Recent from talks
Command & Conquer 3: Tiberium Wars
Knowledge base stats:
Talk channels stats:
Members stats:
Command & Conquer 3: Tiberium Wars
Command & Conquer 3: Tiberium Wars is a 2007 science fiction real-time strategy video game developed and published by Electronic Arts for Windows, Mac OS X and Xbox 360 platforms, and released internationally in March 2007. The game is a direct sequel to the 1999 game Command & Conquer: Tiberian Sun, and takes place roughly seventeen years after the game's expansion pack Firestorm, in which Tiberium has grown to become a considerable threat to the planet, leading to the world's political borders and territories being remade into zones denoting the level of contamination by the alien substance. The game's story sees the Global Defense Initiative and the Brotherhood of Nod engage in a new global conflict, this time as major superpowers, only for the war to attract the attention of a new extraterrestrial faction known as the Scrin, which attacks both sides while harvesting Tiberium for its own purpose.
The game brought about several changes in gameplay, some introduced in Command & Conquer: Red Alert 2, including garrisonable structures, neutral tech buildings, unit upgrades and veteran levels, and special powers unique for each playable faction. Other modes include a skirmish battle mode and multiplayer games. The game received favorable reviews, and proved a commercial success following its launch, with a stand-alone expansion pack released a year later on March 24, 2008, titled Command & Conquer 3: Kane's Wrath.
Command & Conquer 3 features returning aspects of gameplay from the previous series. The player oversees the action, ordering multiple units to move and attack targets. The construction yard, a movable base, is the central platform from which the player constructs other structures. Certain structures can then produce units and resources are needed in order to fund the continuous building of structures and units. Typically the player's primary goal is to defeat an enemy by assaulting and destroying their base, while defending their own.
A supporting structure, a crane, can be constructed which can also construct structures. Thus, when multiple production structures of the same type, such as cranes and barracks, are built, the player is given more queues from which to train and produce units and structures. Though these simultaneously save time, funds are deducted for the extra cost as well; careful management of production, training units and funds are key to strategy. When a structure is built, the player can select anywhere near an existing structure to place it, gaining more territorial control.
Tiberium is the sole resource and is usually gathered from fields of Tiberium crystals scattered around the map. The crystals are gathered by harvester vehicles which unload their cargo into refineries, supplying the player with credits which are then automatically used when training units and building structures. Certain maps also feature Tiberium spikes, which, when captured by the faction's engineer unit, allocate a certain number of funds per second. Other neutral structures, such as an EMP weapon, are also present on maps to be captured. Base defense is provided by specialized defensive towers which are placed within a structure's territory.
All three factions have structures and units with similar functions at their disposal. However, they are adjusted to fit each faction's theme and have somewhat varying properties. Units can be classified into infantry, vehicles and aircraft, each with their own specialities. Unit effectiveness against opponents follows the rock-paper-scissors principle found in most real-time strategy games. Virtually every type of structure in the game acts as a tech tree and additional units, structures and faction-specific abilities will become available to research and create as new structures are built. Production and construction may become temporarily blocked if the required structures are destroyed, or if they are not provided with adequate power by the supporting "power plant" structures. A highly destructive superweapon for each faction can also be constructed and used after a certain timer expires. Once used, the timer must expire again before the superweapon can be activated for an additional time.
There are three factions playable in the game. The Global Defense Initiative fights with conventional modern weapons and tactics, utilizing both technologically advanced armor and firepower, making them typically more destructive in open confrontations, but more cumbersome. GDI's special weapon is the Ion Cannon, an orbital laser-guided energy strike. The Brotherhood of Nod features flexible guerrilla warfare forces, using stealth and Tiberium-based weaponry, though they are typically weaker. Like in the original Command & Conquer, their superweapon is Temple of Nod (Nuclear Missile Silo). The third faction, the alien Scrin, features units and structures that are Tiberium based, including the ability to promote the growth of the substance and to store infinite amounts of it. The Scrin are immune to the radioactive effects of Tiberium but vulnerable to anti-Tiberium weapons. Their superweapon is the "Rift Generator", which summons a vortex that pulls and damaging anything unfortunate enough to be caught in its blast.
The story driven single-player mode of Command & Conquer 3 consists of 38 missions, spread over three campaigns (17 GDI missions, 17 Brotherhood of Nod missions, and 4 Scrin missions). Each campaign depicts the view of its respective faction on the globalized "Third Tiberium War", with the portrayed story being furthered by full motion video cutscenes which play in between each of the individual campaign missions. Players can select to start with either the Global Defense Initiative or the Brotherhood of Nod campaign. Both campaigns of the traditional two factions are required to be completed before the bonus campaign of the new third Scrin faction is unlocked and becomes playable.
Hub AI
Command & Conquer 3: Tiberium Wars AI simulator
(@Command & Conquer 3: Tiberium Wars_simulator)
Command & Conquer 3: Tiberium Wars
Command & Conquer 3: Tiberium Wars is a 2007 science fiction real-time strategy video game developed and published by Electronic Arts for Windows, Mac OS X and Xbox 360 platforms, and released internationally in March 2007. The game is a direct sequel to the 1999 game Command & Conquer: Tiberian Sun, and takes place roughly seventeen years after the game's expansion pack Firestorm, in which Tiberium has grown to become a considerable threat to the planet, leading to the world's political borders and territories being remade into zones denoting the level of contamination by the alien substance. The game's story sees the Global Defense Initiative and the Brotherhood of Nod engage in a new global conflict, this time as major superpowers, only for the war to attract the attention of a new extraterrestrial faction known as the Scrin, which attacks both sides while harvesting Tiberium for its own purpose.
The game brought about several changes in gameplay, some introduced in Command & Conquer: Red Alert 2, including garrisonable structures, neutral tech buildings, unit upgrades and veteran levels, and special powers unique for each playable faction. Other modes include a skirmish battle mode and multiplayer games. The game received favorable reviews, and proved a commercial success following its launch, with a stand-alone expansion pack released a year later on March 24, 2008, titled Command & Conquer 3: Kane's Wrath.
Command & Conquer 3 features returning aspects of gameplay from the previous series. The player oversees the action, ordering multiple units to move and attack targets. The construction yard, a movable base, is the central platform from which the player constructs other structures. Certain structures can then produce units and resources are needed in order to fund the continuous building of structures and units. Typically the player's primary goal is to defeat an enemy by assaulting and destroying their base, while defending their own.
A supporting structure, a crane, can be constructed which can also construct structures. Thus, when multiple production structures of the same type, such as cranes and barracks, are built, the player is given more queues from which to train and produce units and structures. Though these simultaneously save time, funds are deducted for the extra cost as well; careful management of production, training units and funds are key to strategy. When a structure is built, the player can select anywhere near an existing structure to place it, gaining more territorial control.
Tiberium is the sole resource and is usually gathered from fields of Tiberium crystals scattered around the map. The crystals are gathered by harvester vehicles which unload their cargo into refineries, supplying the player with credits which are then automatically used when training units and building structures. Certain maps also feature Tiberium spikes, which, when captured by the faction's engineer unit, allocate a certain number of funds per second. Other neutral structures, such as an EMP weapon, are also present on maps to be captured. Base defense is provided by specialized defensive towers which are placed within a structure's territory.
All three factions have structures and units with similar functions at their disposal. However, they are adjusted to fit each faction's theme and have somewhat varying properties. Units can be classified into infantry, vehicles and aircraft, each with their own specialities. Unit effectiveness against opponents follows the rock-paper-scissors principle found in most real-time strategy games. Virtually every type of structure in the game acts as a tech tree and additional units, structures and faction-specific abilities will become available to research and create as new structures are built. Production and construction may become temporarily blocked if the required structures are destroyed, or if they are not provided with adequate power by the supporting "power plant" structures. A highly destructive superweapon for each faction can also be constructed and used after a certain timer expires. Once used, the timer must expire again before the superweapon can be activated for an additional time.
There are three factions playable in the game. The Global Defense Initiative fights with conventional modern weapons and tactics, utilizing both technologically advanced armor and firepower, making them typically more destructive in open confrontations, but more cumbersome. GDI's special weapon is the Ion Cannon, an orbital laser-guided energy strike. The Brotherhood of Nod features flexible guerrilla warfare forces, using stealth and Tiberium-based weaponry, though they are typically weaker. Like in the original Command & Conquer, their superweapon is Temple of Nod (Nuclear Missile Silo). The third faction, the alien Scrin, features units and structures that are Tiberium based, including the ability to promote the growth of the substance and to store infinite amounts of it. The Scrin are immune to the radioactive effects of Tiberium but vulnerable to anti-Tiberium weapons. Their superweapon is the "Rift Generator", which summons a vortex that pulls and damaging anything unfortunate enough to be caught in its blast.
The story driven single-player mode of Command & Conquer 3 consists of 38 missions, spread over three campaigns (17 GDI missions, 17 Brotherhood of Nod missions, and 4 Scrin missions). Each campaign depicts the view of its respective faction on the globalized "Third Tiberium War", with the portrayed story being furthered by full motion video cutscenes which play in between each of the individual campaign missions. Players can select to start with either the Global Defense Initiative or the Brotherhood of Nod campaign. Both campaigns of the traditional two factions are required to be completed before the bonus campaign of the new third Scrin faction is unlocked and becomes playable.