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Chat about your favorite games in the Command and Conquer franchise and get help from the player community.Important Links
- EA_Groguet26 days ago
Community Manager
- EA_David1 year ago
Community Admin
Can't Login to Any Servers
I can't log in to any of the servers I've tried clearing my cache and also using another browser (I usually use Google Chrome; I've tried Firefox), and the problem is the same in both cases. I tried to use the links that were recommended for similar problems of players in this forum, the problem is not solved.Issues with Trample Damage
I was running some simulations in Tiberium Alliances to look for a specific outcome I've noticed before. It involved Forgotten vehicles trampling over your own units due to poor unit placement. What I've got of an example here is a Militant being run over by a Scrapbus whilst that bus was chasing a Venom. The Militants took more damage as the bus tried to run them over, which then applies what I perceive to be anti-aircraft damage to the Militants instead of the Scrapbus' anti-infantry damage. The Militants never even got the chance to face the Bowler, which was their counter. Something feels outdated with the arsenal, I think it applies to all anti-infantry vehicles, regardless of faction or defense/offense status. It would be nice to see Guardians and Reckoners run over infantry with ease, regardless if they were defensive or offensive. Asking the samething to Bowlers is kind of a problem. It would be quite of a nightmare in simulations to see one prioritize a Nod Commando up ahead and attempt to run over a Black Hand whilst attacking it... I want the game developers to fix or at least update the mechanics involving trample damage. There's also a niche interaction between Anti-Infantry Barriers and Guardians, where Reckoners don't suffer from that. Do Bowlers suffer the same issue during Forgotten Attacks, where they run into Anti-Infantry Barriers?85Views0likes3CommentsReplacement for POI's
With the situation that I personally witnessed in Firestorm 30, I would like to request for worlds with either no POI's or few and/or weak POI's to have something to bolster a player's ability to farm higher level bases. The idea works similar to infected camps, but on Forgotten Bases. Right now, there is no practical way to battle upgraded forgotten units, which I will also tackle. After building a level 14 Command Center, there should be a notification about infected Bases. These work like a combination between Infected Camps and Guardian Bases. A player who has a Command Center level of 14 or above would cause nearby lower level (about 2 to 3 levels lower) Forgotten Bases to mutate into a resource packed Forgotten Bases called Infected Bases. Within that base, the defense units will have either 1 of 2 things, the unit level will jump by 2 levels or the unit will have its upgraded variant. Basically, the Forgotten Unit in question gets an upgrade, on whatever the ability is supposed to be. The forgotten units don't have a page that describes their upgraded abilities, I would like to see that changed. In the base, the Defense Headquarters and Defense Facility would each yield a 24 hour RT crate, if destroyed directly. Standard infected structures will also replace some of the normal Forgotten Structures with their appropriate loot. Destroying the CY does not grant any of these specialized loot, you have to destroy each one manually, which means sharing the base is possible. If one leaves the base alone and doesn't destroy it, the Defense Facility and Defense Headquarters will regenerate, the other infected structures won't. The specialized loot however is a 1 time offer to players who attack the base. Destroying it just leaves a standard ruin and these bases respawn once per player once a day near the highest level offense base he has.9Views0likes0CommentsOpaSmash's StartGuide
I've taken the liberty of copying the post from the old forum. It's not feasible to copy the discussion that followed as it is 4 pages long. Things have moved on since this was originally published with the introduction of Firestorm, Tiberium and Wrath Servers as well as the Veteran and World Championship series. Finally the addition of morale to the forgotten attack worlds now created changes things a little again. The new worlds are essentially a mix of 'NewEconomy' and Forgotten Attack worlds. If anyone would like to update the guide or produce their own then I'm sure the community would welcome the effort. The nVidia Way 2.0 - OpaSmash's Startguide - New Eco / Forgotten Attacks Guideinformationen: Title: The nVidia Way 2.0 - OpaSmash's Startguide Version: 2.0 For which Worlds: New Eco Guide incl. Forgotten Attack Author and Copyright by OpaSmash Translation by xXRippiXx (big Thanks!) ToDo: - Spellcheck =) - add more Tipps - Allianceguide in work ToDo for Reader: - feel free to send me a message with spellchecking or other mistakes Preamble nVidia was often asked about their gametactic's and about the startguide for the first days. This guide and the explanations require some know how of the game and so they are surely not easy to play out for beginners. Some things are perhaps not easy to understand by reading it the first time, so i would propose to read this guide more than once and perhaps, try it step by step in an other world, before executing it on a real world. The are several gaming strategies included – some more risky and others a bit saver. Which one you choose is your decision. If you are not sure, take the slower, but saver way. The hole guide works without multiaccounts, playerfarming etc. Perhaps it is possible, that you are not able to play out this guide – this is just the way how nVidia started their worlds. I can only give very limited support for this guide, because some mistakes in this strategy are often very deeply hidden in the startup build of a player, so it would take to much time for me to help everyone. This game strategy was played successful by much more than 100 nVidia players. Even inexperienced players could handle it, with daily support, and were able to reach the top 10 with this guide. But, as already mentioned before, I will not give single support, so i would propose to take this guide just as some kind of orienation or see it as a guide for „advanced-players“. In case of doubt, trust your own mind, so nothing will go wrong Index 0. Preamble and Index 1. General Information 1.1 OldEco vs NewEco – Server 1.2 Layout Selection 1.2.1 OldEco Main 1.2.2 NewEco Main 1.2.3 OldEco Creditbase 1.2.4 NewEco Supportbase 1.3 Production 1.3.1 Mainbase Production 1.3.2 Supportbase Production 2. The first 7 days 2.1 What is possible, what's the target 2.2 Day 1 – The hare and the hedgehog 2.3 Day 2 – Let's go 2.4 Day 3 and 4 – Base Nr. 2 2.5 Day 5-7 3. The moving 3.1. Reason 3.2 How to move? 4. Raidingtipps for the first Week 5. Countless possibilities 1. General Information 1.1 OldEco vs. NewEco - Server Server up to World75 are working with the OldEcoSystem – all other World's after this are working with a NewEcoSystem. One of the main differences is, that Camps/Outpost/Bases give 75% less credits and up to 50% less ressources/researchpoints. In exchange the ressources of playerbases clearly increased. The mainbase is not only used as a pure energybase anymore. It also includes harvester and silos. The new founded bases are no credit only bases, they will have a ~50:50 credit : ressources production. Even if the start seems very slow, the growth of the player will be much more constant and even strong. On oldeco worlds the growing decelerated with every more level you got. The reason for this is, that the production buildings on neweco worlds are better in the highlevel areas. The differences can go in the millions. NewEco worlds already catch up with oldeco worlds in production and offlevel, although neweco worlds started one year later. In my opinion the NewEcoSystem are very successfull, just because buildings like harvester and silos make more sense and have because there are much more possibilitys in baseforming than just only energy and creditbases. A further advantage of the new-eco-System is, that there is no primary ressource like energy. All ressources have a high importance and energy can be produced in abundance. 1.2 Layout Selection An example of my mainbase form WCS. (neweco) http://cncopt.com/MYEi As contrast my Mainbase from world28 (oldeco) http://cncopt.com/WYEi Both mainbaseslayouts were chossen „manually“ and were not the startlayouts 1.2.1 OldEco Main With the oldecosystem (OES) every power plant needs at least one crystal and one accumulator connection. The lesser accu's were used, the better was the outcome – or in the other way , on one accu should be as much power plants as possible. The result can be found in the CnCopt above. The wish of every player was a cluster of 7 powerplants 1 accumulator or even 8 powerplants 1 accumulator. The accumulator were up to 10 level higher than the power plant for an optimal production. 1.2.2 NewEco Main With the newecosystem (nes) the connection to cristall's was nearly needless. Here it is solely important to have as many 8 powerplants 1 accumulator cluster as possible – so it doesn't care how many crystals are in the base. Crystals give only a little boost in the nes so they are unnecessary for the power production. Because of this, powerplants should only be leveled up 12 or 15. After that the accumulator can be about 30(!) level higher above the powerplants. The more empty the base, the better you can build it. In my CnCopt example you can see 3 connected clusters, which can be raised to 4 if necessary. Another point is the resources connection to silos and harvester. Here is the target, to get the maximum number of harvester at a silos. In the example above is a layout with 2x5th and 3x4th connections – additional to the great energy connection. Even better would be 6th connection. For example my mainbase layout of world 32 http://cncopt.com/30Ei. Both are very good layouts – if I had to choose, i would take the wcs – because there the resource output is much higher and the 3x8th connections give enough energy for the hole gametime. 1.2.3 OldEco Creditbase At the OldEco you choosed a base according to the creditproduction – so for example http://cncopt.com/K1Ei. The ambition was to get as much credits as possible, to get the next credit base and so on. 1.2.4 NewEco Supportbase The supportbases at the NewEco had the sense, to support the mainbase. They supply themselves with credits, the mainbase with crystal and the player with credits. Based on the small raidearnings, the produced crystal was transfered primary in the mainbase to get the off stronger. With adding the forgotton attacks, the crystal is more and more needed in the supportbases themselves, so you have to evaluate, weather you want to get the off stronger or you get more deff in the supportbases, so that it will not destroyed by the forgotton. But even with this easy „formula“ there are significant differences. So if you choose layouts with a high tiberium production, the credits and crystals will be less – or if you choose a to high crystal and credit production, the upgrowth of the base will be in danger. Example: Pro: faster upgrowth of the base Contra: lesser crystal for off and deff http://cncopt.com/81Ei 60% Tiberium, 12% Crystal , 12% Credits, 16% Energy Or a layout with equal tiberium/crystal: http://cncopt.com/c2Ei 50% Tiberium, 25% Crystal, 15% Credits, 10% Energy Pro: higher Off growing Contra: lesser Base growing You have to look while choosing a layout, weather you want to have a layout which helps you now, with a higher crystal production- or if you choose a layout, which i have to build up days/month. The advantage in the second case is that you have the same crystal production later, but a 2-4 times higher tiberium production. So you have the possibility to grow fast then the others. We had players who tried both. The ones with the higher crystal production were the main POI hunters at first, and the Tiberium-Players were not usefull for a long time. Later (we talk about weeks later) the tiberium-players could catch up and were more useful – up to the point when they left the crystal players behind. Both tactics have advantages and disadvantages. My choosing depends on the game situation. So if it is necessary to get crystal or weather i have time to grow. Layouts which can switch the focus of the production from crystal to tiberium for example in a war, would be a good solution for this problem. But these kind of layouts are very rare, so they are hard to get. If you have a very high tiberium production, you will need 2 x 7/8 accu cluster. If you choose a balanced production and move the crystal to your main from the support bases, 1 x8 cluster will be enough. Depending on how risky you play and how far you are in the forgotten attacks, you have to adapt your production and if necessary provide some energy for the defense. But more than 2 accu cluster of 8 won't be needed. 1.3 Production 1.3.1 Mainbase Production The mainbase should be primary focused on energy. Here you have to foresight, to have not to little energy, but never to much, too. The optimum would be, having 0:0:0:0 everytime when you log out, and to spread your resources as efficent as possible. Missing energy? Level your accus. To much energy? Level your harvester and so on. 3 accucluster of 8 should be enough for the hole gametime. Keep your accus high and if needed save the resources a night, to buy an accu upgrade. 1.3.2 Supportbase Production As rule of thumb, we often took the tiberium crystal rate 2 to 1 minimum and 4 to 1 maximum. Everything between is your own decision. The creditbuildings should be circa 25 to 50% of the base. In my example they were less, because I rebuilded my bases in no further supportbase research. On normal worlds you will need more credits. The more credits you have the faster you get new bases and the faster your off will grow and so you will do, too. 2. The first 7 days 2.1 What is possible, what's the target The fastest thing which I have seen on the nes were vertigos after ~26 h and the second base after ~60h. But this is not the measure of quality. Having vertigos after 36h and the second base in the first 72-96h will be the aim. With this you are still in the front and you will not disclaim to much on a good production and a healthy account. 2.2 Day 1 – The hare and the hedgehog For the first 24h there are 2 variants of playing. The hare and the hedgehog style. The hare will sprint as fast as possible after the start of a world, shoot camps, complete the quests and play at the CP-Limit. The hedgehog in contrast waits. He waits the first 12-24h that everybody else grows up and the camps grow to. He will not be inactive, he will complete his quests in the same way and builds up his base, but he will never spent CP's. Not till the first high camps will exist. Then the hedgehog will start building his off and will directly start with the highlevel camps of the other players. Both variants will work, but the second will be interesting for players, which do not have the time to play all the day. Nevertheless I personaly prefer the hare style, but this is purely a matter of taste. Generally you should do all normal quests at start , build up your base and farm. If your CP's are on 0, you will take down the repair buildings and build resource buildings instead. The lost of tiberium will be equalized after a few minutes, and up to level 8/9 the buildingcosts are very low. Right from the start, you should have a look, weather there is a forgottenbase next to you, which you can farm. The point is, to do as much damage as possible in such a base, but never destroy it. After one attack, you let the base repair and than attack again. For nod bases with much infantry against air and buildings would be great. GDI have a bigger variety, because with paladins you can kill scooper, bowler and scrap busses easy. So a level 7 to 9 camp give ca. 3-5k RP, and a farmattack on a forgottenbase gives around 30k FP. Watch here < > The attack for it looks like: < > That's just the start and just a average farmbase. GDI could get easily up to 40k fp at the start and while farming for the second base, we could find bases up to 70k++ RP with each attack. The important point is, to be as close as possible at the farmbase, to spend maximum 16CP with each attack. So vertigos in more or less a day will be no problem. The basefarming can be started with an offlevel of 8-9. To minimalize the waste of reptime, I propose to sell units up to level 7/8 after each attack and reibuild them. The miss of resources is nearly not exist, and the safed reptime is enormous. At this poinst you should produce ca. 10-15k credits and otherwise normal resources, so that you have 0:0:0:0 befor you quit at the end of the day. So play foresighted- you know what you want to build in the next 6h and therefore you know which amount of resources you need. Take a calculator and turn on your brain. 2.3 Day 2 – Let's go After you have vertigos you could hunt VP/Bases or you go directly to the second rp farm. The first alternativ is the teamplayer style, because you can capture more POI's and room for your alliance. A combination of both would be the best way. The offlevel is ca level 10-11. The new off of NOD looks like this: http://cncopt.com/h7Ei For GDI I propose 4 hawks and a good mix of infantry, vehicles and paladins. In the night you should furthermore change your repairbuildings with resourcebuildings, especially reffinerys. Your timer should show not more than 48h left for the second base at the end of day two. Farm your RP's that way, that you have matched with the credits a new base at the end of day 3 and that you have not to much of both kind. Meanwhile your base looks more like a refinery city than a production city. That means, your credit production should be 30k. The risky way would be to have a credit production of ca 40-50k and only a energy production of 10-20k. Risky in the way that you have no own resource production and so you have to farm very efficient. In return, you get the 3rd base faster. 2.4 Day 3 and 4 – Base Nr. 2 Hopefully you have already searched your layout. Your second base will be a supportbase. Here you can choose between to types again. The risky way is, to move the crystal of the supportbase to the mainbase, to improve your off clearly. The disadvantage is, that you loose the start defense in the supportbase. That could be dangerous on ForgottenAttacks Worlds. If you choose to take the crystal for the off , you should have 300k energy in the mainbase, before building the second base. In addition the trick is, to overlevel the comand center. That means, you move every tiberium in the mainbase, sell all buildings and than level the comand center up to level 16-17. Now build the army you wish and sell the comand center again. After that move your tiberium back and build up both bases normally. With this trick, you have much more units than normally and so not only your offlevel will raise enormous , you will also have a mass of units to choose. That helps you to kill forgotten bases much easier. So you have more than 80-90 unit slots available. A overview, which off I builded and how my second base looks like you can see here: MainBase http://cncopt.com/W8Ei Support Base http://cncopt.com/S8Ei The costs for leveling the command center are: 13 to 14 - 334 and 83k 14 to 15 - 441k and 110k 15 to 16 - 582k and 145k 16 to 17 - 769k and 192k 17 to 18 - 1015k and 253k 18 to 19 - 1,3m and 335k With this mass of infantry units a nod player can weaken the base hard in the first wave, before the other army attacks. As GDI I would propose to research predators and the proceed in a similar way. As you can see in the baselayouts, I have both bases rebuilt as a resource base and produce in the normal way. Consider, that you do not sell any unit, because you cannot buy them again, if your command center is only level ~13 again. 2.5 Day 5-7 As a NOD player the only thing you have to do is farm, farm, conquer pois, farm, level and so on. Your next target should be scorpions. If you have researched them, the Command center overleveling starts again and you can level your comand center up to 20-22. Now you can add 3-4 scorpions at your off. The same overleveling strategy works by the way with deff units to, so on forgotton attack worlds, you have the possibility, to get additional deff units. After 7 days the newbieshield falls, so you have to be prepared with a good defense. Now you made the foundation for nearly every base and your next target will be the third base combined with the removel. The third base is available after 10-15 days easily. 3. The moving 3.1. Reason Only 1 of 100000 startlayouts are good enough for efficent gaming, so you have to remove your off with the third base. For that you are looking for a layout with minimum 3x8 accumulator/powerplant cluster or better with the option of a 4th one. In addition you should have a layout with good resource connections so that you can get at least one silos with 5 connections. Example: http://cncopt.com/MYEi Here I could make 2x5 Silo connection, as well as 3x4 Silo connection and in addition 3x8 accu connections. This base alone did 30% of my production (with 7 bases). A good layout is the most important thing! The production of a good layout, pushes your account very enormous an is therefor in my opinion essential. Consider, that with this layout and this single offbase you have to play until the end of the server. In my opinion the only possibility for a good off is a good resource production. Energy is much easier to get as on Old Eco worlds, so it is no problem anymore. That means, you will only have one offbase and every other base will be a supportbase. 3.2 How to move? As soon as you have your 3 base, you will push it for a week and primary expand the energy production. In this time a nodler researches cobras. For that you should need ca 2-4 days. I have pushed the energy of my main to ca. 250k/h and when I have enough energy for my remove,I changed my mainbase. „How much energy will be needed?“ If you move over your old units in your mainbase, you can add the costs of energie and crystal, which you need for your new main. I propose not to remove before you have enough resource, to switch the hole mainbase. Until than you research the cobras and push your reptime store to ~6 days maximum. After that you can start killing bases with a new army with cobras and 6 days reptime. The tactic with overleveling the comand center can be repeated. Some players leave the comand center after the leveling and do not remove it. It a possibility, too. After the cobras I prefer to research cobrasshields. 4. Raidingtipps for the first Week These tipps are of the old guide, which was for Old Eco worlds. (http://forum.alliances.commandandconquer...id=21504). Raidingtipps and frequent mistakes: - not every camp or outpost ist the same – some lvl 13 outpost give for example 250k resources at all and some others only 180k. Sometimes you get much research points and sometimes nearly nothing. So don't take every camp/outpost which is next to you. exactly there we come to the next point - you have time!! It can happen, that you dont have any onehit outpost/camps in range, but 50 Cps left. Than just wait!! Don't start wasteting CP's just to get some ranks better. That helps nothing. Just relax on the couch and wait a hour. In most castes the outpost situation looks completely different after that and you can do 5 outposts onehit again. - Outposts in two runs: Thats a hard topic. If it is a outpost, wich is really woth to do 2 runs, than you can do it. But avoide destroying the defense facility. If you do 2 runs through an empty outpost, you will get no research points and these are the essential points in the first 24-48h! Just let the defence facility alive, so you can take research points again. - Research Points: In Bases are more Units than in outposts. In outposts are more units than in camps. That means, if you need research points, kill more bases. That is very helpful especially at the starts for vertigo/hawks. - Sneaky! Sneaky! As soon as you have 4 Hawks or Vertigos, you have simply pull the units away, to get the bomber through the base. The targets are not the enemies units, but the construction yard! - Bob the builder: It is profitable, to sell some parts of the army for an outpost, if you can do it onehit. In the first 48h i rebuild my army 10 times for sure, so that I don't need to go in an outpost a second time. The won resources by saving cps balance this easily. - Outpost Hopping: Everything next to you is over farmed? There are not enough tunnels or outposts next to you? Jump forward! Right in the start time your baselevel is between 7 and 10 and so you have only 1h to 1h 20 min base transfer time. The package loosing is not very much at start. If you are raiding for example lvl 11 outposts, you can rank the waste in the dimension of a lvl 7 camp. So it is minimal. However a position change, can work like a wonder and gives you new possibilities. - don’t jump to the front to fast - At the start we will spawn at lvl 13 to 15 tunnelcamps. But we want to kill outposts as fast as possible... So what can we do? Just jump back to lvl 11 to 12 tunnel and activate them with a lvl 7 army. Now farm as much as you can. - Funds: If you use funds, than everytime for cp's or Tib. 5. Countless possibilities After the first 3 weeks of a world you have countless possibilities. Which units should be researched? Which deffunits do I need? When do I build the 4th base? How should my army look like? How should my deff look like? On this questions, there are many different opinions and non of them are the truly right or wrong answer. I prefer, to have a look at your teammate. Which setup to they prefer? How do they farm? And so on. „Learning by doing“ is the point to understand this game. I saw a many different tactics and a lot of them worked. Some of them have much of additional work, but they save much reptime. Other variants we lovely call the crowbar – because they kill 90% of the outpost with their standard lineup, but they need more reptime, so only the daily time is saved. Which tactic you choose, whats your game style? Thats something you have to find out. There is no one and only way, for that CnC:TA is to complicated. Just try it and some day it could work to play in a ranked one alliance or ranked 1 endgame or perhaps even ranked 1 world champion. Good luck! OpaSmash16KViews1like9Commentstoo much disparity in firestorm 30
These no malus no FA worlds are great but I noticed less experienced players are finding lower level targets (16-20) just as difficult as more experienced players are having with these higher level bases (26-30). So what I mean specifically by this is that i can shoot outposts 3-6 levels above my army level and the difficulty is somewhat similar to shooting the same unit vs unit set ups that are 10-15 levels above my OL. My presumption is that if the lower level targets were much easier to destroy than it would encourage less experienced players to try and shoot higher level targets, maybe by having a negative malus effect on smaller stuff it would compel players to aim a little higher in target level choices. I know its been difficult with all the changing development teams to keep an even keel but to have such a massive difference in power level between a new player and even a somewhat experienced player after only one week of playing is a bit ostentatious. If i had it my way you would all be punished in a way that you would enjoy very much in that implementation of a fair and competitive environment of my design would be invigorating for the current player base. The very best way to make the servers fun would be to go back to the beginning of this games rule base and start the process of patching out the exploits all over again but with a more experienced vantage point. There's still time EA, with the advent of war on the horizon many more people will look for ways to alleviate their frustrations and nervous energy, inclusion and immersion solve issues that matter, especially in times like these. if i could build my own server i would increase world size remove poi and place the fort at the level 40 range with a slight malus on the current FS30 settings. There would be a huge advantage to collaboration efforts and a scrin faction is still very appealing is the player base not contributing enough resources to do a bit better? why do people even make games i forget? chadthurston113Views0likes3Comments- 30Views0likes0Comments
Moving around map & stuck
I changed alliances and find myself locked in by enemy territory all around me. I want to move to the centre, and also a crash site but face the same issue in different directions & with different bases. What should I do, how can I reach my target? I asked my new alliance about jumping sectors but hav no heard back.218Views0likes3CommentsNew Tiberian 71 World starts on February 26th, 2026
Greetings, Commanders, A new world is about to start soon! Tiberian 71 will open February 26th, 2026, at 4 p.m. UTC. The world has 15.000 slots. The Forgotten won’t attack you! But your forces will be affected by morale malus. Player levels will cap at 65. Ruleset: Uprising Prepare yourself and your alliance and be ready when the new world launches, to get the best chances to claim the top of the ranking and be the first to beat the fortress! See you on the battlefield, Commanders!441Views1like0CommentsPrice adjustments, where are they?
so i seen a post talking about this yet i fail to see where these adjustments were made? i already asked other players and none can see these price changes, sadly i am in the uk an EA think we are a wealthy people so never get discounts but soon many of us will have to stop funding, our government has allowed companies to price hike so much in the last 5 years yet our incomes do not rise with them, we pay 400% more for energy than the usa and our water bills doubled over the last 5 years, price of food is also ridiculous, in fact it would be easier to say what isn't in the country right now, put it this way a jar of coffee has more value than a gold bar lol sorry for the rant, i get thinking while typing but im sure this is the case for most countries also but our price hikes are right up there at the top and things like this need to be considered by EA and other game companies who reply on in game funds..agree with me or not i don't care @other players who see this.Solved205Views0likes6CommentsIncrease natural CP and RT count
I want to suggest some changes, if it could be possible, to change the global continuous production of CP and RT and a player's max capacities... Let's say we bring the CP regeneration rate to 12/hour and the max capacity to 150. It will take 12.5 hours for this to fill, thus no need for a 3rd visit a day on accounts who don't use funds. The bonus capacity rates will then be 100, 250 and 975, respectively. The RT could follow a similar format, instead of 1 second worth of RT per real life second, it will be 1.2 for every 1 second. The capacity should max at 15 hours, thus it will take 12.5 hours for such to refill. The bonus capacity should increase to 7.5, 20 and 57, respectively. I'm not looking for this change to happen in the future, I just want to offer a suggestion and make it easier for other busy players to be able to enjoy the game.29Views0likes0Commentssattelite code challenge glitch
trying to complete all the in game challenges and i seem to have hit a glitch I just captured a satellite code and I am in the forgotten base level 54-56 area. the challenge i am on says... " intel located a satellite impact area around forgotten base level 35 or higher. the satellite wreckages contain codes to deactivate the impenetrable fortress shield in the center. reach this area to obtain a satellite code. what more do I have to do? can someone from EA PLEASE look into this so i can continue on?83Views0likes3Comments
About Command and Conquer
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