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- Construction Yard: Is now 1 cell shorter in the building foot print to match the TD size of the building. Known Issue: The legacy graphics have to use a few frames less then are avalible, in order to fix a graphic error, where the Animation stops premature. The HD side will not have this problem, but for legacy its unlikely to be fixable sadly.
- Power Plant: footprint of the building adjusted to match the foot print of the TD power plant.
- Advanced Power Plant: Size is one cell smaller as RA’s power plant, and the foot print is adjusted to match TD’s Advanced Power Plant.
- Nuclear Power Plant: New building that resamples the 3 by 2 cells large advanced Powerplant from RA. It generates anyhow more power than the advanced power plant.
- Tiberium Silo: Uses 1 by 1 cell modification graphic of the original TD Tiberium Silo. Majorly to remain compatible with the original campaign missions, and Silo placement in those missions.
- Advanced Tiberium Silo: Is a new building and uses the 2 by 1 foot print + bib like the TD Tiberium original silo was. It can store Tiberium for 4 normal Silos and is over all a little cheaper as building 4 normal silos. (It was added as new building to have the original silo in the game)
- Weapon Factory: Footprint enlarged by 1 cell in height to match the foot print of tiberian dawn.
That both sides use it to make units remains to stay compatible with the RA campaign maps. (This probably the biggest drive off from Tiberian dawn). Also Units exit point of the Building is adjusted to match better the one from TD.
Known Issue: the Door of the building is closed in legacy graphics. I choose this over the graphic bug
that the door remains open after a unit was build. The HD graphics will not have this bug. For legacy its unlikely that this will or can be fixed sadly.
- Communications HQ (Radar): Adjusted building foot print to match the TD foot print of the building.
- Service Depot: Has a bib in front of the building, because in TD it had a bib. (I might reverse this change in the future)
- Helipad: Its tech level has been lowered, to replace its use of the air strip at level 6. Also building a Helipad no longer gives a free helicopter, because there will be more than 1 helicopter option.
- Airstrip: Has now a bib in front of the building and therefore will need more space as in original RA. This was made to match the appearance of the TD Airstrip better and to build less in the available space as in RA. To give Helipads a lucrative alternative.
The Airstrip is available for both sides, as both sides are supposed to get aircraft.
- Bio Research Laboratory: Building can be built now, and is the prerequisite building for nuclear technology, like the missile silo. It can be built from both sides.
- Missile Silo: It can still be build by both sides, but needs the Bio Lab rather then the Tech Center to be build. This is made so both sides have the same prerequisite to build / access it.
- GDI Barracks: No changes from the Allied Barracks, aside of the graphics.
- Hand of Nod: Building is one cell taller as the Soviet Baracks, and got a different unit exit point, to match that of TD’s Hand of not.
- Ship Yard & Sub Pen: Build footprint has been adjusted, in attempt to make ship repairs easier. (if it does nothing for simpler ship repairs, the change will be reverted.
- Hospital: Is now a buildable building for the GDI. It can heal infantery and becomes the prerequisite for the Medic. Known Issue: The Hospital continues keeps healing the same Infantery unit, even after 100% health reached. This will be fixed if EMC will support TD’s hospital functionality in the future.
For now, move the healed Infantery away from the building to make the building heal the next solider.
- Advanced Communications HQ (Allied Tech Center): The Door and GDS Rocket graphics are made invisible, as they do not fit the TD building graphics. The building got also like the Radar a building foot print to match TD’s. Also it does not give access to the Ion Cannon, as RA 1 has no Ion Cannon. Instead it gives access to the GPS satelite and work as a Tech Center.
- Chronoshphere: Got a bib to look better.
Attack Dog Training Facility: Can be build 1 tech level latter as in RA, to make the first missions truly solider focused like in TD.
- Temple of Nod (Soviet Tech Center): Building foot print enlarged to match TD’s Temple of Nod correctly. Also it can't launch Missiles like in TD. it works as Nods Tech Center.
- Iron Curten: Got a bib to look better.
- Technology Center: Graphic replacement for the Forward Command Center. The Building is one Cell wider as in TD to match TDs building foot print.
- Stealth Generator: New building for Nod, that looks like the RA Radar Dome. The building gives Nod a Gap Genrator functionality. The building is inspirated by Tiberian Sun’s Stealth generator. And function wisely made as close as can with the current given limitations of RA1.
- Guard Tower: Build Tech level been increased, to be build a little latter in campaign, but not as late as in TD.
- Camoflaged Pill Box: Got a new weapon. (A Sniper Rifle) Aimed as single target damage against Infantery but also against vehicles.
- Advanced Guard Tower: is a replacement for the Allied Gun Turret. It shots Rocket like in TD. But is unlike in TD not able to shoot aircraft. This was done to keep the anti aircraft gun a use.
- Anti Aircraft Gun: Remains for now mostly unchanged. It may receive a different weapon in the future.
- Prism Tower: It’s the Gap Generator, but with a range weapon. The currently used weapon is likely to be changed in one of the next versions. (The Prism Tower is inspirated by RA2’s Allied Prism Tower)
- Gun Turret: Is a replacement for the flamethrower Tower. State wise it is equal to the Allied gun turret, but its now on Nods side, and should be seen there in the Campains.
- Flame Turret: Is new building and resamples RA Flamethrower Tower. The Flame weapon has been adjusted to do more damage to tanks anyhow, to make it a more useful defence building.
- Oblisk of Light: It’s the Tesla Coil but with new graphics. It is planned to give this the laser weapon, if EMC will introduce the laser as a new weapon type in RA.
- Sam Site: New graphics and the weapon stats have been improved slightly to be more useful like the Allied Anti Aircraft Tower.
- Civilian Prison: Got the now unused Forward Command Center graphics. Footprint from 3 wide to 2 wide adjusted to match the graphics.
(Prices of all infantry is cheaper as in TD or RA to make it more attractive to invest into. Because in the original game you usual ignore infantry as soon you can build vehicles. Also, RA has no tiberium damage, like TD had, meaning that infantry can walk over tiberium fields unharmed.
- Rifle Soldier: It is cheaper to build.
- Grenadier: Its cheaper now, and a Nod unit. To remain compatible with the campaign missions (where the soviet has the grenadier instead of the allied)
- Rocket Soldier: Its cheaper now, and a GDI only unit. (Nod already has the grenadier… I tried to balance the available infantry between the two sides).
- Field Medic: Its cheaper and needs the hospital now to be build. (GDI only)
- Field Mechanic: Its cheaper now and needs the Service depo to be build. (GDI only)
- Spy: Its cheaper now and has a weaker version of the Tanya pistols. Has no guard range so it only attacks on user input. And it got Tanya Voice lines. While legacy graphics remain same, for HD it will be converted into Tanya graphics. (GDI only)
- Commando: Cheaper to construct, replacement for Tanya. He uses a Sniper Rifle instead of pistols.
It also can only be built by GDI.
- Flamethrower: Cheaper to be build, and its strength received a buff to be more endurable. The unit will have the close-range flamethrower weapon from TD, the fire anyhow is more dangerous to make up for the close-range limitation, to keep the unit overall more useful (so I hope). (Nod only)
- Chem Trooper: is prepared but not inserted as a new infantry to the game. It is unclear if this unit can be added and what weapon it will receive. If it will be added it will be a Nod only unit.
- Attack Dog: Cheaper to build. (Nod only)
- Thief: Cheaper to be build and now a Nod unit. Inspirated by Nods vehicle thief in Tiberian Sun.
- Shock Trooper: Got new voice lines, to fit more with the TD Soldier Voice lines. If the Chem Trooper can not be added, it will get the Chem Troopers graphics in the HD graphic department. Weapon will probably remain the portable Telsa Gun. It maybe gets a Laser weapon if EMC introduces the Laser weapon type.
- Field Marshal: Can now be build by Nod, and uses a weaker version of Tanya’s Pistol. The unit is supposed to be Nods counterpart to GDI’s Commando. The unit anyhow will not get C4, because it is originally set to infiltrate buildings and I do not want to break existing Campaign missions.
- Transporter: Unchanged (both sides).
- Gun Boat: Unchanged (GDI only)
- Destoryer: Unchanged (GDI only)
- Cruiser: Unchanged (GDI only)
- Heli Carrier: Can now be build as a endgame ship for GDI.
- Submarine: Unchanged (Nod only)
- Missile Submarine: The missile graphic used for the weapon is now that of the SAM missiles, to make visually more sense for the range and the damage they do.