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Crucial All in One Pack by Debitosphere
I have a new Laptop and am reloading various bits to run Tib Alliances on it. However, i cannot find any way to instal Debits Crucial all in one pack version 1.0.81. Can anyone point me towards a install link please.purlbad3 months agoNewcomer118Views0likes0CommentsThe Ultimate Guide to Forgotten Attacks v0.5
With the permission from @gamerdruid I am reposting this guide from the "old" forums: Hi everybody, this guide is written for players who already know new economy. If you already played on the Beta server or not does not matter. The Guide will be completed step by step. Content: 1. What is new? 2. Forgotten Attacks 2.1 Forgotten Attack Levels 2.2 Attack Waves 2.3 Frequency 2.4 Units 3. Defenses against Forgotten Attacks 3.1 GDI 3.2 NOD 4. Account management 4.1 Main Base Selection 4.2 Second Offenses 4.3 Cash/Ress Bases 5. Game phases 5.1 First days 5.2 Early game 5.3 Mid game 5.4 Late game 5.5 End game 6. Conclusion 1. What is new? Forgotten Attack Forgotten Boost is disabled RP Farming is fixed 2. Forgotten Attacks Every base gets attacked. You MUST build defenses on every base. Every forgotten base has a certain setup of units. Its comparable to your own bases. One base does not have 3 mammoths in the first attack and 5 in another attack. The attack layout can vary during the attack waves. The timespan between two attacks is long enough to fully repair when your DF is not damaged. That does not count for PVP. It is possible that you get attacked while you attack another player. 2.1: Attack Levels: The attack levels are based on the bases that attack. A level 30 forgotten base has level 29-31 units. 2.2: Attack Waves: At a certain number of forgotten bases in your attack range the forgotten start to attack in waves. That means once an attack is finished they start the next one. You have no chance to repair your units. 0 - 19 bases: 1 wave 20 - 29 bases: 2 waves 30 - 39 bases: 3 waves 40 - 49 bases: 4 waves 50+ bases: 5 waves the border between 4 and 5 waves is not 100% secure. There were no 5 waves seen at bases with 50 bases in range, but many 5 waves with 51 bases in range. Though we saw quite some 4 wave attacks from 52 and even 53 bases in range. 2.3 Attack frequency: The attack frequency depends on many factors. A random factor is always included. At least one attack every 16 hours (if not the game is bugged. Happened often for a long time on the Beta) Number of forgotten bases around you: In a 5-wave zone you get more often attacks from forgotten than in a 3-wave zone. In a 5-wave zone you get ~5-10 attacks per day à 5 waves (so a total of 25-50 waves per day). In a 3-wave zone you get 2-5 attacks per day à 3 waves (6-15 waves per day). Campers are punished: Sounds like from another game, but if you stay on one spot in a 4-wave zone the frequency of attacks drops. In our observations it did not happen before 24 hours. So keep in move. 2.4 Units The forgotten offenses get more and more unit types with rising levels. Just like in defenses. We did not keep track in the beginning so here the few that we tracked: lvl 24: Mammoth lvl 26: Commando lvl 28: Thumper (Juggernaut pendant) lvl 30: Dreadnough (Kodiak pendant) after that there are no new units and also no upgraded units (assuming the fortress itself does not attack - the guardian bases have no upgraded units) before the mammoth tank there were new unit types every two levels. 2.5 Ressource Payout Your major crystal income source are the forgotten attacks. If you want to keep up with your offense and defense levels you must stand in a 4-wave zone with your main base and endure the attacks. The rewards depend on the units used in the attacks and can vary by ~ 50%. To show the importance: Level 48 attacks give up to 200M crystal per wave. Assuming you stand in a 5 wave zone, 8 attacks per day and an average of 140M crystal per wave, than you have a crystal income of 233M/hr! The crystal income is usually higher now than the tib income of your own bases. 3. Defenses against Forgotten Attacks Without forgotten attacks good defense layouts were a kind of goodie, but would not make you discard a good tib-layout. That changed with the forgotten attacks. You need at least a medium - good defense layout. A really good defense layout to a medium one is worth more than a secound 5-touch tib in your main base (in case you intend to switch main bases). PVE defenses vary much from PVP defenses as the AI is not very clever. It attacks in certain schemas and focusses attacks on key buildings. Usually the first two attack lines are weaker than the last two. Heavy structure busters mostly appear on the last line. Knowing this you can build very effective PVE defenses. Pure crystal defenses are much weaker against forgotten. You can do this, but expect that you need your defense about 2 levels higher than a tib/crystal defense. In general you want a frontline where you can concentrate your defense fire on. This would be an ideal front row. The first 3 attack lines usually die at the walls, the fourth one has 2.5 range structure buster and kills your walls + towers. They die by the units behind the wall/tower line. As a rule of thumb you can rate your defense like this: 4 waves: Your defense can hold attacks 6 level higher than your defense 3 waves: Your defense can hold attacks 7-8 level higher than your defense 2 waves: Your defense can hold attacks 9-10 level higher than your defense 1 wave: Your defense can hold attacks 10-11 level higher than your defense You have some time to get the researches done for those defenses as not all unit types attack from the beginning on. But now defense upgrades have the same priority as offense upgrades. Once you managed to set up a wall/tower defense your defense gets much stronger. One disadvantage at those defenses are the tib costs. Usually it does not pay off to build a pure crystal defense as DHQ and DF have high tib costs itself. But it might be an option for PVP players, as crystal defenses still work very well in PVP. A more extreme PVE setup that is highly dependent from the defense layout and also the base layout itself (forgotten attack focus on certain base buildings) This defense can hold 7-8 levels above its defense level. With a defense level of 40,5 attacks from level 48 bases can be safely held. 3.1 GDI GDI defenses have a disadvantage until you can research the Zone Trooper upgrade. This upgrade is a game changer. The disadvantages are the weak anti vehicle tower, as well as the 1.5 range anti air infantry. In the beginning you need a whole level more in defense as a GDI player to keep up with NOD players. (note for developers: That would be a point to improve balance!) Once you got the Zone Trooper upgrade you can start to switch to a crystal defense with some anti air towers. From that point on you have a big advantage to NOD as you can build good defenses with less tib. 3.2 NOD NOD defenses have an advantage at the beginning until GDI players get their Zone Trooper upgrade. Build defenses like in the two graphics above. Key is to concentrate fire to kill the first three attack lines without losing much defense. 4. Account management As already advised for new eco: Change your main base unless you get a 5-touch Tib or better as your start base (which hardly ever happens) 4.1 Main Base Selection With the Forgotten Attacks the priorities for new Main Base change again. On new economy you looked for a great tib layout and a decent power layout. On the forgotten attack worlds this is changing. Its the easiest to explain in numbers with a quality matrix: 1. Power Layout: weighed 35% You need a lot of Power. Its not as crucial as in old eco, but the Forgotten Attacks give you an incredible amount of crystal if you know how to place your main base. You want to use this crystal to get a strong offense and defense which brings you more of all the other ress types in the end too. 2. Tib production: weighed 30% Its nice and gives you a good boost in the beginning, but gets less important when you get more and more bases. But still Tib is a key ressource in the game. 3. Defense layout: weighed 35% At least get a layout with a good defense layout. A bad defense layout can cause in having you level the main defense 2-3 levels higher than a good defense with the same result against the forgotten attacks. DHQ and DF cost a lot, same as a 2 level higher defense, so the defense layout of your main can determine your long time success on a server. In the late game this focus changes for GDI, but as you play the most time of the server without a Zone Trooper upgrade I would still go for this weighing. To give you a better idea of what I mean I prepared an example: Lets take my main base on the Beta server: http://cncopt.com/7lfk and (yes the tower and the wall in the left back of the defense are really needed. For some mysterious reason they send up to 3 mammoth on the top left lane right into that wall.) I'll take a scala from 1-10 Power: 9/10 (2x8-touch power circle, 2x 7-touch power with 8 double used power plants) Tib: 9/10 (1x5 touch tib, 1x4 touch tib + 1x5 touch mixed and 1x4 touch mixed Defense: 5/10 a 3x2 (3 width, 2 height - rectangle) defense field on the front right position, but thats all. The Wall/Tower defense line is not a good one here. It works and it also holds okay, but even with a 43 defense I get building damage from forgotten from time to time against level 48 offenses. So this base would be 76% perfect Its better to take a little worse layout tib-wise and therefore getting a much better defense layout. Even though defense layout is weighed higher than tib layout I would not take less than a 2x4 touch tib for your main base. 4.2 Second Offenses Without forgotten boost and by that without morale stuff second offenses start to make real sense for PVE players again. You don't need a full scaled army for your second offense. A few high level ones that take down a base once the DF is dead to save RT on your main base are already worth the efford. Push a defense in that base first. Get it high enough that it survives in a 4 wave zone and build a strong power production in there. You will get a lot of crystal in that base with which you can level a new defense. Know that the defense only repays in crystal. There is no way to get back tib from a second offense. The layout for a second offense base should be like the one for a main base. 4.3 Cash/Ress Bases Thats about the same as in new eco. A little bonus would be a layout that is compact. If you don't need to cover a few lanes on one side with your defense it is easier to defend forgotten attacks. Defenses are more important than on new eco, so a few mixed mixed 4-touch silos or a mixed 5-touch are no bad choice. A good alliance usually keeps a certain defense level in all their bases anyways which requires some crystal production, so for those players nothing changes. We tried to keep at least a 3:1 ratio, better a 2,5:1 ratio in tib:crystal production. (125M tib and 50M crystal) Otherwise you cannot keep your cash bases close and have to pay big amounts of cash for transferring ressources. But still Tib is the key, so just a mixed 5-touch and no other 4- or 5-touch tibs are worth hardly anything. 5. Game phases 5.1 First days You get no real forgotten attacks until the bubbles (newbie protection) drop or you move too deep into the forgotten. I can't tell how much is "too deep". That feature was introduced after our first weeks to prevent players from placing bubble-bases next to POIs to hold them without being attacked. (maybe it was just announced but never introduced) Lets assume you find no way to pop your bubble before the regular time. The bubble time is pretty much the same as in new economy. You try to level up your account as fast as possible and try to get the ressource POIs early and quickly. The rush for base 2 is as important as it was in new eco: High priority, but don't sell your production to get it a few hours earlier. Things then change 2 days before the bubble is done. At this time you level your offense no longer. You start leveling your defense. Goal is to have a defense two levels higher than your offense. Once the bubbles are down you move your main base carefully deeper into the forgotten until your defense just holds the attacks without building damage. Once you can hold 4 waves the First Days episode is finished 5.2 Early game Things that stay the same: - Rush for POIs - Rush for highest productions - Rush for a good territory and proper digg lines New: - Rush for defense levels Old and not needed: - Rush for offense levels If you want to grow quickest possible you focus on getting your defense up as quickly as possible. Each offense level higher that you can hold gives you 25% more crystal income. If a level 15 base gives you 10k crystal per wave, then a level 16 base gives you 12.5k per wave and so on. Higher defense level means higher crystal income. The crystal income will be so high, that you can do the offense upgrades on the fly. Focus is on rushing the defense levels. It is a good sign if your defense is 2 and more levels higher than your offense. It repays. Keep an eye on your mid and long time performance and don't rush offense levels with the hope to get a POI earlier. At least not too often. Economy: Focus on tib production and build power. A lot of power. No priority at all has your crystal production at this stage in your main base. In cash bases a crystal production is senseful to rise the defense levels there too. You want your cash bases close by to save cash. And besides that forgotten attack your cash bases too. Depending on where it survives you can get a nice extra crystal income which you can use to push your main some more. Research: The forgotten start sending certain units at certain levels (see above at the forgotten unit list) You need to research according defense units. When the forgotten attack you with snipers you need to counter those units. Forgotten get: Snipers You research: Snipers Forgotten get: Mammoth You research: Beam Cannon / Zone Trooper Forgotten get: Duster (Firehawk pendant) You research: Militant Rocket Squad / Pitbull Everybody needs to be at the frontline. Group players by their defense levels. It sucks for players to stay in 2 or 3 wave zones. 5.3 Mid game Things calm down. You find a balance between offense and defense. The success of your own account is determined by your tib production and your defense level. With tib you can build power and with the crystal income from your defense you can build offense units. Main focus here is to get the highest possible POIs while keeping all players in 4-wave zones with their main bases. 5.4 Late game Rush for the center is part of this phase. Make sure you have the highest POI bonus. Today (10.07.) we got the first attacks from a Guardian Base (level 50) By this you should level your defenses first before moving close to a guardian base. Alternatively you can shoot the area down to 3 waves. 6. Conclusion The forgotten attacks are a great new feature making the game interesting for all those who know old- and new economy well enough. A major change to the game play is that wars are much more difficult now. Everyone has strong defenses now and much weaker offenses. War against weaker alliances are still easy, same as wars against alliances not standing in defense clusters.ee_skyfyre82 years agoEnvision Team2.4KViews0likes0Comments"Too many redirects' Error - one work around (From Forum)
The 'too many redirects' error in Chrome & Firefox seems to affect many non-US players. My workaround is to add: ?langPreferred=en_US to the end of the url for each world. As an additional route in I also use: https://gamecdnorigin.alliances.commandandconquer.com/WebWorldBrowser/index.aspx?langPreferred=en_US If you're logged in already that will take you to the page to choose your worlds and a button to start a new world.1.2KViews1like0CommentsGuidance on Infected Challenges
I wanted to create a central topic for all things related to infected challenges. 1. Infected NPCs are spawned by placing bases with offense levels equal or greater than -6 of POIs within 4.5 spaces of the POI. Similar to spawning outposts. 2. For a POI to be fully activated for unlimited follow-ups of Infected NPCs, 5 bases within the proper offense levels must be within 4.5 spaces of the POI. 3. Once 35,000 NPCs (or whatever maximum is stated in the challenge screen) are spawned world wide, no more Infected NPCs will be spawned. That means it is best to quickly spawn and destroy the NPCs to ensure the maximum benefit of RT and CP is realized. My advice (if mainly after RT benefit) is to move to a lower level POI where you can easily shoot every single Infected NPC to quickly gain as much RT as possible. The CP cost is minimal since each Infected NPC also provides a certain amount of CP. The main bonus is RT. Shoot at the lowest cost possible, and if you have the funds, increase RT maximum to 7 days or so. This will allow you to have a nice RT buffer for PVP/PVE. Please post other tips and other aspects of Infected challenges here. I'll aggregate the information and update this post.127Views0likes0CommentsCredits required to transfer resources to Nth base next to it
I'm about to get my 2nd base up and running soon on my account, how much credits do I need to transfer all their resources to my 1st base who is nearby? I plan to level my base after I have relocated to a different sector. With that in mind, what about the 3rd base and beyond if I intend to do the same thing on other bases.Shinerplunderer4 years agoSeasoned Veteran123Views1like0CommentsUndo button, GDI and Nod research order
The first part is actually a minor suggestion that allows a player to refund his research and credits from any unit he has researched. Its a 75% RP and 80% credit refund. It may be good in case of accidents where something has been researched when it was not required. Now unto the second one... What would your recommended GDI and Nod research orders be? As GDI after Pit-bull, do we get straight to fire-hawk or take a detour on the predator? As Nod, do we do the same thing with black hand and vertigo? One more question, of the 4 research-able anti-vehicle units early in the game, are some of them worthwhile compared to the others? I'm talking about the offensive Predator, Black Hand, Zone Trooper and Scorpion...EinarThePillager4 years agoSeasoned Ace119Views1like0Commentscrackfed's Base Optimization Guide
I think a lot of you will be able to learn something from this. If you read and follow these instructions your skill at base optimization will improve. This benefits the entire alliance, not just you. Forward this to anyone you like. crackfed's Base Optimization Guide Before you start remember this: when you click the move button and move a building you'll see the net loss or gain. As long as you don't hit the move button again until you are completely done those numbers will always be relative to what you started from. This is important because if you reset the move button you no longer know how the current arrangement compares to where you started. When you use CNCOPT the final numbers you get on your actual base should match. Pick the base you want optimized. Decide which is the Prime Resource for that base. Is it tib, cry, power or credits? For main attack bases it will always be power. Ignoring the harvesters, move every building except ones that produce the PR out to the edge of the base. Leave those where they are. This gives you a clear view of the possibilities. Now, with the following tips in mind, move those PR buildings around to see how production changes. Do this until you find a production increase or you conclude none is possible. Power: The more power plants an accumulator touches the more productive it will be. The highest level accumulator should touch the greatest number of power plants. The more cry fields a power plant touches the more productive it will be. The highest level power plant should touch the greatest number of cry fields. Tib/cry: The more tib and cry fields a silo touches the more productive it will be. The highest level silo should touch the greatest number of tib and cry fields. Credits: The more tib fields and power plants a refinery touches the more productive it will be. A refinery that touches two tib fields and one power plant will produce more than if it touches two power plants and one tib field. When you have found the maximum production for the PR, decide which is the next priority resource and move only those buildings to open spots until you find the maximum production you can get. And then do the same for the remaining resource. What you may discover in the course of doing this is an over-abundance of a lesser resource, usually power. When this happens it can be an opportunity to increase the PR by selling unneeded buildings for more important ones. After optimizing you can arrange the CY, offense and defense buildings to where they receive the best protection. Refineries provide better protection than other buildings of the same level. shameless self-promotion - if you run Windows, don't forget to check out AwSim https://discord.gg/Gfu9wHccrackfed6 years agoRising Traveler532Views1like0CommentsGuide to efficient base digging
I wanted to create my own guide that is is partly based on OpaSmash's StartGuide and a guide than I made for my alliance in a world. My part of the guide has been partly rephrased to better suit all players, new and old alike. Basically, this guide takes OpaSmash's, and brings it to a alliance perspective instead of an individual one. There are issues when it comes to playing together in an alliance: 1. We all live in different geographic regions, even though 70% to 90% live in the US and Europe. Sadly, I do not live in either location. These locations cause an alliance to become asynchronous, one attacks and others can't help in playing for they are either busy or asleep. 2. Not everyone goes for vertigoes (Verts)/firehawks (Hawks) at the start of the game. New players just simply research everything in the offense/defense tab. Having access to Verts/Hawks allows a player to 1 hit kill camps and outposts, and it becomes easier in terms of hunting forgotten bases. 3. Alliances are sometimes not clumped together. If one needs to dig efficiently, one needs to have their alliance next to them. This is so that when one runs out of CP while hunting bases, another player is there to finish off the mess without letting the base recover or worse, have another alliance steal the kill. At the start of the world, an alliance needs to move to a centralized area while bringing their offense level as high as possible. I wouldn't recommend "selling units" to repair them, but I would recommend selling parts of the army to make the entire army more flexible. This is due to the fact, when I sell units, I end up wasting resources compared to when I repair them. For a Nod army, I would recommend a mix of Venoms and Militant Missile Squads. If you want to attack a camp/base/outpost with a vehicle or two in it, sell some of the Vemons and Missile Squads for Militants (their the best early anti-vehicle a player could have if researching for Verts, just don't use them against Bowlers). GDI has it easier with Paladins, just use 1 or 2 mixed in with both Guardians and Pit-bulls. Once an alliance has most of their members in 1 large area (no other players must be in-between them), its time for them to farm bases with their strengthened army. Their goal is to farm bases, dealing as much damage as possible without losing too much repair time. Use the right unit against the right defense building/unit. Once they have Verts/Hawks, they can start hunting bases. Now depending if you are near Forgotten base territory, or are too far from it; you may choose to farm camps/outposts or hunt bases. Hunting bases yield more RP and resources, but seem to cost more RT than farming outposts. I would suggest the nearest players (whereas attacking said bases would require 16 to 30 CP) to start digging when they have Verts/Hawks. A guide that can be helpful is this https://forums.ea.com/en/commandandconquer/discussion/107631/nevermore-advanced-attack-tutorial#latest. That is if you can pull it off on the base, otherwise choose a different one or brute force it (Just disable your Verts/Hawks, they cost a lot of RT). The players farther from forgotten territory can farm camps/outposts to increase their army size, thus allowing them to take the place of the diggers once the run out of RP (or their army becomes too under-leveled). All bases should be power/credits oriented after researching Verts/Hawks (You don't want to run out of power when upgrading units with the loot received from the forgotten nor do you want to lag behind in deploying your 2nd base). Take note that Bold has a higher emphasis than ItalicizedShinerplunderer7 years agoSeasoned Veteran1.6KViews0likes0CommentsUpcoming Progression Tool
Greetings, Commanders I am a nerd with a dream, who wants to upgrade the difficulty of winning in Tiberium Alliances by bolstering the competition, and equipping newbs with sharper teeth In the past I have tried helping players individually, but grew tired of the lack of result for my efforts I am proud that some listened and learned very well. Next time will be different, however. I will not be helping players like I used to, but they will still get help. How? Spreadsheets, of course. I have made a bridge between the flash-tool CNCOpt and Spreadsheets which I am slowly merging together with my Master Spreadsheet for Tiberium Alliances. Finally, I will be adding features to plan and predict progression, resource spending and power management over time. This is actually happening. I just don't know when I will have the time and energy to finish the project. But I am posting here to let all the newbs know that they can choose to become stronger. Tiberium Alliances is an effort-game, and micro-efforts pay off a lot over time. I hope to roll this out in time for the 2018 World Championship Stay tuned for revolution. The Forgotten Newbs will rise again. If you want to help development, as a dev or a newb, don't hesitate to make contact.199Views1like0CommentsHow Refinery work?
Hi, Even though I play for more than one year, I could not figure out how Refinery work... Sometimes them produce more when placed near Tib field, other times when placed near Power Plant. I supposed it depends on the harvester/power plant level, however, near a power plant with 2-3 levels lower than the harvester, it's producing more than near the harvester... I am trying to find the best solution to optimize cash + energy production, but this is beyond my logic :tired_face: Does anybody know which is the logic behind? Thanks!161Views1like0CommentsGDI research order
All of the previous forum replies to this appear to have been deleted, so hopefully this thread will help newer players. Here is how I research my GDI accounts. 1) Pitbull (Offense, for mission award) 2) Predator (Offense) 3) Firehawk (Offense) 4) 2nd base (around day 5-6 of the server) 5) Missile Squad (Defense) 6) Guardian Cannon (Defense) 7) Falcon support & Ion Cannon support (Special) 8) 3rd base (around day 18-20) 9) Orca (Offense) 10) Commando (Offense) 11) Smoke grenade upgrade for Militant Squad (Offense) or Juggernaut (Offense) ***** I prefer the Smoke grenade upgrade because I usually already have 5-6 fully upgraded Militant Squads and it really helps to take down flaks and busters. At this point, my offense usually looks something like this, 6 Militant Squads 2 pitbulls, 1-2 orcas, 2 guardians 2 predators, 2 paladins 3 firehawks, 1-2 commandos The balance between 6 air units, 6 factory units and 7-8 barracks units allows me to keep my repair time at around 2.5 hours per full run loss against Forgotten. ***** 12) 4th base (around day 40-42) 13) Watch tower (Defense) 14) 5th base 15) Mammoth Now I know that there will be those players that are going to say my time table is way too slow for 3rd and 4th bases and admittedly, I am not a top 100 player. I usually rank between 500-1,000 on a server, but this should give you a general guideline for what an average player can expect.3.1KViews0likes0CommentsFAQ's - from old forum
I have taken the following from the old forum as much of it is still useful information for new players. I've left the original answers in but have used the strikethrough and added my own answers where I felt the answer given was incomplete or not correct at this time (due to changes in the game). Please note that although care has been taken to provide correct information, no rights can be derived from the contents of this FAQ. If you find an error, or you have a suggestion, please send me a PM FAQ - General Q: When does Nod become available? A: Nod has been deployed on the Close Beta Servers and English Servers. They will be deployed on the other servers next week. A: Games are either GDI or Nod. To play as the other you have to start a new game on a different server. Q: Why do Forgotten not attack my base? A: They may do so in the future Some worlds are designates as 'Forgotten Attack' worlds and some are designated as 'Classic' worlds. On 'Classic' worlds the forgotten do not attack. Additionally, on some forgotten attack worlds morale has been introduced. Read the announcement for each world to make sure you know the type of world you are joining. Q: When does feature X become available? I want it NOW! A: When it's ready. Unless a date is confirmed by a CM, you cannot rely on a feature being available at some given date. Q: What is multi-accounting? A: The usage of multiple accounts by one person, on the same server. Q: Is multi-accounting allowed? A: This will be adressed in the Terms of Service (ToS), when the game releases. This has become a problem since these FAQ's were released. It is now an accepted part of the game that you can have more than one account (multi-accounting) but you must not use them to gain an unfair advantage. Q: I have found a bug. What should I do? A: Go to the "Feedback & Bugs" subforum, and report it there, if it isn't already reported. Specify your browser and version, and attach a screenshot if possible. Q: I have low FPS, but a good computer. What gives? A: Generally, your browser. Try updating to the latest version of FireFox or Internet Explorer or Chrome. If that doesn't help, try another from these browsers, or disable some features (in-game, bottom left, click "Options") Q: I get an error "OFFLINEOFFLINE: SIMPLE COMMAND ERROR" or similar. What is going on? A: The game was unable to connect to the game servers. Either your internet is unavailable, or the game servers are down. Check your internet, the game will attempt to reconnect automatically. Q: I get an error "SYSTEM LOGOUT". What is going on? A: Go back to the C&C:TA home page, and log in using your EA account. If you are already logged in, try logging out first. Q: I get an error "SESSION CLOSED". What is going on? A: You have logged on in another browser (or tab) to the same server. You can only be connected once to any given server, so one of the sessions was closed. (Note: you can have simultaneous connections to different servers) Q: Something doesn't work. What can I try to solve it? A: Close your browser, clear cache, and try again. This solves the majority of problems. If it still fails, try disabling browser plugins and WebGL. Also try disabling any 3rd party scripts. Q: The game doesn't work on my iPhone/iPad/Android other mobile device. What can I do? A: Right now, nothing. However, the game will be released on some mobile devices eventually FAQ - Funds, payment and billing Q: What are Funds? A: Funds are an in-game currency used across several EA Play4Free titles, including C&C:TA A:Funds are an in-game currency used to purchase crates of resources (crystal, tiberium and power), repair time and command points. Q: How can I get Funds? A: You can get funds either by buying them with real money, or by using 3rd party supported offers (typically, advertising and questionnaires). You can access those functions by using the "Add Funds" button in-game. Q: I made a mistake using my Funds. Can I get my Funds/money back? A: You can try to contact EA Support to explain your case at http://help.ea.com/ Q: I did not get my Funds! Can you give them to me? Q: I have paid, but not received my Funds! Can you fix this for me? A: For payment/billing: You should contact EA Billing Support at http://help.ea.com/ NOTE: These forums cannot assist with individual funds issues. We do highlight if there is a general problem via the Announcements and News forum. Q: I am unable to find how to contact someone at the http://help.ea.com/ site. How does it work? A: Sure, here is a walkthrough Go to http://help.ea.com, select the "Contact Us" section (right side bar, VERY BIG LETTERS) (or go directly, at https://help.ea.com/contact-us ) Log in with your EA account (the same one you use to play C&C:TA) For game, select "C&C Tiberium Alliances", for category, select "Billing/Purchasing" (or any other actegory, depending on your issue) Contact methods will light up, at the least there should be "Email me". Click it. Clearly describe the issue you are having. Include relevant information (such as transaction ID's etc). Send the email. Get a response within 24 hours (at the mail address associated with your EA account). Here's guide with pictures: http://forum.alliances.commandandconquer...p?tid=6266 Q: The response from http://help.ea.com/ doesn't help me, and they told me to come to the forums. How can I get help? A: Make a new topic, or reply to an existing topic with the same problem, and try to include relevant information (screenshots, if applicable, would help a lot). Alternatively, contact one of the forum staff directly (using a PM). Include your Support Ticket ID from http://help.ea.com if applicable. Alternatively contact a moderator or member of staff by Private Message with the support ticket ID if you have one. The issue will be looked at as soon as possible and an acknowledgement issued. Q: This questionnaire I have finished did not complete! Can you help me? Q: This 3rd party supported offer does not work! A: Contact SponsorPay Support, use the "Support" link on their page Q: Why can you not help me here? A: Because this is the C&C:TA forum, which is managed by the people from Envision Phenomic (the developers of C&C:TA). These people cannot fix or diagnose payment or billing issues, nor are they directly associated with SponsorPay. All these things are managed by an entirely different section of EA, whose employees do not read this forum. Instead, contact EA Support or SponsorPay directly, so you can get help form the people whose job it is to help you FAQ - Resources Q: What resources are available in the game? A: There are 7 resources in the game: Tiberium - used to improve your base and some static defenses. Crystal - used to improve defenses and army. Power - used to improve your base, defenses and army Credits - used for research and to transfer resources between your own bases Research Points - used for research Supply Points - used to activate supply packages Command Points - used to perform attacks Q: What is tib? and crys? A: These are common short names for resources: Tiberium - tib or green Crystal - crys or blue Credits - creds or $ Research Points - RP Supply Points - SP Command Points - CP Q: What are global resources? And local resources? A: Some resources are "shared" between all your own bases, and these are considered global. Those are credits, research points, supply points and command points. All other resources (tiberium, crystals and power) are local to one base, and can only be used inside that base. Local resources can be transferred between bases (at the cost of credits), with the exception of power. FAQ - Economy Q: How do I get resources? A: You can get resources by building structures that generate resources, by doing combat (see below), by completing missions, or by using supply packages. Q: Which buildings produce which resources? A: There are two types of resource buildings, "generators" and "boosters". Tiberium - Generated by harvester (on a green field), boosted by silo Crystal - Generated by harvester (on a blue field), boosted by silo Power - Generated by power plant, boosted by blue fields and accumulators Credits - Generated by refinery, boosted by green fields and power plants Q: You didn't mention some resources! Why? A: The other resources are not produced by buildings, but by other means: Research Points - Only available through combat Supply Points - Generate at a constant rate (depending on the player level) Command Points - Generate at a constant rate (always 10 per hour) Q: How do "generator"-type buildings work? A: These buildings generate a resource package at a given interval (interval and package amount depend on the building level). You can collect those by clicking on them. In addition, if the appropriate "booster"-type building is located next to it, they will also generate a continuous amount of resources (continuous amount depends on the generator-building level). This additional income is enabled regardless of the number or level of appropriate "booster"-type buildings. For example, a single level 1 silo will enable this additional income for any nearby harvester. Q: How do "booster"-type buildings work? A: In addition to enabling the continuous production in "generator"-type buildings (see above), these buildings also generate a continuous amount of resources for each nearby appropriate "generator"-type building (continuous amount depends on the booster-building level). This additional income is independent of the level of the "generator"-type buildings, but is awarded for each nearby "generator"-type building. For example, a silo will generate 3 additional incomes if there are 3 harvesters (of any level) nearby. Q: How do "booster"-type fields work? A: Refineries and power plants are also boosted by fields. These boosts do not require a harvester to be on the field, but this is allowed. Each field adds continuous production to the "generator"-type buildings (see above). The amount of additional continuous production depends on the level of the "generator"-type building. Q: I noticed you talking about nearby. What exactly is nearby? A: Buildings are considered nearby if they are next to each other (either vertically, horizontally or diagonally). Thus, any given building has a maximum of 8 nearby buildings (or less, if it's near the edge of a base) Q: I am confused. Can you give an example? A: Most certainly. Let's take a look at this piece of base: Packages: The lv18 tiberium harvesters all generate a package of tiberium. The lv12 crystal harvesters all generate a package of crystal. Continuous on the harvesters: The lv18 tiberium harvesters all generate continuous resources, because there is a silo nearby. The lv12 crystal harvesters all generate continuous resources, because there is a silo nearby. Continuous on silo's: The left silo generates two continuous streams of tiberium and two continuous streams of crystal. The right silo generates two continuous streams of tiberium and three continuous streams of crystal. Q: How do I pick up the packages generated by "generator"-type buildings? A: Just click on them. You can also click on the "Collect All" button to collect all available packages in that base. Q: What if I don't pick up packages? A: Each building can store up to two packages. If two packages are present, the building stops producing additional packages until the packages are picked up by the player. Q: How much resources can I store in my base? A: That depends on the buildings. The Construction Yard provides a bit of storage space for each local resource. You can expand this storage by building additional storage buildings, or upgrading existing ones. These are the storage buildings: Tiberium - Stored by silo Crystal - Stored by silo Power - Stored by accumulator Q: What happens when I am at the storage capacity? A: When you reached the maximum storage capacity for a resource, the continuous income of that resource is discarded. This is indicated by a red amount in your base. You can still collect packages, and gather income from combat or mission rewards. Continuous production will automatically resume as soon as the amount drops below the storage level (either by spending the resource, transferring it to another base, or improving the storage capacity). Q: What about supply points? A: Supply points can be used to activate supply packages. Each supply package costs 10 supply points to activate. The amount and type of resource awarded depends on the supply package. Q: What are the different types of packages? A: There are packages for tiberium, crystal, power, credits and command points. Command point packages always yield 12 CP, for all other packages, the amount awarded depends on the level of the player when the package was obtained. Q: How do I get packages? A: You can find them in combat (see below), get them as a reward for a mission you completed, or acquire them using Funds. Q: How do I easily activate packages? A: Click on the blue "+" icon at the top of the screen (for local resources), or in the left bar (for global resources). This will activate any stored package at the current player level (if available) or buys a package using funds and activate that. A green overlaid "F" indicates that funds will be used to buy a package. A grey "+" icon indicates that you don't have enough supply points to activate the package. Q: How do I activate packages not at the current player level? A: Go to inventory dialog (top bar), and manually activate the package. For local resources, ensure that you currently have the base selected where you want to send the resources. FAQ - Points of Interests Q: What are Points of Interests? A: There are several Points of Interests (POI) spread all over the of the Forgotten territory. These buildings will offer boost for every player's base within the alliance. Q: What kind of bonuses are there? A: Here is a list of the different Points of Interested and their respective bonuses. Uranium Compound: Increases the damage inflicted of any attacking infantry unit of all alliance members. Tungsten Compound: Increases the damage inflicted of any attacking vehicle of all alliance members. Aircraft Guidance Network tower: Increases the damage inflicted of any attacking aircraft unit of all alliance members. Resonator Network Tower: Increases the durability of all defending units of all alliance members Tiberium Control Network Hub: Adds an additional fixed amount of tiberium production per hour to each base of the alliance Crystal Control Network Hub: Adds an additional fixed amount of crystal production per hour to each base of the alliance Reactor – Adds an additional fixed amount of power production per hour to each base of the alliance. Q: How do I gain these bonuses? A: To gain a particular boost, the respective POI will need to remain in your territory. This control will augment your alliance's bonus gains. Every player's base in your alliance will receive the bonus regardless of location on the world. Q: How do I improve these bonuses? A: The potential gains will increase exponentially as POIs are acquired closer to the center. So, there are two ways; higher and multiple POIs of a particular type will stack points to reach the next tier bonus level. There is also a rank multiplier which is compounded on the base bonus. Your total score for a particular type and its relationship to the other alliances determines how much of the multiplier is applied. FAQ - Combat Q: What types of combat can be performed? A: There are two types of combat, against forgotten (PvE) and against other players (PvP). Q: How do I attack something? A: In the world map, select the base you want to attack, and press "Attack" in the pop-up menu. Note that combat will not start immediately, so you can look around possible targets and select the one you think is best. Q: How much does combat cost? A: To start combat, you pay an amount of command points (CP). The amount depends on the distance to the target, and the target territory type. In addition, you incur repair costs if your units are damaged or destroyed. Q: Can I see the enemy base structures? A: Yes, select the blue "arrow up" icon to scroll to the base view of the opponent. You can use this to locate where the buildings are located that you wish to destroy Q: Can I change my unit setup? A: Yes, you can. When in the attack setup, you can click on any of your units and click to another spot in the grid to move it there. If another unit is already in that spot, the units are swapped Q: How should I set up my units? A: Read your unit descriptions, and try to put them in a location that they will encounter enemy units that they are strong against Q: Which buildings should I focus on destroying? A: In general, your target is the enemy Construction Yard. If you destroy that, you automatically destroy the entire base. (And get all the resources and supply packages that may have been there). If you think you cannot destroy the Construction Yard in one go, sometimes you may want to target the Defense Facility, so you can have an easier second attack, or the Defense HQ, if all you want is the supply package. Q: How does the Defense Facility work? A: The Defense Facility repairs the defenses (units and structures in the defense field) automatically after each attack, up to a maximum of 70% of the health that unit started with before the attack. A damaged Defense Facility is less effective (repairs less). A Defense Facility is also less effective in repairing defenses of a higher level than the Defense Facility itself. Q: How do I get supply packages through combat? A: Some Forgotten camps, outposts or bases contain a supply package. You will receive the supply package by destroying the building marked with the supply package icon in the base. The type of package you receive is random. Q: What resources do I gain when attacking? A: You get a fixed number of resources when destroying any base building (you can see the amounts if you hover your mouse over a building when setting up an attack). In PvE, on the world map you can see green and blue camps, which represent they are either rich in tiberium or crystals, respectively. Thus, you can pick targets that store the resources you are looking for most. PvE also awards some credits, in addition to tiberium and crystals. In PvP, if your attack succeeds in damaging any building, you get all "over-capacity" tiberium and crystal that may be stored in that base (indicated with a red amount in your own bases). You can get ALL the tiberium and crystal stored in the player's base if you can reduce the storage-cap to zero (either by destroying all the silo's, or the construction yard). There is no way to know how much resources are stored in a player's base beforehand. Additionally, in both PvP and PvE, research points (RP) are gained for every attack, even if the attack is unsuccessful (deals no base damage). Q: Can I get power from attacking? A: No. (You can however, in some cases, get a supply crate that awards power). Q: Do I get all the resources available if I destroy the Construction Yard? A: Yes. This includes any supply package (if there is one in the base). Q: What types of Forgotten can I attack? A: A camp (lightly defended, low resources), an outpost (heavily defended, high resources) or a base (heavily defended, medium resources + territory) Q: Territory? A: When you destroy another player's base, or a Forgotten Base (not camp or outpost), you get control over the territory that the base covered for the next 24 hours. You can then relocate your own bases there, if you want. After 24 hours, the territory reverts to the closest base, or neutral territory if no base is close enough. Q: My unit was damaged or destroyed! Is it gone? A: No, your units just need to be repaired. Repairing each unit costs an amount of crystals and repair time. Q: My units were damaged or destroyed. Can I sell them and buy new ones instead of repairing them? A: Q: How do I repair my units? A: Go into the "offense" section of your base. Click the repair icon once. You are now in "repair mode". You can click on any unit to repair only that unit. You can also click the "Repair All" button on the right side to repair all units. If you have insufficient resources to repair all units, units are repaired equally until resources run out. Q: What is repair time? A: Repair time is used to repair your army units to full health. Each base can store up to 12 hours of repair time. Whenever you repair a unit, the amount is reduced. If you have no more repair time stored, you cannot repair your units any more. Q: What is "typed" repair time? A: Each unit is typed as either infantry, vehicle or aircraft. Whenever you repair a unit, it will try to first use up any "typed" repair time of that unit's type, and if that runs out, it will use "untyped" repair time for the remainder. Whenever "untyped" repair time is used, you will get an equal amount "typed" repair time of all the other types. Thus, if you use all three unit types, you can repair more efficiently. Any "typed" repair time is discarded whenever you attack from that base. Q: I am confused. Can you give an example? A: Most certainly. Suppose you have these units, and they are all destroyed A missile squad, repair time 10:00 A riflemen squad, repair time 10:00 A guardian, repair time 15:00 A pitbull, repair time 15:00 A paladin, repair time 20:00 The total repair time for your army is 30:00, because of "typed" repair (vehicles group has 30:00, aircraft group has 20:00, infantry group has 20:00). You can always see a specification of the repair times whenever you hover your mouse over the "Repair All" button. Q: What determines the repair cost of my unit? A: The unit's level determines the repair cost in crystals. The repair time of the unit is a function of the unit's level, and the level of the corresponding army structure. For example, a riflemen squad takes less repair time if you have a high level barracks. Q: I always run out of repair time before I run out of CP! What can I do? A: There are three ways to improve your situation: Attack easier targets, so your army takes less damage Upgrade your army structures (barracks, factory, airfield) so repairing takes less time Add another army in another base. Each base has it's own repair time storage.2.1KViews1like0CommentsDWEEBS's guide
As with other guides copied from the old forum, links and images may not be present or working. Formatting is also not copied correctly. Dweebs' Guide on choosing layouts v1.0 Preamble To have a new base one has to research MCVs (mobile construction vehicle). Once researched it is absolutely crucial to carefully choose the spot where u land the MCV because the coordinate where you put the MCV, determines the layout of the new base. Often new players don't realize this and go for random placement and end up having bad layouts which is the major reason behind wide disparity in performance of newbies vs veterans. Good choice of layouts improves the production dramatically. In new economy the layout (relative positions of tiberium and crystal fields) of your new bases play a crucial role in determining future performance as a player. Here are a few FAQs about layouts. Frequently Asked Questions How can I get a particular layout? Ans - Each spot in the map has a unique layout which remains the same until a player founds a MCV on that coordinate. The layout can be checked by looking at the base/camp/outpost at that coordinate. If there is nothing at the spot only way to know the layout is for camp/OP to appear there. Is the layout still there when one kills the forgotten base? Ans - If you want the layout of a particular base you can kill the base and found your MCV on the ruin and get that layout. Note that the layout still remains the same at that coordinate even after the ruin expires. It remains the same until someone founds a base on the spot. What about getting layouts from camps/outposts? Ans - It works more or less the same way as above. Layout is associated with the coordinate. Even if one kills the camp/OP the layout remains same. You can check/confirm this by waiting for a new camp/OPs to pop up. Pro tip -- If u had spotted a layout sometime ago and there is no forgotten base/camp/outpost on that spot when u are ready to land new MCV, it's a good idea to wait for a camp/OP to pop up at the spot to confirm the layout still exists. Can I get the same layout as another player's base? Ans - No. A Big Big no. There are many prevalent urban legends in the gaming community that this is possible to do by killing a base n number times, etc etc. None of them are true. How to look for good layouts? One can do this manually of course by clicking all camps/OPs/bases in range and spectating other people's attacks, but this is ineffective. Most people use third party scripts. There are 2 popular ones - One u can find as part of CnC TA Script collection in Chrome store - https://chrome.google.com/webstore/detai...fo-dialog. 41 CP mod - https://raw.githubusercontent.com/KRS-L/...od.user.js . One has to use this manually everytime one moves to a new spot and mark somehow manually any good layouts he/she spots. https://c.ac.nz/ - This is a multi-utility tool and does a nice job scanning layouts in the vicinity and uploading to a external website. So u don't need to do a lot manually. What to look for when choosing a layout? Ans - A lot depends on the strategy you are following and what you need at the moment. General considerations - In general keep in mind that U are looking layouts where u can utilize the crystal and tiberium fields with minimal number of silos. The more fields a particular silo touches the better. e.g. A layout with a silo touching 6 tiberium fields is a very very nice layout resource wise. What to expect? - A 6-touch silo layout is extremely rare and one seldom finds them. However, 5-touch silos or layouts with multiple 4 touch silos are more common to find and can be considered good layouts. Pure vs mixed -- A Pure 1x4-touch, 1x5-touch tiberium layouts with good pure crystal 1x5+1x4 layout is better than a 2x4 and 2x5 mixed layout (with same number of crystal and tiberium). The reason being upgrade logic for pure silos is much simpler than mixed silos. In case of pure silos, you upgrade the tib first and then the crystal with increased tib production. Mixed silos are rather tricky to manage. i.e. is better than Classical servers vs FAB servers -- On classical servers a healthy crystal income from your layouts is important and thus choosing layouts with both good crystal and tiberium output is a good idea. On the other hand on FAB servers, good tiberium output layouts (ignoring crystal fields layout) are sought after because crystal income u get from defending against forgotten. Having a good tib income is important to increase the level of the base as you get 30% more crystal per base level increase after the +4 cap on crystal income from Forgotten bases was introduced. And in order to defend well one needs some defense towers which need tiberium for upgrades. So its a feedback loop, u need good tiberium production to have a good defense and high base level, which in turn gets u more crystal by allowing u to go deeper into forgotten territory. A good main -- A good main offense base is of course of supreme importance. So what to look for when choosing a main layout? Three things are important (1) A good power layout -- Free space to have at least 2-3 full 8-touch power rings (accumulator surrounded by 8 powerplants) OR at the very least few 7-touch power rings. (2) A decent tiberium prodcution -- 1x6t + 2x4t silos is great but very rare. Other good options are layouts with - 2x5t+2x4t, 2x5t + 2x3t silos OR at the very least -- 4x4t, 1x5t + 1x4t, 3x4t silos. (Note -- All the silos are pure tuberium). (3) A good defensive layout - Often given very little importance but a good defense layout for your main can help u do very well on FAB. Also very important for PvP'ers in classical servers. What u look for is a layout where buildings can remain in high density and the defense can cover all the buildings, while important buildings can sit deep in the layout. Example of a good main -- Note -- Offense repair buildings have to be put at the back during times of war. Ideal support base -- Typically experienced players in play with 1-2 offense bases. Other bases serve as support bases. Considerations for an ideal support base differs on a classical server as compared to a FAB. On a classical server you cannot ignore crystal production. So might have to forgo better tiberium layouts in favor of one with worse tiberium but much better crystal one. For example suppose you have 2 choices - A. B. On a classic world I would choose option A instead of B, because of the much better crystal layout. I would forgo the better tiberium of option B. However, if it were FAB world I would choose option B. The better tiberium will help the base level grow faster and crystal income will come from defense. (Note - Highly recommend reading this guide too - http://forum.alliances.commandandconquer...?tid=30694) This is a work in progress and feedback/criticism from veteran players is very welcome. Thanks for reading Ulu -- In game nick - Ulugulan SiC/Diplo guy for DWEEBS - Dastardly Warring Ecstacy Engulfing Bedlamic Society4.4KViews0likes0Comments