Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You're certain? Denny Crane.
That makes no sense. The GDI can fire theirs multiple times. Oh well. Thank you for the help. Denny Crane.
In fact, in early versions of the original game, you didn't even get the nuke unless you found all three steel crates throughout the campaign.
In multiplayer, the nuke does repeat, but it does only about a third of the damage.
I was always wondering about that. It always seemed too weak to me.
True. Depends on the mission though. In some missions they just fire one single nuke at the moment you attack the Temple.
I wish they would have left it at 1000, and just increased the cost or something. Hm, I guess I'd better go talk to the modders. Lol
Just sent a message to Chthon. Maybe he can throw it into the next CFE Patch Redux version in some capacity.
I honestly had no idea that was a thing... Was this in the DOS version or early Windows 95 version?
In multiplayer, you can fire more than one, but it's significantly weaker to balance out the game when playing against other people. Nobody would play as GDI if the damage was the same.
Fun fact: In Tiberiam Wars all super weapons in the campaign can level 80% of your base if done correctly, which the AI always dose. While they do about half of the damage in skirmish and online matches.
Not sure about this, but I believe all Super-weapons (Ultimate weapons in the Red Alert games) do significantly more damage in the campaign compared to using them in multiplayer.
DOS C&C was released at v1.07, and patched up to v1.22. The C&C95 release version was 1.04, which is equivalent to DOS C&C v1.22. As mentioned, no more official patches were added to that.
The patch that removed the crate requirement was v1.18, the patch that added all the code to make the Covert Operations work. The Covert Operations itself actually upgraded the game to v1.20.
Apparently the Covert Operations itself was the reason the crates system was removed; since each started Covert Ops mission is technically its own new "campaign", the player is considered not to have collected any crates, and would need to collect all three inside that mission before getting a nuke. A demo of the Covert Ops was found where these crates are indeed on the maps:
https://tcrf.net/Proto:Command_%26_Conquer_(DOS,_Windows)#Magazine_Demo
Note, I also heard the 3-crates system could bug out and not transfer correctly in savegames, so the covert ops might just have been the last straw when it came to removing the crates collection system.
That explains why I noticed the Nod campaign had random crates in a few of their missions... I mean, they looked optional, and collecting them did nothing, so I assumed it was for a feature that was removed during game development or something... Looks like I was technically right, lol
But it's rather weak in MP/skirmish compared to other games in the series, as well as the Dune games:
One example: https://www.youtube.com/watch?v=QVwTHgCuFBQ