun Batteries are the most effective anti-armor defensive structure in Twisted Insurrection as they have a higher rate of fire than Nod Obelisks and are more effective than GDI RPG cannons.

EMP Patriot Missile Battery: These military gun batteries can be captured for tactical defense purposes. These are the deadliest anti-air structures in Twisted Insurrection capable of knocking any aircraft unit out of the air in a single shot, though they have a huge power drainage and are not very effective against Rocketeers.

Artillery Battery: These huge Artillery's are a force to be reckoned with. With an incredible range and astonishing amount of firepower they are definitely worth capturing. The shells that the Monster Artillery fires are known to KO almost anything and turn any vehicle into scrap metal in a matter of seconds. Due-to the extreme range of the Artillery itself, it doesn't have excellent accuracy which is it's only weakness.

Tech structures are very valuable on the field. Never overlook any of them if they are there. Moving along to Mutations now:

Mutations

Bug: Bugs are one of the weakest mutations as they are easily killed but in large groups they can wreak havoc upon your forces and inside your bases.

Fire Bug: Very rarely seen but are to be avoided if they are, they will turn your infantry and bases into piles of ash if you disturb them.

Baby Visceroids: These are harmless unless two merge together to form an Adult Visceroid.

Adult Visceroid: Adult Visceroids are annoying pests that attack your unit and structures, in large groups they can raise hell but are brought down easily with anti infantry weaponry (especially flames or Gatling).

Baby Floater: These are not as dangerous as the Adult Floaters, but can still be a nuisance when in the presence of your Harvesters.

Adult Floater: Tiberium Floaters are deadly mutations which can severely damage your armored units and instantly kill your infantry. They can be brought down with anti-infantry weaponry (especially flames or Gatling).

Green Tiberium Fiend: Another dangerous Mutation which is lethal to all armor types, they are easily killed with anti-infantry weaponry however (especially flames or Gatling).

Blue Tiberium Fiend: Another dangerous Mutation which is lethal to all armor types, they are easily killed with anti-infantry weaponry however (especially flames or Gatling).

Whaloon: Most of the time, Whaloons are harmless mutations that just mind their own business, if they are disturbed however they will unleash toxic tiberium gas upon your units and inside your base. They can easily be killed off with anti-infantry weaponry however.

Young Tiberium Raptor: Very dangerous mutations which can tear apart anything that comes near it, not so easily killed at all.

Elder Tiberium Raptor: Extremely dangerous mutations which will tear apart anything that comes near it, a couple of them can level your base with ease, no questions asked.

The Thing: Get too close and it will eradicate your entire armies. Where does this creature lurk and what is it? I'll let you figure that one out yourselves.

Moving on to Environmental Hazards

Environmental Hazards

Meteor Showers: These are a blessing if you are running low on Tiberium but are a curse if they land anywhere near your forces, be sure to avoid Meteor zones when on your way to an enemy base.

Ion Storms: Everyone is familiar with what an Ion storm is. They have certain effects on certain units making their role and use very different (or even useless), they also prevent hover units and aircraft from moving. An Ion bolt is powerful to all forms of armor, especially structures and infantry. Make sure you are familiar with what units are the right ones to use on a map with constant Ion Storms.

Tiberium: Unprotected Infantry are harmed when traveling through Tiberium patches, it can also turn them into visceroids if they are exposed to it for too long.

Thorns Infestations: Not harmful all of the time, but thorn infested areas are normally home to many mutations, never go in blind.

Infested Waters: Can be harmful to Anti-Grav and Hover-Units if they are exposed to the waters for too long. This damage will occur very slowly so it's a minimal threat.

Poof Balls: Tiberium Poof Balls are very fragile rock-like props, once one receives even the tiniest amount of damage they will explode violently releasing many clouds of tiberium gas.

Forest Fires: Forest fires can occur extremely easily and can be caused by even the tiniest spark. Never send your infantry through a forest fire, the odds of them surviving are slim to none.

Veinholes: Veins are lethal to heavy vehicles, tearing them to shreds as they pass through the sea off veins. Infantry and some light vehicles can pass through without harm.

Debris: Flying debris from structures is another hazard which should not be overlooked. Debris can significantly damage vehicles and is especially harmful to weaker infantry.

Structure Fires: Structure Fires occur when certain weapons make contact with a structure. The structure will continue to burn slowly but surely damaging buildings, the only way to stop structure fires is to repair the structure until the fires finally burn out or to send an engineer into the structure.

Now, one of the biggest and most important changes to bear in mind:

Mobile Base Mode: Mobile Base Mode replaces the Re-Deployable MCV option in the multiplayer options menu. If this option is checked, you can move your MCV's like in Tiberian Sun, however, Nod will have changed drastically. Nearly all of their structures become mobile, but only a few structures can be built off of, these structures are the Tiberium Reactors, Construction Yards, Temple of Nod and Service Depots. Bare in mind: Even when Mobile Base Mode (MBM) is unchecked, the same rules apply to Nod's construction settings but no structures are mobile.

Comments
Zirbs
Zirbs

I MUST FIND THIS...this...thing...

i WILL find it, however.

Reply Good karma Bad karma+1 vote
AJ
AJ

May I inquire as to the reasoning behind the Win98 compatibility thing?

Reply Good karma Bad karma+1 vote
Aro Author
Aro

It's a bug to do with certain lines in rules.ini and art.ini. The problem is fixed in Public Beta 2 however.

Reply Good karma+1 vote
Violet-n-red
Violet-n-red

apart from unit names, is this list up to date?

Reply Good karma Bad karma+1 vote
Violet-n-red
Violet-n-red

looked through some recently updated posts - this guide is definitely outdated, better to look at the separate posts about each faction's units or buildings.

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
C&C: Tiberian Sun
Contact
Send Message
Homepage
Ti.ppmsite.com
Release date
Mod watch
Follow
Feature
Tags
Feature
Browse
Features
Report
Report
Share
Related Games
C&C: Tiberian Sun
C&C: Tiberian Sun Real Time Strategy
Related Groups
Twisted Insurrection Team
Twisted Insurrection Team Developer & Publisher