Command & Conquer: Red Alert - The Aftermath/Help/English Windows ReadMe

COMMAND & CONQUER: RED ALERT

THE AFTERMATH

Copyright (c) 1996, 1997 WESTWOOD STUDIOS, INC. All rights reserved.

Command & Conquer, Command & Conquer: Red Alert, Counterstrike, Aftermath and Westwood Studios are trademarks of Westwood Studios, Inc.

September 1997

For latest goodies, news and updates visit WWW.WESTWOOD.COM

For further technical support information on all Westwood Studios products. please send e-mail to support@westwood.com

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1. Aftermath Installation Notes

1.1. Preferred order of install (Red Alert/Counterstrike/Patch/Aftermath) 1.2. Installing Counterstrike over Aftermath

2. What's new in Aftermath?

2.1. Improved Multiplay 2.2. New Units Available 2.3. New version of Westwood Chat 2.4. Saving a Multiplay Game. 2.5. Multiplay Emergency Save feature. 2.6. Playing against Red Alert players on LAN or modem. 2.7. Score Screen Fix

3. DOS

3.1. Autodetection of Sound Cards 3.2. Sound Card Troubleshooting

3.2.1. Creative Labs - Soundblaster 1.0/1.5 card 3.2.2. Soundblaster Compatible Cards 3.2.3. Compaq Computers 3.2.4. Sound Galaxy Basic 16 3.2.5. ESS AudioDrive 3.2.6. Adlib Gold 3.2.7. Golden Sound Pro 16 3.2.8. Gravis Ultrasound

3.3. Modem Play

3.3.1. Initialization Strings 3.3.2. Modem Performance Hints 3.3.3. 486 Machines With External Modems 3.3.4. Plug and Play Modems 3.3.5. Modem initialization problems

3.4. Network Play

3.4.1 Homogeneous Environment 3.4.2 MSIPX.COM

4. DOS box under Windows 95

4.1. Running C&C:RA in a Windows 95 DOS box 4.2. Improving movie playback performance 4.3. Autodetecting Soundcards in a Windows 95 DOS box: 4.4. Microsoft Natural Keyboard 4.5. Running DOS setup

5. Windows 3.XX

5.1. Launching C&C:RA 5.2. Westwood Chat

6. Windows 95

6.1. Microsoft DirectX 6.2. Known video card problems

6.2.1. S3 TRIO video cards 6.2.2. Screen distorts after installing Microsoft DirectX 6.2.3. Unable to allocate primary video buffer

6.3. Modem Play

6.3.1. US Robotics Modems 6.3.2. Modem Recognition. 6.3.3. Modem Performance Hints 6.3.4. Baud Rate Setting

6.4. Network Drivers

6.4.1. Novell Client32 6.4.2. THIPX32.DLL

6.5. Uninstalling Red Alert 6.6. Virtual Memory Settings 6.7. Microsoft PowerToys 7. General Troubleshooting

7.1. CD-changers and multi-drives 7.2. Microsoft Home Mouse and Natural Keyboard

8. General Gameplay Information 8.1. Multiplay Notes

8.1.1. Multiplay Tech Levels 8.1.2. Multiplay Map Size Descriptions

8.2. Tips & Tactics

8.2.1. Anti-demo truck squads 8.2.2. Infantry rediscovered 8.2.4. Ore Truck defense 8.2.5. Nuclear Dominoes

8.3. Allied strategy

8.3.1. Too many soviet tanks? 8.3.2. Build fakes & AA guns! 8.3.3. Automatic repair of ore trucks 8.3.4. Chrono-rush 8.3.5. Chrono-squish 8.3.6. Naval protection

8.4. Soviet strategy

8.4.1. MAD Tanks are your friends! 8.4.2. Shock-trooper barricades 8.4.3. Aggressive Missile Sub use 8.4.4. Spy Planes are worthwhile! 8.4.5. Make defendable bases! 8.4.6. Iron Curtain useage 8.4.7. Remove the GPS!

8.5. Miscellaneous

8.5.1. The LST / Mine Layer "cheat" 8.5.2. MAD Tank 8.5.3. Using the Chronosphere and Iron Curtain with Demo Truck

8.6. Final note from the C&C/RA design team

============================================================================ 1. Aftermath Installation Notes

1.1. Preferred order of install (Red Alert/Counterstrike/Patch/Aftermath)

At the time of writing there are 4 possible versions of Red Alert available:

1. The original version of Red Alert (v.1.04) 2. The updated version included in Counterstrike (v.1.07) 3. The Red Alert patch (v.1.08) 4. The updated version included in Aftermath (v.2.0)

If you have all of the above, the ideal install order is:

1. Original Red Alert 2. Counterstrike 3. Aftermath

Note that you do not need to apply the 1.08 patch as all of its updates are included in Aftermath.

1.2. Installing Counterstrike over Aftermath

If you purchase and install our first Red Alert expansion product, Counterstrike, after installing Aftermath, you will see the following error message:

Compression error. Error ept0036: Old file not found. However, a file of the same name was found, no update done since file contents do not match. File: game.dat

This message is normal and Aftermath will play correctly. To avoid this error, follow the installation order mentioned in 1.1 above.

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2. What's new in Aftermath?

The following is a list of items that are udpated automatically by  installing Aftermath.

2.1. Improved Multiplay

In our on-going quest for a great game, you will notice that multiplay is a bit different in Aftermath than it was in previous versions of Red Alert. Part of this came from the addition of the new units, and part from our goal to promote multiple-unit tactics and diverse styles of play. Excluding the new units, here are the changes we've implemented:

- After your second production facility (weapons factory,      barracks, airfield, construction yard, helipad, naval yard,       sub pen), you get NO PRODUCTION BONUS for that type! The only thing that multiples will get you (after 2) are different locations to have the units appear or land. - Concrete walls are now $50. - Gap Generators require more power, and have fewer hit points. - Spy planes will ungap a gap-covered area for a longer period. - Allied Turrets are more expensive, but fire faster & do more damage per shot. - Tesla Coils have more hit points. - The Iron Curtain recharges much quicker! - You can no longer ally with the computer. - Starting points for multiplayer maps are more random. - Ability to slow down unit build rates in internet play. (This should limit the "Tank Rush" strategy)

2.2. New Units Available

Here is a table showing the new units and the pre-requisite buildings needed before they can be built in a multiplayer game:

Unit          Side    Tech Level  Pre-requisites -- --     ChronoTank     Allied   7          Allied Tech Center, War Factory Mechanic      Allied   2          Service Depot, Tent Barracks Demo Truck    Both    10          Missile Silo, War Factory Shock Trooper Soviet   4          Tesla Coil, Barracks Tesla Tank    Soviet   4          Tesla Coil, War Factory Missile Sub   Soviet   5          Soviet Tech Center, Sub Pen MAD Tank      Soviet   4          Soviet Tech Center, War Factory

2.3. New version of Westwood Chat

Shipping with Aftermath is the latest (v.4.1) version of Westwood Chat, which has been enhanced in numerous ways when compared to    the original version included with Red Alert. The key new features include:

- Find/Page feature allows you to find your buddy online or send him a message without checking out every single channel on the system. - Improved channel list/user list now displays more channels or users, making the system much easier to navigate. - New "reduced build rate" option for Red Alert, Counterstrike and Aftermath games. This feature, if selected, helps address the tank-rush "strategy". - Distinction between classic Red Alert games, Counterstrike games and Aftermath games with new icons representing game channels and new interface at game startup.

2.4. Saving a Multiplay Game.

On Modem and Network games, it is possible to save the game. When reloading that game, all players must have exactly the same names, and be of the same nationality that they were in the original game. Any aberration in the player information will prevent the Multiplay Save feature from working correctly. The type of game must also be    the same. That is to say, if the players saved while playing the Win'95 version of Red Alert, they must load playing the same version. It is not possible to save a game in Win'95 and then load it in DOS, or vice versa. 2.5. Multiplay Emergency Save feature.

On rare occasions during a multiplay game, you may be prompted to    initiate an emergency save. This typically happens when one or more of the connections has become unstable. If all players agree, the Emergency Save function will then attempt to save the current game. Due to the special nature of the internet, THIS FEATURE IS NOT AVAILABLE FOR INTERNET GAMES.

When loading an Emergency Saved game, all players must have exactly the same names, and be of the same nationality that they were in the original game. Any aberration in the player information will prevent the Multiplay Emergency Save feature from working correctly. The type of game must also be the same. That is to say, if the players saved while playing the Win'95 version of Red Alert, they must load playing the same version. It is not possible to save a game in    Win'95 and then load it in DOS, or vice versa.

2.6. Playing against Red Alert players on LAN or modem.

If you choose to play a LAN or modem game against a player who only has Red Alert (and not Aftermath) installed, the Aftermath features (new units and new maps) will be disabled to allow both players to participate in a classic Red Alert game.

2.7. Score Screen Fix

Some systems were having problems handling the heavy memory requirements of the score screen opening animation. We have changed the way memory is handled at that point to improve performance.

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3. DOS

3.1. Autodetection of Sound Cards The DOS version of C&C:RA will attempt to autodetect your sound card. Because of the vast number of machine configurations possible on PC's,    C&C:RA may not autodetect your sound card correctly. For this reason you should treat the detected card as a suggestion only. If you know that the detected card is definitely wrong you can override the selection and pick the correct card from the SETUP program. If you select a sound card that is not present in your machine, your machine may lock-up, or the sound card may stop responding. Either of    these situations may be corrected by simply turning off the computer, waiting 15 seconds and then turning it back on.

3.2. Sound Card Troubleshooting

Here are some hints and tips for specific sound cards found while testing C&C:RA under DOS.

3.2.1. Creative Labs - Soundblaster 1.0/1.5 card

These early Soundblaster cards do not support some of        the features which are built into later versions of the card. This may result in lower audio quality on        these cards. 3.2.2. Soundblaster Compatible Cards The Soundblaster code in C&C:RA is written for 100% Soundblaster compatible sound cards made by Creative Labs. If you have a Soundblaster compatible sound card from another manufacturer you may experience stuttering or        popping in the sound, or even no sound at all. If you are unsure of the correct Port, IRQ and DMA settings for your Soundblaster compatible card, try typing SET from the DOS prompt. If your machine has been configured with a        BLASTER environment variable in your AUTOEXEC.BAT file you should see a line similar to: SET BLASTER=A220 I5 D1 H5 T4        The number after the A (i.e., 220 in this case) is your port address; the number after the I (5 in this case) is your IRQ and the number after the D (1 in this case) is your DMA channel setting. Armed with these numbers you can go ahead and manually select your soundcard from the SETUP program and enter the Port, IRQ and DMA in the boxes when prompted. If you have a Soundblaster 16 or AWE32 soundcard and you are having difficulty with autodetection, these same comments apply except that you may have to enter the number after the H as your DMA setting, depending on your configuration. 3.2.3. Compaq Computers

Some Compaq machines may not autodetect the installed sound card. If this occurs, try selecting Sound Blaster Pro/Pro2 from the SETUP program. 3.2.4. Sound Galaxy Basic 16 This Soundblaster compatible card can sometimes be incorrectly autodetected as a Soundblaster Pro or Soundblaster 16, causing unpredictable results. We recommend that you manually select Soundblaster and enter the Port, IRQ and DMA values that correspond to your card. See the comments under Soundblaster compatible cards above. 3.2.5. ESS AudioDrive

Under certain circumstances the autodetect code can incorrectly identify this card as a Soundblaster 16. If this occurs you will need to override this driver by selecting ESS AudioDrive with the correct values for your system. 3.2.6. Adlib Gold

Under certain circumstances the autodetect code can return incorrect Port, IRQ and DMA settings. If you are having difficulty obtaining sounds on this sound card try manually selecting the card in the SETUP program and entering the correct Port, IRQ and DMA settings.

3.2.7. Golden Sound Pro 16

We have found that better results may be obtained on this sound card by reducing the game volume from the in-game sound control menu. Volume levels should be set to about half way. 3.2.8. Gravis Ultrasound

Some Gravis Ultrasound owners may experience audio clipping and/or reduced game performance. We recommend that you turn the volume for musical scores all the way down (off) to see if this helps.

3.3. Modem Play

3.3.1. Initialization Strings

We get best modem performance with modem data-compression and error-correction turned off. You can do this by going to the serial game settings dialog and entering the appropriate initialization string for your modem. This should be entered on      the host (dialing) machine, the guest (receiver) should use ATZ. If you use these init strings the modem speed may have to be set to the exact speed of your modem, for example 14400 bps or 28800 bps. Here are example init. strings for some popular modems: Modem                                       Init. String US ROBOTICS SPORTSTER 9600/14400/28800. . . AT&M0&K0 DIGICOM SCOUT 288VFCi. . . . . . . . . . . AT\N1 BEST DATA SMART ONE 14400. . . . . . . . . AT\N1 HAYES ACCURA 28800. . . . . . . . . . . . . AT&Q0 SUPRA 14400. . . . . . . . . . . . . . . . AT\N1 PRACTICAL 14400. . . . . . . . . . . . . . AT&Q0 ZOOM 28800. . . . . . . . . . . . . . . . . AT&Q0

3.3.2. Modem Performance Hints

With music playing during a modem game, there is a possibility of      pausing or very slow game play. For optimum performance, music volume under the options menu should be set to zero far left), this      is the default setting. The game speed should be satisfactory with       sound effects on and music set to zero.

To prevent conflicts with your mouse, make sure that you are not selecting the COM port that is already taken by your mouse.

Please note that if you select the "Plug and Play" modem option in      the multiplayer modem/serial settings dialog in the Windows 95 version of Counterstrike and then subsequently play a DOS modem game, the modem port will default to COM1. To avoid this select COM2 from the Windows 95 multiplayer modem/serial settings dialog prior to      running the DOS version of the game.

When playing Red Alert with Counterstrike vs. Red Alert without Counterstrike, the Red Alert without Counterstrike player may experience technical difficulty when exiting out of the game session. In most cases, turning ERROR CORRECTION and DATA COMPRESSION "ON" in the Advanced Modem Settings dialog box, will solve the problem. This is also addressed in the Red Alert patch, which can be downloaded from the Westwood Studios website (www.westwood.com). 3.3.3. 486 Machines With External Modems

If you have a 486 system with an external modem you might experience pausing or very slow game play. This is due to      the 8250 UART chip which is in most 486 class machines, this chip causes the CPU to work harder in null modem and modem games. There are several work-arounds: 1. Turn off both music and sound effects in the setup program prior to playing the game. This will improves performance at      the expense of losing all game sounds. 2. Install an internal modem. These modems have their own UART chips which are designed for higher performance. 3. Install a high performance serial card in your system. If you are using a 14400 or 28800 bps external modem with your 486 class system you should seriously consider installing a high performance serial card. These cards usually have a       16550A type UART chip which outperforms the 8250 UART in all serial communications applications by buffering data more efficiently.

3.3.4. Plug and Play Modems

Certain Plug and Play modems require a Plug and Play device manager to be installed before they will function under DOS. One source for such Plug and Play managers is Intel's WWW site at www.intel.com. Failing this you should contact your modem manufacturer for updated driver information.

3.3.5. Modem initialization problems

If you encounter errors while initializing your modem (for example the message, "Cannot disable modem      auto-answer") make sure that the modem speed is set to       an appropriate value. If you are using a US Robotics 57.6 or 33.6, you may experience difficulty connecting over the modem with a player who is using only Red Alert. If this is the case, downloading the patch from www.westwood.com and installing it on the Red Alert only system should solve the problem.

3.4. Network Play

3.4.1 Homogeneous Environment

For multiplayer network games we strongly caution you to use a      homogeneous network environment - that is, to use the same type of IPX compliant network drivers (e.g., IPX, IPXODI etc.) on each system. We have found incompatibilities between drivers from different manufacturers so you should bear this in mind if you are having network game troubles. 3.4.2 MSIPX.COM

C&C:RA should work with any IPX compliant network but we have found problems running with Microsoft MSIPX.COM. We strongly recommend that you avoid MSIPX and use either IPX.COM from Novell, or use IPXODI drivers compatible with your card. If in doubt you should ask your network administrator to upgrade your system.

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4. DOS box under Windows 95

4.1. Running C&C:RA in a Windows 95 DOS box

The DOS version of C&C:RA will run as a DOS box process under Windows 95. This might be useful if: - You have a 486 class machine running Windows 95 and performance of the Windows 95 version of C&C:RA is too slow in the native Windows 95 environment. - You do not have Microsoft DirectX compatible video drivers installed on your Windows 95 system.

If you install C&C:RA in Windows 95 but wish to play the DOS version, the setup program will launch to set up the sound settings. 4.2. Improving movie playback performance

The performance of C&C:RA in a Windows 95 DOS box is slightly slower than in a real DOS environment. You may be able to improve movie playback performance by going into the Windows 95 START menu and selecting SETTINGS\CONTROL PANEL, then double-click SYSTEM and click PERFORMANCE\FILE SYSTEM\CD-ROM. There is a menu here which allows you to enable read-ahead buffering of the CD (this seems to be disabled by default). Select the setting that matches your CD-ROM drive (2X, 4X etc.). You can also change the size of the buffer, usually the bigger this is    the better the performance will be, although this does take away memory from the rest of the system.

4.3. Autodetecting Soundcards in a Windows 95 DOS box:

Because the Windows 95 DOS box is really just emulating DOS (Windows continues to run in the background) you may experience problems autodetecting your sound card in this mode. There are two things you can do to address this: 1. Do not autodetect, but pick your soundcard manually and enter the correct PORT, DMA and IRQ settings, or    2. Run through Windows 95 DOS mode.

4.4. Microsoft Natural Keyboard

This keyboard, and other keyboards which feature the "Windows Key", can cause problems when playing the DOS version of C&C:RA in a Windows 95 DOS box. When the Windows Key is pressed and then another key is pressed, the behavior is as if the Windows Key has never been released, causing further keystrokes to be ignored. The solution is simply to press the Windows Key again which will clear the depressed key state.

4.5. Running DOS setup

To run the DOS setup under Windows 95 (to change your    sound card settings) you should first open an MS-DOS prompt, change to the drive where you installed C&C:RA, change to the directory where C&C:RA is installed (by    default C:\WESTWOOD\REDALERT) and type SETUP. ============================================================================

5. Windows 3.XX

5.1. Launching C&C:RA

C&C:RA uses special code to launch itself in the Windows 3.XX    environment, and will attempt to close any active Windows applications prior to running. You will not be able to access other Windows programs when C&C:RA is active. Windows is automatically restarted when you exit C&C:RA.

5.2. Westwood Chat

Please note that from September 1, 1997, Westwood Studios no longer officially supports Westwood Chat on Windows 3.XX. This is due to improvements in the user interface which now uses Windows 95 only features.

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6. Windows 95

6.1. Microsoft DirectX

The Windows 95 version of C&C:RA is a Microsoft DirectX application. Version 3.0 of Microsoft DirectX is included on the CD and you have the option to install it when C&C:RA is installed.

If you have difficulty running Windows 95 after these new Microsoft DirectX drivers have been installed, please contact your local Microsoft subsidiary, or write:

Microsoft Customer Sales and Service, One Microsoft Way, Redmond, WA 98052-6399, USA

USA telephone: 1-800-426-9400 International telephone: ++1-206-882-8080

All Microsoft DirectX drivers are located in the Dxsetup folder off of the root of the CD. To reinstall the Microsoft DirectX drivers go into the Dxsetup folder and run Dxsetup.exe. You can explore the CD by choosing the "Explore the CD" option in the autoplay title screen.

6.2. Known video card problems

Here are some hints and tips for specific video cards found while testing C&C:RA under Windows 95.

6.2.1. S3 TRIO video cards

We have noticed corruption on screen during both game and movies with some (but not all) examples of video cards with this chipset. There is no specific workaround but you should check with your video card manufacturer for updated driver information.

6.2.2. Screen distorts after installing Microsoft DirectX

We've found that video monitor settings may need to be      adjusted after installing the Microsoft DirectX video drivers. If your screen distorts, or is shifted horizontally or vertically, you can return it to normality by adjusting the controls on your monitor. You should only need to do this once.

6.2.3. Unable to allocate primary video buffer

If you receive an "Unable to allocate primary video buffer      - Aborting." error message try reinstalling the Microsoft DirectX drivers. If reinstalling the Microsoft DirectX drivers does not solve this problem, then that means that your video card manufacturer has not updated their video drivers to be Microsoft DirectX compliant. Call your video card manufacturer for updated drivers.

6.3. Modem Play

6.3.1. US Robotics Modems

You should not use the 14400 or 28800 baud rate settings with US Robotics modems.

Additionally, we have found that USR Sportster 33600 modems connect better with error correction and data compression enabled. To do      this in C&C:RA, go to the communications settings dialog, select 'advanced', and turn both error correction and data compression settings to on.

Both players should turn these settings on even if only one has a      USR 33600 modem.

When playing against DOS versions of C&C:RA, use the AT&F or AT&F1 initialization strings on the DOS side when using a USR 33600 modem.

6.3.2. Modem Recognition.

C&C:RA performs best in a modem game with modem error correction and data compression disabled. This is done automatically in C&C:RA if      you select an installed modem from the list on the C&C:RA serial settings screen.

For this to work correctly, Windows 95 needs to know about your modem so make sure it is recognized properly in the Control Panel/Modems dialog.

6.3.3. Modem Performance Hints

With music playing during a modem game, there is a possibility of pausing or very slow game play. For optimum performance, music volume under the options menu should be set to zero (far left), this is the default setting. The game speed should be satisfactory with sound effects on and music set to zero.

6.3.4. Baud Rate Setting

You should always select a baud rate of at least the speed of your modem unless you are experiencing difficulties connecting that fast. We recommend 57600 for 28800 modems and 19200 or 38400 for 14400 modems.

In a null modem game, ensure that both players select the same baud rate before trying to connect.

6.4. Network Drivers

Here are some hints and tips found during network game testing of C&C:RA for Windows 95.

6.4.1. Novell Client32

C&C:RA may not detect the presence of IPX drivers if you have installed Novell Client32 for Windows 95. There is currently no known workaround other than to reinstall the Microsoft IPX protocol which is shipped with Windows 95.

6.4.2. THIPX32.DLL

C&C:RA uses a custom DLL file for network play. If you see an      error message which mentions "THIPX32.DLL", you should reboot your system and start C&C:RA again. If the problem persists, you may need to reinstall C&C:RA.

6.5. Uninstalling Red Alert

After running the Uninstall program, if the Red Alert group is    still present, try rebooting your computer. This should clean up    the Red Alert start menu folder.

6.6. Virtual Memory Settings

C&C:RA may need to use more RAM than is present on your system. Windows 95 automatically takes care of this by using what is    known as "Virtual Memory" - it uses space on your hard disk to simulate the memory it needs and swaps data back and forth from your hard disk as required. Windows 95 allows you to manually set the amount of hard drive space it uses for Virtual Memory: WE HIGHLY RECOMMEND THAT YOU DO NOT DO THIS! To let Windows 95 manage the Virtual Memory, go to the Windows 95 START menu, select SETTINGS\CONTROL PANEL, then double-click SYSTEM, click PERFORMANCE\FILE SYSTEM\VIRTUAL MEMORY and then select "Let    Windows manage my virtual memory settings (recommended)".

6.7. Microsoft PowerToys

If you have the Microsoft PowerToys system extensions installed on your system (including QuickRes and FlexiCD) you may experience a black screen upon booting C&C:RA, although the sounds may still be audible. If this happens, you should remove the MicroSoft PowerToys while playing C&C:RA.

============================================================================ 7. General Troubleshooting

7.1. CD-changers and multi-drives

C&C:RA does not support multiple CD-ROM drives or CD-changers and assumes that you only have one CD-ROM drive. If you have more than one CD-ROM drive, you should insert the C&C:RA CD you are using into the first CD driver letter. For example, if you have drives E:, F:    and G:, your C&C:RA CD should be inserted into the E: drive. 7.2. Microsoft Home Mouse and Natural Keyboard

If you are using a Microsoft Home Mouse, the Microsoft Natural Keyboard or are using Microsoft's IntelliPoint Tools and Controls Software, having the "Sonar" setting on under "Visibility" in the "Mouse Properties" section in the "Control Panel" can cause C&C:RA to crash. Please turn this setting off when playing C&C:RA.

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8. General Gameplay Information 8.1. Multiplay Notes

8.1.1. Multiplay Tech Levels This chart shows which Red Alert units, structures, and abilities become available at the various tech levels in multiplay. See section 2.2 for details about Aftermath units. TL Allied Unit   Allied Structure     Soviet Unit      Soviet Structure -- ---        ---           1  Rifle Infantry Tent Barracks        Grenadier        Barracks 1 Rocket Soldier Power Plant          Rifle Infantry   Power Plant 1 Medic          Ore Processor        Rocket Soldier   Ore Processor 1                Ore Silo                              Ore Silo 1                Sandbag Wall                          Fence 1                Pillbox                               Flame Tower 1                                                      Barbed Wire 2 AT Mine Layer  Radar                AP Mine Layer    Radar 2 Ranger         War Factory          Ore Truck        War Factory 2 Ore Truck      Service Depot. Transport       Service Depot. 2 Transport      Camo Pillbox         Attack Dog       Kennel 2 Light Tank     Naval Yard           Heavy Tank       Sub Pen 2 Turret                              V2 Rocket Launcher 3 PT Boat        AA gun               Yak              Airfield 3 APC                                 Spy Plane* 3 Engineer                            Engineer 3                                     Submarine 4 Medium Tank    Sonar Pulse*         Flame-Thrower    Tech Center 4 Spy                                  Soldier         Tesla Coil 4 Destroyer 5 Artillery      Advanced Power       Parachute        Advanced Power Plant                                Plant 5                Concrete Wall        Bombs*           Concrete Wall 6 Longbow Apache Helipad              Hind             Helipad 6                                                      SAM Site 7 Cruiser        Tech Center          Mammoth Tank 7                Gap Generator        MIG 7                GPS Satellite* 8 MCV                                 MCV 8 Tanya                               Tanya 8 Thief                               Chinook 8 Mobile Gap Generator 9 Chronoshift*   Chronosphere         Invulnerability* Iron Curtain 9 Mobile Radar Jammer 10 Atomic Bomb*   Missile Silo         Atomic Bomb*     Missile Silo

(* = This item is a special game ability.)

8.1.2. Multiplay Map Size Descriptions

When you go to choose a map to play on in multiplay, you will notice some characters at the end of each map name.

SM  = Generally means a smaller map. Recommended for 2-4 players. MED = Generally means a medium sized map. Recommended for 4-6 players. LG  = Generally means a large map. Anywhere from 6-8 players can play on these maps. MEGA = Extra large maps available with Aftermath only

Any number of players (from 2-8) can play on any of these maps. The description is merely a recommendation.

8.2. Tips & Tactics

8.2.1. Anti-demo truck squads

For the Allies, Jeeps and pillboxes are great at taking out incoming demo trucks. If you lose a couple, it's not a big hit, and removing the demo truck is so much more important, isn't it? For a Soviet player, Hind helicopters are ideal at taking out demo trucks, as are Tesla Tanks and (believe it or not!) Flame Turrets.

8.2.2. Infantry rediscovered

Because of the change in build speeds, infantry are more useful in      early-game tactics. Players have been wiped out by infantry rushes at      the beginning of a game because they're trying to build tanks and other time-intensive items.

8.2.4. Ore Truck defense

With Aftermath, it is even more important to defend your Ore trucks. Tesla Tanks and ChronoTanks are very good at destroying ore trucks, so you should be very aware of where your ore trucks are and provide protection when possible.

8.2.5. Nuclear Dominoes

Don't send multiple demo trucks at one time. Because they can chain-react, the first one that detonates will blow all the other ones up as well. Space them out, so you don't waste 'em.

8.3. Allied strategy

8.3.1. Too many soviet tanks?

Cut off their supply of cash with ChronoTanks. They can hit an ore truck and be back in your base before the Soviets can respond. 3 ChronoTanks should take out a harvester with ease.

8.3.2. Build fakes & AA guns!

We can't stress how important it is to keep MIGs off of your construction yard, since Soviets are more reluctant to attack on ground now. Build fake con. yards and put AA guns on likely strafe lines. If you destroy even 1 MIG in an attack on a fake con. yard, you've come out ahead.

8.3.3. Automatic repair of ore trucks

Put a mechanic to the right of where the ore trucks unload at the refinery. Any ore truck coming in to unload will be repaired automatically! Don't put the mechanic in guard or he'll run around and heal units.

8.3.4. Chrono-rush

This is expensive, but shifting 5 chronotanks into someone's base will usually take out any structure. With a nuke to follow it up      for good measure, you can take anything out. Watch out for V2s, which can destroy your tank in one hit.

8.3.5. Chrono-squish

Shift a tank onto infantry, move, and squish! Great against Tanya-heavy players.

8.3.6. Naval protection

Since the Soviets can use subs as a strike force, build PT boats and destroyers and keep naval-channels to your base protected. 8.4. Soviet strategy

8.4.1. MAD Tanks are your friends!

Although they'll hurt you as well, MAD tanks are great at stopping large assaults (aircraft are also affected by them!), so keep them handy near entrances to your base. They can also be used to 'encourage' overly defensive players to come out of their base!

8.4.2. Shock-trooper barricades

One of the best features of shock troopers is that they simply can't      be run over by vehicles. We've all been saved from large tank attacks many times by simply putting these soldiers at base entrances. Since tanks are poor at shooting infantry, unless the other player has artillery / V2s or demo trucks, they're going to stop dead in front of your shock troopers (which are quite good at taking out tanks!), ready for slaughter by back-up units.

8.4.3. Aggressive Missile Sub use

Don't wait for the Allies to build naval before you do. Missile subs are more accurate (unless the target is moving) and just as deadly as the Allied Cruiser. Several of these can decimate a base quickly. They are also excellent air defense units when put in guard mode. Be      careful, though, because like the Cruisers, they require support units, since they cannot target other naval units.

8.4.4. Spy Planes are worthwhile!

Now that the gap can remain open for larger amounts of time, you can use spy planes to find critical structures and send in MIGs to remove them. Our favorite targets are Allied Tech Centers (hasta GPS!) and nuke trucks just sitting in the base.

8.4.5. Make defendable bases!

It is very important to cover all areas of your base with defenses. Because of GPS and ChronoTanks, an Allied player can easily get into an undefended section of your base and wreak havoc. Build Tesla coils on the perimiters and within your base, and use Tesla Tanks and V2s for area cover as well. Overlapping defenses will keep Allied Chronotanks at bay. If any do get in, V2s, Tesla Tanks / Coils, and even infantry can take out Chronotanks quickly, so keep some around.

8.4.6. Iron Curtain usage

Because it's faster, it's more useful on assaults and base defense. Remember that structures can be iron curtained as well as units!

8.4.7. Remove the GPS!

Because ChronoTanks can only shift to where the Allied player can see, destroying their Tech Center removes a large amount of attack options and lets you worry less about base defense. Remember that destruction of the GPS will also completely re-shroud the Allied player's map! Black 'em out, then attack!

8.5. Miscellaneous

8.5.1. The LST / Mine Layer "cheat"

To maintain backward compatibility with Red Alert and Counterstrike it proved impractical to disable this cheat, so we're going to let everyone know about it so the playing field (if you like to cheat) is level. Simply explained, if you group any unit(s) slower than the LST or Mine Layer (for example) with an LST or Mine Layer, and make them a formation, all the units will move at the speed of the LST/Mine Layer! This works for all naval/ground units in the game. If you see a group of units moving at unusual speed, you know your opponent is cheating!

8.5.2. MAD Tank

Just what does it do? 45% damage to units, 40% damage to structures, and NO damage to infantry. The % is of total hit-points, not current, so 3 MAD Tanks in the same area will destroy ALL structures and units (except infantry) in that area, provided that none of them were repaired between detonations. The area of effect is 20 cells around the tank (10 cell radius) when it detonates. We suggest using infantry against them when possible! Also, remember that if the unit is      destroyed before it can finish powering up, you will prevent the shock-wave from going off!

8.5.3. Using the Chronosphere and Iron Curtain with Demo Truck

Because of unstable material in the Demo truck's bomb, the Iron Curtain effect will be 1/60th of its normal time. As for the Chronosphere, any attempt to Chronosphere a demo truck will result in immediate detonation of the truck.

8.6. Final note from the C&C/RA design team

We all enjoyed making "The Aftermath", especially in creating and implementing the new units into the game. We hope you have as much fun using them as we do!

Also, a general "thank you!" to all the fans and supporters of the Command & Conquer line of games. Thank you for all your comments, suggestions (yes, we do read them!) and input over the course of    our games. You won't believe what we've got in store for you in the future! :)

- C&C/RA Design Team, Las Vegas, September 1997.