Cameo (OpenRA)
Last Modified:
1. outline2. characteristic3. Faction Characteristics
3.1. Command and Conquer series
4. etc3.1.1. GDI3.1.2. Nod3.1.3. GDI ( Tiberian Sun )3.1.4. NOD ( Tiberian Sun )3.1.5. Forgotten3.1.6. Cabal (Command & Conquer series)3.1.7. GDI (Tiberium Alliance)3.1.8. Nod (Tiberium Alliance)3.1.9. Forgotten (Tiberium Alliance)3.1.10. Allied Forces (Red Alert)3.1.11. Allied Forces (Red Alert 2)3.1.12. Soviet Army (Red Alert)3.1.13. Soviet Army (Red Alert 2)3.1.14. Command & Conquer Generals/USA3.1.15. Command & Conquer Generals/China3.1.16. Command & Conquer Generals/GLA3.1.17. Ring (Command & Conquer Generals Zero Hour)3.1.18. Yuri-kun3.1.19. Japanese army
3.2. Starcraft3.3. Warcraft: Orcs and Humans3.4. SimCity3.5. warzone 21003.6. star Wars3.6.1. rebel coalition3.6.2. Galactic Empire (Star Wars)3.6.3. Galactic Republic3.6.4. separatist coalition3.6.5. Warlords of Jabba the Hutt
3.7. advance wars3.8. dark lane3.8.1. Dark Lane/Freedom Guard3.8.2. Dark Lane/Xenite3.8.3. Dark Lane/Imperium3.8.4. Dark Rain/Shadow Hand3.8.5. Togra
3.9. Warhammer 40,000: Dawn of War3.10. Worms3.11. Outpost 23.12. Z3.13. halloween3.14. hero unit3.14.1. big viper3.14.2. Axleigh3.14.3. Link (The Legend of Zelda series)3.14.4. soul blader3.14.5. smash tv3.14.6. angel3.14.7. jack
3.15. other units3.15.1. X Invasion faction
ModDB page (including downloads)
Github page (including downloads. It seems to be uploaded as a test version during development.)
Developer Patreon
1. outline
Cameo is an RTS dream match-oriented mode created by user Zeruel87 using OpenRA , an open source game tool based on the Command & Conquer series . As of version 0.28 , this is a specification that allows you to select a total of more than 70 factions, including subfaction . It is in standalone format. It was initially Zeruel87's mod, named after its creator, but was titled Cameo after its official release in August 2019. Initially, versioning was done starting from (old) 1.0, but GitHub uploads, which can be considered the main upload, were changed to versioning starting from 0.xx. The moddb page is more of an introduction, and use the GitHub link to get the latest version. The latest version released as of December 2025 is the final version 0.31 based on the old OpenRA engine on the moddb page, and new playtest versions are steadily being uploaded on GitHub with each update. The mode itself is continuously being updated, but to receive the latest build, you must support the developer's Patreon . A one-week renewal costs 1 euro, and a daily renewal costs 3 euros.
In the early days, it was limited to the camps of the Tiberium Saga and the Red Alert Saga,[1] After going through the addition of the StarCraft faction , etc., it reached the (old) 1.0 version.
On December 21st (old) version 1.1 was updated. Red Alert 2 3rd camp has been added to the C&C series.
On January 25, 2020, the previous version of (old) 1.2 was updated. The Red Alert maps have been ported and the 'Doom Monster Defense' map has also been added.[moddb(old)1.2previousversionbug]
The developer has announced that the update development will be suspended indefinitely due to reasons such as social distancing due to Corona 19 . However, he said that does not mean that he completely gave up on managing this mode.
It seems that the test version before the release of the (old) 1.2 version is separately uploaded to GitHub . Based on Github 0.10 test version, some problems of (old) 1.2 previous version have been fixed and Tiberian advance camps have been added. However, the problem still remains, and there were bugs such as the death animation of some other GDI Medic death animations not being specified, so that when the Medic dies, it bounces with a certain probability.[3]
In fact, it is the latest building to be on the Git Page.
In the 4th quarter of 2020, the 2D faction was added in the Command & Conquer General in the 0.17 updated version of Git. Like the Red Alert 2 camps, you can choose a general when developing the construction center.
In 0.19, the Star Wars faction and the Advance Wars faction were added.
Dune 2000 factions added in 0.20 .
In 0.21 Warcraft: Orc and Human factions were added.
In 0.22, Dark Rain factions were added.
In 0.24, the Astra Militarum faction from Warhammer 40,000: Dawn of War was added on a trial basis.
After 0.25, it is being developed by the Japanese military and the ant army (the ant of the ant mode) as a detailed faction of RA1-based assets.
In 0.29, Star Wars faction graphics were improved (imported from various Star Wars RTS games), Worms camp, Outpost 2 camp, Z (RTS game) camp, Chaos Space Marine added to W40k series, and Halloween camp added. .
In 0.30, the Wolfenstein 3D camp was added, the range increased when the unit's rank went up, and there were system changes such as changing the rank of the defense tower.
There were no updates on the public pages including GitHub for over a year (of course, the official Discord was continuously active), but on April 30, 2024, a playtest version 20240430 was pre-released without a version name. It seems to be a test before the 0.31 version upgrade. Since then, (insignificant) test play updates have been uploaded to GitHub occasionally.[4]
Build 20240730 appears to have updated the factions related to the X-COM series (probably the older ones) to a test version.
And on October 29, 2024, the engine was slightly improved? There was news that version 1.0 was in development. In fact, it seems to be no different from a rework, but first of all, it is C&C Universe (+ modability faction)[5] As the selectable faction composition is being reorganized to focus on the and Westwood Dune universes, factions from other games excluding these are expected to be deleted. According to Aedistoru, who is in charge of maintaining the mode, StarCraft factions and Warcraft 2 factions are scheduled to be re-added in 1.1.[6]
Performance improvement is also mentioned, but it is unclear what will happen as OpenRA, the main program, is still a single-core program.
According to the new news in 2025, it is still being developed. Unlike the previous development situation, the StarCraft camp is more likely to be included at the same time as the rework version.
Playtest updates are being made steadily on this page , and Warcraft 2 factions have been added for trial in December 2025.
In the early days, it was limited to the camps of the Tiberium Saga and the Red Alert Saga,[1] After going through the addition of the StarCraft faction , etc., it reached the (old) 1.0 version.
On December 21st (old) version 1.1 was updated. Red Alert 2 3rd camp has been added to the C&C series.
On January 25, 2020, the previous version of (old) 1.2 was updated. The Red Alert maps have been ported and the 'Doom Monster Defense' map has also been added.[moddb(old)1.2previousversionbug]
The developer has announced that the update development will be suspended indefinitely due to reasons such as social distancing due to Corona 19 . However, he said that does not mean that he completely gave up on managing this mode.
It seems that the test version before the release of the (old) 1.2 version is separately uploaded to GitHub . Based on Github 0.10 test version, some problems of (old) 1.2 previous version have been fixed and Tiberian advance camps have been added. However, the problem still remains, and there were bugs such as the death animation of some other GDI Medic death animations not being specified, so that when the Medic dies, it bounces with a certain probability.[3]
In fact, it is the latest building to be on the Git Page.
In the 4th quarter of 2020, the 2D faction was added in the Command & Conquer General in the 0.17 updated version of Git. Like the Red Alert 2 camps, you can choose a general when developing the construction center.
In 0.19, the Star Wars faction and the Advance Wars faction were added.
Dune 2000 factions added in 0.20 .
In 0.21 Warcraft: Orc and Human factions were added.
In 0.22, Dark Rain factions were added.
In 0.24, the Astra Militarum faction from Warhammer 40,000: Dawn of War was added on a trial basis.
After 0.25, it is being developed by the Japanese military and the ant army (the ant of the ant mode) as a detailed faction of RA1-based assets.
In 0.29, Star Wars faction graphics were improved (imported from various Star Wars RTS games), Worms camp, Outpost 2 camp, Z (RTS game) camp, Chaos Space Marine added to W40k series, and Halloween camp added. .
In 0.30, the Wolfenstein 3D camp was added, the range increased when the unit's rank went up, and there were system changes such as changing the rank of the defense tower.
There were no updates on the public pages including GitHub for over a year (of course, the official Discord was continuously active), but on April 30, 2024, a playtest version 20240430 was pre-released without a version name. It seems to be a test before the 0.31 version upgrade. Since then, (insignificant) test play updates have been uploaded to GitHub occasionally.[4]
Build 20240730 appears to have updated the factions related to the X-COM series (probably the older ones) to a test version.
And on October 29, 2024, the engine was slightly improved? There was news that version 1.0 was in development. In fact, it seems to be no different from a rework, but first of all, it is C&C Universe (+ modability faction)[5] As the selectable faction composition is being reorganized to focus on the and Westwood Dune universes, factions from other games excluding these are expected to be deleted. According to Aedistoru, who is in charge of maintaining the mode, StarCraft factions and Warcraft 2 factions are scheduled to be re-added in 1.1.[6]
Performance improvement is also mentioned, but it is unclear what will happen as OpenRA, the main program, is still a single-core program.
According to the new news in 2025, it is still being developed. Unlike the previous development situation, the StarCraft camp is more likely to be included at the same time as the rework version.
Playtest updates are being made steadily on this page , and Warcraft 2 factions have been added for trial in December 2025.
2. characteristic
Among OpenRA games, there were modes that crossover between other C&C universes, such as Combined arms, but the biggest feature of this mode is that C&C and other RTS game camps (suited to the C&C system) are added and dream matches are possible. will be. In the beginning, it was about meta C&C vs. StarCraft, but as it reached the 0.2x range, it seems to be advocating for the RTS system .
Basically, the C&C Tiberian Dawn-Red Alert camp and the three StarCraft races were the main ones, but in the official version, the Warzone 2100 camp and SimCity , a camp for buffs, were added. And as it continued to be added, it became a C&C-centered RTS crossover game.
Of course, since it's basically a crossover, balance doesn't seem to have been specially considered.
And if you talk about the hero in the game setting, you can produce a hero portal, but the hero portal building itself is a reheat of the repair station, but you can select the characters of the famous video game as a hero unit.
Resources include Tiberium from C&C and minerals from the Red Alert series. In the case of Tiberium, there is blue Tiberium that corresponds to Red Alert's jewel, reflecting the Tiberian Sun. However, most of the maps provided by the mod only come with Tiberium as a resource. Some maps also include Red Alert mineral fields.
Normal Tiberium-Normal Mineral Blue Tiberium-Jewels seem to have only graphical differences, but in reality there is a difference in resource value between Tiberium and Red Alert Minerals.
In addition, there is a neutral oil refinery building, which did not play a significant role in the original work, but when occupied by an engineer, 15$ comes in at a certain tick.
Among the maps added in (old) 1.1, StarCraft minerals were added as a resource type.
Other neutral buildings include hospitals. Occupying a hospital automatically heals infantry units in a wide range . In (old) 1.1, several types of special neutral buildings were added, and in some of them, you can pick up ridiculous cheap units or special modified units.
Basically, the C&C Tiberian Dawn-Red Alert camp and the three StarCraft races were the main ones, but in the official version, the Warzone 2100 camp and SimCity , a camp for buffs, were added. And as it continued to be added, it became a C&C-centered RTS crossover game.
Of course, since it's basically a crossover, balance doesn't seem to have been specially considered.
And if you talk about the hero in the game setting, you can produce a hero portal, but the hero portal building itself is a reheat of the repair station, but you can select the characters of the famous video game as a hero unit.
Resources include Tiberium from C&C and minerals from the Red Alert series. In the case of Tiberium, there is blue Tiberium that corresponds to Red Alert's jewel, reflecting the Tiberian Sun. However, most of the maps provided by the mod only come with Tiberium as a resource. Some maps also include Red Alert mineral fields.
Normal Tiberium-Normal Mineral Blue Tiberium-Jewels seem to have only graphical differences, but in reality there is a difference in resource value between Tiberium and Red Alert Minerals.
In addition, there is a neutral oil refinery building, which did not play a significant role in the original work, but when occupied by an engineer, 15$ comes in at a certain tick.
Among the maps added in (old) 1.1, StarCraft minerals were added as a resource type.
Other neutral buildings include hospitals. Occupying a hospital automatically heals infantry units in a wide range . In (old) 1.1, several types of special neutral buildings were added, and in some of them, you can pick up ridiculous cheap units or special modified units.
3. Faction Characteristics
The way to occupy a building by faction is as follows. (Based on 0.28)
- The faction that occupies a building with infantry
Generals, Shockwave (excluding Air Force Generals, Ironside), Dawn of War (Generals, no building occupation research required unlike Advance Wars), Advance Wars, Dune 2 - building cannot be occupied
Air Force General (Shockwave), Ironside (Shockwave), Warcraft, Zerg (Starcraft), SimCity, State of War, X-Invasion, Zombie Infection, Satan Claws
3.1. Command and Conquer series
It is divided into 4 types: GDI, Nod of C&C Tiberian Dawn and the Allied Army (Red Alert) and Soviet Army (Red Alert) of the Red Alert Saga.
In (old) 1.1 to be released in December 2019, Allied Forces (Red Alert 2), Soviet Army (Red Alert 2) , and Yuri Army were added. Detailed country-specific systems and dedicated units are also implemented.[7] However, the RA2 and TS building and unit graphics were somewhat deteriorated, just like the StarCraft graphics to be described below.
And for some reason, in (old) 1.0, naval units do not appear in the Red Alert camp. It is unclear whether this was simply to match the C&C Tardon, which had virtually no naval units. (Old) 1.1's RA2 faction has uploaded a development video testing Allied aircraft carriers, so we can expect naval units. And in (old) 1.1, naval units became available in Red Alert 1. To produce naval units, toggle the enable naval production in the game options.
Some units in the RA2 camp seem to have strong overall firepower, such as IFVs, Battle Fortresses, or Apocalypse tanks. Instead, the harvester/worker efficiency seems to be slightly lower.
Naval units have been added only to the classic Tiberium faction. Of course, the units are mostly creative. GDI reflects the Allied Forces and focuses on surface ships, while Nod reflects the Soviet Army and focuses on submarines.
Oil wells were added as a secondary resource. The buildings are TD, RA1 is a neutral refinery, TS is a tech power plant in RA2, and RA2 is a tech oil well in RA2, all of which are expensive to build in the final tech and consume a lot of power. And subfactions of TD can't build oil wells,
In (old) 1.1 to be released in December 2019, Allied Forces (Red Alert 2), Soviet Army (Red Alert 2) , and Yuri Army were added. Detailed country-specific systems and dedicated units are also implemented.[7] However, the RA2 and TS building and unit graphics were somewhat deteriorated, just like the StarCraft graphics to be described below.
And for some reason, in (old) 1.0, naval units do not appear in the Red Alert camp. It is unclear whether this was simply to match the C&C Tardon, which had virtually no naval units. (Old) 1.1's RA2 faction has uploaded a development video testing Allied aircraft carriers, so we can expect naval units. And in (old) 1.1, naval units became available in Red Alert 1. To produce naval units, toggle the enable naval production in the game options.
Some units in the RA2 camp seem to have strong overall firepower, such as IFVs, Battle Fortresses, or Apocalypse tanks. Instead, the harvester/worker efficiency seems to be slightly lower.
Naval units have been added only to the classic Tiberium faction. Of course, the units are mostly creative. GDI reflects the Allied Forces and focuses on surface ships, while Nod reflects the Soviet Army and focuses on submarines.
Oil wells were added as a secondary resource. The buildings are TD, RA1 is a neutral refinery, TS is a tech power plant in RA2, and RA2 is a tech oil well in RA2, all of which are expensive to build in the final tech and consume a lot of power. And subfactions of TD can't build oil wells,
3.1.1. GDI
Excluding superweapons, it seems to be the most powerful of the classic C&C factions.
AI also overwhelms other C&C camps, XXLRandom[8] Even if you do, you will unconditionally mix at least 5 mammoth tanks in the rush. XXLRandom is also that much, but if Vehiclesteamroll is set, further detailed explanation will be omitted .[9] When the conditions are similar, it shows an appearance equal to the mechanic terran. Siege weapons are generally excellent. Red Alert Soviet Army with similar characteristics is as good as GDI, but siege weapons are slightly inferior to GDI because GDI's MLRS is much more flexible than V2. In addition, the Orca is far superior to other C&C air units. The Allied Forces also have helicopters that respond to the Orca, but the Allied Forces are weak in armor...
The downside is that it is disadvantageous in terms of super weapons. Nod and Red Alert camps can use nuclear weapons, but only GDI uses ion cannons.
The defense tower is nothing special like the original, but the developmental guard tower has an appropriate range and basically catches infantry well, and it also serves as anti-aircraft, and it is useful to show damage efficiency comparable to gratuitousness.
Below are the special features of each unit. Special remarks describe units that are different from the original.
AI also overwhelms other C&C camps, XXLRandom[8] Even if you do, you will unconditionally mix at least 5 mammoth tanks in the rush. XXLRandom is also that much, but if Vehiclesteamroll is set, further detailed explanation will be omitted .[9] When the conditions are similar, it shows an appearance equal to the mechanic terran. Siege weapons are generally excellent. Red Alert Soviet Army with similar characteristics is as good as GDI, but siege weapons are slightly inferior to GDI because GDI's MLRS is much more flexible than V2. In addition, the Orca is far superior to other C&C air units. The Allied Forces also have helicopters that respond to the Orca, but the Allied Forces are weak in armor...
The downside is that it is disadvantageous in terms of super weapons. Nod and Red Alert camps can use nuclear weapons, but only GDI uses ion cannons.
The defense tower is nothing special like the original, but the developmental guard tower has an appropriate range and basically catches infantry well, and it also serves as anti-aircraft, and it is useful to show damage efficiency comparable to gratuitousness.
Below are the special features of each unit. Special remarks describe units that are different from the original.
- MLRS -Much stronger than the original . Compared to the original work, which was fired only by the rocket, the missile was blown up in accordance with the reputation of the original MLRS, and it was slightly higher than the V2.[10] In addition, it was the strongest of the C & C -based siege units because it was somewhat free to change the direction of direction, which is a chronic problem between artillery and V2.
- Grenadier - It has become a unit that can be drawn only when a communication post is built.
- APC - Virtually a redesigned unit limited to GDI . It seems that GDI has been redesigned to be slightly backwards compatible with light tanks to fill the tech level gap between Humvees and medium tanks. In the original work, it fired a heavy machine gun like Humvee, but here it fires anti-air grenades . Of course, it is better to use several units for anti-air use than to use them alone. The grenade itself catches infantry and light armor well and deals a lot of damage to air units, but does not do much damage to heavy armor or buildings. As of version 0.27, since the building required for production is the barracks of the main unit of GDI, sub-camps of GDI cannot be produced.
- Medium tank - There is no difference in performance from the original, but due to APC's renewal, it is possible to produce it only by building an information center, so the actual tier is slightly raised.
- Mammoth Tank - Unlike the Mammoth Tusk of the Soviet Army Mammoth Tank, the actual firepower was increased by always shooting missiles without targeting (originally for surface-to-air, infantry) . Therefore, it became more compatible than the Soviet Army Mammoth, which had no significant difference from the original. In the Rules, it is a mammoth tusk and a separate mammoth missile.
3.1.1.1. steel talon
A sub-unit of GDI that appeared in Kane's Wrath. Here, it appears as a sub-unit of TD GDI. APC cannot be used.
- Exosuit - A unit added in 0.30. It is a lightweight walker that fires shotguns as a unit that replaces the Humvee of the main unit. It is cheaper than the Humvee and has stronger firepower, but it has the same movement speed as a medium tank and cannot make moving shots.
- XO Powersuit - A lightweight walker armed with a railgun and machine gun. It's fast and has great firepower, but it can't do a moving shot. The original source was GDI's initial worker, which existed only in the settings but was deleted.
Proto-Titan- Removed unit as of 0.30. It is the final tech unit of Steel Talon, which could be produced when constructing an advanced communication center. Despite being a unit close to an artillery unit equipped with the main gun of the Nod self-propelled artillery, it is capable of moving shots, is sturdy, and has good mobility.- Jetpack XO Power Suit - An XO Powersuit equipped with a jetpack to become an air unit. Can be produced at the War Factory after constructing the Advanced Communications Center and Helipad. As it became an air unit, its mobility has increased significantly compared to the ground-type XO, but there is a limit on the number of ammunition. Bullets are replenished automatically at regular intervals without the need to reload from the helipad. The original source is a jet pack mounted type of an early walker that exists only in the setting.
3.1.1.2. GDI special forces
A sub faction of TD GDI, a faction that implemented Command & Conquer Renegade 's GDI.
- Shotgun Infantry - An infantry model inspired by Renegade's Shotgun Infantry. It has a shorter range and slower attack speed than a Rifleman, but has a slight splash and can deal with vehicles to some extent.
- Humvee MK2 - As a unit that replaces Humvee, the motif is the Humvee of Renegade.
- APC - Unlike the main unit, it uses APCs armed with machine guns and anti-aircraft missiles used by the Red Alert 1 Allied Forces.
- Officer - Higher compatibility of Riflemen that can be produced when constructing a radar. It uses a chain gun that is effective against infantry and light vehicles. It is characteristic that he comes out as a veteran from the beginning like an officer.
- Dead 6 Squad - A squad unit composed of 6 Commandos as the unique Heroic Infantry of the GDI Special Forces.
3.1.1.3. GDI allies
A sub faction of TD GDI that introduced some units of the Red Alert Allied Forces. Humvees and APCs are unavailable.
- Grizzly Tank - Replaces the medium tank. Red Alert 2's grizzly tank as a base, with dots matching Tiberian money.
- Radar jammer, chrono tank are identical to Allied specifications
3.1.2. Nod
In general, there are no significant differences from the original. Obelisks can only be raised by building a Temple of Node .
Unlike the Allied Forces, which lack naval units, there are no heavy tanks, but there are still bikes useful for harvester/worker terrorism, and the colorful light armor composition is still intact. However, since there is no treatment unit, the maintenance power is slightly lower.
In Tiberian Dawn, the chemical infantry, which was only usable on the gold plate, is still alive and well.
Unlike the Allied Forces, which lack naval units, there are no heavy tanks, but there are still bikes useful for harvester/worker terrorism, and the colorful light armor composition is still intact. However, since there is no treatment unit, the maintenance power is slightly lower.
In Tiberian Dawn, the chemical infantry, which was only usable on the gold plate, is still alive and well.
- Officer - Same unit as the Officer of GDI Special Forces. It is a unit that should be in the Black Hand by birth, but for some reason it is a unit only for the Nod main unit as of version 0.27.
- Flamethrower - With the addition of sub factions, it became a unique unit for the main unit.
3.1.2.1. black hand
A sub faction of Nod, a faction that implemented Nod in Command & Conquer Renegade . You cannot use a motorcycle.
- Support Technician - A unit that seems to have added a vehicle repair function to the original gag unit technician. It has the characteristics of a civilian unit that panics when weapons are used around it, and it has the characteristics of a civilian unit. Instead, it can be produced only by building a barracks, and the price is cheaper than repairmen in other camps.
- Repair & Demolition Engineer - Added vehicle repair capabilities and C4 to Engineer. It replaces the existing engineer and is more expensive.
- Buggy MK2 - A buggy based on Renegade's buggy. Slightly faster than the old buggy.
- Nod APC - Renegade's Nod faction APC is the motif. The performance is the same as the Red Alert 1 Allied APC.
- Flame Tank MK2 - Replaces the Flame Tank. Renegade's flame tank is the motif, and unlike the original, it has a turret. If you build a munitions factory, you can produce it right away, but instead, a light tank requires a radar.
- Self-Propelled Artillery - Replaces the existing self-propelled artillery. It has a turret with Renegade's self-propelled gun as a motif, so moving shots are possible.
- Light Tank MK2 - Replaces Light Tank. Unlike the original, it can be produced only with radar.
- Stealth Tank MK2 - Replaces the Stealth Tank. Unlike the original, it has a turret, so you can take a moving shot.
- SSM Launcher MK2 - In the original Renegade, this vehicle appeared only as a target that players could not use and had to destroy. The specifications are the same as the main unit's SSM launcher.
3.1.2.2. chemical bag
A sub faction of Nod whose units that use artillery and missiles use Tiberium warheads to increase their anti-infantry attack power.
- Chemical Tank - Replaces the Flame Tank. Attacks with a Tiberium Thrower instead of flames.
- Chemical Apache - An Apache that uses Tiberium warhead missiles. Similar to the Allied Longbow, except that it uses a Tiberium warhead. The chemical unit's biggest strength is that it can be differentiated from other Nods, where the air force has only machine gun helicopters, so it is difficult to deal with vehicles and buildings with the air force.
3.1.2.3. stealth squad
A subfaction of Nod in which all attack vehicles except buggies can use stealth.
3.1.2.4. scavenger
A subordinate faction of Nod set up as a faction of Nod that smuggles and uses Soviet military weapons. Unlike Harvester, Buggy, and MCV, all vehicles are Soviet vehicles, so unlike other Nods, they are specialized in all-out warfare.
- Mobile anti-aircraft guns, V2 rocket launchers, demolition trucks, and mammoth tanks are identical to those of the Soviet Army.
- Proto Rhino Tank - Unlike the name of the Rhino Tank in Red Alert 2, it is a tank specialized in physical strength. RA1 Downward compatible unit of the German Tiger heavy tank.
- Proto- Apocalypse Tank - A backward-compatible unit with the same other specifications as the Mammoth Tank, but with the same physical strength as a Soviet heavy tank. Unlike Mammoth, which requires Temple of Nodes instead, it is Radar Tech.
3.1.3. GDI ( Tiberian Sun )
Added from Github test version.
- Juggernaut - Unlike the original, you don't need to place it, but when you fire a shell, it changes into a placed shape and you can't move for a while.
- Mobile Sensor Array - Changed to provide detection without having to deploy. This is the same for other Tiberian Sun faction's mobile sensor arrays.
3.1.4. NOD ( Tiberian Sun )
Added from Github test version
- Artillery - Instead of needing to be deployed like Juggernaut, it has been changed so that it cannot move for a while while changing into a deployed appearance when firing a shell.
3.1.5. Forgotten
Added in the Git Test version. Although it is based on GDI, there are not surprisingly many units that share and share buildings. Infantry has a mutant survivor (?), It can also produce Taiberium Pinds, and the vehicle unit uses a lot of classic C & C units of Taiberian Sun Asset (regardless of the camp). As such, the characteristics of the camp of Pogaton. Super weapons include the technology of summoning plotters and non -manroids in enemy camps.
- Classic Flame Tank: Unlike the flame tank of C&C1 Nod, it fires a stream of fire.
3.1.6. Cabal (Command & Conquer series)
Added in the Git Test version. NOD is based on. Naturally, Cyborg Byeongjong's Barry has replaced some existing units. Unlike Forgotten, which has become completely different from GDI-Sun Bonbone, there is a slightly shared unit with the NOD-Ta-Sun Bonbone.
3.1.7. GDI (Tiberium Alliance)
Tiberium Alliance factions have a tech tree that unlocks advanced units by raising the level of a building through the add-on menu. Since the original game is a web game, the overall unit specifications seem to have been taken from Tiberium War, the main source of units in the game. Unit upgrades in the original are available from the moment the communication center is built.
Buildings other than production buildings only increase defense when leveled up, and specs such as power generation and resource storage do not increase. However, after the Defense HQ, you can upgrade the defense tower, and when the defense tower is upgraded, the attack power and attack speed increase together.
The defense tower is not built by the construction site, but by the original defense facility repair building, the Defense Facility. Unlike the original, the defense facility was a high-end building that required a lot of construction site levels. has become However, to unlock advanced defense towers, you need to build a specific building in the same way as before.
In 0.28, the original support features Skystrike, Falcon, and Ion Cannon were added. The Ion Cannon is the same as the other GDI's, and the Skystrike is the General Chinese Artillery Barrage.
In 0.29, Engineers were added to the three factions of the Tiberium Alliance, allowing them to capture buildings. The engineer's base is an engineer of Tiberian Sun.
Buildings other than production buildings only increase defense when leveled up, and specs such as power generation and resource storage do not increase. However, after the Defense HQ, you can upgrade the defense tower, and when the defense tower is upgraded, the attack power and attack speed increase together.
The defense tower is not built by the construction site, but by the original defense facility repair building, the Defense Facility. Unlike the original, the defense facility was a high-end building that required a lot of construction site levels. has become However, to unlock advanced defense towers, you need to build a specific building in the same way as before.
In 0.28, the original support features Skystrike, Falcon, and Ion Cannon were added. The Ion Cannon is the same as the other GDI's, and the Skystrike is the General Chinese Artillery Barrage.
In 0.29, Engineers were added to the three factions of the Tiberium Alliance, allowing them to capture buildings. The engineer's base is an engineer of Tiberian Sun.
- MCV - A requirement for an MCV is a communication center, as the Tarel factions do not have repair stations. This is the same for Nod and Forgotten.
- Juggernaut - Specs are the same as other ship Juggernaut, but can be upgraded to increase the amount of shells fired at the communication center.
- Mammoth MK-3 - The battering ram upgrade that gives the ability to step on the wall of the original was simply an upgrade that increased the specs of the mammoth.
3.1.8. Nod (Tiberium Alliance)
Added in 0.28. Support functions are the same as GDI except for Kane's fist.
- Confessor - Became a sniper following the web game specification.
- Reconnaissance - It was difficult to add a bunker conversion function due to system limitations, so it became an armored vehicle capable of internal fire. Instead, it is expensive.
- Avatar - It does not have the ability to tear apart units, but it has the ability to be strengthened by eating the remains that come out when vehicle units are destroyed like the GLA. Quite a powerful unit with its primary weapon, portable obelisk, incompatible, instantaneous, and long-range.
3.1.9. Forgotten (Tiberium Alliance)
Added in 0.28. As it was an NPC camp in the original work, the composition is slightly different from the playable GDI and Nod.
Typically, building upgrades, which are a characteristic of TA camps, can only be done at barracks and mutant trading posts that affect the tech tree, and defense towers are also built at construction sites without defense facilities.
Unlike GDI and Nod, which only have unit upgrades, communication center research has research that enhances economic power, such as increasing income from trading posts and increasing power generation at power plants, but instead does not require vehicle upgrades.
Typically, building upgrades, which are a characteristic of TA camps, can only be done at barracks and mutant trading posts that affect the tech tree, and defense towers are also built at construction sites without defense facilities.
Unlike GDI and Nod, which only have unit upgrades, communication center research has research that enhances economic power, such as increasing income from trading posts and increasing power generation at power plants, but instead does not require vehicle upgrades.
- Power Plant - Unlike the other factions, there are no accumulators built near power plants to generate power, instead they have the Tiberian Sun's Power Turbine upgrade.
- Mutant Trading Post - Building that replaces the War Factory. Like the name of the trading post, it has a function of generating funds.
- Chemical Missile - Forgotten's Bazooka. Upgrading the communication center can change the armament to a bazooka with a Tiberium warhead that is effective against infantry.
- Mammoth Tank - Secondary weapon is a Tiberium warhead bazooka.
- Baneblade - Forgotten's final tech tank, apparently added due to plagiarism controversy. Even the tooltip says Stealed by EA. Its performance is the same as that of the Imperial Guard and can be mass-produced, but a unit that requires a super weapon-level price of 5000 and an enormous power consumption of 160 to mass-produce.
3.1.10. Allied Forces (Red Alert)
The tower is also unchanged from the original. Fog generators (gap generators) are not very useful against AI due to their nature.
At least like the original, there are medium tanks that Nod doesn't have, but that's it. Fortunately, since it is a specification that includes units from some expansion packs, it is possible to produce chrono tanks and mechanical maintenance soldiers, so its troop maintenance is much better than that of Nod.[11] . Compared to Nod, it has its pros and cons.
Medic and Mechanic Soldiers are cheaper to produce than the original, but the treatment efficiency is lowered, so you have to take more to see the effect.
In (Old) 1.0, it was miserable that the Navy could not be selected, but in (Old) 1.1, the Navy became available, and it became possible to use naval power only in games where the Navy was available.
Also, Chronosphere was upgraded to the Red Alert 2 method, which moves units within range instead of moving one armored unit like the original.
At least like the original, there are medium tanks that Nod doesn't have, but that's it. Fortunately, since it is a specification that includes units from some expansion packs, it is possible to produce chrono tanks and mechanical maintenance soldiers, so its troop maintenance is much better than that of Nod.[11] . Compared to Nod, it has its pros and cons.
Medic and Mechanic Soldiers are cheaper to produce than the original, but the treatment efficiency is lowered, so you have to take more to see the effect.
In (Old) 1.0, it was miserable that the Navy could not be selected, but in (Old) 1.1, the Navy became available, and it became possible to use naval power only in games where the Navy was available.
Also, Chronosphere was upgraded to the Red Alert 2 method, which moves units within range instead of moving one armored unit like the original.
- Light Tank - Basically the same as the Nord Light Tank, but can be equipped with GLA's Scorpion Rockets through an upgrade in the Tech Center.
- Self-propelled artillery - Perhaps to differentiate it from the original Nod self-propelled gun, the attack power is stronger and the range is longer than the Nod self-propelled gun, but the shell speed is much slower than the Nod self-propelled gun.
- Radar Jammer - In addition to the original radar jamming capability, the ECM tank's missile jamming capability and stealth detection capabilities have been added.
- Chrono Tank - The teleport function has been replaced with a short-range teleport ability with a cooldown, and it can be used with Alt key + target point selection, making it easier to use than the original, which had to be placed individually. However, it is inconvenient to use compared to the blinking of the pursuer because it does not immediately teleport to the limit of the distance in a straight line when taken from a distance, but moves until the teleportation distance is reached before using it. This feature is also the same for other units with short-range teleport, such as Chrono Corps in this mode and Terminator Armor Marine in Warhammer.
3.1.10.1. uk
3.1.10.2. france
- Camouflage Transport: Fires French limited surface-to-air missiles.
3.1.10.3. germany
- Chrono Tank: Only Germany also fires surface-to-air missiles.
- kübelwagen
- 88 anti-aircraft gun truck
3.1.10.4. Greece
- Thief: This unit is exclusive to Greece and can steal vehicles.
3.1.10.5. USA
3.1.11. Allied Forces (Red Alert 2)
Units in the Red Alert 2 camp can be promoted one more time after attaching a star, and when the promotion succeeds, the red star is attached and the weapon changes. It is a historical proof of the specifications of the original work in which the weapon changed when a unit was promoted to an elite.
- Chrono Excavator : At the time of addition, the Chrono function was not implemented, so it was assumed that it was given insanely fast movement speed, but it was improved in 0.17.
3.1.12. Soviet Army (Red Alert)
Like the GDI, it has been designed mainly in the mid -term armor, but the performance of the V2 is a little compared to the MLRS of the GDI that has been renewed to some extent in this mode.
Instead, Tesla-type units drawn from expansion packs are in good health.
Notable units below
Instead, Tesla-type units drawn from expansion packs are in good health.
Notable units below
- Flame Radiator: Launching a ranged fireball is similar to the original, but unlike the original work, which was just a small fireball, the flame projectile has been changed to an effect that flies in the form of a calf. Naturally, NOD or Terran's flame radioactive is differentiated from attacking with existing C & C -type proximity flame radiation.
- Mobile anti-aircraft gun: A new Soviet unit limited to cameo mode. There were no light armored vehicles in the original Soviet army, so it appears that the mod creator added them in. It is a similar unit to GDI's renewed APC. Although the horse is an APC, it can also attack on the ground and is surprisingly good at catching infantry, but is not effective against buildings or armored units. However, since it is an anti-aircraft gun, its anti-aircraft performance is slightly better than that of the GDI APC.
- Heavy tank: In the original version, it could be built immediately after building a factory, but due to the presence of mobile anti-aircraft guns, a repair station had to be built, so the actual technology went up a bit.
3.1.12.1. russia
Red Alert 1 Sub faction of the Soviet Army. The concept is changed to a specialized camp for Tesla weapons, so Tesla tanks and shock troopers are produced as veterans, the price and power consumption of Tesla coils are reduced, and the requirements are changed to munitions factories.
- Gatling Tank - Replaces mobile anti-aircraft guns.
- BTR-80 - Unique Russian unit. The performance is the same as the Allied APC.
3.1.12.2. Ukraine
3.1.12.3. Iraq
3.1.12.4. china
Red Alert 1 Sub faction of the Soviet Army. Red Alert 1 A faction based on the Soviet Union with some elements of General China.
- Red Guards - The Red Guards of General China. It coexists without replacing the existing Red Alert 1 Rifleman. Buildings cannot be upgraded due to the presence of Engineers.
- Battlemaster - Replaces heavy tanks. You can upgrade the tank commander's autoloader in the tech center.
- Gatling Tank - Replaces mobile anti-aircraft guns. It has the same performance as the Russian Gatling, but you can upgrade the chaingun at the tech center.
- Inferno Cannon - Replaces V2. It can be produced only by building a munitions factory. Performance is the same as the original in General.
- BTR-80 - Same name as the Russian BTR, but this one is more expensive and ships with a Red Guard on board. In other words, General's Troop Crawler.
- Overlord Mammoth - Replaces Mammoth. It has the same performance as the Red Alert 1 Mammoth and can be equipped with the General Overlord's Gatling upgrade.
- Flame MiG - General China's MiG. It coexists without replacing the existing Red Alert 1 MiG.
- Advanced Nuclear Power Plant - An advanced power plant that can be built after building a tech center. Its performance and price are the same as the advanced nuclear power plant of the nuclear general, but if you look at the tech tree, it is the nuclear power plant position of the Red Alert 2 Soviet Army.
3.1.13. Soviet Army (Red Alert 2)
The characteristics of the anti -aircraft are relatively similar to the original. When dealing with air units, it requires considerable patience. Anyway, the Protoss's land ability is not good, but the CPU Protoss has a habit of sending a public unit first.[12]
- Battle Bunker : It is more expensive than the Sentry Gun at 800, but it is built with one conscript, and depending on the system difference from the original, other infantry besides the basic riflemen can be put in. The boarding compartment is 6 slots, including one conscript provided when it is built.
- Tesla Coil : At 0.30, an EMP effect is added to the attack when Tesla infantry is attached, and an upgrade to assign self-reinforcing Tesla infantry as an individual upgrade has been added. Instead, the price has risen to 2000, and the Tesla infantry attachment upgrade is also 2000 won, so the Tesla coil upgraded to 4000 boasts one of the best prices among towers.
- V3 Rocket Launcher : Like the original, the missile is not guided and can be intercepted, but it is much easier to use because the missile is launched immediately without a pre-delay when firing.
- Apocalypse Tank : Fires missiles at infantry like Red Alert 1 Mammoth Tank. At 0.30, the cost is increased from 1500 to 1750, but the health is doubled.
- Kirov Airship : Kirov's bomb projectiles were borrowed from the V2 rocket's projectile effect if you look closely.
- Tesla Tank : Like the original, a Russian-only unit. It is still a water glove, but the range has been greatly improved compared to the original. However, be careful as the attack speed is slow.
3.1.14. Command & Conquer Generals/USA
Almost all units of the existing generals, including Zero Hour, have been implemented. The graphics are a bit on the poor side
It seems to have implemented a new sprite to the extent that it looks good. It is possible to choose from three existing generals starting from the normal US.
Surprisingly, it is possible to obtain support power through the original promotion system, so it gives a lot of fun.
The United States shares similar strengths and weaknesses with the original work, but it may be a little difficult to give a powerful one-shot like China to the ground forces,
Based on a diverse and powerful air force, you can continuously harass the enemy, and neutralizing the enemy through microwave tanks and avengers is
It is possible to show a powerful appearance depending on whether it is controlled or not.
In addition, Tomahawk missiles are quite fast, so they can inflict heavy damage on enemies.
In the case of the Aurora bomber, it flies at a very high speed until it attacks, and once it drops its bombs, its speed is similar to that of a normal flying unit.
return to speed If you make good use of this and aim for blind spots, it is a powerful unit that can quickly deal large damage without taking damage.
It seems to have implemented a new sprite to the extent that it looks good. It is possible to choose from three existing generals starting from the normal US.
Surprisingly, it is possible to obtain support power through the original promotion system, so it gives a lot of fun.
The United States shares similar strengths and weaknesses with the original work, but it may be a little difficult to give a powerful one-shot like China to the ground forces,
Based on a diverse and powerful air force, you can continuously harass the enemy, and neutralizing the enemy through microwave tanks and avengers is
It is possible to show a powerful appearance depending on whether it is controlled or not.
In addition, Tomahawk missiles are quite fast, so they can inflict heavy damage on enemies.
In the case of the Aurora bomber, it flies at a very high speed until it attacks, and once it drops its bombs, its speed is similar to that of a normal flying unit.
return to speed If you make good use of this and aim for blind spots, it is a powerful unit that can quickly deal large damage without taking damage.
3.1.15. Command & Conquer Generals/China
3.1.16. Command & Conquer Generals/GLA
3.1.17. Ring (Command & Conquer Generals Zero Hour)
The camp icon uses China, but is separate into a separate camp. Like the original character, you can produce some of the units of General 3 camps, and all super weapons can be used.
3.1.18. Yuri-kun
Needless to say, the legend of Yuri's fraud continues here as well. Mind control units are alive and well, and the magnetron is a scam in a different sense.
3.1.19. Japanese army
An original faction based on Red Alert 1. At first, it boasted poor infantry formations and vehicle formations with only light armor, which seemed to be historical evidence of the Japanese army in World War II, but it improved as units with the motif of the Empire of the Rising Sun were added in version 0.29. At the War Factory, you can produce building core units that can be deployed into buildings at a higher cost than the original building price. The requirements are the same as MCV, munitions factory + repair shop.
In 0.29, the defense towers are also scattered, so a torch car equipped with a nanomachine gun and a torch car equipped with a wave cannon are used. Both riflemen and bazookas can be added to add armament, nanomachine guns can hold up to 3 people, and wave cannons can hold 1 person.
In 0.29, the defense towers are also scattered, so a torch car equipped with a nanomachine gun and a torch car equipped with a wave cannon are used. Both riflemen and bazookas can be added to add armament, nanomachine guns can hold up to 3 people, and wave cannons can hold 1 person.
- Type Light Tank - Allied light tank with slightly weaker health at the cost of a little cheaper. It's a strange name called "Type Light Tank", so it's unknown what the motif is.
- Samurai - A unit added in 0.29. It is a melee attacking unit with a Japanese sword. Their stamina and speed are at the level of ordinary infantrymen, so they are not very useful.
- Armored Car - A unit added in 0.29. A light vehicle to counter the Allied Rangers. It is more expensive than the Ranger, but has anti-air capabilities.
- Hovercraft - A unit added in 0.29. An APC with a hover movement type and ground-to-ground weapon changed to a light tank main gun. As the main gun becomes a tank gun, it can serve as a medium tank for the Japanese army, but the disadvantage is that it is a wooden gun. If you refer to the Github patch history, the motif is a tsunami tank.
- Archer Maiden - Advanced Japanese infantry, added in 0.29. It is a unit with the motif of Archer Maiden in Uprising and requires a radar for production. It is a unit that shoots arrows with guidance, and although the base of the arrow is a bazooka soldier, it has strong compatibility with infantry and light vehicles. The arrow's shooting angle is so high that the arrow's guidance performance cannot keep up, so it has the disadvantage that it can hardly hit enemies at close range.
- Nanodrone Buggy - Unit added in 0.29. As an artillery and anti-aircraft unit, it is a light vehicle that shoots shells with a narrow splash speed but with a high bullet speed. Compared to the 88 truck of the same concept, RA1 Germany, it has less firepower and shorter range, but it moves faster and leaves a nanomachine smoke that does some damage at the point of impact.
- Pulse Cannon Chariot - Added unit in 0.29. It is an advanced artillery piece for the Japanese military that can be produced after the construction of the technology center.
- Hover Tank - A unit added in 0.29. Although it has low firepower and defense power for its price, it is an amphibious special unit that leaves the deviator's hypnotic gas where the shells land.
- Oi Tank - A Japanese version of the mammoth tank, contrary to the concept of the Japanese army. Instead of being more expensive than the Mammoth, it is a super-heavy tank equipped with one more gun in the existing Mammoth weapon configuration. This added gun is the main gun of the RA2 tank destroyer, so it is expensive in an all-out battle between tanks.
3.2. Starcraft
StarCraft units have been somewhat deteriorated to the C & C's snoting units scale. However, Marines, juggling, and Berserkers are not like a dot of Remingz like C & C infantry, but they are forced to reduce their size. Since the basis of the game is C & C, the production system has been arranged for some C & C, and it is a strange sense of discomfort when workers collect C & C's unique cotton resources. Instead, you can build a refinery in front of the resource nogue. The tree is also somewhat different from the original, so in the case of Zerg, you can first build a hydra oyster without spawning (...) Unit skills or specific units attack methods, upgrades, and some units (ex. Terran science) Status.
Unlike C & C's power plants, there is a population system. There seems to be no 200 units limit as the original. In the sidebar, you can check the population in the Power tab. On the other hand, the population building has the same function as the Taiberium silo, so it is necessary to solve the function of building silver in C & C by building a population.
Unlike C&C infantry, marines (including terran bionics), zerglings (including zerg biounits), and berserkers (including protoss ground infantry) cannot be stepped on by tanks and are completely unaffected by Tiberium . Instead, some armored units can step on C&C infantry.Blizzard Entertainment's RTS Features Unintentional Privileges
However, some skills or upgrade functions of units were omitted. It is estimated due to the limitations of the mod production conditions and engine conditions.
In (old) 1.1, not only the Terran core, but also an assortment of super weapons were equipped for other races. Of course, it was borrowed from the existing C & C assets, so the zerg fired a nuke[13] Protoss can use ion cannons
In Github version 0.17, StarCraft's unit upgrade system was added, making workshops possible.
In 0.29, an upgrade was added that allows the gas building to generate vespene gas on its own, making it a secondary resource position for StarCraft factions that did not have secondary resources.
In 0.30, gas generation in gas buildings is expensive from 1000 to 2000, but when upgraded, a function that generates money on its own in addition to generating vespene gas has been added. This upgrade can be done immediately after building the gas cylinder, making the StarCraft faction, along with the Warhammer faction, the Harvester faction the fastest to build self-funded buildings.
Overall, the system is tailored to the C&C style, so if you are a gamer who has only played Blizzard RTS, it will take some getting used to .
Unlike C & C's power plants, there is a population system. There seems to be no 200 units limit as the original. In the sidebar, you can check the population in the Power tab. On the other hand, the population building has the same function as the Taiberium silo, so it is necessary to solve the function of building silver in C & C by building a population.
Unlike C&C infantry, marines (including terran bionics), zerglings (including zerg biounits), and berserkers (including protoss ground infantry) cannot be stepped on by tanks and are completely unaffected by Tiberium . Instead, some armored units can step on C&C infantry.
However, some skills or upgrade functions of units were omitted. It is estimated due to the limitations of the mod production conditions and engine conditions.
In (old) 1.1, not only the Terran core, but also an assortment of super weapons were equipped for other races. Of course, it was borrowed from the existing C & C assets, so the zerg fired a nuke[13] Protoss can use ion cannons
In Github version 0.17, StarCraft's unit upgrade system was added, making workshops possible.
In 0.29, an upgrade was added that allows the gas building to generate vespene gas on its own, making it a secondary resource position for StarCraft factions that did not have secondary resources.
In 0.30, gas generation in gas buildings is expensive from 1000 to 2000, but when upgraded, a function that generates money on its own in addition to generating vespene gas has been added. This upgrade can be done immediately after building the gas cylinder, making the StarCraft faction, along with the Warhammer faction, the Harvester faction the fastest to build self-funded buildings.
Overall, the system is tailored to the C&C style, so if you are a gamer who has only played Blizzard RTS, it will take some getting used to .
3.2.1. Terran
In StarCraft, Terran AI is balanced.[14] The original original's unique defense line of Siege-Bunker-Turret is unrivaled, making it difficult for other C&C factions to break through with a modest troop composition. This is roughly equivalent to GDI using mammoth tanks and MLRS. As expected from Tesagi
Among the StarCraft factions, there is a core as a super weapon, reflecting the ghost core, and in (old) 1.0, the StarCraft faction was the only faction with a super weapon. Instead of shooting at the command of a ghost like in the original, the scientific facility acts as a nuclear silo in the C&C series, so as long as the scientific facility is built, nuclear weapons can be used. The specifications are the same as the C&C hack (...) Cameo's nuclear performance is closer to Tiberian Dawn than Red Alert, so 60% of the construction site's health is lost with one shot.
In the case of tanks, there are some simple/modified parts that have to be built and engineering bays. Of course, compared to the original, the factory should be attached to produce certain units. Therefore, if you just build an engineering/armor (= if you satisfy the tech), tanks and Goliaths can be produced in all factory .
Below are the special features of each unit.
Among the StarCraft factions, there is a core as a super weapon, reflecting the ghost core, and in (old) 1.0, the StarCraft faction was the only faction with a super weapon. Instead of shooting at the command of a ghost like in the original, the scientific facility acts as a nuclear silo in the C&C series, so as long as the scientific facility is built, nuclear weapons can be used. The specifications are the same as the C&C hack (...) Cameo's nuclear performance is closer to Tiberian Dawn than Red Alert, so 60% of the construction site's health is lost with one shot.
In the case of tanks, there are some simple/modified parts that have to be built and engineering bays. Of course, compared to the original, the factory should be attached to produce certain units. Therefore, if you just build an engineering/armor (= if you satisfy the tech), tanks and Goliaths can be produced in all factory .
Below are the special features of each unit.
- Marine - Due to the nature of OpenRA, it is a C&C infantry judgment, so it is ridiculously different from infantry catching units or towers, but infantry infantry is relatively stronger than C&C riflemen. Perhaps that's why the price is set at $150, which is slightly higher than C&C Rifleman ($100). Combat stimulants can be used by deploying marines after upgrading at the military academy, but unlike the original, there is a cooldown.
- Medic - Removed skills except for passive healing
- Ghost - Stealth at all times . There was no skill in the initial version, but binding was added from 0.2x. However, the effect was not implemented, and the affected unit was temporarily treated as being blackened.
- Battlecruiser - Removed Yamatopo. At 0.30, the cost and supply consumption were increased by 2.5 times, but the weapon was changed to Star 2 Hyperion's laser barrage, making it a unit equivalent to an epic unit.
- Specter - Like the dark knight, it's always stealth at no cost.
- Dead body - landmines removed . Considering the nature of corpse burying, the removal of land mines is quite painful. However, its unique performance remains the same, so it is useful for worker terrorism only in StarCraft, Yuri Army, and GLA factions. However, in terms of volunteer terrorism, it is inevitable that its overall versatility is relatively inferior to Nod's bike. (The C&C Harvester is basically armored, so it does not work well with body hawk grenades.) However, unlike the original, Goliath is surprisingly capable of supporting infantry and light vehicles. Since it catches well, it is questionable whether it is necessary to include it in the mechanical composition. Due to the appearance of the setting, it is judged to be a hovering unit, so unlike the original, it is capable of amphibious use.
- Goliath - Overall, it's about the same as the original, but it received a system upgrade and became more powerful than the original. Infantry, especially C&C infantry, are far better at slaughter than body hawks, and deliver significant damage against some light vehicles .[15]
- Siege Tank - Press the hotkey F or place the cursor in the center of the unit and click when the cursor changes to enter Siege Mode. Up to 0.29, the siege mode had a short range, etc., but from 0.30, the price went from 1200, supply (electricity) 50 to 3000, and supply (electricity) 100. Since the range was changed to increase when upgrading the rank, a siege tank with a star after a battle and defense cannot even approach it as an infantryman in siege mode.
- Transport ship - In the early days, there was a ground landing process like C&C's Chinook, but with the update, it continued to float in the air like the original.
- Science ship - added in 0.28. The shield was implemented in a way to fire missiles that put an iron curtain on allies, and the EMP was implemented in a way that fired the EMP cannons of other ships with a shorter range. Through the deployment command, you can choose whether to use radioactive contamination or EMP against the enemy, and since EMP is eaten by allies, the radiation use mode can also be used as a mode to seal the EMP. Systemically, it has become very difficult to use, but the range of EMP is very wide and the shield is a very useful unit that makes allies completely invincible.
- Valkyrie - Added in 0.28. As if it was difficult to implement the original shot missile, it became a unit that uses a reinforced version of the specter's twin missile.
3.2.2. Zerg
No mucous membranes present. In the OpenRA system, the building does not transform from the drone, but is just built. So is the unit. Thorn Hell and Guardian Lord do not evolve from original units, but are produced as they become techs. So larvae do not exist. To expand the building area, you need to build more hatcheries farther apart.
In the case of (old) 1.0, it was a bit inconvenient to convert colonies into defense towers, so build creeps first. → Build a thorn/spore tentacle in the Defense tab → Click when it is built → Move the cursor to the creep and press it when a white debt appears that can be built. It's like this. It is somewhat inconvenient for users to use it, but AI builds it easily.[16]
The creep was built in (old) 1.1 and then the mutation tap was rising separately.
Except for Thorn Hell, burrow cannot be used.
For some reason, among the StarCraft factions, the AI's towers are more heavily overrun than other factions. If you turn off the buildable range in the game options, you won't be limited by creeps. It's easy to see sunkens and spores covering a corner of the map (+ and the thorns on the defenses are a bonus). However, the unit is not particularly lacking, and the Hydra is still good for early to mid-range versatility, and the Ultra's rice cake is not inferior to other armored units and can step on C&C infantry. Because of Ultra's unique speed, there is no unit like this for C&C infantry deployment.
Special details for each unit. The Zerg Queen and Symbiote are not implemented. In (old) 1.1, Infected Command Center and Infected Terrans/Units were implemented. However, since there is no Zerg Queen, you must build the Infection Command building yourself. Instead, if it is a game that allows super weapons, the hack becomes available as soon as the infection command is created.
In 0.28 the zerg egg concept was implemented.
In the case of (old) 1.0, it was a bit inconvenient to convert colonies into defense towers, so build creeps first. → Build a thorn/spore tentacle in the Defense tab → Click when it is built → Move the cursor to the creep and press it when a white debt appears that can be built. It's like this. It is somewhat inconvenient for users to use it, but AI builds it easily.[16]
The creep was built in (old) 1.1 and then the mutation tap was rising separately.
Except for Thorn Hell, burrow cannot be used.
For some reason, among the StarCraft factions, the AI's towers are more heavily overrun than other factions. If you turn off the buildable range in the game options, you won't be limited by creeps. It's easy to see sunkens and spores covering a corner of the map (+ and the thorns on the defenses are a bonus). However, the unit is not particularly lacking, and the Hydra is still good for early to mid-range versatility, and the Ultra's rice cake is not inferior to other armored units and can step on C&C infantry. Because of Ultra's unique speed, there is no unit like this for C&C infantry deployment.
Special details for each unit. The Zerg Queen and Symbiote are not implemented. In (old) 1.1, Infected Command Center and Infected Terrans/Units were implemented. However, since there is no Zerg Queen, you must build the Infection Command building yourself. Instead, if it is a game that allows super weapons, the hack becomes available as soon as the infection command is created.
In 0.28 the zerg egg concept was implemented.
- Overlord - Speed upgrade, transport function deleted .
- Zergling - It's almost the same as the original, but like the Marine Corps, like the later C&C, OpenRA has a unit promotion system, so if the Zergling has a star, it shows the speed of light as if it were upgraded to the adrenaline of the original. It's a slingshot like the original, but it's a C&C infantry judgment, so it's much better than the original in front of a unit/tower that has an infantry attack.
- Hydralisk - Its versatility is similar to the original, but there are limits to dealing with other C&C faction's armored units with only Hydra after the mid-game. Also, unless Hydra is overwhelming in quantity, do not try to deal with Red Alert-type military dogs with only Hydra. Perhaps because the modder reflected the fact that military dogs are a traditional match for bazooka soldiers in the C&C Red Alert series, Hydra is surprisingly very vulnerable to military dogs.
Dogs that catch zerg - Hell of Thorns - You can go into hiding in a similar way to the siege tank above. Performance is the same as the original. When AI dominates a tower, you can often see multiple animals sandwiched between the towers. Like the siege tank, the dormant Hell of Thorns is judged as a building, and when its stamina is depleted, it suddenly makes the sound of the C&C building exploding. Before 0.16, it was treated with some kind of sonic attack effect, but in version 0.17, the original effect was brought in.
- Ultralisk - can step on C&C infantry
- Defiler - Implemented in 0.17. The normal attack is plague, and like the psionic storm to be described later, it is implemented as an attack with a tick of several seconds. And when you place a unit on it and click the deployment icon when it pops up or click the deployment shortcut (default F), a dark cloud is created centering on the destroyer.
- Devourer - Added in 0.28.
3.2.3. protoss
Since the construction scope system is under C & C, the crystal tower only serves as a population/resource warehouse. On the contrary, the building can be built regardless of the construction range of the crystal tower, but since the architectural area itself is limited to the construction range unfolded on the connection, it is necessary to build a new connection to expand.
It is a combined physical strength because the shield unique to the Protoss unit is not implemented. Therefore, as long as there is no shield, the shield battery actually fills up the physical strength itself, and instead of using the shield refill skill like the original, it became a specification that automatically recovers the physical strength of all units within range .
The ground units are relatively solid, but the air units are screwed. Prior to 0.27, there was no pirate ship, so it was tighter.
In addition, the air units of the Dragoons and Cannons do not catch the Soviet air units that are surprisingly fast (especially while turning). Of course, while flinching or standing still, the attack goes in, but while moving, the proton cannon is well avoided. If you are dealing with the Soviets as a protoss, in order to respond more to the Soviet aircraft, you have to cry and pick up a scout plane.
There is no air unit that can be drawn properly, and up to (old) 1.0, like Zerg, there is no super weapon, so it is the most disadvantageous among StarCraft factions.
Pirate ships are also unimplemented, and it is often seen that strangely, air units or robotics units are selected first, whether it is XXLrandom artificial intelligence or whatever. At least, if you set the InfantryRUSH AI preset, you will have Gildra as your base troops. On the other hand, with Vehiclesteamroll, the consul and the destroyer are mainly selected. The CPU doesn't use the shuttle well, so I actually pull it out and use it mainly for defense. The rush goes, but the advance of the troops is slow because of the river that just goes straight.
It is a combined physical strength because the shield unique to the Protoss unit is not implemented. Therefore, as long as there is no shield, the shield battery actually fills up the physical strength itself, and instead of using the shield refill skill like the original, it became a specification that automatically recovers the physical strength of all units within range .
The ground units are relatively solid, but the air units are screwed. Prior to 0.27, there was no pirate ship, so it was tighter.
In addition, the air units of the Dragoons and Cannons do not catch the Soviet air units that are surprisingly fast (especially while turning). Of course, while flinching or standing still, the attack goes in, but while moving, the proton cannon is well avoided. If you are dealing with the Soviets as a protoss, in order to respond more to the Soviet aircraft, you have to cry and pick up a scout plane.
There is no air unit that can be drawn properly, and up to (old) 1.0, like Zerg, there is no super weapon
Pirate ships are also unimplemented, and it is often seen that strangely, air units or robotics units are selected first, whether it is XXLrandom artificial intelligence or whatever. At least, if you set the InfantryRUSH AI preset, you will have Gildra as your base troops. On the other hand, with Vehiclesteamroll, the consul and the destroyer are mainly selected. The CPU doesn't use the shuttle well, so I actually pull it out and use it mainly for defense. The rush goes, but the advance of the troops is slow because of the river that just goes straight.
If you build a fleet signal with a 1.1 update, you can use purification beams in super weapons allowed games. Prior to 0.16, he was tin (....) with ion Cannon (....), but from 0.17, the ion Canon graphics were separated into the purification beam from the original.
Finally, a pirate ship was added in 0.28, and the lack of anti-air line was supplemented.
In 0.30, the photon cannon became expensive at 2,000 won, but the overall specs increased. Compared to the large size of 2x2, the fact that the specs were at the level of an ordinary tier 1 tower seems to have been adjusted because it was thought that the efficiency was low.
Finally, a pirate ship was added in 0.28, and the lack of anti-air line was supplemented.
In 0.30, the photon cannon became expensive at 2,000 won, but the overall specs increased. Compared to the large size of 2x2, the fact that the specs were at the level of an ordinary tier 1 tower seems to have been adjusted because it was thought that the efficiency was low.
- Berserker - Reflects the original work and boasts considerably superior physical strength compared to other infantry units, but due to the nature of OpenRA, C&C's unique compatibility is reflected, so even if Amman's body is strong, it is an infantry judgment, so it is surprisingly vulnerable to attacks that act as compatibility with infantry . Be careful. Of course, compared to C&C infantry, zerglings, and marines, they endure more due to the unique body of berserkers, but that's it. With the StarCraft workshop system applied in 0.17, as long as the upgrade is faithful, it will not yield even against the classic C&C's light tank-class light armored vehicles.
- Courage -Aesthetics with the original. However, in the system, it seems that the mid -sized armor is judged.
- High Knight - It uses a psionic storm, but it projects it as a regular attack with a very long delay. There is a 5 second delay based on the in-game timer. As in the original, there is no damage to the building.
- The consolidation offices -performance itself is the same as the original, but it can be followed by C & C infantry because it is determined by a heavy armed vehicle . It's not as Ultra, but it's very good at C & C infantry. Since the coalescence system cannot be implemented, it has been treated as a separate production unit, which is absurd from the robot engineering facility (...). And someday, amphibians are able to move around.
- Destroyer - There is no need to produce sapper ammunition manually. In (old) 1.0, the explosion effect was borrowed from C&C's napalm explosion graphic, but in (old) 1.1, the original effect was implemented. At the cost of 4000 from 0.30, the splash range of Sapphic Bombs has been greatly increased.
- Observation Ship - There is no upgrade of the Observatory, instead, the speedup is applied as when completing the Shuttle Speedup at the Robotics Support Station.
- Reconnaissance Aircraft - At a price that is not too expensive compared to the original, ground-to-ground firepower has been significantly increased, and the only advantage, high health, remains intact, making it a fairly usable unit. However, StarCraft's air units have clusters, and most of the anti-aircraft weapons in this mode have splashes, so it can be dangerous to unite like a mew. There is no upgrade for the Fleet Beacon, instead the speedup is applied as if completing the Shuttle Speedup at the Robotics Support Station.
- Space Carrier -You can't produce an interceptor due to the system's problems, so you blows the attack of the interceptor in the main body (...) So, at the time of 1.0, let's seal it as a good unit. However, in (old) 1.1, the aircraft carrier of the Allied Army (Red Alert 2) with a aircraft hitting system similar to the space carrier is expected to be added properly.[17] In the former 1.1, the problem of only the interceptor attack in the main body was also expected to improve, but this problem is still in the (old) 1.1. In August 2020, the developer attached the GIF with the explanation that the problem was being improved on the news that the developer posted on the MODB page, and was finally modified in the 0.10 test version uploaded to Git. It is expected to be officially reflected in (old) 1.2. Instead of rising from 0.30 to 2500 to 4000, the damage of the interceptor increased.
- Shuttle - Like the Terran transport, in the early days it had a ground landing process like C&C's Chinook, but with an update, it stayed in the air like the original.
- Arbiter, Dark Knight - Added in Github 0.17.
- Pirate Ship - Added in 0.28. Instead of a split net, it uses a CNC-type EMP. Unlike the original, it is more expensive than the reconnaissance aircraft. (Recon 1200, Pirate Ship 1500). The same speed-up is applied when the shuttle speed-up is completed at the Robotics Support Center.
3.3. Warcraft: Orcs and Humans
Faction added in version 0.22. It is based on Warcraft 1, but the sound that plays when selecting a building is taken from Warcraft 3.
Like the Blizzard camp, the supply system was implemented by units consuming electricity rather than buildings consuming electricity like the StarCraft camp, and the supply building farm doubles as a function of increasing resource storage.
The original gold mine appears as a secondary resource. It can be built after the blacksmith's construction, and if you put in human farmers or orc workers after construction, it creates money like an internet center.
Like the Blizzard camp, the supply system was implemented by units consuming electricity rather than buildings consuming electricity like the StarCraft camp, and the supply building farm doubles as a function of increasing resource storage.
The original gold mine appears as a secondary resource. It can be built after the blacksmith's construction, and if you put in human farmers or orc workers after construction, it creates money like an internet center.
3.3.1. human league
3.3.2. Oak
3.4. SimCity
The building graphics were specifically based on the Super Famicom version of SimCity. However, like SimCity, it is not a faction specialized in combat, and is usually designed to give buffs to the allied faction, so combat power is meaningless. However, since there must be a minimum number of attack units, a small number of units that can attack can also be produced. Fire trucks and police cars are combat units, but fire trucks emit flames, and police cars are Tasers (...) and fire single shots of electricity similar to a Tesla tank .
In Old (Old) 1.1, firefighters and police officers, infantry versions of fire trucks and police cars, were added. And among the officers' units, Swat, which is a recycling of Commando graphics, is included.
In Old (Old) 1.1, firefighters and police officers, infantry versions of fire trucks and police cars, were added. And among the officers' units, Swat, which is a recycling of Commando graphics, is included.
3.5. warzone 2100
Since the original was a 3D full -polygon game, the War Zone Graphics in this game are moderately sprite or dots taken. Perhaps it is because it is vast to implement the original unit combination, or it appears as a type of unit based on a specific combination. The resource system is the same as the original and is based on refiners that can be selected indefinitely , and there is a separate crane for the Tiberium collection. There is no resource harvesting function, but it seems to remove the growing Taiberium cotton resources to secure a building space.
At the beginning of the old (old) 1.0 point, there is no room for disagreement, the balance destruction camp . In the original work, there is no camp division, but here, Alpha (basic warzone camp) and scavenger are also separately divided.
Alpha doesn't have a single human unit, perhaps reflecting the atmosphere of the original work . It's all vehicles. Instead, scavengers sometimes have low-tier human units like survivors (?).
The AI is also excellent, so it looks quite scary even in EasyAI. This makes it overwhelmingly superior to other AI camps. This is because, in theory, resources can be drawn endlessly and without interruption, and the overall performance of towers and units is good. In addition, Tier 1 units are in vehicle form, so they have good mobility, and tank killer vehicles are literally good at catching tanks.[18] In particular, AI frequently places towers around its base. The average performance of the tower is excellent and it is easy to build evenly, so access itself is not easy. If it's a camp that uses nuclear weapons with super weapons, it can be wiped out cleanly, but if it's a game that doesn't use super weapons, it's difficult to deal with.[19]
It seems that the alpha camp made a balance adjustment in the old (old) 1.1.
It seems that there was a major reorganization such as adding units in version 0.24
At the beginning of the old (old) 1.0 point, there is no room for disagreement, the balance destruction camp . In the original work, there is no camp division, but here, Alpha (basic warzone camp) and scavenger are also separately divided.
Alpha doesn't have a single human unit, perhaps reflecting the atmosphere of the original work . It's all vehicles. Instead, scavengers sometimes have low-tier human units like survivors (?).
The AI is also excellent, so it looks quite scary even in EasyAI. This makes it overwhelmingly superior to other AI camps. This is because, in theory, resources can be drawn endlessly and without interruption, and the overall performance of towers and units is good. In addition, Tier 1 units are in vehicle form, so they have good mobility, and tank killer vehicles are literally good at catching tanks.[18] In particular, AI frequently places towers around its base. The average performance of the tower is excellent and it is easy to build evenly, so access itself is not easy. If it's a camp that uses nuclear weapons with super weapons, it can be wiped out cleanly, but if it's a game that doesn't use super weapons, it's difficult to deal with.[19]
It seems that the alpha camp made a balance adjustment in the old (old) 1.1.
It seems that there was a major reorganization such as adding units in version 0.24
3.6. star Wars
The infantry units are adaptations of the C&C dots, but some armor units appear to be borrowed from Empire at War and Star Wars: Galactic Battlegrounds . Resource collection is the harvester method.
A major rework was done in 0.29, so most of the building sprites were changed to the Galactic Battlegrounds base, and Galactic Battlegrounds elements such as research labs, fortresses, ranches, and farms were added.
Due to the rework, the Star Wars faction has become a harvester camp with three types of secondary resources, as Galactic Battleground's economic buildings, food storage, ranch, and spaceport, play the role of secondary resources.
The Food Storage became a farm, the Spaceport became a CNC-type resource tile generating facility that created carbon, minerals, and Nova Crystals for harvesters to harvest, and the Food Storage became a resource generation rate upgrade in the Lab.
The ranch is a building similar to General China's Internet Center. After construction, it is a building that generates money by producing livestock in the barracks and putting them in. In the research lab, you can upgrade to increase the amount of money generated per livestock in the ranch, but after the upgrade, there is a bug where the livestock that were in before the research must be removed and put back in to apply the upgrade.
A major rework was done in 0.29, so most of the building sprites were changed to the Galactic Battlegrounds base, and Galactic Battlegrounds elements such as research labs, fortresses, ranches, and farms were added.
Due to the rework, the Star Wars faction has become a harvester camp with three types of secondary resources, as Galactic Battleground's economic buildings, food storage, ranch, and spaceport, play the role of secondary resources.
The Food Storage became a farm, the Spaceport became a CNC-type resource tile generating facility that created carbon, minerals, and Nova Crystals for harvesters to harvest, and the Food Storage became a resource generation rate upgrade in the Lab.
The ranch is a building similar to General China's Internet Center. After construction, it is a building that generates money by producing livestock in the barracks and putting them in. In the research lab, you can upgrade to increase the amount of money generated per livestock in the ranch, but after the upgrade, there is a bug where the livestock that were in before the research must be removed and put back in to apply the upgrade.
3.6.1. rebel coalition
3.6.2. Galactic Empire (Star Wars)
3.6.3. Galactic Republic
3.6.4. separatist coalition
3.6.5. Warlords of Jabba the Hutt
3.7. advance wars
The graphics of units and buildings were taken from the original. Money is obtained by building cities, and since cities also serve as smelters, you can also mine resources by producing bulldozers in factories. Since it is a faction that only earns money from buildings, the efficiency of resource collection by bulldozers is very low.
The biggest feature and drawback of this faction is that it is a reproduction of the original, and most units, except for a few such as infantry, have a limit on the number of ammunition, so they need to be supplied through APCs, cities, factories, etc. Also, perhaps because of the graphics of the original, all combat vehicles do not have turrets, so moving shots cannot be performed.
The biggest feature and drawback of this faction is that it is a reproduction of the original, and most units, except for a few such as infantry, have a limit on the number of ammunition, so they need to be supplied through APCs, cities, factories, etc. Also, perhaps because of the graphics of the original, all combat vehicles do not have turrets, so moving shots cannot be performed.
3.7.1. red star
3.7.2. blue moon
3.7.3. yellow comet
3.7.4. green earth
3.7.5. black hole group
3.8. dark lane
- Taelon Generator - It takes a very long time to build compared to CNC power plants or Blizzard-affiliated supply buildings, but it can function as a Tiberium smelter, reflecting the original Taelon gathering, and has 10,000 resource storage. However, unlike the original, additional trucks are not provided, and thanks to that, the price is 600, the price of a typical power plant. If the total amount of resources stored in the silo exceeds 8000, the power output doubles.
3.8.1. Dark Lane/Freedom Guard
3.8.2. Dark Lane/Xenite
A subfaction added in 0.27. For a description of the exclusive unit related to the original work, refer to the Freedom Guard Document above.
3.8.3. Dark Lane/Imperium
3.8.4. Dark Rain/Shadow Hand
A subfaction added in 0.27. Refer to the Imperium document above for a description of the exclusive unit related to the original work.
3.8.5. Togra
Specifications that can be used by units of both camps like the original.
3.9. Warhammer 40,000: Dawn of War
As the original was a full 3D game, units and buildings were implemented by taking separate sprites. The resource collection method is the harvester method, and the original tear-up was implemented by researching in the defense facility tab.
Since the original game is a game that focuses on capturing bases, camps in this category can occupy buildings with infantry, and unlike the General and Advance Wars camps, which occupy the same way, there is no need to research building occupations. And as the original game has a population concept, units consume electricity like Starcraft and Warcraft camps, and unlike Blizzard camps, buildings consume electricity.
With the addition of Suma and Orc in 0.28, strategic points were added as a secondary resource for Warhammer camps. Unlike the secondary resources of other harvester factions, it can be built by building a smelter, but the amount of resources generated is very small compared to the price. It also provides a narrow construction range around where it is built, and can increase income and add its own armament through individual upgrades.
Since the original game is a game that focuses on capturing bases, camps in this category can occupy buildings with infantry, and unlike the General and Advance Wars camps, which occupy the same way, there is no need to research building occupations. And as the original game has a population concept, units consume electricity like Starcraft and Warcraft camps, and unlike Blizzard camps, buildings consume electricity.
With the addition of Suma and Orc in 0.28, strategic points were added as a secondary resource for Warhammer camps. Unlike the secondary resources of other harvester factions, it can be built by building a smelter, but the amount of resources generated is very small compared to the price. It also provides a narrow construction range around where it is built, and can increase income and add its own armament through individual upgrades.
3.9.1. imperial guard
A faction added in 0.22 along with the Darklane factions.
It is characterized by being able to station 5 infantrymen in all buildings except power plants and defense towers. Because of this, infantry using lasguns have weaker attack power than CNC riflemen. The biggest weakness of this faction is its anti-air ability. Except for the missile turret, which is a turret, the only anti-aircraft method is a machine gun, so it is difficult to deal with the heavily armored air units possessed by some camps. (Example: Red Alert 2 Soviet Kirov Airship, Terran Battlecruiser, Protoss Recon, Space Carrier, Imperium Air Fortress, etc.) In 0.28, the size of power plants has been reduced from 2 × 3 to 2 × 2.
It is characterized by being able to station 5 infantrymen in all buildings except power plants and defense towers. Because of this, infantry using lasguns have weaker attack power than CNC riflemen. The biggest weakness of this faction is its anti-air ability. Except for the missile turret, which is a turret, the only anti-aircraft method is a machine gun, so it is difficult to deal with the heavily armored air units possessed by some camps. (Example: Red Alert 2 Soviet Kirov Airship, Terran Battlecruiser, Protoss Recon, Space Carrier, Imperium Air Fortress, etc.) In 0.28, the size of power plants has been reduced from 2 × 3 to 2 × 2.
- Heavy Weapons Team - Unlike the original, the Heavy Bolter version is a Tier 1 unit.
- Sentinel - Same as the original in that it is a fast-moving, anti-tank specialized walker, but it has one infantry compartment and changes weapons when carrying a specific type of infantry like Red Alert 2's IFV. The weapons used when burning the infantry of the Imperial Guard are as follows.
- Unloaded - Lascannon (same damage and compatibility as Red Alert 2 tank destroyer)
- Basic Guardsman/Kasrkin - Heavy Bolter
- Grenade Launcher Guardsman/Carscreen - Battle Cannon
- Plasma Gun Guardsman/Kasrkin - Plasma Cannon
- Techpriest - Repair
- Marauder - There is no skill based on the mod, but because the lascannon is a sentinel main gun for ground attack, it became an anti-tank attacker position. And since most of the defense towers are tank armor, you can get decent firepower from the defense towers as well. For other subjects, it is the same as the original that you have to scratch with a machine gun.
- Lehman Russ - Compared to the C&C heavy tank represented by the Mammoth, it is in a similar position to the Gatling Up Overlord. Although the range of the main gun is as much as 9, the secondary weapon, the machine gun, has poor anti-air capabilities compared to the Mammoth's Tusk or the Overlord's Gatling. It can also be produced at the Mars Pattern Command, a building dedicated to Baneblades added in 0.28.
- Baneblade - Epic unit that can draw only one, as in the original. Since there are no Relic Points, it can be produced immediately by raising the tech tree. Perhaps because there are no super weapons in the Imperial Guard, they can be mass-produced if the limit on the number of super weapons is lifted. In 0.28, it was changed to be produced at the Mars Pattern Command, a building dedicated to Baneblade, which is unlocked through an all-out war upgrade like the original. In 0.30, as the Warhammer Relic unit was upgraded, the main gun shared with Leman Russ was changed to a more powerful dedicated main gun.
3.9.2. space marine
Faction added in 0.28. A faction specialized in infantry, with a variety of infantry and infantry heroes, and range up applied to all infantry units. However, the specifications of the armored units necessary to counter self-propelled guns that kill general marines in one shot are not bad, but the production time is excessively long.
For some reason, if you look at the rules, missile-type heavy weapons use Orc's missiles that were added in the same version.
For some reason, if you look at the rules, missile-type heavy weapons use Orc's missiles that were added in the same version.
- Space Marine - Defense type is Wood.
- Terminator Marine - Defense type is Heavy.
- Dreadnought - The Lascannon, which can be attached as an upgrade, is a weapon that focuses on rapid fire like the Predator. Can't rank up
- Hellfire Dreadnought - A dreadnought armed with long-range guided missiles and assault cannons. Although it is expensive, since it is a Walker, it does not have the turning problem that is a chronic problem with Warhammer armor, and the importance of long-distance combat has increased, so you can consider using this as Suma's main armor instead of the screw-up Predator. However, it is a big disadvantage that you cannot rank up like the original Dreadnought.
- Predator - Unlike the original, it is a 2-tier unit that can be produced immediately after constructing the machine cult. However, the production time is equivalent to that of Leman Russ, orc Leman Russ. You can change the main gun and machine gun into an anti-tank lascannon by upgrading, but unlike the Sentinel main gun, it is a weapon that focuses on rapid fire. Almost no damage to infantry and buildings is the same as the Rim Ga Sentinel's Lascannon.
- Whirlwind - Like the Predator, the required tech has been lowered so that it can be produced immediately after the Machine Cult is built. Very long production time compared to performance is the same as Predator. Although the cost performance is inferior to that of the wild Basilisk, it is equipped with a turret and has anti-air capabilities unlike artillery, so it has good versatility.
- Land Raider - A relic unit that can only produce one. The side batteries were equipped with heavy bolters rather than las cannons, making them anti-infantry specialized relics. Instead, the anti-tank DPS is lower than the Hellfire Dreadnought. The price is 4000, electricity 125, slightly cheaper than Baneblade and Squigos. As the Warhammer Relic unit was upgraded in 0.30, two powerful land raider heavy bolters were added, greatly increasing firepower. However, since the compatibility of the added exclusive weapon is the same as that of other heavy bolters, the anti-armor and defense firepower is a bit lacking.
3.9.3. Oak
Faction added in 0.28. As in the original, all buildings except the power plant have defensive machine guns. Its attack power is slightly lower than that of Shoota Boy. Compared to Limga and Suma, it has a lot of attack power upgrades, so the unit's overall firepower is good, but there is a disadvantage that there is no infantry range up in the two camps.
- Aaaaaaaaa! Banner - Due to the nature of the CNC mode, there is no concept of Orc population, so it only serves as a defense tower and tech building. Like the original, weapons can be upgraded to twin-linked shooters and rocket launchers through individual upgrades, and defense increases with each upgrade. Orcs can unlock the next tech by building several of these buildings, and you can check the unlock status by the color of the WAAAGH text under the banner.
- Wartrak - The main gun that changes when doing a spring chuka-up is the Leman Russ and the Battle Cannon of the Rooted Tank.
- Killa Khan - Unlike the slowest of the walker units in the original work, it has become a unit with average mobility. In addition, since the vehicle speed upgrade applied only to Wartruck and Wartruck in the original work is applied to all Orc armored units, it becomes faster when upgraded. Like Suma's Dreadnoughts, you cannot raise your rank.
- Rooted Tank - Compared to the original Imperial Guard's Leman Russ, the price and other specifications are the same, but the movement speed is slightly slower. However, since the rooted tank is subject to Daka-up, it has an advantage in terms of firepower compared to the original, Suma's Predator.
- Squiggos - A relic unit that can only produce one. Armed with 4 heavy bolters, Sentinel's las cannon, and melee attacks. Like Warhammer faction's melee units, there is a reload delay for long-range attacks, and because it uses melee attacks when there are no bullets, the total DPS is lower than Baneblade. However, because it is not a vehicle but a monster, there is no problem with turning power, and unlike the original, the Orc vehicle speed upgrade is applied, so the mobility is the best among the warhammer camp relics.
3.9.4. Chaos Space Marine
Faction added in 0.29. Tech acceleration is not implemented, but the unit spec penalty is gone.
- Horror Demon - It is not possible to make it appear as a Deep Strike after production, but upon completion of the Tier 2 upgrade, you can use the support function of dropping 8 Deep Strikes for free at regular intervals. Unlike the original, anti-air ability is not possible, so Chaos' anti-air ability, which was also weak in the original game, has become weaker.
- Defiler - Unlike the original, it is stronger than the tier 3 tanks of other camps and has become a high-spec unit equipped with a Leman Russ main gun and a Hellhound flamethrower. As a walker, it is a bonus that there is no turning problem. Instead, it has no anti-air ability, and it cannot be promoted as a Warhammer Walker common except for Sentinels. The price is 3000, which is equivalent to the Orc's Leman Russ.
- Hell Talon - Equipped with a Predator main gun with a range of 9, it has one of the best ranges among helicopter-type units.
- Chaos Predator - Unlike the original, it has the same performance as Suma's Predator. The excessively long production time that does not match the performance is also the same.
- Bloodthirster - Since the original sacrifice system was not implemented, it became a unit produced by Demon Pit. The penalty of losing health has been removed.
- Demon Prince - Like the Bloodthirster, the Chaos Lord's transformation has not been implemented, so you have to produce it yourself at Demon Pit. Thanks to this, it is possible to coexist with the Chaos Lord.
3.10. Worms
Soldiers brought Worms graphics from the 2D Worms series.
3.11. Outpost 2
3.12. Z
These are the delightful robot corps that appear in Z.
3.13. halloween
A faction (?) added in 0.29 to celebrate Halloween 2022. Units and graphics were squeezed from various games.
3.14. hero unit
After toggle the hero in the game options, there are seven heroes that can be produced by building a hero portal. Naturally, it can only be produced. All of the units are borrowed from other video games, and they are all games that come out of Super Famicom or transplanted.
Common to all hero units, if you move a hero unit near a hero portal, the hero unit's HP is restored.
It's not like a hero unit, but it's helpful to deal with the deal if you put it as an auxiliary unit when you rush.[20] Of course, if the resources allow it, it can be selected from the beginning , so a public unit like Big Viper is quite useful when terrorizing the rice car/worker. The utility hero is rolled mainly on utility ...
Common to all hero units, if you move a hero unit near a hero portal, the hero unit's HP is restored.
It's not like a hero unit, but it's helpful to deal with the deal if you put it as an auxiliary unit when you rush.[20] Of course, if the resources allow it, it can be selected from the beginning , so a public unit like Big Viper is quite useful when terrorizing the rice car/worker. The utility hero is rolled mainly on utility ...
3.14.1. big viper
air unit. It is a machine from the famous Gradius series . Sound effects and sounds seem to have been taken from Super Famicom version Gradius III . Instead, sprites are almost newly created due to the nature of the game.
Upgrading can be equipped with lasers and missiles that reflect the original work, and the laser is equipped with a significant damage. 1UP upgrade (...) automatically recovers. It's not so strong in the original Bis, but if you upgrade it is just useful.Unfortunately there is no option.
Upgrading can be equipped with lasers and missiles that reflect the original work, and the laser is equipped with a significant damage. 1UP upgrade (...) automatically recovers. It's not so strong in the original Bis, but if you upgrade it is just useful.
3.14.2. Axleigh
It is AXELAY's aircraft. Of course, it is an air unit, and like Big Viper, it is virtually a new sprite based on the SFC sprite. Its mobility is a little lower than that of Big Viper, but its attack power seems to be stronger(?).
3.14.3. Link (The Legend of Zelda series)
The graphics are exactly taken from The Triforce of the Gods, The Legend of Zelda, for Super Famicom. Naturally, it is a melee hero unit.
3.14.4. soul blader
He is the main character of Soul Blader. Similar to Link, it is a melee hero unit.
3.14.5. smash tv
It is a player character of Smash TV, a top view shooting game produced by Williams. The graphics are taken from the Super Fami Comban. (Old) The only terrestrial remote attack unit among the hero units based on 1.0 . Damage seems to be evenly entered for any unit to shoot a gun. Naturally, the anti -aircraft and the anti -aircraft attack are good, so there are some air units.
3.14.6. angel
It is a character in the act laser . It is a air unit because it floats, but it is attacked with an arrow, but it is limited to engineering. In fact, the value of the angel builds a small house and a farm, and a small house generates a small amount of money every time . The farm seems to be essential to roll the house. The upgrade can increase the resource efficiency from a small house. However, when an angel dies, small houses and farms will automatically burst.
Slightly different from (old) 1.1. The ability to build special defense facilities called temples has been added.
Slightly different from (old) 1.1. The ability to build special defense facilities called temples has been added.
3.14.7. jack
It is a player character of the ranch story . Naturally, he is a farmer, so he has no damage and a hero who focuses on resource support . When farming is built, the fields that occupy the tiles of the construction center are produced for a certain amount of time . It seems to be a screen with Jack's pharynx even if you look at Amman.
3.15. other units
- Viseroid : Like the original multiplayer, it may be a kind of boom when laying a box, but unlike the original, the Taiberians are like a low probability of death in the Taiberium field, or if a chemical infantry kills another C & C infantry, a certain probability It is created as a. The attack exudes chemical radiation attacks used by NOD's chemical infantry. Health is not surprisingly many. It was also included in the monster preset in the X Inva match, and in some maps, if a certain neutral building is occupied, the player can be produced directly in its neutral building (...) This is highly high. However, the overall shape is based on the Taiberian, so if two meets like the Taiberian line, it will grow and there is no gimmick at all. But when Biseroid kills infantry, there is one more non -castoid.
- Zombie: A unit exclusive to X Invasion. The human dot of the existing C&C has been remodeled. Of course, like zombies, the X Invasion CPU shoots zombies in huge numbers.
- Dinosaur: C&C Secret Operation Hidden Dinosaur Mission's dinosaur. It is also included in the X Invasion monster presets, and in just one of the default maps, these dinosaurs roam as neutral mobs in the map field. However, note that there is a bug in the map based on (old) 1.0, and there may be a certain probability of bouncing when playing this map.
- Ants: They are also ants from C&C Red Alert Counter Strike Hidden Ant Mission. It is included in the X Invasion monster preset.
3.15.1. X Invasion faction
It is a camp designed to play defense in the screen. Depending on the camp, you may only be infantry or your armored your armored or mix it up (x_random). Anyway, if you set your opponent com to the X series, the computer will carry all the units in this mode. And as an additional option, there is an X_ monster, but x_ monsters are not a general unit, but a dinosaur[21] , Viseroids , zombie units come out.
4. etc
The add -on allows you to add BGMs such as StarCraft (only original), Warzone, and SimCity. In the former 1.1, Red Alert 2 and C & C Renegade's BGM add -ons were added.
If you look at the developer's development log left on the forum of the ModDB page, there are traces of testing dark lane units. Due to the nature of the concept of this mode, it seems that it will be added someday. However, since the Red Alert 2 faction was added first in (old) 1.1, we may have to wait for it to be officially added someday...
First of all, in the (old) 1.1 data, some data and rules files related to dark lane exist in dummy, and it was likely to be added to the next version by adding the dark lane unit test video on December 26, 2019 to the mod page, but 2020 It was postponed in October of 2008 because the creators planned to update the Command & Conquer general units by turning them into 2D C&C. It seems that the addition will be effective only after the appearance of the generals. And dark lane units were not added until 0.22.
Also, the Tiberian Saga's 2nd Tiberium War era factions have been pre-added to the Github test version.
According to the update comments of Github version 0.18, in addition to the above-mentioned Dark Rain units, units from the Advance Wars and Warcraft series (probably the Classic series, especially 2 are likely to be influential) are also scheduled to be added. However, with the addition of Advance Wars in 0.19 and the sudden addition of Star Wars, Warcraft and Dark Reign were pushed back.
If you look at the YAML files in the game data , it's not just managed yet. There is even a dummy file, so there is a Worms.yaml, which is possible that the Warms series is likely to be added.
If you look at the developer's development log left on the forum of the ModDB page, there are traces of testing dark lane units. Due to the nature of the concept of this mode, it seems that it will be added someday. However, since the Red Alert 2 faction was added first in (old) 1.1, we may have to wait for it to be officially added someday...
First of all, in the (old) 1.1 data, some data and rules files related to dark lane exist in dummy, and it was likely to be added to the next version by adding the dark lane unit test video on December 26, 2019 to the mod page, but 2020 It was postponed in October of 2008 because the creators planned to update the Command & Conquer general units by turning them into 2D C&C. It seems that the addition will be effective only after the appearance of the generals. And dark lane units were not added until 0.22.
Also, the Tiberian Saga's 2nd Tiberium War era factions have been pre-added to the Github test version.
According to the update comments of Github version 0.18, in addition to the above-mentioned Dark Rain units, units from the Advance Wars and Warcraft series (probably the Classic series, especially 2 are likely to be influential) are also scheduled to be added. However, with the addition of Advance Wars in 0.19 and the sudden addition of Star Wars, Warcraft and Dark Reign were pushed back.
If you look at the YAML files in the game data , it's not just managed yet. There is even a dummy file, so there is a Worms.yaml, which is possible that the Warms series is likely to be added.
[1] If it is Tiberium Saga vs Red Alert Saga, Combined arms exist as the same OpenRA-based mod . If you want to purely enjoy the crossover within the C&C of C&C Tiberium Saga and Red Alert Saga, regardless of the work, Combined arms may be more your preference.[moddb(old)1.2previousversionbug] There is a fatal bug where the game bounces when using the airborne unit in the Red Lotter. Hotfix looks desperate. It is recommended that this problem is a test version uploaded to (old) or flags until this problem is fixed or a fixed (old) 1.2.[3] GitHub (old) 1.1 ~ (old) 1.2 test 0.10[4] It seems that Aedistoru, not the former developer Zeruel87, is maintained.[5] Tiberian Sun-style screen (Command & Conquer series) , Red Alert 1-style Japanese army, Red Alert 2-style mod factions of Asian Union, Latin Syndicate, Steel Consortium, Future Tech , and Naxis ( estimated faction with Nazi Germany motif) ), the Corino family as mod factions in the Dune universe (independent faction?), and the Ex family are scheduled to be added as official factions in 1.0. Red Alert 2's modded faction is already being tested in the test play version.[6] The Terran Rehuman Test Build was posted on the Play Test in March 2025, so it is unlikely that the StarCraft camp will be re -again after the official 1.0.[7] However, instead of selecting a camp, choose a camp from the RA2 series and open the MCV for the first time. The general selection of the general camp, which was added later, is also the same.[8] Estimated to be the highest difficulty among AI based on random configuration.[9] Of course, the Soviet Army also mixes mammoth with armor, but it seems to mix less than GDI. Instead of organizing Mammoth as much as GDI, it seems that the slight gap is filled with Tesla tanks and the like.[10] If you open the rules file based on (old) 1.0, V2 has a range of 10, but MLRS has 11. In addition, the delay of missile pellets is also slightly faster than V2.[11] Instead, if resource conditions are available, it is often filled with quantity. In (old) 1.1, the AI also selects medics, maintenance soldiers, and chronotanks.[12] However, after the patch, it seems to have escaped to some extent from the AI, which only prioritizes the air unit.[13] Build an Infested Command Center.[14] If you set the Vehiclesteamroll artificial intelligence preset to produce vehicle units, the mechanic terran is also implemented. Conversely, if you apply InfantryRush (focused on infantry), you will use bionics. Again, only a few armored units come out, except for defense tanks.[15] Thus, Allied/Nod light tanks are at a slight disadvantage compared to Terran Goliaths.[16] Zerg base upgrades should be done in a similar way.[17] The developer directly uploaded the test video on the moddb page.[18] Therefore, in order to respond properly, you need to mix a lot of infantry rather than making units based on armor based on the C&C camp.[19] However, since the siege mode range of MLRS, field artillery, and siege tanks is slightly superior to that of a regular Warzone tower, it is barely possible to attack it if you have siege units. However, among the tower types, there are ultra-long-range towers, so the range of ultra-long-range towers is enough to eat up even these siege units! Fortunately, AI doesn't seem to be good at building ultra-long-distance towers, perhaps as its last conscience.[20] In an easy analogy, the overall combat power of a combat hero unit is slightly better than that of a named unit in StarCraft 1 .[21] They are the dinosaurs of the C&C covert operation.
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