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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
============================================================================
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.
============================================================================
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.
============================================================================
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.
============================================================================
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.
============================================================================
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.
============================================================================
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.