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Supported languages?
AHQ had a list of supported languages and anything posted in a 'non-supported' language was highlighted by pointing out that responses and postings should be in the supported languages. So far there has been no official word on what languages are 'supported' on these forums. In the absence any official word, I re-post the AHQ list suitably edited to reflect the new situation: Forum Languages: At the moment the following languages will be supported here for Tiberium Alliances. English Other languages may also be posted, replies will be in English. Deutsch Español Français Русский форум Português Jezyk polski Italian Nederlands I am unaware of plans for these languages going forward although it has been suggested there may, in time, be a German Language forum as was the case in the past and is the case on AHQ. Whilst many games are supported in different languages by their own AnswersHQ and EA staff who speak that language as their first language, here in Tiberium Alliances we have a German AHQ and an International Forum aka English. At present there is no German language forum for Tiberium Alliances and it is recommended that you continue to post in AHQ until the official position is made clear. Posts here should be made in English here (and in German in the German AHQ). If you wish, post in both your own language and in English. Google translate works well with many languages and there are other translation options on the internet for many languages. Answers will only be given in English, generally with either American or British spelling of words45Views1like1CommentGeneral Farming Guidance FOR NOD Players
**Since WCS 2023 will be a morale world...farming season approaches. This guide is to help players of all skill levels. This should be taken as general guidance, and higher skill players will likely deviate based on individual play. Please reach out or post below for additional tips, tricks, techniques, and anything else you wish to discuss. For GDI players that have figured out farming perhaps posting a guide using the format below will be useful. :)** This farming guide is broken up into milestones related to army units researched. It also assumes all SP is used for CP. That means an account needs to be fully funded. Below are other assumptions that are important: 1. Average of 15 CP per OP is used. General guidance is to kill your OP-chain regardless of distance because the average RT used will generally be around 15 CP per OP if a player kills every OP in their OP chain. 2. Max RT used per 1-shot OP should be 1-hour or less. As player level increase, SP for CP increases. This leads to RT used per OP to decrease down to around 30 minutes per OP on average. On average means that majority of shots should be low, but some higher usage of RT can be used. This applies to average CP per OP as well. 3. All OPs are 1-shot only. No exceptions. 4. Farm area is fully utilized which means bases can’t be moved easily to squish bad OPs for a better OP. 5. This is for NOD only accounts 6. Army design is based on shooting all OPs spawned. That means this guide is not used for players wishing to be fully optimal in shooting OPs. Additionally, this guide is designed for a player to be consistent, spend as little time farming and simming to farm which leads to sustainable farming and reduces farming burnout. 7. Offense Research is prioritized over base building and rank. 8. The ranges in levels should be used as guides based on RT usage and ease of taking down OPs. 9. Distraction units are extremely important. 10. The army build type is helpful for farming, but also for digging when needed. It follows the concept of increasing army points as fast as possible, with a few select high level units, some mid-level units, and the rest to be low level and distraction level units. Mid-level and low-level units should be used as shields for the high level units. Before Vertigo 1. If morale worlds have malus at +4: Use least amount of CP per RP to gain vertigos. Usually, this means building an army to level 8-9 and activate level 14 or 15 tunnels. The goal here is to maximize RP per shot and finish an OP within 3 hits or less. 2. If morale worlds have malus at +7: Use least amount of CP per RP to gain vertigos. Usually, this means building an army to level 8-9 and shooting level 16-17 bases. After Vertigo 2. The goal is to get Command Center to equal the tunnel level (level 15) as fast as possible, and to level 2 vertigos to level 14-15 as quickly as possible. Keep all other units equal to or under level 8. 3. From this point forward, 1-shot OP rule is mandatory. No camps. Ever. 4. Drop down to shoot level 10-12 OPs if level 13 – 14 OPs are not 1-shots. 5. During this phase Base 2 should dropped, and RP for scorpions should be researched. After Scorpion 1. Scorpions should be researched once level 14 and level 15 OPs are being shot. Scorpions increase the range of OPs that can be easily 1-shot. The goal is to have 1 scorpion equal to the level of OP or minus 2 level (for example, level 14 OP = Level 12 or 14 scorpion). 2. At this point it is also helpful to have 1 venom that is high level similar to scorpion (for example, level 14 OP = Level 12 or 14 venom). At this point the tunnel activated is a level 16. That means a players account should have CC = level 16, 2 vertigos = level 14, 1 scorpion = level 12 – 14, 1 venom = level 12 -14. A player should also be working to have Airport = between Command Center level and – 4 levels of Command Center (for example, CC = level 16. Have airport between level 12 – 16. At minimum, the level of RT buildings should equal the level of highest non-building take down unit (scorpion, venom, cobra, etc) 3. After scorpion is researched, push for B3. After B3, push for cobra and cobra shield. After Cobras 1. Cobras are extremely important to combat flak towers before salamanders are researched. However, the catch is that at least 2 cobras need to be +2 levels of flak towers. That means if a flak tower is level 20. At least 2 cobras need to be level 22. 2. At this point, it is important to increase airport to equal the level of Cobra at minimum. If cobras = level 22 then the airport needs to be level 22 to level 24. If RT is an issue (especially before shields) consider investing in airport that is 2 levels higher than cobras. 3. This may be controversial, and it is selective on cred production, and cred from farming, but the next important offense research after cobra shield should be sniper, salamander, and then 4th base. However, this is dependent on play. Some players would rather run with a few high level cobras for most of server to drop bases faster. This all depends on play style. However, the key trick to remember is that more offense researches = more options to shoot OPs with 1 shot. This helps clear crappy OPs that would be hard to shoot from the farm area. 4. Also consider that defense researches will be needed and that it would be wise to have SW on all bases 100 percent of the time. This is insurance against surprise PvP and will also reduce spies from determining if PvP will happen since many alliances start building SW before PvP. If SW is required for all bases at a specified level, it eliminates this signal and makes it harder for challengers to plan for PvP. Some Other Tips and Tricks 1. Identify easy NOD OPs to shoot. a. Construction Yard at edge of the of the Forgotten base layout. b. Preferably, no air defense units or structures in line to the Construction Yard or air defense units or structures can be lured to one side and/or defeated by existing offense units. c. Once flak towers are unescapable, high level cobras can severely hurt these flaks, and vertigos along with vertigo shields can be used to bypass and kill CY. 2. As offense POIs are gained, usually only 2 high level vertigos will still be needed. When Salamanders are researched fully with heal, usually 1 high level vertigo will be needed. 3. Salamander should be researched before level 30 outposts. This will enable a player to hit more OPs with 1 shot. Until then, high level shielded cobras should be used to take down or be used as shields for forgotten flak towers. 4. When Salamander re-heal is researched should be based on how effectively RT is being used. Salamanders use up a lot of RT. A player must account for the high RT costs through a higher airport level until salamander re-heal is researched. Preferably, I would push for this upgrade before base 5 or 6. 5. If players will not fully fund or spend SP on CP then CP cost per OP becomes extremely important. In fact, its a trade off between time and CP usage. A player should aim for 13 CP per OP or less if costs to buy CP from SP is prohibitive. But this usually means waiting and giving up on OP-chains if OPs spawn out of the 13 CP range. That's the trade off.237Views1like4CommentsGuidance 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.53Views0likes0CommentsDamage Mechanic ?
Im interested to find out: 1. on offense, upgrading lvl 45 unit costs around 1.312 times, but how much does its atk power increase? 2. whats the atk bonus (or penalty) between unit class? eg blackhand vs fg tank/mammoth/scrap bus , scorpion/spectre vs sniper 3. any other tips to maximize dmg vs ai117Views0likes2Commentschange worlds problem
Hi all, when trying to change worlds from the sign in or log in page i get an error, the way i get round this is once logged in, use the options ( bottom right next to arsenal) a list of your worlds will be displayed. this works for me so i hope it does for you11Views1like1Comment- 13Views0likes3Comments
Credits 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.82Views1like0CommentsUnit statistics
I was curious today while playing this game in Firestorm 16. I wanted to compare GDI and Nod stat wise and see who's better... I got the idea after looking at the top alliances and was shocked at the ranking. This is what I found out: Militants are better than its counterpart, stat wise. Riflemen are slightly more cheaper, however. The same thing can be said for the GDI Commando, but the Nod one has more anti-infantry damage... GDI Missile Squad, Zone Troopers and Snipers win by a landslide against their Nod counterparts. They're better stat wise per AP and are cheaper to train. Nod missile squads are weak as it takes 3 of them to keep up with 2 of the other (GDI Missile Squad, Pit-bull or Attack Bikes) early game anti-structure units. Guardians and Predators win against their Nod counterparts, with Guardians being a landslide type of win. Predators run into a tie with Scorpions when it comes to their stats. Scorpions are also a little more pricey and frail compared to its GDI counterpart. I also found out that Nod wins on the remaining categories except the Orca/Venom part... I will post part 2 soon as a reply to this topic.73Views1like6CommentsI want to start a new game with NOD but will I loose my game with GDI if I do?
I've been playing as GDI but now I want to start a new game with NOD, how do I go about doing that? If I start a new game will I loose my GDI game or do I get to keep it and play as both? Thanks in advance83Views1like5CommentsUndo 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...55Views1like0CommentsRuleset: Uprising vs Morale vs Forgotten Attacks
Can anyone explain to me each of the three rulesets? I haven't played the game in a long time, so how does uprising and Morale work? I'm aware of how Forgotten attacks work, and how often they hit. Frequency depends on the forgotten bases around a player. More forgotten bases means you are more likely to be attacked, and in consecutive waves. In your opinions which individual Ruleset are the hardest and which double combination makes them even harder?151Views0likes4CommentsIs there any (semi) official exlanation to generated OP levels
the basics of OP generation are clear, you need an OL of TE-6 to get OPs, get 5 OLs and you will get "non stop" OP generated, and the max generated per TE is 10. but the documentation says OP level can be between TE-2 and TE+2, and while TE-2 is the default and TE-1 is easy to observe, TE are rare, TE+1 require a miracle, and I don't think I spotted a TE+2 yet. Is there any logic to the OP level or is it just mostly random?markkaplun4 years agoNew Spectator141Views0likes7CommentsCamps spawn grab my territory increasing CP cost for attacks
Hello I noticed a strange thing. My base is alone, i'm only near new player reserved space Camps spawning in my territory are grabbing it so they appear outside my territory and CP cost for attacks increases by 2 for each space. For the first day this was not happening. Yesterday it was happening but I soon moved my base by one field and my territory was not grabbed anymore by camp spawns. Today camps started grabbing territory again. Is this an intended feature of the game, so that you have to move once a day to not waste additional CP?72Views0likes5CommentsForgotten base created or mooved?
Hi, some days ago, i destroyed an outpost on a coordinate, but some days later, on the exactly same coordinate, i destroyed a forgotten base, with a different layout! i was very surprized about that. So, 2 options: 1- forgotten bases can moove 2- new forgotten base can be created during the game but my new question is, does the old layout stay, or it has been changed after the apparition of the forgotten base? :D Thank you52Views0likes2Comments- 92Views0likes1Comment