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Command & Conquer: Red Alert - The Aftermath

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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.
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