Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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jerryfanfan Jun 7, 2020 @ 12:29am
Exactly how does tiberium regrowth work?
Does partially grown tiberium tiles spread? or only fully grown tiles spread?
As in, when micro managing harvesters is it better to leave some fully grown tiles as seeds? or is it okay to leave partially grown tiles as seeds?
Originally posted by DontCryJustDie:
This is how it works.

Each gametick the algo(rithm) will scan some (30) cells.
If the cell contains Tib(rium) and the Tib can grow (Tib level < 11) the cell will be added to array1. If the Tib can spread (Tib level > 6) the cell will be added to array2. It will also check if the cell contains a Blossom Tree, tree cells are added up to 3 times to array2. Each array can hold 50 cells. If more than 50 cells are found during the map scan, newly found cells replace existing cells in the arrays.

Once the whole map has been scanned, it selects 2 (campaign) or 2-18 (skirmish, depending on scale setting) cells at random from each array. Selected cells from array1 will increase the Tib level by one. Selected cells from array2 will try to spread Tib to adjacent cells, if successful it will create a new Tib cell which will start from level 1.

Next step is resetting the arrays and start a new map scan but this time in reversed ordner.

This algo is pretty flawed, on the forward scan it will probably grow/spread the bottom section of the map and on the backward scan it will grow/spread the upper section of the map. Additionally there is no pre-check if Tib can be spread to adjacent cells so the algo might always select Tib cells from array2 that can't really spread.

There are also some bugs:
1. New Tib cells start at level 1, should be level 0. Probably a good bug for the player because it means more money to harvest.
2. New Tib cells can be created outside the visible map, which will have negative impact on the algo because it might prefer these outside cells.
Maybe bug 3. Spreading starts at Tib level 7, because of wrong operator (> instead of >=).

Red Alert is pretty similar, except that Ore-Mines aren't added to array2 because they handle their spreading themselves and it scans the map only forward. There is also a chance that cells aren't added to the arrays once they reached their max capacity (64 instead of 50). RA fixed bug 1 and 2.

My mod Veterancy & more adds a new highly customizable algo. Each ressource cell has its own two timers, one for growths and one for spreading. When those timers are up there is a chance that the cell either grows or spreads or even both.
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Showing 1-15 of 17 comments
General Plastro Jun 7, 2020 @ 12:46am 
It needs a tiberium "tree" attached to its field to regrow properly
Mythos Jun 7, 2020 @ 1:12am 
You don't need a tree, I put cheap units on top of my tiberium and spread them out evenly so my gathers won't eat it up. Then I rotate fields and come back to it later. Tiberium seems to only spread when the tile has full crystals.
Vanessaira Jun 7, 2020 @ 2:08am 
If you have time to micro your harvester then yes. Once there are green crystals, they should begin spreading around to adjacent tiles. One thing I like to do is make fake Tiberium Blossom trees by placing a vehicle on them. If you can spare the forces so that the field does not get consumed up while you are not watching. This will allow Tiberium to regrow and you can go get another field while that one grows back.

https://steamcommunity.com/sharedfiles/filedetails/?id=2122516149

V
Last edited by Vanessaira; Jun 7, 2020 @ 2:14am
Cabalius Jun 7, 2020 @ 2:12am 
Originally, a Blossom Tree helps increase the overall growth of the Tiberium Crystal, just like how a Ore Drill is used to produce ore faster, but it seems that there's barely any of that present in the games right now, unless I missed them. However, the crystals can grow without the need of a tree due to the soil and the toxin/radiation that it emits. You'll have to wait for it to grow more, the process is pretty slow.
N0thing Nov 25, 2024 @ 5:41pm 
I forget which command and conquer I'm playing, but I wanted to drag the war out a bit and let the tib grow back, but im not clear on how long I should leave it for. I killed an engineer by having him run over the tib a few times and it birthed a mutant.
Apparently it's non violent and seems content just running in circles in the tib.

Tl,Dr, I want more tib, but I don't know what fertilizer to use, time or cheap troops.
Cat Nov 25, 2024 @ 6:33pm 
Originally posted by N0thing:
I forget which command and conquer I'm playing, but I wanted to drag the war out a bit and let the tib grow back, but im not clear on how long I should leave it for. I killed an engineer by having him run over the tib a few times and it birthed a mutant.
Apparently it's non violent and seems content just running in circles in the tib.

Tl,Dr, I want more tib, but I don't know what fertilizer to use, time or cheap troops.
Only Tiberian Sun birthed those tiberium life forms if an infantry does on tiberium. They may be harmless at first, but they'll grow into nasty violent creatures that can ruin an entire base.

For multiplayer, you can set tiberium growth rate so there's more to harvest and the tib fields don't deplete quickly, although 90% of the time in multiplayer, people would just host maps with oceans of tiberium. For singleplayer, you just got to save money or capture enemy silos, sell, let them rebuild and repeat.

I don't think the missions money carryover still works in the remaster.
Garrec Nov 26, 2024 @ 12:59pm 
Originally posted by N0thing:
I killed an engineer by having him run over the tib a few times and it birthed a mutant.
...
Tl,Dr, I want more tib, but I don't know what fertilizer to use, time or cheap troops.

Tiberian Sun has the fastest growth from blossom trees. A single tree has enough output to supply a single harvester, sometimes even two depending on distance away from the refinery.

Time will cause random cells of tiberium to grow to full capacity, and a full capacity cell has a chance of spreading to adjacent cells. This kind of regrowth is the slowest. Unlike in TD and RA, it's not worth cultivating resource patches for optimum gains.

In TS you can go crazy with harvesters and have steady returns. By the time you've exhausted the bigger patches, you usually have a large enough foothold to win the mission, even on hard difficulty.
N0thing Nov 26, 2024 @ 1:15pm 
different misson i found 3 trees and rotated around them every ten minutes.
Thing about that i wanna whine about is, Why can't i steal an enemys tree or aiparius?
So many things folk just don't think of. sure you can steal the enemy harvester while its in the refinery and I have done that, but i would like to steal the tree too.
Nyerguds Nov 26, 2024 @ 11:55pm 
What on earth are you talking about? What would you do, saw it off and haul it to your base on a flatbed truck? They're indestructible and unowned terrain objects; there's nothing to "steal" :steamfacepalm:

Anyway, Blossom Trees in TD and Ore Mines in RA literally just act like an indestructible and unharvestable cell of resources, spreading out exactly like a single cell of tiberium or ore would. There's no growth boost around them like in later games. The only difference is that Blossom Trees spit spores which damage infantry.
Last edited by Nyerguds; Nov 27, 2024 @ 10:24am
N0thing Nov 27, 2024 @ 2:45am 
What are you acting pi55y for? I did say i was whining. You blind?
Not like it matters, game got hard and i am extraordinarily lazy and dont care for puzzles.
Bye.
Cat Nov 27, 2024 @ 8:47pm 
Originally posted by N0thing:
What are you acting pi55y for? I did say i was whining. You blind?
What the heck are you talking about? No one was saying you weren't whining. And who even put numbers when spelling words lol.
Drain Nov 28, 2024 @ 2:42pm 
You can steal enemy resources. Drive your harvesters to their field and guzzle it up. If you want what they already have, steal the refinery and silos.
delta Nov 29, 2024 @ 12:14pm 
Originally posted by Cat:
Originally posted by N0thing:
I forget which command and conquer I'm playing, but I wanted to drag the war out a bit and let the tib grow back, but im not clear on how long I should leave it for. I killed an engineer by having him run over the tib a few times and it birthed a mutant.
Apparently it's non violent and seems content just running in circles in the tib.

Tl,Dr, I want more tib, but I don't know what fertilizer to use, time or cheap troops.
Only Tiberian Sun birthed those tiberium life forms if an infantry does on tiberium. They may be harmless at first, but they'll grow into nasty violent creatures that can ruin an entire base.
To clarify, one infantry dying from Tiberium damage will produce a baby visceroid. It doesn't attack, but if two baby visceroids come into contact they'll fuse into an adult visceroid which will attack you. It's not that powerful, but it's annoying and it regenerates extremely fast on Tiberium...so best thing to do is get a bunch of tanks or whatever and focus them down quickly.
XTF Feb 20 @ 9:15am 
Tiberium fields don't seem to grow uniformly over the map though. Got one field that started out the smallest but now is the biggest.
Nyerguds Feb 20 @ 11:46am 
Yea, someone I know made a map with zero tiberium but full of Blossom Trees, and he noticed that, bizarrely, tiberium only grew at the top and bottom of the map, but the growth faded to nothing towards the center.

So yea, determining the exact logic would require some deep dives into the source code, but suffice to say, it's quirky.

One of the known systems in the growth is that the more tiberium exists on the map, the more the spread rate slows down. Not sure about the growth rate of the crystals on the tiberium cells though; I'm fairly sure spread and growth are two independent mechanisms.
Last edited by Nyerguds; Feb 20 @ 11:49am
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