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Command And Conquer : Generals Evolution mod for C&C: Red Alert 3

C&C Generals Evolution: Beta 0.31 News!

It’s been a rough year, but it’s time to update you on Generals Evolution Beta 0.31, myself and everything related to this project.

What’s up, where have you been?

I’m going to be brief in this article because this is not a main subject of this update, but if you want to read full story of my survival during «Siege of Mariupol» then click here

It was quite a rough year for me and for a lot of people. As some of you know I used to live in Mariupol, Ukraine. By now I’m sure you’ve heard about what happened there and through what remorseless savagery everyone there had to live through, including me and my family. Thankfully we’ve managed to live through it all due to sheer luck & shared effort and escape from leftover smoldering ruins right about when it was all over, sacrificing almost everything I have ever owned.

Currently I am somewhere far away and safe, which took me several weeks to achieve. With your help and a help of my dear friend I’ve managed to get my hands on a laptop, temporarily settle, and resume my work on the game called Military Conflict: Vietnam which I was a part of for 7 years ( and still am ) before the war. I had to put it above all else in my priorities list, because working on it is the only reliable way of survival for me. Unfortunately this came with the consequences of eating up all my available time, leaving no time for my creative endeavors.

Even when I had some free time I couldn’t bring myself up to work on anything of my own due to ongoing PTSD issues, quite frankly a part of me simply died under never-ending barrage of artillery shells and airstrikes back home from everything I’ve witnessed and been through, even after all this time I’m struggling to regain that spark and joy from creation I used to have. I hate being overly dramatic, but this is something that is impossible to explain using words to people when they ask me about how I’m feeling/doing or how it felt to survive through all of this, I just hope neither of you has to live through what I did. I’ve put 12 years of my life into a war strategy mod for a game only to live through it personally, life is a cruel mistress. At least I am alive.

Light at the end of the tunnel.

Thankfully not all is lost, couple of weeks before the war I’ve transferred ownership of everything GenEvo to sgor00, co-creator of the mod and my friend. I’ve had a feeling that something is going to happen, I wish I was wrong. Him and couple of most dedicated community members been busy working on extensive re-balance and bug-fix patch. I want to personally thank Enigma for his invaluable work and research on upcoming GenEvo B0.31 balance and sgor00 for picking up the torch, not giving up, despite all the personal struggles that this situation brought, and keeping GenEvo community alive and healthy. I also want to thank our dedicated community for being active and creating content for the mod, including some of the maps, which will be included into the upcoming patch. Thank you for not letting 12 years of our work to not go to waste and die with a whimper.

Thank you!

Both me and sgor00 want to give our most heartfelt thanks to all of you for your continuing support and interest, GenEvo reached over 100.000 B0.3 downloads and gotten into ModDB Top 100, despite not having any meaningful updates for a while. Our Discord community is alive and thriving and all of this is thanks to you, it means a lot to us.

What can you expect from GenEvo B.031?

Patch 0.31 aims to greatly re-balance and fix some issues of the mod, making it much more viable and much more fair for online and offline play, while keeping it as close to original game as possible. This patch will also include a bunch of community made maps from our most prominent creators and even some brand new maps from sgor00 himself, in total current map pool of GenEvo will consist of 40 fully playable Skirmish maps. There’s a slight chance that B0. 31 will also include couple of new additions, like units, upgrades or structures from my side, but, sadly, I can’t promise anything right now, life is very unpredictable.

All that said, here’s a work in progress balance changelog from B0.3 -> B0.31.

GAME BALANCE CHANGELOG FROM 0.3 to 0.31

—GLOBAL CHANGES:

● Unit Locomotor Scalar: 1.75 -> 1.5
● Unit Locomotor Air Scalar: 2.0 -> 1.5

● Generic Projectile Locomotor Speed: 800 -> 600

● Shell flight path adjust per second (300 -> 150)
● Shell flight path removed tag (STRAIGHT_ONLY)

● War Factory and Airfield Repair Rates: 3% -> 2%

● Locomotor Global Edits

  • Notes: Acceleration, turn times, braking times have been matched to their original.
  • Effect: Most vehicles will accelerate a lot faster, almost instantly, some units will turn slower or faster.

● Infantry Global Visual Scalar added

  • Notes: Infantry were too small and they were not rescaled for GenEvo.
  • Effect: Infantry are now visibly 20% larger, which makes them easier to see and select, matches them to the original.

● Infantry Global Geometric Scalar added

  • Notes: Infantry hitboxes were too small and they were not properly scaled for GenEvo.
  • Effect: Infantry are now geometrically larger, which makes them easier to hit.

● Supply Trucks cost (1200$ -> 600$)
● Supply Trucks collection amount (600$ -> 400$)
● Supply Trucks depleted collection amount (300$ -> 200$)
● Supply Centre refund values globally fixed using parameters.

  • Notes: The one truck system might come at a later date, but for now we’ve rebalanced around the two truck system.

● Certain Defences can no longer fire through structures.

Notes: Gattling Cannon, Tunnel Network, Firebases, Stinger Site, Deployed Armadillo.
Notes: Matching the original game. Otherwise, too much of a defender’s advantage.

● Defenses can now ‘see’ on a larger multiplier. Should allow them to react a little bit more easily. (1.5x -> 1.75x)
Notes: New parameter. This is the same treatment that units get.

● Defenses now have a ground-specific fudge factor which allows them to automatically target units with the same range as them.
Notes: This is a bug fix, RA3 engine doesn’t like letting defenses fire at stuff sometimes.

● Added Global Wall Template.
Notes: Inaccessible for normal gameplay for release. For worldbuilder use. Has Allies Wall model and customised Generals stats.

● Certain clip based weapons will now reacquire targets more often.
Notes: Globally, this is stuff like the Patriot will reacquire the same unit rather than continuing to fire at its original location.

—USA:

  • ● Guardian build time: (8s -> 10s)
  • ● Guardian health (400 -> 480)
  • ● Guardian damage (50 -> 40)

Notes: Guardian should not be more quickly produced than alternatives. So SWG now just has a worse Crusader with a good special ability.

  • ● War Factory health bug fixed (1500 -> 2000)
  • ● Tomahawk missile health fixed (100 -> 200)
  • ● Tomahawk aiming delay fixed (1.0s -> 0.25s)
  • ● Sentry Drone stealth while idle implemented.
  • ● Sentry Drone veterancy removed.

● Aurora and variants sluggish locomotor disabled.
Notes: Without the invincibility, the Aurora doesn’t need the weakness either.

  • ● Sentry Drone [LASER] damage increased (8 -> 16)
  • ● Sentry Drone [LASER] delay between shots increased (0.2s -> 0.4s)

Notes: LASER variants will now tend to have more damage at cost of reload time. Same balance, more variety.

  • ● Ranger [LASER] damage increased (5 -> 7.5)
  • ● Ranger [LASER] delay between shots increased (133.33 -> 200)
  • ● Ranger [LASER] clip size reduced (3 -> 2)
  • ● Ranger [LASER] clip reload time increased (733.33 -> 800)

Notes: LASER variants will now tend to have more damage at cost of reload time. Same balance, more variety.

  • ● Supply Centre cost (2000$ -> 1500$)
  • ● Supply Centre build time (15 -> 10)

Notes: Matching other Supply Centres, because all the primary eco is identical.

● Firebase now correctly kills garrisoned infantry on death.

  • ● Particle Tank area of effect is now split into primary and secondary.
  • ● Particle Tank primary damage increased (20 -> 30)
  • ● Particle Tank primary radius reduced (25 -> 10)
  • ● Particle Tank secondary damage set to (10)
  • ● Particle Tank secondary radius set to (25)
  • ● Particle Tank clip reduced (12 -> 5)
  • ● Particle Tank clip reload time reduced (10. 0s -> 6.5s)
  • ● Particle Tank aiming delay added (0 -> 0.25s)
  • ● Particle Tank minimum range added (0 -> 100)
  • ● Particle Tank can no longer fire while moving.
  • ● Particle Tank no longer benefits from Composite Armor upgrade.

Notes: A lot of details now basically match the Tomahawk, but the unit should be overall worse because of cost and power cost.
Notes: This unit just had a lot to work on, but it should be a more balanced artillery-like overall.

● Combat Chinook now uses Helix-style locomotor.
● King Raptor now correctly has stealth detection.
● Stealth Fighter is now correctly invisible on Radar minimap at all times.

  • ● Mammoth Tank now has secondary damage. (20)
  • ● Mammoth Tank now has secondary radius. (10)

Notes: Mammoth Tank was underperforming compared to vanilla Ovie. It was missing this small detail.

  • ● Alpha Raptor cost increased (1100$ -> 1400$)
  • ● Alpha Raptor missile damage increased (50 -> 200)
  • ● Alpha Raptor clip size reduced (2 -> 1)
  • ● Alpha Raptor reload time increased (8s -> 10s)
  • ● Alpha Raptor damage type to JET_MISSILE from EXPLOSIVE.

Notes: This vehicle was overperforming compared to the regular Raptor.
Notes: In certain MUs, this vehicle can completely invalidate SWG’s defence weaknesses (mobility) and delete two aircraft instantly (which can be high value)
Notes: Additionally, it’s a very powerful oppressive tool to hold down construction, collection and production.
Notes: The changes will make using this vehicle riskier, but also provide more use as a jet itself. It should also only be able to disable or delete one thing at once.

  • ● Armadillo health (480 -> 240)
  • ● Armadillo deploy time (3s -> 5s)
  • ● Armadillo reload time (1.5s -> 1.0s)
  • ● Armadillo build time (15s -> 5s)

Notes: A little more equivalent to Listening Outpost.

  • ● Armadillo [Deploy] health (600 -> 480)
  • ● Armadillo [Deploy] damage (85 -> 75)
  • ● Armadillo [Deploy] damage radius (20 -> 10)
  • ● Armadillo [Deploy] range (250 -> 275)
  • ● Armadillo [Deploy] added minimum range (0 -> 50)
  • ● Armadillo [Deploy] now correctly uses a separate parameter for contain capacity.
  • ● Armadillo [Deploy] contain capacity (5 -> 0)
  • ● Armadillo [Deploy] now has minimum weapon speed equivalent to Firebase

Notes: Deployed version of the Outpost is now almost identical to a Firebase.

● Flashbang now correctly scatters against infantry (0 -> 4.0)
● Flashbang no longer needs to reload before the first shot.
● Mechanic is no longer buildable.
● Mechanic vehicle repair moved to Ambulance.

  • ● Supply Drop Zone income amount (25 -> 1500)
  • ● Supply Drop Zone income interval (2s -> 120s)

Notes: SDZ income retained.

  • ● EMP Patriot range (225 -> 275)
  • ● EMP Patriot delay between shots (0.25s -> 0.1s)
  • ● EMP Patriot damage (30 -> 15)
  • ● EMP Patriot (Air) range (350 -> 400)
  • ● EMP Patriot (Air) delay between shots (0.25s -> 0.1s)
  • ● EMP Patriot (Air) damage (25 -> 30)

Notes: All bug fixes relating to broken parameters.

—PRC:

  • ● Gattling Cannon firing delay fixed (0.125s).
  • ● Gattling Tank firing delay fixed (0.2s).
  • ● Minigunner firing delay fixed (0.25s).

Notes: In some cases this was a buff or nerf to the anti-air aspect of these units, and in all cases this was a nerf to the anti-ground aspect of these units.

● Iron Dragon health reduced (210 -> 160)

● Firestorm radius reduced (90 -> 40)
Notes: Matches the average radius of the Firestorm from the original game, which had a dynamic radius.

● Taskmaster health (380 -> 370)
Notes: Just matches the Scorpion.

  • ● Dragon Tank damage per second fixed: (damage 35 -> 25, to fit new DBS).
  • ● Dragon Tank now has correctly defined secondary damage and radius.
  • ● Dragon Tank projectile speed fixed (600 -> 450)

● Inferno Cannon can no longer fire while moving.

  • ● Nuke Cannon fixed deploy time (2s -> 3.333s)
  • ● Nuke Cannon no longer denotes its target visibly for any player.

Notes: What was the point of the siege marker? Making a bad unit worse?

● MiG [NUKE] upgraded weapon now correctly does EXPLOSION damage instead of JET_MISSILE.
● MiG [NUKE] upgraded weapon now correctly has reduced reload time (8s -> 2s)

● MiG [Black Napalm] weapon now correctly has reduced reload time (8s -> 2s)

● China Artillery Strike corrected spawning height (500 -> 750)
● China Artillery Strike corrected spawning angle (-125 to 125 (0 average) -> 27)

● Listening Outpost deploy time (3s -> 5s)
● Listening Outpost build time (15s -> 5s)

● Listening Outpost [Deploy] health (600 -> 480)
● Listening Outpost [Deploy] contain capacity (5 -> 2)

● Added Listening Outpost [INFA]: Health (240 -> 300), Deployed Health (480 -> 600), Has propaganda (r75), reduced cost (800$ -> 600$), deployed contain capacity (2 -> 8)

  • ● Cluster Mines General’s Power can now be used on shrouded terrain.
  • ● Cluster Mine health (50 -> 12.5)
  • ● Cluster Mine geometry major and minor (2.07 -> 3.75)
  • ● Cluster Mine geometry height (5.33 -> 1)
  • ● Cluster Mine number of mines (40 -> 72)
  • ● Cluster Mine no longer reveals shroud. (10.0 -> 0)
  • ● Internet Center income amount (24 -> 5)
  • ● Internet Center income interval (1.8s -> 0.45s)
  • ● Internet Center health (2500 -> 1000)
  • ● Internet Center armor (Internet Center Armor -> Structure Armor)
  • ● Internet Center AI limit (2 -> 5)

Notes: IC income reduced 13.33$ps to 11.11$ps

  • ● Internet Center [TANK] cost (3000$ -> 3620$)
  • ● Internet Center [INF] income amount set (6$)

Notes: Reflects their unique hacker properties from the original game.

● Nuclear Missile Superweapon now correctly tapers off in damage the further from the epicenter. (3500 @ 210r -> 3500 @ 60r + Taper to 300 @210r)
● Nuclear Missile Superweapon target is no longer visible on minimap radar (the missile itself is not visible on minimap).

—GLA:

● GLA build times globally fixed: (1.0x -> 2.0x)
Notes: GLA does not have power in the original game, but they build, train and upgrade as if they have power in GenEvo.
Notes: This is clearly overpowered, so we have now compensated for this issue.

● Worker scale increased from 1.35x to 1.5x.

● Technical passengers now correctly survive the death of the Technical.

● Battlebus passengers now survive the death of the Battlebus, taking 50% health.
Notes: Battlebus’ bunker from the original game dealt 50% dealt on evacuation, and we’ll use this for better balance.

● Quad Cannon / Flak Tank turret turn rates and pitch rates fixed: (180 -> 360)

  • ● Flak Tank speed (35 -> 40)
  • ● Flak Tank health (350 -> 300)
  • ● Flak Tank AOE (10 -> 5)

Notes: Flak Tank was overperforming. It is now a more well rounded vehicle.
Notes: Flak Tank is worse than Gatt and Quads in cost-effective fights but Flak Tanks are immensely better against groups of infantry.
Notes: Demo General is supposed to have a worse Quad, and not an equivalent. Flak stats are more akin to Quad now than before.
Notes: The AOE before was as big as a Firebase, which is a little too big.

● Scorpion Missile weapon speed corrected (200 -> 150)

  • ● Manticore cost (900 -> 625)
  • ● Manticore health (450 -> 370)
  • ● Manticore transport slots (2 -> 5)
  • ● Manticore speed (30 -> 40)
  • ● Manticore passengers can no longer fire from inside.
  • ● Manticore passengers can now survive the death of the vehicle.
  • ● Manticore now requires the «Marauder Unlock» Generals’ Power.

Notes: Manticore now acts as a slightly worse Scorpion with transport slots. It even requires a GP but can be stealthed.

● Scud Launcher aiming delay fixed (1.25s -> 0.5s)

  • ● Rocket Buggy is no longer forced to reload if it stops firing.
  • ● Rocket Buggy now reloads while idle.

Notes: Buggy can ‘missile split’ in the original.

  • ● Katyusha cost (1500 -> 1200)
  • ● Katyusha health reduced (250 -> 180)
  • ● Katyusha speed reduced (30 -> 25)
  • ● Katyusha primary damage reduced (80 -> 50)
  • ● Katyusha clip size reduced (16 -> 12)
  • ● Katyusha clip reload time reduced (13s -> 11s)
  • ● Katyusha aiming delay reduced (2.5s -> 0.5s)
  • ● Katyusha minimum range increased (100 -> 200)
  • ● Katyusha scatter radius reduced (65 -> 30)
  • ● Katyusha is no longer forced to reload if it stops firing or finish the entire clip.
  • ● Katyusha now reloads while idle.

Notes: Katyusha is now more on par with Scud Launcher.
Notes: It has a faster burst (but no longer excessively strong) and now a worse overall AOE rather than better.
Notes: Matched a lot of other factors. But Katyusha remains mildly faster than the Scud on the ground.

● Toxin Tractor projectile speed fixed (600 -> 450)

  • ● Bomb Car can no longer crush, can no longer phase through infantry and other technical details.
  • ● Bomb Car cost fixed (500$ -> 550$)
  • ● Bomb Car speed fixed (80 -> 90)
  • ● Bomb Car health fixed (150 -> 100)
  • ● Bomb Car base build time fixed (10.0 -> 5.0)
  • ● Bomb Car primary damage fixed (500 -> 700)
  • ● Bomb Car primary radius fixed (30 -> 20)
  • ● Bomb Car secondary damage fixed (50 -> 100)
  • ● Bomb Car is now upgraded by Demolitions Upgrade: (P Damage: 700 -> 800, S Damage: 100 -> 500)
  • ● Windmill energy production increased (1 -> 6)
  • ● Windmill cost reduced (800$ -> 600$)
  • ● Windmill health reduced (800 -> 600)

Notes: You will be able to hold down all 3 Scuds with one Windmill, build extra if you need, but their cost is now not so excessive.

● Technical with double scrap correctly can no longer fire at aircraft.

  • ● Suicide units «range» set to 1.0.
  • ● Suicide units no longer have to be facing the target to detonate.
  • ● Suicide units no longer have to be inside the target to detonate.
  • ● Rebel molotov secondary damage added (5.0)
  • ● Rebel molotov secondary radius added (40.0)
  • ● Rebel molotov weapon speed (100 -> 120)
  • ● Rebel molotov now has consistent weapon speed at all ranges.
  • ● Rebel molotov attack range (150 -> 175)
  • ● Rebel molotov minimum range (10 -> 20)
  • ● Rebel molotov aiming delay (0.25s -> 0.1s)
  • ● Rebel molotov firing duration (0.5s -> 0.4s)
  • ● Rebel molotov now has consistent reload time (removed RNG).
  • ● Rebel molotov reload time (1.1s average -> 1.5s)
  • ● Rebel molotov scatter (6.66 infantry -> 4.0 infantry)
  • ● Rebel molotov no longer needs to reload before the first shot.

Notes: aiming delay removed but it has to stay for animation purposes so it’s merged with firing duration.

  • ● GLA Builder speed (20 -> 25)
  • ● GLA Builder upgraded speed (25 -> 30)

Notes: The ‘Worker’ has the right speed but the ‘Builder’ does not… there you go lads.

● Scud Storm missile speed (100 -> 450)

New Maps!

Here’s brand new additions to the GenEvo B0.31 map pool from our most prominent community creators, such as -ClouD, aymcam13, Dereaper89, Bluesss, darkyuri, jmdigital, Predatore and Adriane!

What do we plan after GenEvo B0.31?

It’s quite difficult to give you concrete answer regarding this due to our current situation, especially mine, but we’re hoping that future patches will inclue more brand new content, like still unimplemented units/structures and even more balance/QoL changes, moving us much more closer to the final 1. 0 release with complete SDK release. Hard to tell when this will actually happen, but we’re going to do our best to achive this goal.

How can you help?

If you wish to show your appreciation towards project, please consider backing us up on Patreon for one or couple of months. I would also appreciate if you checked out the game I am working on as a lead VFX and lead Sound designer, this is the project that is half responsible for existance of Generals Evolution, it allowed me to sustain myself enough to be able to dedicate time for GenEvo, so if you’re interested in old-school multiplayer FPS shooter, please check out Military Conflict: Vietnam Steam page! You can also join our Discord server and hang out with sgor00 and other folks, I won’t be there much because I still need to concentrate on my job.

Gunship Mark II

sgor00

Military Conflict: Vietnam

In Conclusion

To be frank I’m just glad that I’m still alive and physically healthy enough to be able to write this news article and update for you, for people who truly care and support this project, it genuinely means a lot to us. Despite this year being the toughest one for me yet, me and sgor00 really hope that this article will lighten up your day during festive season, we wish you Merry Christmas and a much happier New Year.

Command & Conquer 3: Tiberium Wars (Video Game 2007)

  • Cast & crew
  • User reviews
  • Trivia

IMDbPro

  • Video Game
  • 20072007
  • TT

IMDb RATING

8.1/10

2.1K

YOUR RATING

ActionSci-FiWar

You are in command of the armies of either GDI or NOD with the fate of Earth in the balance.You are in command of the armies of either GDI or NOD with the fate of Earth in the balance.You are in command of the armies of either GDI or NOD with the fate of Earth in the balance.

IMDb RATING

8.1/10

2.1K

YOUR RATING

    • Richard Taylor
    • Ali Donovan(cinematics director)
    • Brent V. Friedman
  • Stars
    • Tricia Helfer
    • Josh Holloway
    • Michael Ironside
    • Richard Taylor
    • Ali Donovan(cinematics director)
    • Brent V. Friedman
  • Stars
    • Tricia Helfer
    • Josh Holloway
    • Michael Ironside
  • See production, box office & company info
  • See more at IMDbPro
    • Nominated for 1 BAFTA Award
      • 3 nominations total

    Photos9

    Top cast

    Tricia Helfer

    • Kilian Qatar — Nod General

    Josh Holloway

    • Ajay — Nod Intelligence Officer

    Michael Ironside

    • Jack Granger — GDI General

    Joseph D. Kucan

    Jennifer Morrison

    • Kirce James — GDI Intelligence Officer

    Grace Park

    • Lt. Sandra Telfair

    Billy Dee Williams

    • Redmond Boyle — GDI Director

    Art Chudabala

    Shanon Cook

    • Cassandra Blair

    Dragon Dronet

    Shauntay Hinton

    • Brittany Bhima

    John Huck

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    • Nod Reporter
    • (as Daniel C. Kucan)

    Madison Mason

    • Nod Inner Circle Advisor

    Masha Sapron

    • Dr. Emel Ibrahiim

    Julian Stone

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    • (as Julian D. Stone)

    Brian Bloom

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    • (voice)

    Steve Blum

    • Additional Voices
    • (voice)
    • (as Steven Jay Blum)
      • Richard Taylor
      • Ali Donovan(cinematics director)
      • Brent V. Friedman
    • All cast & crew
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    • Quotes

      GDI Gen. Jack Granger: You’re not suggesting the Ion Cannon?

      GDI Director Redmond Boyle: No general, I’m not suggesting it, I’m ordering it.

    User reviews11

    Review

    Featured review

    9/

    10

    EA heard the pleas of the fans and brought back what we loved…

    …only with todays technology.

    I’m sorry, but i have to disagree with the first user-comment for EAs newest RTS, a follow-up to Westwoods «Tiberium conflict» and «Tiberian sun». To kill two birds with a stone, i also wholeheartedly disagree with all the nay-sayers. I tried to swallow all the criticisms I’ve read throughout, but since this is the only voice currently here, furthermore a negative one, i *have* to throw in my two cents.

    Im a die-hard fan of the Red Alert series portion of CnC, especially the sequel. I’ve tried both «normal» CnCs, but while i appreciated the game’s main idea, Soviet vs. Allies was a much cooler conflict to play for my tastes. Also, i was never big on Sci-Fi, except only a handful of games and films. So while all the hype-machinery was started for TW, i couldn’t see why everyone was so hot for this game. I thought akin to many skeptics, that its same ol same ol anyway, except for improved graphics and fin. But then i laid my hands on the demo, just for fun, and in that instant moment, i was hooked. Even with my merely biting in the predecessors, it just poured the CnC-feeling from every pore: The sidebar, the cheesy movies, the terrific unit and building-design, the uncompromising mix of fast action and room for tactics, the drill of the briefings, the devastating effects, animation, sound-design etc. I absolutely fell in love with the game and got it right away. And even though its German dubbed, which is, at most times, a serious atmosphere-killer, it didn’t disappoint. Though let me note, I’m only talking about the campaign! I don’t want to jump to conclusions for the skirmish and multi-player modes when I’m not playing them- What more evidence can one give than after all new RTSes I’ve played (AoE 3, Supreme Commander, thousands of WW-games ie. ) only this could grab me by the throat? Heck, even Generals left me cold (Though after this i think i might give it a third go)! So what makes this game so interesting for me? Well, first its the design, ranging from the menus, interface, cut-scenes, units and buildings, terrain etc. Its just millimeters away from perfect. Secondly, the story and missions, which are a blend of fast-paced destruction and strategical tiers- Which means, that in some missions the tactics are to omit any kind of tactics, which translates further into «Build fast and eradicate the enemy from the face of the earth», and in some there are multiple layers to complete a mission. And while some missions are a tad too easy (And others far too difficult), you’ll always notice promptly when you made a mistake, like loosing units or structures after you didn’t pay attention for a millisecond. The secondary objectives have their purpose as well, since at most times they ease the advancement (Albeit other times their only point of being is to prolong a mission, what should have been avoided)- And blimey, its just a heap of fun to slay the confronting party in effect-laden battles, while creating outposts, level up, gather resources and building huge bases. The presentation is only the glazing on the cake, with the Hi-Def videos loaded with stars, being less hilarious than the RA2 counterparts, or the aforementioned interface, that makes sure you’re always in control of the battle, regardless of where you are on the map, or, the amazing music, atmosphere and so forth. Or did i mention the world map, whats also only a tool of immersion? (No, i didn’t. But its adorable!) Simply, everything fits. And the one thing that *really* dragged me in: When i attacked a base during the campaign, the enemy’s infantry seized buildings dynamically to my whereabouts- awesome (Even more that you can do the same, sometimes even with bonuses)!

    Sure, it really tangles like you’d play the same game with modern looks all over again, hence all the outcries for innovations, but i say better master what you can do already right than innovate while no one cares (Maelstrom, anyone?) Now that they showed that they actually can develop a true CnC, they could show it *everyone* with RA3, though. For my part, they’re in my heart again, after disasters as NFS Carbon, their general policy, and the Sport/Sims rehashes every goddamn year. I don’t like em much either, but when someone gives a crap and develops such a crafty game, we should cut em some slack.

    Bottom line: If you are a CnC fan, than read no further and buy it. If you dug the main idea of the games, but the old graphics put you off, do the same. Singleplayers can anticipate an atmospheric, fun campaign, with missions variantly short and long, multi-layered and straightforward, simple and challenging. Those who like it slow and tactical like Supreme Commander, Medieval 2, Company of Heroes and cant digest the idea of a fast, action-oriented oldschool game should stay with their favorites. But i still advise anyone to try out the demo, since thats exactly what you get, only tenfold.

    (Thoughts about the first comment: EA *did* care. Thats why they’ve thrown Generals out of the window and brought back the original CnC. 3 generations of fans worked on this title. The interface is almost the same as in RA2. System specs are quite humane for todays standards- Just look at NFS Carbon for instance! Why isn’t it properly finished? There were fan summits to get feedback- Why do you think did the critics and most fans like it? I mean, most people hate the title exactly for what you miss from it- Being CnC, almost completely unchanged.)

    For me, it was like coming home.

    (Sometimes it IS a tad too difficult, you’re right- But thats better than unchallenging, generic games. Btw, im parallel in love with BfME right now).

    helpful•27

    4

    • renato-21
    • May 1, 2007

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      • Command & Conquer 3: Wojny o Tyberium
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    • See more company credits at IMDbPro

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    Command and Conquer — frwiki.

    wiki

    Series Command & Conquer and , often abbreviated as C & C , is a real-time strategy video game series originally developed by Westwood Studios between 1995 and 2003, acquired by Electronic Arts in 1998. In 2003, Electronic Arts permanently ended Westwood Studios, absorbing it into EA Los Angeles, where the final episodes were being developed.

    Universe 9The 0003 Command & Conquer and consist of three different series: the Tiberium series, the Red Alert series and the Generals series. The first video game to be released was Command and Conquer: Tiberium Conflict in 1995, followed by Command and Conquer: Red Alert in 1996, the first game in the last series Command and Conquer: Generals was released in 2003 . Each series has been spiced up with several expansions and sequels, all of which have taken the top spot in the best-selling real-time strategy games.

    The series is notable for the videos shot with real actors (sometimes using synthetic imagery).

    Summary

    • 1 tiberium series

      • 1.1 fractions
      • 1.2 Episodes

        • 1.2.1 Tiberium conflict
        • 1.2.2 Tiberium Sun
        • 1.2.3 Renegade
        • 1.2.4 Tiberium Wars
        • 1.2.5 Tiberius Twilight
      • 1.3 Features
    • 2 series Red Alert

      • 2.1 fractions
      • 2.2 Episodes

        • 2.2.1 Red alert
        • 2.2.2 Red alarm 2
        • 2.2.3 Red alert 3
      • 2.3 Character defining elements
    • 3 series generals

      • 3.1 fractions
      • 3.2 Episodes

        • 3.2.1 Command and Conquer: Generals
        • 3.2.2 Command and Conquer: Generals 2
    • 4 Common points

      • 4.1 Character
      • 4.2 Buildings
      • 4.3 Units
      • 4. 4 Superweapon
      • 4.5 Resource Management
      • 4.6 Multiplayer
    • 5 communities
    • 6 Notes and references
    • 7 See also

      • 7.1 Related Articles
      • 7.2 External links

    Tiberium series

    The first of the Command and Conquer series is set in the future when a mysterious crystalline substance, tiberium, is spreading across the Earth and opposes the GDI (International Defense Group), an organization authorized by the UN, the Brotherhood of Nod, a powerful occult group with terrorist activities that worships to their leader Kane.

    Factions

    The Tiberium series is basically an armed struggle between two armed forces:

    • Brotherhood of Nod : A military-industrial complex alongside terrorism and a sect led by Kane, it performs — among other things — research into cloning and genetic engineering as applied to humans. The followers of the Brotherhood of Nod are not only part of the same army, but also profess the same religion. They are convinced that their leader, Kane, is leading a movement that can take humanity to the next level. Their loyalty to Kane is absolute, and their convictions are unwavering. They are capable of sacrificing everything to lead the Brotherhood to victory. The Nod forces are an unusual combination of lightly armed Third World militias and highly trained elite units equipped with exotic and experimental weapons. On the battlefield, Nod uses many guerrilla techniques. Attacks of Nod units are carried out quickly and imperceptibly. Their recourse to high-tech and artisanal military methods can be extremely fatal, but also unpredictable.
    • GDI (Defence Group International, « Global Defense Initiative » in English): A United Nations mandated organization, GDI has only one mission: to save the world from the spread of tiberium. His goals are to dismantle the terrorist organization the Brotherhood of Nod and reverse the influence of tiberium on the ecosystem so that the world becomes habitable again. The resourceful, organized and well-armed GDI forces carry out direct and reliable attacks. GDI’s bureaucratic procedures sometimes slow him down, but once started, his powers are almost unstoppable. In general, GDI forces prefer to rely on traditional methods rather than new, sometimes dubious technologies. Despite everything, GDI remains an organization full of resources, able to withstand many tests and respond to the most unforeseen events.

    Added two more minor factions:

    • Mutants: These are people who were infected with tiberium but survived the infection nonetheless. Instead of joining the GDI or the Brotherhood of Nod, they chose to remain independent, although some of them agreed to join either faction on an ad hoc basis.
    • Scrinns: an alien force that appears in the third part. Their purposes, although related to tiberium, are unknown. They arrived on Earth, attracted to Tiberius, and began to destroy everything in their path, forcing two human factions into an unprecedented alliance to fight back the invaders. Their structures and units are insectoid, and they have mastered vast abilities such as teleportation.

    Episodes

    Tiberium Conflict

    Command and Conquer: The Tiberium Conflict is a real-time strategy game released in 1995. It is developed by Westwood Studios, who in 1992 developed the game Dune II, in which implemented the concepts of the genre. Upon release, it was a huge success. This is one of the main titles that helped popularize the genre. It’s also the hallmark that made Westwood Studios famous.

    The Tiberium Conflict improves the gameplay of Dune II by several points. It introduces cutscenes that take the form of briefings in which the player receives their mission assignments, which increases the narrative dimension of the game. The game interface has been improved, in particular the ability to select multiple units to give them a general order. Finally, the emergence of more complex missions (rescuing civilians, infiltrating . ..) differs from the only goal Dune II, consisting in building a base and destroying the enemy base.

    The scenario revolves around the emergence of a new source of energy — tiberium. This mineral is of interest to the NOD fraternity. The rise of NOD worries the United Nations and its armed wing, the GDI. Both sides wasted no time in starting a war.

    Tiberius Sun

    0003 Command and Conquer: The Conflict of Tiberium . There are other innovations as well, such as terrain and lighting that changes with day and night. This game also features a different briefing system where the player is completely absent because one is interpreting the character (Anton Slavyan for NOD and McNeil for GDI). The script is also more complex.

    Renegade

    Renegade is the only episode that has moved away from the strategy game, it is a first-person shooter set in the universe of the first Command and Conquer . The player takes on the role of Nick «Havock» Parker, a former agent of Dead-6, a special GDI unit made up of six elite soldiers officially dead. Chaos gently taunts his officers, which may have earned the game the name Renegade .

    The multiplayer part offers an innovative concept compared to other FPS, the «command and conquer» mode. This mode divides the players into two teams, each of which has a military base and must defend it from the other team. Depending on the buildings available, players can afford new weapons and vehicles to attack the enemy base. The first team to have their entire base destroyed loses.

    Tiberium Wars

    The Tiberium Wars , the third game in the series, was released on .

    The year is 2047, and tiberium has spread throughout the Earth, which is now divided into zones corresponding to levels of tiberium contamination. The fertile blue zones make up 20% of the planet’s surface and are the last refuge of the civilized world; yellow areas, partially inhabited, make up half the surface of the globe. Most of the world’s population lives in these lands devastated by war and devastated by numerous environmental disasters. The remaining 30% are uninhabited areas destroyed by tiberium, and destructive ion storms pass through them. The red areas are similar to the atmosphere of an alien planet.

    Kane again commands the Brotherhood of Nod to launch a massive assault on GDI and the last blue zones on the planet. But what was the prophetic leader of NOD really up to, thus provoking GDI, which does not seem to understand this issue very well? GDI, which seems to have become Kane’s toy.

    It is by running each of the GDI and NOD campaigns that you will be able to see more clearly in this graph. By completing these two campaigns, you will unlock the hidden campaign of the Scrins, an alien species that came to Earth to collect tiberium.

    The Command and Conquer 3: Kane’s Fury expansion is available March 26, 2008 in the US and March 27 in Europe. The player embodies the Legion, a CABAL-like hybrid AI who must help Kane rebuild Nod and rally NOD splinter factions such as the Black Hand. In this expansion, new units are available for each faction, including epic units. In addition to these improvements, there are 2 sub factions in each camp, each with new traits and traits.

    Tiberius Twilight

    The game was released on March 16, 2010 in the US and March 18 in France and marks the end of the Tiberium series.

    The graphics are slightly improved compared to Command and Conquer 3 Tiberius Wars and Kane’s Fury, but the universe is completely different: the game takes place in a reconstructed world, away from the vast expanses of tiberium. from the previous opus.

    Characteristic elements

    EVA («Advanced Virtual Environment» or «Electronic Video Agent» in English) is a female-voiced AI created by GDI that assists commanders in their missions. The person responsible for embodying the voice of EVA is Kia Huntzinger.

    Kane , the charismatic leader of the Brotherhood of Nod, appears in episodes of the Tiberium series as well as in Command and Conquer: Red Alert .

    Series

    Red Alert

    The main feature of this series is its scenario built in an alternative reality. Alternate history starts at 1946 is when Albert Einstein designs a machine back in time and eliminates Adolf Hitler in 1924 to prevent World War II.

    This change leads to historical drift as well as technological drift; so that in the first composition these changes remain relatively insignificant, but are accentuated in the second and third. Einstein, for example, was killed there by Soviet generals.

    Fractions

    The series is a struggle between two factions:

    • that allies (mainly USA, England, France and Germany)
    • USSR

    In the third episode, a new faction enters the scene: the Empire of the Rising Sun.

    Episodes

    Red Alert

    Command and Conquer: Red Alert ( Red Alert in English) is a real-time strategy game developed by Westwood Studios and published by Virgin Interactive in 1996 for Microsoft Windows and later for PlayStation. The action takes place in a uchronia from World War II, where Albert Einstein finds a way to go back in time to prevent war. But as soon as Adolf Hitler was out of the way, conflict broke out between the Russian bloc and the allied bloc. The game is based on the principle of the first Command and Conquer , the single player missions are presented as video sequences that mix synthetic images and professional actors. The player plays as one side or the other in multiple missions scattered throughout Europe. The multiplayer mode allows up to eight players to play locally or online, allowing you to choose between France, Britain, Germany, Ukraine, and the USSR, each with their own special units and special characteristics.

    At the end of the Soviet campaign, Stalin and Kane congratulate the player from Buckingham Palace. The latter takes the opportunity to kill Stalin. This forms a link between the Red Alert series and the Tiberium series, the latter representing the story with the victory of the Soviet Union and Red Alert 2 after the Allied victory.

    There are three official expansions to complete the game (more than 100 cards in Skirmish mode):

    • Taiga missions (April 1997)
    • MAD missions (September 1997)
    • Tesla mission (1998) is actually a regrouping of the previous two, as well as the addition of a new electric-type weapon such as a Tesla tank or a Tesla soldier.

    Red Alert 2

    Command and Conquer: Red Alert 2 is another Real Time Strategy video game developed by Westwood Studios and released for Microsoft Windows in 2000. The action takes place after the first opus Red Alert, where Romanov, put in charge of Russia by the Allies after their victory, decides to attack the United States. The game uses the principle of the first Red Alert , so you can choose one of the following countries: USA, South Korea, France, Germany, UK, Libya, Iraq, Cuba, Russia, in order. to enjoy a special advantage. The difference between the countries is more obvious than in the first part of the series, consisting of a special unit, a new building or a new skill. Each country is associated with a camp, Allied or Soviet, as well as buildings and parts of that camp.

    Only one extension developed: Yuri’s Revenge (October 2001), whose story takes place at the end of Red Alert 2 . It depicts Yuri’s army separated from Russia and opposing both the Allies and the USSR. Many missions use time travel, a new psychic unit is available, also note that the mission takes place on the moon.

    Red Alert 3

    Seven years after the events of Red Alert 2 The USSR is on the verge of defeat. As the Allies prepare for victory, Colonel Cherdenko decides to use their revolutionary and secret time travel technique. Together with General Kryukov and the scientist who designed the machine (A. Zellinsky), they travel in 1924 to eliminate the man responsible for the overwhelming technological superiority of the Allies: Albert Einstein (we are even entitled to the now legendary fatal handshake). The world they return to is the same, except that the Allies have been defeated and now only control Britain on the European front. But this respite is short: a message informs them that Soviet forces based in the East are under attack from the Empire of the Rising Sun (Imperial Japan).

    Red Alert 3 contains several new features, including a new faction, a new playable area (sea), and new units. Almost any building can be built in the sea, and many of them are amphibious.

    The Uprising expansion contains several new features, such as four new campaigns, each consisting of four scenarios, all of which take place after an Allied victory. The first is the difficult appeasement of Japan by the Allies. The second is resistance led by the remnants of the Red Army. The third represents the actions of the ruins of the Empire of the Rising Sun, which escaped from the control of the allies and clashed with the Soviet troops, who decided to take advantage of this instability. The fourth tells the story of Yuriko Omega (a young Japanese woman with psychic powers for military purposes). New units are introduced, as well as a number of new challenges.

    Characteristic elements

    Tanya Adams is present throughout the series. He puts his expertise in weapons and destruction to the service of his allies.

    Generals series

    This series has no direct connection to the other two Command and Conquer series and is set in a more realistic modern universe. Announced in 2011, development of Command and Conquer was discontinued in 2014.

    Factions

    Three factions oppose each other in this series:

    • USA;
    • China;
    • GLA («Global Liberation Army»)

    Episodes

    Command and Conquer Generals

    Released in 2003, this is the first Command and Conquer game entirely in 3D and also the only game without full-screen cutscenes; it also stands out for its game mechanics.

    In this series, the United States and China team up against a common enemy, the GLA. The war takes place several years later, mainly in Central Asia. Each faction has its own characteristics: the United States has advanced technology and a powerful air fleet, China relies on large numbers of troops and nuclear weapons, the GLA uses terrorist guerrilla tactics instead.

    The expansion Command and Conquer: Generals — Hour was released the same year. In addition to three new campaigns, it allows each side to choose a general from three available, each with their own special abilities.

    Remember that the release context of this game is the war in Afghanistan (2001) and the second Gulf War (2003). In addition, it should be noted that the first American mission takes place in Baghdad at Command and Conquer Generals .

    Command and Conquer: Generals 2

    BioWare and Electronic Arts announced Command and Conquer: Generals 2 at the 2011 Video Games Awards. The game was later very simply renamed Command and Conquer . The game was permanently canceled on October 29, 2013. It was supposed to use Frostbite Engine 2 and was developed by BioWare Victory, which is scheduled for release in 2014. Command and Conquer was free to play.

    Common dots

    Character

    The three C&C series consistently used the same name: the officer responsible for relaying orders from US personnel to the US campaign player is a certain Eva , filling the same role as her namesakes in the United States. two other sagas.

    Building

    In Red Alert and Generals we can distinguish the equivalents very clearly: China is equivalent to the USSR and the US is equivalent to the allies.

    The Soviets are attack-based and heavily armed: their defense consists of magnetic Tesla towers and machine guns. Their intelligent technology allows you to recognize the orders given by the enemy.

    Allies have more tactical potential: a building that reveals a map to the player, another called the Chronosphere allows teleportation, etc.

    Units

    The Soviets have a terrible strike force: the units are powerful, but expensive. This includes adze-equipped tanks, zeppelins, radiation-using devastators, and heavy tanks capable of firing at ground and air units (Apocalypse, Mammoth).

    Allies have tactical (using camouflage), experimental and broad (artillery, prismatic tanks, teleportable units) weaponry.

    Super weapon

    In all three Command and Conquer series, each faction has its own superweapon. This is in the form of a building with its own technology depending on the faction with an unlimited range. This building is usually built last in the construction of the foundation and is the most expensive. Each superweapon has a cooldown time between each use. As a rule, they are all destructive, they can change the course of the battle, and each of them has its own advantages and features.

    In the series, the Tiberium GDI (International Defense Group or Global Defense Initiative ) has a powerful orbital ion cannon as a superweapon, capable of destroying a target anywhere in the globe, as well as providing A-SAT defense or attack. targets coming from space. In the first part of the series, the NOD brotherhood has a launch base that sends out a powerful missile that fragments before reaching its target. Subsequently, this weapon will turn into a nuclear mine. Scrins, an alien force that appears in the third part, has a black hole as a superweapon.

    In the Generals series, the US uses a particle cannon. This powerful laser can be controlled and moved across the battlefield within seconds of operation. The GLA (Global Liberation Army) owns the scud site. The latter sends a series of Scud missiles containing anthrax to the right place. Meanwhile, China has a nuclear missile.

    In Red Alert 2 the Soviets have an iron curtain that makes some units invulnerable for a short time and a nuclear missile. As for the allies, their superweapons are the Weather Controller, which can summon a destructive storm, and the Chronosphere.

    In Red Alert 3 , allies have the Chronosphere as their superweapon, which is a massive unit transporter that uses time technology. It instantly moves only a handful of vehicles (infantry will be killed) somewhere on the battlefield. They use the Proton Collider as their main weapon. This devastating weapon “plunges the area into a chain reaction of molecular fusions. The Soviets still use the iron curtain as a superweapon. The latter creates a strange kinetic barrier that makes the target vehicles and buildings invulnerable for a short time (infantry will be killed). As the main weapon, Soviet researchers developed an explosive bomb. It sucks everything in its center before spitting everything out. Meanwhile, the Empire of the Rising Sun uses the Nanoruche as a superweapon. The latter sends billions of small nano-drones to your chosen area, creating an impenetrable dome for a few moments. As his ultimate weapon, he wields the Psionic Destroyer. This structure uses 5 Yuriko Omega clones to create Psionic Cataclysms more powerful than any known natural disaster.

    Resource management

    The resource is unique (although it is sometimes available in two forms, more or less concentrated).

    Multiplayer

    Normally available training mode against the computer ( shootout ).

    All have online multiplayer, from 2 to 4 players for the oldest, up to 10 for the newest. This is usually the base mode for all , but some have other game modes ( unhealthy alliance ), as well as campaigns.

    Communities

    There are several fan sites. Sites CnCSaga and Time of War , for example, deal with the entire Command and Conquer series.

    Warofgenerals , French site, deals with all mods in French and offers translations of English mods for the series Command and Conquer Generals , Hour and all other games in the series.

    There is an American startup that has developed 9 games0003 Commands and conquer for PC in 64-bit version, the startup [1] OpenRA has taken over the games, improved the graphics quality and offers a complete game with official missions. In addition, we can use the online mode to play between us. Contractions are available for each version.

    Notes and links

    1. ↑ http://www.timeofwar.com/news.php?id=8259
    2. ↑ Command and Conquer Saga — Tiberium, Kane’s Wrath — Fan site since 1996
    3. ↑ .: Time Of War :. Command and Conquer — Tiberium Wars — Red Alert — Battle for Middle-earth
    4. ↑ , warofgenerals CnC — Tiberium Wars — Generals — BFME … Clans — Mods …

    See Also

    Related Articles

    • Real Time Strategy

    External Links

    • (en) Command and Conquer series official website

    series

    Series Command and Conquer

    Tiberium
    • Tiberium Conflict

      • Operation Survival
      • Sole survivor
    • Tiberius Sun

      • Hydra Missions
    • Renegade
    • 3: Tiberium Wars

      • Kane’s Fury
    • 4: Tiberian Twilight
    • Tiberium Alliances
    • Rivals
    Red Alert Series
    • Red alert

      • Mission Taiga
      • MAD missions
    • Red Alert 2

      • Yuri’s revenge
    • Red Alert 3

      • Uprising
    • Red alert (2009)
    Generals series
    • Generals

      • H
    Around the series
    • Command and Conquer (video game, 2014, canceled)
    • Tiberium
    • International Protection Group
    • Brotherhood of Nod
    • Kane
    • Tanya adams
    • Tiberium Wars (novel)
    • Tiberius (video game)
    • First decade
    • Updated collection

    Electronic Arts

    Staff
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    Current employees
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