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After a month of waiting TA releases the worst version of the game they have. Last time I played Forgotten attacks with morale I left it. It sucked that bad. Games are suppose to be fun not work. TA has really destroyed this community with greed trying to suck out every penny from the last of the loyal player's. Why don't you idiots trying playing your product and see how enjoyable you have made it. Seriously spend a year of your life with the shit your putting out and then you will understand why your community is gone.18KViews0likes24CommentsMajor changes needed
I would like to bring up 2 very important issues. 1 . PvP : It would be FANTASTIC , IF , the "law of diminishing returns " is applied to the game , after all these years of playing . Functionality should be simple and straight forward : I hit u ONCE, i get 100 % of your resources. . Twice within X time period (f.ex. 10 days after the first hit) , and i get 50 %. THREE times, well.. i get NOTHING - that's the breaks folks .. - + I GET A 6 HOUR PENALTY on move recovery and / or attack recovery. 2. The "Control Freak " Syndrome.. Case of fact : An alliance destroys the FF. Then , instead of moving OUT and (to a galaxy :) ) FAR FAR away so as to let the rest of the thousands of players (who INVEST funds) get the POIs, take their turn for the FF or fight each other for dominance on who goes next etc etc etc - that's the beauty of the game anyway - this Winning Alliance, stays at the center, sits fairly on the POIs, and DICTATES who goes next , who comes and who goes, intimidating and of course power gaming with the rest of the alliances and even destroying some. Solution.. THIS will in my opinion BOOST the game immensely AND correct a great injustice to all the fans of C&C TA.. a. Alliance XYZ destroys the FF b. Along with the congratulations message "Well done Commander ETC ETC." , new text is added : "Please note your Alliance must now relocate at least 200 squares away from the FF to allow for the oncoming Alliances to set-up & attack the FF. Alternatively , you will AUTOMATICALLY be RE-LOCATED 200 +1 boxes away, RANDOMLY, within the next 3 days. You will not be allowed to approach the FF within less than 150 boxes distance, for the next 30 days AFTER Re-location.". So , the new rule implemented would be : Destroy the FF --> relocate 200 squares away (one way or the other) -- > Stay put at a distance > 150 boxes for 30 days for the NEW STATUS QUO to be formed. Cheers THORAX4015KViews0likes19CommentsOpaSmash'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! OpaSmash15KViews0likes8CommentsCENTER DRIVEN Chrome AND Firefox Script Pack
Greetings Warriors, I've updated the CD Chrome Script pack to be fully functionally with update 18.1. Additionally it is now available in Firefox. Chrome: https://chrome.google.com/webstore/detail/center-driven-cnc-ta-scri/glicbealjcpdfcnkjeeememcglfoafbo Firefox: https://addons.mozilla.org/en-US/firefox/addon/center-driven/ Please post here if you experience any problems with the script pack. Blessings, Daast12KViews1like66CommentsThe Ultimate Guide to Forgotten Attacks v0.5
This is another guide I've copied from the old forums. Some of it is still good advice although some is now out of date. Some links to images and other documents or forum posts may be broken or incomplete. The Ultimate Guide to Forgotten Attacks v0.5 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. If you don't know new economy, there are guides covering all basics here: https://docs.google.com/document/d/1H0wO...qSlUA/edit and http://forum.alliances.commandandconquer...?tid=30694 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. < 25 bases: 1 wave 26-35 bases: 2 waves 36-45 bases: 3 waves 46-50 bases: 4 waves (that value was changed on the last update in june) > 51 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. --- More parts of this guide will follow in the next days. Feedback and criticism is most welcome. If you want me to write more on certain parts let me know. ToDo list: - missing points in content list - how to coordinate PVE players. - math examples for crystal eco - research order Ingame Nicks: Bruellhusten12312KViews1like4CommentsScammed
Few years ago I ordered on Origin full CnC pack..Including new upcoming CnC... After he is canceled EA did not return money... So I payed 70 euro for pack of games worth like 20 at best... When will EA adress this.. Do we still get next CnC or somthing else in compesation...11KViews0likes5CommentsThis game becomes obvious theft
En français Bonjour à tous Je viens de me mettre sur le nouveau serveur Europe. Hors, je viens de découvrir l'option attaque par le serveur et non par des joueurs. Pourquoi pas... Après tout c'est une bonne manière de connaitre la valeur de ces défenses, mais voilà se faire attaquer une fois par jour pourquoi pas, deux fois ok mais trois fois puis quatre puis cinq puis six fois et plus par jour, j'appelle cela n'importe quoi ! C'est honteux seuls les joueurs qui mettent 50€ par semaine et qui achètent point de réparations, point de commandement plus bonus en tout genre pourront y arriver... En fait ce jeu devient de plus en plus un jeu de voleur, dire qu'au début il n'y en avait pas et qu'aujourd'hui vous nous proposer ça c'est n'importe quoi !!!!! Personnellement je finis mes 5€ d'investissements sur ce serveur et à la fin des trente jours j'arrêterais définitivement ce serveur, je retournerais sur le monde 9 et 15 et je jouerais mes 12H de réparation et 100 points d'attaque. je ne metterais plus un rond sur votre jeu et au final c'est vous avec vos conneries qui aller perdre vos joueurs et non le contraire. Je ne vous salue pas ! In english Hello everyone I just put myself on the new server Europe. Off, I just discover the option attack by the server and not by players. Why not... After all it is a good way of knowing the value of these defenses, but here is to be attacked once a day why not, twice ok but three times then four then five and then six times and more per day, I call this whatever ! It is shameful only players who put 50 € per week and who buy point of repairs, point of command plus bonuses of any kind will be able to arrive there ... In fact this game becomes more and more a game of thief, to say that at the beginning there were none and that today you propose to us it is anything !!!!! Personally I finish my 5 € investments on this server and at the end of the thirty days I would definitely stop this server, I would go back to the world 9 and 15 and I would play my 12H repair and 100 attack points. I would not put a round on your game and in the end it is you with your crap that will lose your players and not the opposite. I do not greet you! German Hallo an alle Ich habe mich einfach auf den neuen europäischen Server. Oben, entdeckte ich nur die Option Angriff durch den Server und nicht von den Spielern. Warum nicht ... Schließlich ist es ein guter Weg, um den Wert dieser Verteidigung zu wissen, aber das wird einmal täglich angegriffen warum nicht zweimal, sondern dreimal ok dann vier, dann fünf, dann sechs Mal am Tag, ich nenne es nichts! Shame nur Spieler, die 50 € pro Woche und Kauf Punkt Reparaturen setzen, plus Bonus Befehlsstelle jeglicher Art werden ... In der Tat wird immer dieses Spiel mehr und mehr ein Dieb Spiel, dass es am Anfang war nicht und bieten wir Sie jetzt, das ist alles !!!!! Persönlich habe ich meine 5 € Investition auf diesem Server und enden die 30 Tage würde ich auf jeden Fall diesen Server stoppen, würde ich wieder auf die 9 und 15 Welt und ich würde meine Reparatur 12H und 100 Angriffspunkte spielen. Ich habe nicht eine Runde auf dem Spiel, und am Ende metterais ist es Ihnen, mit Ihrem Bullshit geht Ihre Spieler verlieren und nicht das Gegenteil. Ich grüße euch nicht!9KViews0likes2CommentsCnCTA SoO SCRIPT PACK - Browser Links - Updates
CnCTA SoO SCRIPT PACK Command and Conquer: Tiberium Alliances SinsofOmission SCRIPT PACK A script collection for Command and Conquer: Tiberium Alliances online game. All credits go to individual authors. Offered as a browser extension. All credits go to individual script authors. User Scripts help expert players to maximize gaming experience taking the best from the Game API. NEW STATISTICS FEATURE FOR SCRIPTS introduced with version 1.5.9 Please enable the function in Extension Options to help find out obsolete/useless scripts STATISTICS HOMEPAGE : CNCTA.TWEAKNESS.NET Opera - Version 1.6.4 ✅ https://addons.opera.com/it/extensions/details/cncta-soo-script-pack/ Firefox - Version 1.6.4 ✅ https://addons.mozilla.org/it/firefox/addon/cncta-soo-script-pack/ Google Chrome - Version 1.6.4 ✅ https://chrome.google.com/webstore/detail/cncta-soo-script-pack/mhohhaneodmbojhibocihibkiiafigkl Microsoft Edge - Version 1.6.4 ✅ https://microsoftedge.microsoft.com/addons/detail/cncta-soo-script-pack/nmkmhjeigaeiockhcaojiknafkloemef NOTE: ⛔ VERSION SENT TO REVIEW (IT COULD TAKE SOME DAYS FOR THE UPDATE AVAILABILITY) Changelog Version: Version 1.6.4 >Manifest V3 Migration (for Chromium based browsers) >Some GUI upgrades >Update TA_Wavy 0.6.2 >Update TA_CityMoveInfoExtend 22.11.22 >Update TA_CD_PvP_Quick_Map 1.5.4 >Update TA_Autopilot 1.2.7 >Update TA_Warchief_Upgrade_Base_Defense_Army 22.10.08 >Update TA_xTrim_Base_Overlay_DR_4_3 1.16 >Update TA_MaelstromTools_Dev_Mod_MCV 0.1.5.5 >Update TA_Count_Forgotten_Bases_Range 1.1.5 >Update TA_infernal_wrapper 1.52 >Update TA_Formation_Saver 2.3.3 >Update TA_TheMovement 1.0.8 >Update TA_Tiberium_Alliances_Battle_Simulator_V2 22.12.23 >Update TA_TACS 3.80 >Update TA_Info_Sticker 1.15 >Update TA_Info_Sticker_SUPERCOMPACT 1.15 >Update TA_Report_Stats 0.5.6 Version 1.6.3 >Update TA_infernal_wrapper 1.51 >Update TA_leoStats 2022.09.24 >Update jquery-ui For problems/feedback please use the CnCTA SoO SCRIPT PACK testing dedicated thread NEXT VERSIONS In the next version of CnCTA SoO SCRIPT PACK (maybe 1.64) i will work on these updates: - Migration to manifest V3 for browser extension so it can live after January 2023 deadline for V2 - More obsolete scripts removal - Updating all scripts that use PHE with correct new function introduced in 22.3 (so we can delete the globalizing hotfix in wrapper code)8.4KViews1like91CommentsNevermore ADVANCED Attack tutorial
Hey guys, i always said before i go I would write a tutorial to help new players. A way of giving back. I know on the old forum, theres still Burel's Attack tutorial and Opa's early game nvidia tutorial for early game. Theres a few other good ones. But the one lacking is for how to effectively attack. I generally play with a smaller team so i tend to have newer players and tend to have a lot of wings i try to help out. Consistently across the board. EVERY player ranks improves by several hundred but improving their attack strategy. Even with willingness to fight, you'll find after this tutorial its more about def layout on your target, then actual size. Ok so lets go! First off, lets find a Outpost. So here is one below. http://i63.tinypic.com/30msbqg.png http://i66.tinypic.com/v5bgis.png Ok so heres my Target. Now heres my baby army. http://i63.tinypic.com/55i96t.png Lets review the stats. -The OP is 7 levels higher then my baby army. -Op has units i can not kill effectively. This OP level 21 resources are 359k research points, 595.8 tib, 351k cry and 108k credits The typical player will attack one around the same level or 2 levels higher. 64k tib, 55k cy, 72k credits and 64k research. So if i can kill that level 21 OP in 2 attacks. Ill get 3.5 times as much researces as i would if i was to hit 2 level 16 Op's. The total difference in improved resources is 275k tib, 485k cry, -35k credits, 230k research!!!!! a good player will keep attacks 16cp or lower so you can attack about 12 times a night. So lets say in a perfect world we multiply your difference between a good attacker and a poor attacker, you see its a lot in a single day. 275k tib x 12 = 3,300k TIB+ 485k cry x 12 =5,820k CRY+ 230k x 12 = 2,760k RP+ As you can see a mathematically, the better you attack, the fast you will grow. This is how i played with minimal funds and was able to out pace players who max crates every single day. Since tib and cry is coming in so much, it makes it easier to base build your main. early on, i just focus on power and credits. Ok so now we know the math! lets move to ADVANCED ATTACKING!!! Lets break down the def on the OP. 1. The first thing is i look for the CY and look for "a path to victory" everything from Chess to Street Fighter V. The key to any strategy is to preplan and find your path to victory. http://i64.tinypic.com/1zczmom.png What i will do is look at the columns leading to the CY and ask these 2 questions. 1. Do i have anything that will block a vertigo hitting the CY? 2. If so, can i move it? Looking at this layout i see i have clear lanes, and def units can be moved. Then i move to step 2. http://i65.tinypic.com/atk968.png MY GOAL ISNT TO KILL THE DEF, MY PRIMARY GOAL IS TO HIT THE CY. The biggest mistake players make is they always try to smash the def with the same army over and over again. They key is to distract the defense and put your bomber on target. I used to say, its a lot like american football. You a quarterback calling a play. Once you set your play, your goal is to split the defence and put the ball in the hands of your reciever. NOT smash everybody on the field (GDI i feel is more like the NFL running game but thats for another day) BLOCKING: if you notice theres a "X" on the screen. The purpose is to show how i want to draw the infantry to the left and to block the scrapbus at the very back. So here is my attack. http://i65.tinypic.com/2a0f5ar.png Key notes: 1. If you notice the bulk of my army is not attacking the CY side. My focus is to bait the left side and then slip my vertigo down the right side. NOTHING ELSE. 2. With this strategy, all you really need is ONE big vertigo. The rest of the units is just bait. You'll even notice a lvl 1 rocket squad. Levels dont matter TOO much. you just need them to stay alive. 3. I balance the attacks so each wave i have BAIT to make the units in my CY lane to keep moving left. 4. Vertigos that are small are place to the side of the big vertigo to help cushion the main attack Vertigo. TIP: Make it a habit to watch your attacks. ALL top players watch their sims. Attack, look at it, then adjust a few units and sim again. make a Habit of doing this a min of 3 times before you hit the attack. Dont just move them and look at the stats window. Actually watch the move units to keep the def units positioned or blocked the way you need them too. Now here is how the attack plays out. https://youtu.be/HdHlGlCVVDc Attack notes: When you watch the attack it should outline what i was trying to do. 1. Move units out of the "path to victory" and keep them on the left side. 2. The anti-air units will only move once the air unit in their range is dead. So By keep small level vertigos beside it, it keep the anit-air units from moving quickly. Slowing down their attacks so my largest vertigo can hit the target. The venoms is to give them a reason to move to the left in the first place. 3. It does not matter how much bigger a base or OP is by using this strategy, you only need a few more attacks. 4. you can with a large enough vertigo or stacking your 3rd and 4th wave so two large bombers can hit the CY and 1 shot the OP. TIP: Def units will always move to intercept the specialize unit its supposed to defend. If you look at the top row. By using a infantry bait, i can use that top infantry unit to BLOCK the scrap bus at the very top. Locking it into place to keep my path free to hit the CY. Players doing this, will grow 3-4x faster then players who spend all day worrying about production or other things. Your production will help you maintain your rank when your busy, but if you want to climb the ranks you need to attack more effectively. Not every top 50 player max funds, but every top player will be a master Sim and base killer. Some additional Q&A: What happens if you have flaks and a scrap bus at the very back? A: skip it. early game move your base and scan. What happens when im digging and i cant get a easy shot at the CY? A: If you have to take multiple attacks to kill a big base, then your first 3 is to soften whats blocking your path to victory. So by 4th or 5th you can begin bombing the buildings to the CY. I dont have money to buy a week of RT! A: You dont need a week of RT. because you bait units dont need to be high. You can keep your army low. and conserve RT. Keep 1-2 units and make them SUPER big. So when you do need to smash the def, you use the low level unit to cushion your big unit and let your big unit clear the way for your later attacks for the vertigos. but generally speaking this style of attack if your big vertigo goes undamaged it doesnt cost too much RT maybe 1hr30 min an attack. But nothing over 2 hours. it takes a lot of time?! A: it gets easier, after a while you can glance at layout and know if you can kill it in 1-3 hits. But the key is practice!The more you do it, the faster youll get. try this for a server and by your 2nd, you'll be able to glance at a Op or Base and know what you can or cant do just with a glance. What if i started late? A: well, play anyway. I always saw this as a game. I never impressed a girl when i told her i had lvl 65 avatars or how i was the head of the 5 deadly families and had 1000 players under my command. its a game, so have fun. The most fun of these games is learning. However it does work. I was watching the WCS and it was going SOOOOOO slow i just asked for a wing spot and started farming like this. I averaged 200 ranks gained a week. I started a month late. but as of today when i drop b4 i will have lapped 3/4 of the server. So strictly by using effective attacks you can make up HUGE ground. Even with out big bonus or good location. Final note, the important thing to take away is you should always try. often with a strong strategy and time to figure things out. You can accomplish amazing things. Often players see levels and numbers and give up with out trying. t first glance the OP look like it would take 6-7 attacks to kill. But yet its a two shot. Anyway, any questions please let me know and i hope this helps out a lot of people who are learning the game. When i started out, top players never told me shit. So this is my way of giving back to all the plaeyrs going through the same thing. I may do more but will see what my time is like. still semi-retired from the game. Just farming in wcs so i may do more if players want more info. Nev8.1KViews0likes5CommentsDomination of worlds by alliances and players who have already defeated the fortress.
When alliances and players beat the fortress on any given world, they should not be allowed to continue to dominate the center of the maps. It does not provide fair game play. This could be addressed in several different ways, however, the best way would be if the players wish to continue after total victory, they must start out as new players with one base. Thanks for reading, Jason7.5KViews0likes22CommentsPVP.
Does anyone find the current pvp scene where people lock down their bases with attacks from alt accounts, and those bases with more alt accounts, to be fun? It's not really pvp if only one side can attack... Then again, I may be expecting too much. $I$ $get$ $why$ $it's$ $allowed$ $though$ :)6.9KViews1like27CommentsScripts updated for 19.3
Hi! Our friend @AlkalyneD4 has fixed some scripts for 19.3 version of our game that run inside Tampermonkey. Thank you for your hard work! Wrapper https://github.com/SebHeuze/CnC_TA/raw/master/API_wrapper.user.js Maelstrom ADDON BaseScanner https://github.com/SebHeuze/CnC_TA/raw/master/Maelstrom_ADDON_Basescanner_41CP_Mod.user.js Note: BaseScanner includes spanish translation now. The Movement https://github.com/SebHeuze/CnC_TA/raw/master/TheMovement.user.js Tiberium Alliances AutoRepair https://github.com/SebHeuze/CnC_TA/raw/master/TA_Autorepair.user.js @leo7044 updated (with spanish tanslations): WarChiefs Tiberium Alliances Upgrade Base Defense Army https://github.com/leo7044/CnC_TA/blob/master/WarChiefs-Tiberium_Alliances_Upgrade_Base_Defense_Army.user.js @BambiByte reports that Crucial Pack works fine: https://github.com/Debitosphere/CNC.TA.Crucial.Scripts If you find any other updates, links are wellcome. Important: Old versions of these scripts must be deactivated, whether they are installed manually or as part of a script package (like Crucial Pack, CnCTA SoO SCRIPT PACK or CENTER DRIVEN Pack) Note: Some scripts still work with version 19.3, so they have not needed updating/fixing and have not been included in this thread.4.9KViews1like97CommentsEA Fund Sales
EA, What happened to your EA Fund Sales? You used to have centered around Holidays and such and now nothing. I believe we have had only one or maybe two this year. I know I am not the only Commander that appreciates the Fund Sales. I currently play on four Servers (4, 14, 80, 104) that I fund. Thank you.4.7KViews0likes4CommentsWorking scripts 17.4
Some scripts don't work - these are considered important ones, by some, that do work, use them at your own risk. Here we have got a list of scripts useful for better improvements: General scripts can be found here: http://cncscripts.com/ - Tunnel Script: https://greasyfork.org/es/scripts/1900-tiberium-alliances-tunnel-info - WarChiefs - Tiberium Alliances Upgrade Base/Defense/Army: https://greasyfork.org/es/scripts/19846-warchiefs-tiberium-alliances-upgrade-base-defense-army - Tiberium Alliances Wavy: https://greasyfork.org/es/scripts/18247-tiberium-alliances-wavy4.6KViews1like24Comments
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Talk about the legendary Command and Conquer franchise. Share your favorite moments and get installation help.Latest Activity: 4 minutes ago