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- EA_Groguet27 days ago
Community Manager
- EA_David1 year ago
Community Admin
Missions are missing in Load Game section
Hello. I need immediate assistance. I bought the command&conquer bundle from Steam, but I was interested in one game in particular, that being Renegade Command and Conquer. When I installed it locally on my pc, I saw that it didn’t have all the missions it used to have, in the Load Game section. I bought the game when it launched, back in 2002, and it was complete, having all 12 missions, but now, the steam version only has 3. I looked this matter up on the internet, but no one seems to have gone through this problem as I found no solution to this problem. Can somebody help me, please? Am I doing something wrong? The only missions that I have access to are All brains, no brawn; Commando training; and Rescue and Retribution. Please help me find a solution! Thanks in advance!11Views0likes0CommentsCan'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.177Views8likes18CommentsReplacement 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.9Views0likes0Comments- 30Views0likes0Comments
too 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? chadthurston113Views0likes3CommentsIncrease 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?83Views0likes3CommentsIssues 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?85Views0likes3CommentsDeleting of Badges
Hello dear friends , i have a question regarding the Badges shown in Player Info under "Fortress annihilated". Is it possible to delete a special badge from my account if i would rather have it removed than shown? Or to add another interesting question , i think it´s not possible to change the order of badges so they are shown in the order of how the people would like it? Thanks for your attention and help. Greets , Chris138Views0likes3CommentsRequest for readjustment of gamerules
I haven't been playing Tiberium alliances for about 6 months, I don't need any advice as I have somehow relearned the game quickly when I started playing again after a long, multi-year hiatus. I did however make a guide that's meant to fit within the in-game forums of any alliance in Tiberium Alliances... I am requesting for an alliance to invite me in advance for Firestorm 30. So long as they are Christian friendly, even if majority are Atheists, and they tell me the sector to go to. The guide I have serves a dual purpose, to preach and to teach the game to new and old players alike. As for this topic, I feel that the ruleset for FA feels unbalanced and Morale is outdated. There is also this issue involving Uprising and the lack of cooperation. This is just a mere suggestion in changing them so they easily compliment each other. The issue whenever someone's base gets destroyed by the Forgotten is that everything needs to be repaired before one can attack. Why not give us a favor that encourages players whose main bases were defeated by a Forgotten Attack? Make a script that whenever the scenario happens, the Command Center and offensive repair structures get repaired instantly to avoid the penalty of waiting for half an hour or so before attacking again? If the developers want it easier, why not give the players some CP for each base that is destroyed by the Forgotten? It may be going too far, but I want it easier for players to stand up again after being knocked down and defeated by the Forgotten. As for Morale, why not give both positive and negative boosts? Negative is the usual when many players are around higher level Forgotten, but the Morale, which is more of a demoralization of our troops, will slowly be weakened in the presence of many players within close range of one another. As a compact group of players in 1 area, they are more capable of attacking targets higher than their own army level compared to if they are done alone. There's also this issue of Uprising where for some reason multiple players attacking the same base, then destroy the CY - the player who does destroy the CY in question gets only a fraction of the loot. I'm not too sure where the rest goes; I remember this change was placed to address multi-accounting, but it also hurt teamwork and cooperation within alliances! I want a change to this that involves a proper sharing of loot based on who gathered the most RP and lost the most RP from all accumulated fights. I can't say how to ensure multi-accounting, but trying to simulate an attack so it maximizes RP while minimizing RT is tough, even more so for more than 2 accounts. The restriction for multi-accounting should be lifted past level 15, when the bases need more resources to grow and cooperation is needed a lot. Lastly is the connection between Morale and FA... I have seen them in some rare worlds, but it makes things harder for players. Along with the requested changes, there should be a unique interaction when both rules are applied... the Forgotten should also be affected by our own Morale whenever we're at a higher level than them or when we are grouped together, thus the attacks become weaker as they try. I am irritated whenever the Forgotten attack back without a care as their army is random, but stronger than our own defense, which is usually a few levels below our own offense.69Views0likes0CommentsI Want to tell you something important
I know-how that you don't want to improvizat rise of the reds because îs oleacă but I would watt to help you create simering masterpieceful. These are my ideas: If you want money, you should improve the engine like the unreal one . Also you should change the graphics for a better success. If is too hard, the AI like chatgpt can help you. If you want to make something good but ROTR is not good I can give you an example, epic games risked with fortnite but it was a success. Plecase don't ignore me!!! Good bye93Views0likes1CommentIn-game status
Hi! This is a suggestion for the game. I don't know if anyone else has requested this before or if it would be interesting to add it to the game. Personally, I think it's a good idea. O:-) It involves adding a box to the game where you can indicate each player's status. This goes beyond ‘online,’ ‘away,’ etc. I'm usually online all day, but sometimes I'm ‘asleep’ or can't wait for a teammate to log on, so I set my status to ‘gamerdruid, help with the attack on the fortress’ or, as happened to me last night, ‘I have to leave you guys, I'm rushing to the hospital emergency room.’ I think it could be placed anywhere (and even made movable), but I'll give an example in case it helps:217Views0likes5CommentsFA Change Ideas
First off, these are just my opinions so please don't beat me to death over them. It will just be a waste of keystrokes because these certainly won't be implemented anyway. I really don't like FA and I won't play it any more as is. I was trying to think of what it was that I really disliked the most and it is the time that your base is unusable when you get killed. PVP happens so rarely that it really does not matter but FA is the whole server. Rather than make your base unusable, why not give everyone a personal malus? If your base gets killed, your personal malus goes up, and then it goes back down over time. You can still play but there is a penalty. As for the story line, your troop's morale would certainly go down after a defeat. I think this would work well for PVP too actually. I just think it is a flaw that the penalty for losing is that you can't play. This is the only game I play and people accuse you of rank padding if you have more than one army. So if my main gets killed, I log off and go do something around the house. Also, if you are dead you can't use the capacity you paid for and that stinks too. You could even tier it like relocations so each consecutive defeat increase the malus further and leave the base alerted while personal malus is up. Also, it's not fair for those of us who have to leave the house for work that your base will not repair itself. That gives a clear advantage to those who work from home or are retired. We are so advanced that we can literally take the ground below us anywhere we go, but our guys will just twiddle their thumbs and not put out any fires until we tell them to? You should be able to define a repair priority and the base should start repairing itself based on that immediately. Anyway, if you read this far, thank you very much for your time. Have a great day.. Danno231Views0likes1Comment
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