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* CrossOver: Gameplay-wise, all factions from ''Tiberian Dawn'' and ''Red Alert'' are playable[[note]]''Red Alert'' had countries acting as subfactions of the Allies and Soviets, but the only difference was minor and strictly numerical, so their absence does not make much of a difference[[/note]], so there could be GDI and Allies vs Nod and Soviet matches or any other possible combination. In terms of the included scenarios, the Creeping Destruction campaign is mostly a Soviet vs Nod story [[spoiler:ending on Soviet vs GDI]] and the Desperate Grip standalone mission is Allies vs Nod (though the description implies your forces are GDI repurposing an old Allied base).

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* CrossOver: Gameplay-wise, all factions from ''Tiberian Dawn'' and ''Red Alert'' are playable[[note]]''Red Alert'' had countries acting as subfactions of the Allies and Soviets, but unlike later games, the only difference was differences between the subfactions were minor and strictly numerical, so their absence does not make much of a difference[[/note]], so there could be GDI and Allies vs Nod and Soviet matches or any other possible combination. In terms of the included scenarios, the Creeping Destruction campaign is mostly a Soviet vs Nod story [[spoiler:ending on Soviet vs GDI]] and the Desperate Grip standalone mission is Allies vs Nod (though the description implies your forces are GDI repurposing an old Allied base).

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Removed: 376

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* ArbitraryHeadcountLimit: Only one Commando, one Hijacker, one Cyborg Prototype, one Chrono Tank, one Enforcer, one M.A.D. Tank, one Behemoth, one Project 941, one Illuminator, three A-10 Warthogs or runways for them, three SS-22N Nuke Launchers (unlocked by the Civil Tech Center) or three railgun Mammoth Tanks (exclusive to the Cloaked Twilight co-op) can be built at a time, despite being not one-of-a-kind in the lore.

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* ArbitraryHeadcountLimit: Only one Commando, one Hijacker, one Cyborg Prototype, one two Chrono Tank, Tanks, one Enforcer, one M.A.D. Tank, one Behemoth, one Project 941, one Illuminator, three A-10 Warthogs or runways for them, three SS-22N Nuke Launchers (unlocked by the Civil Tech Center) or three railgun Mammoth Tanks (exclusive to the Cloaked Twilight co-op) can be built at a time, despite being not one-of-a-kind in the lore.



* AuthorityEqualsAsskicking: The Commander in the Toxic Diversion campaign is fairly durable (by infantry standards) and is equipped with a very strong railgun (the same type used by the X-O Powersuit). The Queen Ant is the most powerful Giant Ant out there.



** On land, we have: GDI (Balanced), Nod (Subversive), Allies (Cannons) and Soviets (Powerhouse). The Soviets and GDI are known to be powerhouse factions, but the Soviets rely more on expensive heavy vehicles than GDI does. Nod prefers to make use of stealth and speed over raw firepower or durability. The Allies are in between Nod and GDI, they start out with light units but bring more firepower to bear with their tier 3 units.

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** On land, we have: GDI (Balanced), Nod (Subversive), Allies (Cannons) and Soviets (Powerhouse). The Soviets and GDI are known to be both powerhouse factions, factions in their original games, but the Soviets rely more on expensive heavy vehicles than GDI does. Nod prefers to make use of stealth and speed over raw firepower or durability. The Allies are in between Nod and GDI, they start out with light units but bring more firepower to bear with their tier 3 units.



* TacticalSuperweaponUnit: Epic units are very powerful, cost-effective and often provide unique utilities available nowhere else, but are also extremely expensive, limited at 1 per player (with one exception), and only available at the end of the tech tree:

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* TacticalSuperweaponUnit: Epic units are very powerful, cost-effective and often provide unique utilities available nowhere else, but are also extremely expensive, limited at 1 per player (with one exception), two exceptions), and only available at the end of the tech tree:



** The Allies have the Enforcer (a mobile bunker carrying soldiers wielding machine guns and rocket launchers that can deploy into a fully-functional Barracks) and the Chrono Tank (a teleporting tank that can take apart nearly every other unit).

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** The Allies have the Enforcer (a mobile bunker carrying soldiers wielding machine guns and rocket launchers that can deploy into a fully-functional Barracks) and another downplayed example in the Chrono Tank (a teleporting tank that can take apart nearly every other unit).easily flank vehicles and bases, and is limited to 2 per player).



* WeaponizedTeleportation: The Chrono Tank's weapon takes foes apart with rapid, intentionally botched teleportations.

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** Among standalone missions, there are: Reunification and Stealthy Inhibition (single-player); Lesson in Blood, Double Team and Disguised Manipulation (2-player co-op).

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** Among Single player standalone missions, there are: missions have Reunification and Stealthy Inhibition (single-player); Inhibition. Co-op missions have Lesson in Blood, Double Team and Disguised Manipulation (2-player co-op).(all 2-player).



* CrossOver: Gameplay-wise, all factions from ''Tiberian Dawn'' and ''Red Alert'' are playable[[note]]''Red Alert'' had countries acting as subfactions of the Allies and Soviets, but the only difference was minor variations in costs, armour values, etc., so their absence does not make much of a difference[[/note]], so there could be GDI and Allies vs Nod and Soviet matches or any other possible combination. In terms of the included scenarios, the Creeping Destruction campaign is mostly a Soviet vs Nod story [[spoiler:ending on Soviet vs GDI]] and the Desperate Grip standalone mission is Allies vs Nod (though the description implies your forces are GDI repurposing an old Allied base).

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* CrossOver: Gameplay-wise, all factions from ''Tiberian Dawn'' and ''Red Alert'' are playable[[note]]''Red Alert'' had countries acting as subfactions of the Allies and Soviets, but the only difference was minor variations in costs, armour values, etc., and strictly numerical, so their absence does not make much of a difference[[/note]], so there could be GDI and Allies vs Nod and Soviet matches or any other possible combination. In terms of the included scenarios, the Creeping Destruction campaign is mostly a Soviet vs Nod story [[spoiler:ending on Soviet vs GDI]] and the Desperate Grip standalone mission is Allies vs Nod (though the description implies your forces are GDI repurposing an old Allied base).



* DefenselessTransports: Chinook Transports, Soviet Heavy [=APCs=] and Nod Stealth [=APCs=] have no weapons to defend themselves.

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* DefenselessTransports: Chinook Transports, Soviet Heavy [=APCs=] and [=APCs=], Nod Stealth [=APCs=] and all non-Soviet amphibious transports have no weapons to defend themselves.



* GrenadeLauncher: GDI Grenade Launchers are equipped with grenade launchers; compared to normal Grenadiers, they have a longer range, fire faster, deal more damage (other than against infantry), but are much more expensive and require higher tech. The Commando gains a grenade launcher when promoted to Elite rank, increasing his effectiveness against other vehicles.

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* GrenadeLauncher: GDI Grenade Launchers are equipped with grenade launchers; compared to normal Grenadiers, they have a longer range, fire faster, deal more damage (other than against infantry), but are much more expensive and require higher tech. The Commando gains a grenade launcher when promoted to Elite rank, increasing his effectiveness against other vehicles.



* SiegeEngines: GDI Rocket Launchers, Hover MLRS, Missile Cruisers and Aircraft Carriers, Nod Artillery, Beam Cannons, SSM Launchers and Sea Shadows, Allied Artillery and Cruisers, Soviet V2 Rockets, Missile Subs, ''Lun'' Ekranoplans and the Project 941, all of which outrange most base defences and are good against buildings.

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* SiegeEngines: GDI Rocket Launchers, Hover MLRS, Missile Cruisers and Aircraft Carriers, Nod Artillery, Beam Cannons, SSM Launchers and Sea Shadows, Allied Artillery and Cruisers, Soviet V2 Rockets, Missile Subs, ''Lun'' Ekranoplans and the Project 941, all of which 941 outrange most base defences and are good against buildings.


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* StrategicAssetCaptureMechanic: Tech buildings (structures that cannot be built but are instead pre-placed on the map and can be captured by Engineers, and provide no build radius around themselves), which are supported by the ''Tiberian Sun'' engine but not used by the game itself, are now fully functional. In skirmish mode, the most common ones are the Oil Refinery (which provides a steady stream of income) and the Hospital (which infantry can enter to heal themselves to full); map-specific ones include the Civil Tech Center (which unlocks a special unit depending on the map), the Experiment Lab (which unlocks a special faction-specific unit), the Missile Silo (which provides access to nukes) and Rampastring's Next-Generation Modding HQ (which grants 13000 points of power and is guarded by four Obelisks of Darkness, very strong defensive structures that outrange artillery units and spawn an Aircraft Carrier when destroyed).

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* BonusBoss: Rampastring's Next-Generation Modding HQ in the skirmish map Deceptive Wonderland. It is guarded by four Obelisks of Brightness that act as a stronger version of the Nod Obelisk of Light that can fire on aircraft, are not outranged by artillery, and spawn an Aircraft Carrier when destroyed. Destroying all four of them will cost a fair amount of money and isn't necessary to win the game; if you do you'll be able to capture the Modding HQ which grants 13000 points of power.


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** The GDI campaign in ''Tiberian Dawn'' is remade as a series of two-player co-op missions (since the developers find it pointless to just remake them as solo missions when the original game's remastered version already exists).
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* ArbitraryMinimumRange: Land artillery and the Behemoth have a minimum range which means that destroying them is going to be easy if you get close enough and these vehicles have nothing defending them.

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* ArbitraryMinimumRange: ArbitraryWeaponRange: Land artillery and the Behemoth have a minimum range which means that destroying them is going to be easy if you get close enough and these vehicles have nothing defending them.
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* CrossOver: Gameplay-wise, all factions from ''Tiberian Dawn'' and ''Red Alert'' are playable[[note]]''Red Alert'' had countries acting as subfactions of the Allies and Soviets, but the only difference was minor variations in costs, armour values, etc., so their absence does not make much of a difference[[/note]], so there could be GDI and Allies vs Nod and Soviet matches or any other possible combination.

to:

* CrossOver: Gameplay-wise, all factions from ''Tiberian Dawn'' and ''Red Alert'' are playable[[note]]''Red Alert'' had countries acting as subfactions of the Allies and Soviets, but the only difference was minor variations in costs, armour values, etc., so their absence does not make much of a difference[[/note]], so there could be GDI and Allies vs Nod and Soviet matches or any other possible combination. In terms of the included scenarios, the Creeping Destruction campaign is mostly a Soviet vs Nod story [[spoiler:ending on Soviet vs GDI]] and the Desperate Grip standalone mission is Allies vs Nod (though the description implies your forces are GDI repurposing an old Allied base).

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