History Videogame / CommandAndConquerTiberianDawn

4th Feb '17 10:44:22 PM Deathhacker
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* FlamethrowerBackfire: Flamethrowers explode when shot, likely killing other nearby infantry. They can also explode in a chain reaction from other exploding flamethrowers.

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* FlamethrowerBackfire: FlamethrowerBackfire:
**
Flamethrowers explode when shot, likely killing other nearby infantry. They can also explode in a chain reaction from other exploding flamethrowers.
** Nod's Flame Tank also explode in a similar fashion, although the other tanks that would surround it generally will barely feel a scratch from the flames.
23rd Jan '17 8:00:00 AM HTD
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* ArtisticLicenseGeography: Plenty, but perhaps the most striking is the city of Białystok, presented in the game as a small hamlet inhabited by peace-loving peasants. The kicker? In 1995, Białystok was the capital of a voivodship, with circa 270,000 citizens and a large light industry sector. Alas, poor Poland.

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* AIBreaker:
** The AI can become crippled and unable to rebuild if it no longer has a Construction Yard. A really cheap strategy that was invented to exploit this weakness is to load an APC full of engineers and make a suicide run into the enemy's base with the sole intent of capturing and selling off said Construction Yard. Afterwards, capturing/destroying the Tiberium Refineries will pretty much reduce the mission to a leisurely cleanup job.
** The AI rebuilds a destroyed building in the place it originally occupied. This allows the player to prevent the computer from rebuilding merely by parking a single unit, even a lowly rifleman, where the building once was. Even the sole exception (where one final GDI mission has the AI construct an Obelisk of Light in a Tiberium patch that you're harvesting) can still be blocked by parking a unit in it's intended location.
** Another cheap tactic is to use the "wall trick" which involves building sandbags all the way to the enemy's base and then closing it off with Concrete Walls.
* ArtisticLicenseGeography: Plenty, but perhaps the most striking is the city of Białystok, presented in the game as a small hamlet inhabited by peace-loving peasants. The kicker? In 1995, Białystok was the capital of a voivodship, voivodeship, with circa 270,000 citizens and a large light industry sector. Alas, poor Poland.



** Note, however, that it rebuilds a destroyed building in the place it originally occupied. This allows the player to prevent the computer from rebuilding merely by parking a single unit, even a lowly rifleman, where the building once was. Even the sole exception (where one final GDI mission has the AI construct an Obelisk of Light in a Tiberium patch that you're harvesting) can still be blocked by parking a unit in it's intended location.
** AchillesHeel / AIBreaker: The AI can actually become crippled and unable to rebuild if it no longer has a Construction Yard. A really cheap strategy that was invented to exploit this weakness is to load an APC full of engineers and make a suicide run into the enemy's base with the sole intent of capturing and selling off said Construction Yard. Afterwards, capturing/destroying the Tiberium Refineries will pretty much reduce the mission to a leisurely cleanup job.
*** Another cheap tactic is to use the "wall trick" which involves building sandbags all the way to the enemy's base and then closing it off with Concrete Walls.



** In the very first VideoGame/CommandAndConquer game, there's a faction (Nod) that uses an Airstrip to 'produce' vehicles by flying in completed units instead of building them directly on the field with factories. From the first ''Red Alert'' onwards, all factions use War Factories to construct vehicles at field bases, including Nod in later games, and any airfields only serve to produce aircraft.



* LuckBasedMission: The first Commando-centric mission. Unlike later games, the Commando fires rather slowly, doesn't regenerate health, and is kinda fragile. Also, buildings destroyed by [=C4=] still have a chance to produce wounded infantry just as if they were destroyed normally, resulting in the ''very'' likely scenario of your Commando losing half his health before he gets off the first island. SaveScumming is very useful in these situations.



* LuckBasedMission: The first Commando-centric mission. Unlike later games, the Commando fires rather slowly, doesn't regenerate health, and is kinda fragile. Also, buildings destroyed by C4 still have a chance to produce wounded infantry just as if they were destroyed normally, resulting in the ''very'' likely scenario of your Commando losing half his health before he gets off the first island. SaveScumming is very useful in these situations.
* MonumentalDamage: In the NOD ending, [[spoiler:after some ''Film/{{Tron}}-style'' HollywoodHacking, the player can choose between razing TheWhiteHouse, the Eiffel Tower, The Houses of Parliament or The Brandenburg Gate.]]

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* LuckBasedMission: The first Commando-centric mission. Unlike later games, the Commando fires rather slowly, doesn't regenerate health, and is kinda fragile. Also, buildings destroyed by C4 still have a chance to produce wounded infantry just as if they were destroyed normally, resulting in the ''very'' likely scenario of your Commando losing half his health before he gets off the first island. SaveScumming is very useful in these situations.
* MonumentalDamage: In the NOD ending, [[spoiler:after some ''Film/{{Tron}}-style'' HollywoodHacking, the player can choose between razing TheWhiteHouse, the Eiffel Tower, The the Houses of Parliament or The the Brandenburg Gate.]]



* UpdatedRerelease: C&C 95 Gold, a 1999 Windows 9x version with SVGA Graphics.
** It still maintains the original gameplay, but the UI graphics are adjusted to the new resolution.

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* UpdatedRerelease: C&C 95 Gold, a 1999 Windows 9x version with SVGA Graphics.
**
Graphics. It still maintains the original gameplay, but the UI graphics are adjusted to the new resolution.



* YouHaveFailedMe: The game indicated that this was how the Brotherhood of Nod handled incompetent officers, with Seth, Kane's second in command, warning the player that if you failed you died.
** Seth, it is worth noting, starts seeming wary of you (noting that "you are rapidly becoming Kane's favorite") as the campaign progresses and continues sending you on difficult missions with faulty intelligence. He eventually tries to send you on an outright SuicideMission against the Pentagon (all the way across the ocean from the African theater where you're fighting). [[spoiler: Then Kane introduces himself by executing Seth mid-sentence, pushing him out of the chair, and [[KlingonPromotion promoting you]].]] Disloyalty is even worse than incompetence.

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* YouHaveFailedMe: The game indicated that this was how the Brotherhood of Nod handled incompetent officers, with Seth, Kane's second in command, warning the player that if you failed you died. \n** Seth, it is worth noting, starts seeming wary of you (noting that "you are rapidly becoming Kane's favorite") as the campaign progresses and continues sending you on difficult missions with faulty intelligence. He eventually tries to send you on an outright SuicideMission against the Pentagon (all the way across the ocean from the African theater where you're fighting). [[spoiler: Then Kane introduces himself by executing Seth mid-sentence, pushing him out of the chair, and [[KlingonPromotion promoting you]].]] Disloyalty is even worse than incompetence.
8th Dec '16 6:58:50 PM Xtifr
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The first game in the VideoGame/CommandAndConquerTiberianSeries, '''''Tiberian Dawn''''' was released in 1995 by Creator/WestwoodStudios and originally known simply as '''''Command & Conquer''''', before later being given its subtitle. Set TwentyMinutesIntoTheFuture, it is a RealTimeStrategy game with a smattering of sci-fi elements such as alien crystals, stealth technology, and orbital lasers. A terrorist organization operating from various Third World nations known as the Brotherhood of Nod harnesses the power of Tiberium to challenge the rest of the world on equal footing, under the leadership of the charismatic and enigmatic Kane. The UN-backed Global Defense Initiative, a military coalition dedicated to restoring order and containing the spread of Tiberium, manages to hold the line and defeat Nod, killing Kane in the process. The game was followed by a plot-free expansion pack, ''The Covert Operations'', a multiplayer-only sequel named ''Sole Survivor'', and '''[[VideoGame/CommandAndConquerRenegade Renegade]]''', an FPS that boasts an active modding community and a small but dedicated fanbase.

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The first game in the VideoGame/CommandAndConquerTiberianSeries, '''''Tiberian Dawn''''' ''Tiberian Dawn'' was released in 1995 by Creator/WestwoodStudios and originally known simply as '''''Command ''Command & Conquer''''', Conquer'', before later being given its subtitle. Set TwentyMinutesIntoTheFuture, it is a RealTimeStrategy game with a smattering of sci-fi elements such as alien crystals, stealth technology, and orbital lasers. A terrorist organization operating from various Third World nations known as the Brotherhood of Nod harnesses the power of Tiberium to challenge the rest of the world on equal footing, under the leadership of the charismatic and enigmatic Kane. The UN-backed Global Defense Initiative, a military coalition dedicated to restoring order and containing the spread of Tiberium, manages to hold the line and defeat Nod, killing Kane in the process. The game was followed by a plot-free expansion pack, ''The Covert Operations'', a multiplayer-only sequel named ''Sole Survivor'', and '''[[VideoGame/CommandAndConquerRenegade Renegade]]''', an FPS that boasts an active modding community and a small but dedicated fanbase.
23rd Jul '16 6:04:11 PM delta1
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* ScratchDamage: Averted, as seen in [[http://www.youtube.com/watch?v=3_TdZMX_mzI this video]]. The technician's pistol deals one point of small arms damage, but the flame tank possesses an armor class of "heavy" which reduces small arms damage by half. So when the calculation is worked out, the technicians would be dealing 0.5 damage per shot, but the game rounds this down to the nearest integer...zero. So by the end, the technicians are all burnt to a crisp and the flame tank has suffered no damage whatsoever.

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* SaveScumming: You'll probably find yourself doing this in the commando levels to avoid taking damage from those soldiers that [[RandomNumberGod may or may not pop out]] of the buildings you demolish.
* ScratchDamage: Averted, as seen in [[http://www.[[https://www.youtube.com/watch?v=3_TdZMX_mzI this video]]. The technician's pistol deals one point of small arms damage, damage per shot, but the flame tank possesses an armor class of "heavy" which reduces small arms damage by half. So when the calculation is worked out, the technicians would be dealing 0.5 damage per shot, but the game rounds this down to the nearest integer...zero. So by the end, the technicians are all burnt to a crisp and the flame tank has suffered no damage whatsoever.
14th May '16 9:02:18 AM Deathhacker
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* EarlyInstallmentWeirdness: This is the only game in the series without a skirmish mode; even if the computer was added to a game it did not have a base.

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* EarlyInstallmentWeirdness: EarlyInstallmentWeirdness:
**
This is the only game in the series without a skirmish mode; even if the computer was added to a game it did not have a base.base. In addition, this game also had a lot of gameplay mechanics that were either ditched or were not present in later installments, such as being only able to build right next to a building and not differentiating between defensive buildings (which could be built farther away but do not generate "build" areas) and normal buildings. This specifically led to the "Sand bag wall" exploit.
** In terms of the story, this is the only game where Nod isn't overtly religious, although in-game cutscenes implied that it's still there.
14th May '16 8:56:47 AM Deathhacker
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* EarlyInstallmentWeirdness: The first game has no tutorial and no skirmish mode, and even when the computer is included in LAN games, they get no bases.
** It does, however, have [[ReadTheFreakingManual a full tutorial in the game manual]]. Since this was pretty much the norm in these days, the lack of ingame tutorial hardly count as weirdness.

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* EarlyInstallmentWeirdness: The first This is the only game has no tutorial and no in the series without a skirmish mode, and mode; even when if the computer is included in LAN games, they get no bases.
** It does, however,
was added to a game it did not have [[ReadTheFreakingManual a full tutorial in the game manual]]. Since this was pretty much the norm in these days, the lack of ingame tutorial hardly count as weirdness.base.
10th Apr '16 8:37:57 PM DelShiftB
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* FlamethrowerBackfire: Flamethrowers would explode when shot, which contributed to their [[VideoGameFlamethrowersSuck uselessness]].
* FriendlyFireproof: The problem with flamethrower infantry is that their weapon has a small area-of-effect which means that they can't be grouped with other friendly soldiers without damaging or even killing them. You can't even use a group of 5 flamethrowers without having them catch fire from one of them merely using their weapon.

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* FlamethrowerBackfire: Flamethrowers would explode when shot, which contributed to their [[VideoGameFlamethrowersSuck uselessness]].
* FriendlyFireproof: The problem with flamethrower infantry is that their weapon has a small area-of-effect which means that they can't be grouped with other friendly soldiers without damaging or even
likely killing them. You can't even use other nearby infantry. They can also explode in a group of 5 flamethrowers without having them catch fire chain reaction from one of them merely using their weapon.other exploding flamethrowers.


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* SlapOnTheWristNuke: While devastating, it's still technically a small area of effect. Skilled players can defend against them by spreading out the base over a large area. In the campaign, there's only a few situations where such a strike is launched, allowing for prior preparations.


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* VideoGameFlamethrowersSuck: While individual flamethrower infantry can be useful, they do not work well in groups. Their attack is small short-range attack, which can hit friendly targets within the same group of five infantry simply by being on the back ranks.
20th Feb '16 1:54:49 PM DelShiftB
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Added DiffLines:

* RegeneratingHealth: Harvesters and Mammoth Tanks self-repair slowly, up to 50% health.
20th Feb '16 1:41:47 PM DelShiftB
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* BerserkButton: If you attack an AI harvester, the computer will send everything it has at you.
10th Sep '15 7:39:45 AM AmayirotAkago
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* LeaningOnTheFourthWall: Mild example: the scene mentioned above in IsThisThingStillOn takes place in a green-screen studio, likely the same one used to ''film this game's cutscenes.''
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