Minimum Requirements
This mod requires you to have at least V2.00 of Tiberian Sun installed.
GDI
Units
Light Infantry
The Light Infantry are the mainstay of the GDI troops. Armed with an M16 Mk.
II pulse rifle, they deliver light damage to most targets.
Although slow, infantry are capable of movement over varied terrain types with
little loss in speed.
They are also able to pass through certain terrains or hazards that are inaccessible
or damaging to vehicles.
Disk Thrower
The Disk Thrower is a light infantry unit that carries a long range grenade
delivery system.
Instead of traditionally shaped grenades, the Disk Thrower uses an aerodynamic
grenade that is designed with longer flight in mind.
Because of the dynamics of the discus like projectile, the grenade can bounce
along terrain if it does not impact its intended target.
Engineer
Slow and unarmed, the Engineer is nonetheless deadly in his own right.
Since they're the only units able to capture enemy structures, quickly repair
friendly buildings and bridges,
tactical use of Engineers is considered an art among many commanders.
Note that the Engineer unit will be lost when any of the actions are performed.
Medic
Amid the chaos of battle, the Medic is solely responsible for treating the injured
and getting downed soldiers back in the fight.
Left on his own the medic will automatically heal any nearby friendly soldiers.
Medics can also be targeted to treat a specific soldier.
Ghost Stalker
Part of The Forgotten, Ghost Stalker carries a small rail gun and has the ability
to shoot through multiple targets at once, eliminating rows of enemies in a
single hit.
Like all mutant units, Ghost Stalker can heal in Tiberium.
Umagon
Armed with a pistol and silencer, she can take out infantry with a single shot.
Umagon's C4 ability can be used to destroy any enemy structure when a C4 icon
appears.
Left-clicking will send Umagon to the building and once she touches it, it will
flash for a few seconds then explode.
Tratos
Tratos can
really wreak havoc on an unwary force. Basically he can jump into any vehicle
and take it over for his side.
If the vehicle takes enough damage, he'll jump out taking damage from any shrapnel
the unit makes when blowing up.
Tratos is completely unarmed so you'll have to be pretty sneaky when heading
towards your targets.
Amphibious APC
The Amphibious APC is a heavily armored unit that can carry up to five infantry
units.
Capable of ferrying units over land and sea, the amphibious APC is a valuable
asset to GDI's forces.
To load the APC, select the infantry soldier(s) you wish to load and highlight
the APC. A blue "enter" cursor will appear. Left clicking will load
the units into the APC.
To make the units exit the APC, select it, and click on it again when the "deploy"
cursor appears. Note that an APC cannot be unloaded while in water.
Harvester
Critical to the financial success of both sides, the Harvester is the only unit
capable of collecting Tiberium for refinement.
Harvesters will automatically begin to collect Tiberium if a patch is nearby.
The Harvester can be ordered to a specific location by selecting it and targeting
the new area.
The Harvester will automatically avoid threat areas and will inform you when
it cannot enter an area because of nearby threats.
Tiberium Harvesters will not enter a hostile area unless specifically ordered.
Wolverine
The Wolverine is small eight to nine foot (4.5 meters) bipedal unit that piloted
by a single soldier.
Fast and agile, the lightly armored suits excel at suppression fire and in light
skirmishes.
Handling large groups of enemy infantry is no problem for a squad of these troopers.
Titan
The Titan is GDI's all-purpose assault and defense unit.
Standing 25 feet tall (12.5 meters) and packing a 120mm cannon, the Titan is
a force to be reckoned with.
Its long range makes it an ideal unit for use in base assaults, as it can pummel
defenses without fear of retaliation.
Hover Multi-Launch
Rocket System
The Hover MLRS is a medium to long range missile delivery system mounted on
a hover chassis.
Like the Amphibious APC, the Hover MLRS is capable of crossing both land and
sea.
Because of its hover capability, the unit is unaffected by most terrain types,
making it an ideal (although somewhat expensive) unit for scouting enemy territory.
Its rockets are capable of hitting both air and land targets with equal effectiveness.
Hunter Seeker
Droid
The Hunter Seeker Droid is a lighting fast drone unit that is deployed to clean
up the battlefield.
Hunter Seeker Droids randomly search out an enemy unit or structure and latch
on to it.
Once attached, the Hunter Seeker Droid will self destruct, destroying the object
it has attached to as well.
The unit cannot be controlled and will automatically seek prey when released.
Mobile Sensor Array
The Mobile Sensor Array is a vehicle equipped with a state-of-the-art sensor
package
that can detect the presence of enemy units even if they are cloaked or burrowing
underground.
Detected units will be uncloaked, but will be displayed on radar and tactical
view
allowing a commander to take the necessary measures to destroy the hidden units.
Disruptor
Recent developments aboard the Philadelphia have led to breakthroughs in harmonic
resonance.
The Disruptor is the first use of this new technology.
Firing a harmonic resonance wave, the Disruptor is capable of shattering any
unit or structure caught in the wave -- enemy or ally alike.
Care should be used in the positioning of Disruptor units as to minimize incidents
of friendly fire.
Mammoth Tank
Armed with dual 120mm cannons and Mammoth Tusk Missiles, this giant is a versatile
attack unit.
These weapons help compensate for its lack of speed and mobility.
When this unit takes a lot of damage, it can slowly regenerate its health back
up.
Mammoth Mk. II
This prototype behemoth is GDIs most powerful weapon.
Towering over the battlefield, the Mammoth II carries dual rail guns and a back
mounted anti-aircraft missile launcher.
The rail guns are capable of reducing most units to slag in a matter of seconds,
while its AA launcher ensures air protection for the unit.
Virtually indestructible, the Mammoth Mk. II is still in its testing phases,
and due to limitations on the technologies involved, only two can be deployed
at any time.
Mobile Construction
Vehicle
The foundation of any base starts with the Mobile Construction Vehicle.
Able to deploy itself into a fully functioning construction yard, the MCV is
a highly prized piece of equipment GDI.
Orca Fighter
The mainstay of GDIs air force, the Orca Fighter is a versatile and lightweight
attack aircraft. Fast, lightly armored and armed with dual missile launchers,
the Orca Fighter can deliver a missile barrage to any location on the battlefield
within moments of receiving orders. However, like all aircraft, the Orca must
return to a helipad in order to reload its weapons.
Orca Bomber
Heavier and better armored then its fighter cousin, the Orca Bomber trades speed
for firepower.
Delivering a stream of high explosive bombs in strafing runs, the Orca Bomber
is ideal for softening up ground defenses during the beginning of a base assault.
Orca Carryall
This transport aircraft has the critical job of rescuing or delivering units
to -- or from any destination.
Using a large grappling device, the Carryall is capable of picking up any vehicle
found on the battlefield.
To make the carryall pick up a unit, select the carryall, then left click on
the unit you wish to pick up.
To put the unit down, select the Carryall when it is on the ground, highlight
it, and left click on it when the "deploy cursor" appears.
Note that you can drop units directly onto repair pads and refineries without
detaching them first.
Orca Transport
This is a dual purpose transport, and can be used either as an airborne APC
(will carry up to 5 infantry units) or it can carry 1 vehicle in the same way
the Carryall works.
However, due to it's physical payload capacity it cannot fulfill both functions
at the same time.
When deploying troops, the Orca Transport will deploy one at a time in between
drops in order to prevent all of your troops being killed immediately upon dispatch.
Although only lightly armoured, its advantage is it's high altitude capability
which renders it invisible to radar.
Structures
GDI Construction
Yard
The Nod 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.
GDI Power Plant
Power Plants provide power for base structures and are critical to keeping base
defenses online.
GDI Power Plants are upgradeable via add-on pads for add-on generators per Power
Plant.
Each will increase the power output of the structure by 50% over a non-upgraded
power plant.
Power Turbine
Up to two of these power turbines can be added to a Power Plant to increase
power output.
The output of each turbine is less than that of a new Power Plant, but the cost
is much lower.
Tiberium Refinery
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, Tiberium
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 Silo
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.
GDI Barracks
The Barracks allows infantry units to be trained.
It also a prerequisite for base defensive structures.
Sandbags
Can be employed as inexpensive, temporary defensive structures. Certain larger
or heavier units are able to drive over sandbag barriers and crush them.
Concrete Walls
A more robust defensive structure than Sandbags, Concrete Walls are effective
at stopping both infantry and vehicles.
Only certain units can shoot over these defensive walls.
Pavement
Pavement is designed to protect your base from burrowing units as well as prevent
heavy weapons fire and explosions from making craters in your base.
In addition, units will move faster on pavement than on normal terrain.
GDI Automatic Gate
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.
Light Post
Specifically designed for those covert night operations, the Light Post can
be deployed to provide light to the base.
It can also direct Ion Storms in to it, acting like a lighting rod, leaving
more important structures in safe.
Spotlight Tower
Can be deployed to provide extra light to the base. Has the additional property
of being able to detect cloaked units that fall within its sight. Will sound
an alarm should it detect enemy units.
Component
Tower
Based on a modular construction principle, the Component Tower serves as the
basis for all GDI base defenses.
Component Towers can be built as individual structures or as a part of a wall.
One of three weapons can be mounted on a component tower: a Vulcan Cannon, RPG
launcher, or SAM launcher.
Vulcan Cannon
Component
The Vulcan cannon component consists of two miniguns firing 50mm projectiles
at high speed.
The cannon is primarily intended for use against infantry and lightly armoured
vehicles.
Rocket Propelled
Grenade Upgrade
The Rocket Propelled Grenade upgrade component launches grenades at enemy units.
The RPG is designed for use against vehicles but can be used against infantry
as well.
Its explosive charge ensures splash damage to any other units caught around
its target.
Surface to Air
Missile Upgrade
Surface to air missiles, or SAMs, are GDI's anti-aircraft defense.
SAMs can only be used against flying units.
Fake Structures
GDI has four fake structures at their disposal: Construction Yard, Barracks,
War Factory and Communications Center.
They are made to look like exactly look like their real counterparts to create
illusion that base critical structures are in different location.
However, due to their fragile construction a damaged fake stucture will look
different from real structure.
GDI War Factory
This structure allows for the construction of vehicles.
Certain advanced vehicles require additional structures before they can built
by a War Factory.
GDI Communications
Center
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.
Threat Rating Node
This add-on to the Communications Tower will figure out what attacking force
is the most dangerous during an assault on your base. Once it has determined
the most serious threat, it will automatically use your existing base defenses
to try and eliminate it first. Also serves as an interface with the Philadelphia,
submitting requests for Drop Pod reinforcements.
Seeker Control
This upgrade to a GDI upgrade center allows two-way communication with a Hunter
Seeker Droid, allowing it to acquire enemy targets.
This upgrade is required in order to build Hunter Seeker Droids.
Ion Cannon/SAT
Uplink
This is a
special control system designed to handle any satellites that you have managed
to put in orbit.
The first satellite is the Ion Cannon, which can fire a beam of destructive
ions at the designated target once charged.
The other satellite is the Planetary Camera, which also has to charge up, but
instead of destroying what's below it blindly,
takes a detailed large shot of any area of the map. This gives you an amazing
ability to pinpoint exactly where your enemy is and what they are doing.
GDI Helipad
The Helipad allows for the construction and rearming of Orca Fighters, Bombers,
and Carryalls.
Without the Helipad, aircraft cannot be constructed and cannot be rearmed when
returning to attack.
GDI Electro-magnetic
Pulse Cannon
The EMP Cannon can fire a high powered blast of electro-magnetic energy that
renders any mechanized vehicle inoperative for a short period.
Any vehicle or structure caught in the blast is disabled until the effect wears
off.
Firestorm
Generator
The Firestorm Generator creates an infinitely high force field.
Once the generator is constructed, special Firestorm Wall Sections 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 Generator consumes massive amounts of power.
Therefore, it can only be active for a short period before it needs to recharge.
The shield can be turned on and off at will.
Firestorm Walls
Used in conjunction with the Firestorm Generator, these emitters are placed
like a wall and control the placement of the Firestorm Defense.
These emitters can be used to completely encircle a base or can be used at key
defensive positions.
Service
Depot
The Service Depot is 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.
GDI Tech Center
The Tech Center is where GDI conducts its high tech weapons research.
This structure is required prior to the construction of certain high tech units
and structures.
Dropship Bay
The Dropship Bay's radar will detect cloaked units that approach it. Only the
finest GDI commanders have access to this structure.
Also serves as recruirement center for mutants.
Nod
Units
Light Infantry
The Light Infantry are the mainstay of the Brotherhood troops.
Armed with an M16 Mk. II pulse rifle, they deliver light damage to most targets.
Although slow, infantry are capable of movement over varied terrain types with
little loss in speed.
They are also able to pass through certain terrains or hazards that are inaccessible
or damaging to vehicles.
Rocket Infantry
Nod's heavy infantry carry a shoulder mounted rocket launcher that is effective
against vehicles, structures, infantry and aircraft.
Because of the increased weight of the rocket launcher, rocket infantry are
slower than light battle infantry but are more heavily armored.
Engineer
Slow and unarmed, the Engineer is nonetheless deadly in his own right.
Since they're the only units able to capture enemy structures, quickly repair
friendly buildings and bridges,
tactical use of Engineers is considered an art among many commanders.
Note that the Engineer unit will be lost when any of the actions are performed.
Cyborg Infantry
Cyborg infantry are the result of recent Nod experiments in melding Tiberium
mutated humans with machines. They are armed with heavy body armor and a high
power pulse rifle.
Cyborg Commando
Those cyborgs that perform well are further modified and promoted to the Nod
Cyborg Commando ranks. Packing enough firepower to take out entire bases, the
Cyborg Commando is a large threat on the battlefield. Armed with a chain gun
and flamethrower, the Commando can make quick work for vehicles, infantry and
structures.
Mutant Hijacker
Another of the mutant commandos, the Hijacker has the ability to commander any
vehicle he wishes.
When the Hijacker is selected and the cursor is placed over and enemy vehicle,
the cursor becomes and "enter" cursor to signify that the vehicle
can be stolen.
Clicking on a vehicle when the cursor is in this stage sends the hijacker to
the unit to steal it.
Once a vehicle is stolen, the Hijacker cannot be removed until the vehicle is
destroyed. When it is, he pops out and is able to steal another vehicle.
Like all mutant units, the mutant Hijacker can heal in Tiberium when he is not
inside a vehicle.
Chemical Spray
Infantry
The perfect example of how Nod differs from GDI, these troops are deployed solely
by the Brotherhood as GDI would not think of using them out of ethics.
Using a mixture of highly concentrated Tiberium gas these troops spray the gas
over the enemy.
Effective against everything from buildings, infantry and vehicles but inaccurate
and un-predictable.
Many Nod Commanders have lost in war due to emplying too many of these troops
in combat.
Chameleon Spy
Chameleon Spies are cyber-ninjas that have a special light-refracting suit that
enables them to remain hidden from enemy eyes.
When these units move, the rippling of the landscape through their suits makes
them strange to look at, but fairly easy to spot.
When a Chameleon Spy enters Construction Yard, Barracks or War Factory or Helipad,
Nod can see everything the enemy is constructing.
If the Spy enters a Power Plant they get information on how much power the enemy
has at their disposal.
If they roam into a Refinery or Silo, they can see how many credits the opposing
player has to work with.
Finally, at perhaps most insidious, if the Chameleon enters a Radar, his commander
will be able to see everything that the Radar's owners can see.
This includes all stealth vehicles and even private message in multiplayer mode.
Armored Personnel
Carrier
The APC transports and protects up to five troops heading to and from battle
locations.
Its heavy armor, fast speed, and long sight range make it an ideal scouting
unit. It is also useful for crushing infantry.
Harvester
Critical to the financial success of both sides, the Harvester is the only unit
capable of collecting Tiberium for refinement.
Harvesters will automatically begin to collect Tiberium if a patch is nearby.
The Harvester can be ordered to a specific location by selecting it and targeting
the new area.
The Harvester will automatically avoid threat areas and will inform you when
it cannot enter an area because of nearby threats.
Tiberium Harvesters will not enter a hostile area unless specifically ordered.
Light Tank
This highly mobile tread vehicle, delivers maximum weaponry and personnel destruction
with minimum weight, maintenance and weaponry.
Faster than any other tank on the battlefield, these units can reach a target
quickly.
Used in conjunction with aerial assaults, these units are very effective.
Tick Tank
This medium battle tank has the ability to burrow itself into the ground to
increase its defenses and perform mobile battery defense.
When burrowed, only the turret and a small part of the unit remains above ground.
Tick Tank often uses with its claws to make infantry bleed before it runs over
them.
Heavy Tank
The Heavy Tank is equipped with twin 75mm cannons and heat seeking missiles.
It lacks speed for power, but the result still makes it a formidable opponent
on the battlefield.
Flame Tank
The sight of a platoon of Nod Flame Tanks cresting the horizon is enough to
bring a moment of pause to even a seasoned GDI general.
Soft targets, such as infantry and light vehicles stand no chance against the
16" guns, which tend to glow an eerie pale yellow after prolonged use.
Limitations of the design include the fixed gun positions and extreme susceptibility
to internal combustion.
Either incredibly brave or unbelievably suicidal, drivers of Flame Tanks realize
that every deployment into battle might be their last.
One lucky shot might very well result in a death-sentence inferno not unlike
a miniature atomic explosion.
Mobile Artillery
The Artillely fires ballistic charges from long distances. Invaluable at destroying
structures and bridges.
This unit will require protection on the battlefield as it has very light armour.
Recon Bike
Primarily used as a reconnaisance unit, the Recon Bike is Nod's fastest ground
unit.
Although it trades armor for speed, the Cycle is capable of sustaining moderate
damage before being destroyed.
It carries twin rocket launchers capable of hitting both air and ground units.
Devil's
Tongue
Terror is a formidable weapon, and the sheer sight of this nightmarish unit
is enough to cause GDI troops to tremble.
Capable of burrowing though all but the hardest of substances, the Devil's Tongue
can unleash deadly jets of flame on unsuspecting targets with impunity.
The flame is especially effective against infantry and structures, although
prolonged exposure to its blasts can even melt steel.
Hunter
Seeker Droid
The Hunter Seeker Droid is a lighting fast drone unit that is deployed to clean
up the battlefield.
Hunter Seeker Droids randomly search out an enemy unit or structure and latch
on to it.
Once attached, the Hunter Seeker Droid will self destruct, destroying the object
it has attached to as well.
The unit cannot be controlled and will automatically seek prey when released.
Mobile
Construction Vehicle
The foundation of any base starts with the Mobile Construction Vehicle.
Able to deploy itself into a fully functioning construction yard, the MCV is
a highly prized piece of equipment for Nod.
Repair Bot
This robotic vehicle is capable of repairing damaged vehicles on the battlefield.
The Repair Bot features an extendible arm which houses all of the tools needed
to repair a vehicle to battle readiness.
Placing this unit in guard mode will enable it to automatically repair any vehicles
in its immediate vicinity.
Mobile Sensor
Array
The Mobile Sensor Array is a vehicle equipped with a state-of-the-art sensor
package
that can detect the presence of enemy units even if they are cloaked or burrowing
underground.
Detected units will be uncloaked, but will be displayed on radar and tactical
view
allowing a commander to take the necessary measures to destroy the hidden unit(s).
Stealth
Tank
The newest in covert warfare, the Stealth Tank is a light battle tank that is
able to cloak itself in order to remain undetected by enemies. The tank is unable
to remain cloaked while firing due to the enormous power drain of the stealth
generator. Only infantry and base defenses can reveal the Stealth Tank. However,
GDI's Mobile Sensor Array can detect a Stealth Tank's presence.
Subterranean APC
The Subterranean APC is capable of carrying up to five infantry units underground,
the Subterranean APC is invisible to the enemy while under ground but can be
detected by a Mobile Sensor Array.
The APC cannot surface from under certain terrain types, such as rough terrain
and water.
Advanced Artillery
Realizing that they needed a way to deliver damage without fear of retaliation,
Nod developed a new long range artillery platform.
Because of recoil involved, the unit is unable to fire while undeployed, and
cannot move while deployed.
Weed
Eater
This Nod vehicle is essentially a massive lawnmower that is used to harvest
Tiberium veins for use in a chemical missile.
The Weed Eater behaves like a harvester but with two differences.
It harvests Tiberium veins, not Tiberium crystals, and it dumps its cargo at
a Tiberium Waste facility, not a refinery.
The harvested Tiberium veins, once processed at a Waste Facility, can be used
to create a deadly Chemical Missile.
Harpy
Excellent against infantry and lightly armored vehicles, the Harpy is the newest
generation of combat helicopters.
Like all flying units, the Harpy must return to a helipad in order to reload
its weapons.
Banshee
Experiments with recovered alien technology have allowed Nod to develop the
next generation of fighting aircraft.
Codenamed the Banshee, this sleek craft is capable of decimating any unit or
structure with its twin plasma cannons.
Structures
Nod Construction
Yard
The Nod 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.
Nod Power Plant
Nod Power Plants supply power to all structures in a base.
Without enough power, structures either will not function at all or will function
in a reduced capacity.
Advanced Nod Power
Plant
The Advanced Power Plant functions exactly like a regular Nod Power Plant in
that it generates power and supplies it to a base.
However, due to its greater size and efficiency, an Advanced Power Plant generates
twice as much power as a regular Power Plant.
Tiberium Refinery
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, Tiberium
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 Silo
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.
Hand
of Nod
The Hand of Nod is where Nod infantry units are trained. The Hand of Nod is
also a prerequisite to building base defenses.
Walls
This basic base defense structure is effective in stopping both infantry and
vehicles. Only certain units can fire over Nod walls.
Laser Turret
The Laser Turret is Nod's main base defense. Like its laser cousin, the Obelisk
of Light, the it fires a focused laser beam at enemy units.
Recent advancements in laser technology allow Laser to generate its own power,
so it can remain operational during low power conditions.
Light Post
Specifically designed for those covert night operations, the Light Post can
be deployed to provide light to the base.
It can also direct Ion Storms in to it, acting like a lighting rod, leaving
more important structures in safe.
Nod Automatic Gate
The 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.
Nod War Factory
This structure allows for the construction of vehicles.
Certain advanced vehicles require additional structures before they can be built
by a War Factory.
Nod
Radar Installation
The Radar allows Nod 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.
Nod Helipad
The Helipad allows for the construction and rearming of the Banshee and Harpy
aircraft.
Surface to Air
Missile Site
The SAM site is the primary defense against enemy aircraft.
It can only be used against flying units.
Nod Laser Fence
Post
Nod Laser Fences consists of emitter posts that project a continuous laser beam
between them, effectively stopping vehicles and infantry.
Because Laser Fence Posts can be placed up to far apart, a defensive perimeter
can be constructed quickly.
However, Laser Fence does require significant external power to remain online.
Obelisk
of Light
The Obelisk of Light is a frighteningly powerful weapon.
It has undergone significant improvement since it was last seen on the battlefield.
Power output has been increased, and only a few units can survive a hit from
an Obelisk laser beam.
Nod Electro-magnetic
Pulse Cannon
The EMP Cannon can fire a high powered blast of electro-magnetic energy that
renders any mechanized vehicle inoperative for a short period.
Any vehicle or structure caught in the blast is disabled until the effect wears
off.
Stealth Generator
The Stealth Generator can cloak all units and structures in a large area.
The base will remain cloaked until the Stealth Generator is turned off, the
base becomes underpowered, or the Stealth Generator is destroyed.
Base defenses and units under the effect will uncloak only when firing or leaving
the area of effect.
It should be noted that units exiting from a War Factory or Hand of Nod,
and harvesters exiting a refinery will be visible briefly before the Stealth
Generator adjusts and cloaks them.
Tech Center
The Tech Center is where Nod conducts its high-tech weapons research.
This structure is required prior to the construction of certain high-tech units
and structures.
Missile Silo
The Missile Silo allows Nod to launch long range weapons at an enemy, specifically
a Multi-Missile or Chemical Missile.
Tiberium Waste
Facility
The Tiberium Waste Facility serves as the drop-off point for the Weed Eater.
This structure refines and concentrates harvested Tiberium veins for use in
the chemical missile.
Once enough of this Tiberium substance has been collected, is is automatically
loaded into a Chemical Missile, provided a Missile Silo is available.
When built, the Waste Facility comes with a Weed Eater.
Temple of Nod
Within the halls of this mysteries structure, Nod continues its Tiberium experiments
and conducts cutting edge research.
Construction of the temple enables you to allow the recruitment of the Cyborg
Commando and the Mutant Hijacker.
Note that because of the resources required to produce these special soldiers,
only one of each may be in your army at any one time.
You may train another only if the one you currently own is destroyed.
Pyramid of Nod
With the Tacitus, Kane plans to complete the revolution of the whole world.
A shower of tiberium minerals fall from the outer space destroying buildings
& damaging or killing any life-form turning them to Visceroids.
(bug)Any vehicles
dropped by Orca Transport have their shadows and select box moved out of place.