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GDI Mission Two




We get a cool globe animation. Interesting fact, this is stored frame by frame in the game files, not as an actual encoded movie.


Select the next mission.


We're fighting in Estonia, again. Estonia had 200k less people than this in 1995.


Time for a briefing on your enemy after you just fought them. Wait what does this guy want?



We're under attack!


No one had binoculars and looked inland, there's a nod base nearby!

Actual transcript:

quote:

Good job with the beachhead commander.
Time to bring you up to speed on NOD so you know what you're dealing with.
This is Kane, the self-appointed leader of the Brotherhood of NOD.
*Sheppard's computer flashes red*
Stand-by, I'll link us up.
Some guy: Condition critical. You know why NOD had this beach bottled up?
Some guy: They're protecting a big tiberium refinery that intelligence somehow missed.
Some guy: We need back up now. NOD troops are pouring out of their base, strangling our foothold.
Some guy: We gotta knock out that refinery, eliminate all NOD forces before we lose our position.
Some guy: I don't know how long we can hold out.
Sheppard: *mutters* Damnit.
Sheppard: You heard the man, what are you waiting for?



We open to our con-yard getting destroyed.


Okay so that's the base mopped up. A quick note on base power, low power (like we have now) reduces the construction speed to something crazy like 1/10th. There's also some quirks where restoring power while building doesn't restore normal build speed for things currently building.
Meanwhile we got a third humvee and some engineers (which will come in handy later).


Okay the barracks is repaired and we've got a new MCV.


We'll put it in this spot where it fits nicely.


Let's restore base power and find this enemy refinery.




Okay we've found it


Meanwhile we've been pooping out minigunners as fast as we can.


Oh no they're flanking us!


Easily dealt with, let's move up the engineers.


Charge!



Now we've got their con-yard!


And this 'troublesome' refinery. Protip when capturing refineries: wait until there's a harvester docked with it, the harvester disappears and becomes part of the building and get's captured along with it, something they took out in future games. This will come back to bite us later.


Let's not lose this power plant.


And now we have a hand of nod. I set it primary which means that any infantry built will get pooped out of it. There's no parallel building of units or structures, just a building speed increase for having multiple buildings. We also get access to engineers.


Oh no, counter-attack!


We fought them off but our con-yard took a beating.


Another engineer.


Another counter-attack. We captured one of the silos, but because the AI 'cheats' all the tiberium gets shuffled to the other silo and we don't get as much money as the AI would have if it captured one of our silos.


See? 500 credits for the first one, 1400 for the second one.


Now that thing coming back to bite us, the harvester.


Scatter! With no refinery to return to the harvester will try to squash infantry firing at it, except it's slower than infantry so as long as you're micromanaging you won't lose any troops.


They have heavy armor, our machine guns don't do much damage.


And victory!


So many things wrong with this video.




And our score.

New units!

Hand of NOD
Cost: $300
Armor: Medium
Hit points: 400
Power usage: 20


Refinery
Cost: $2000
Build time: 1:13
Armor: Medium
Hit points: 450
Power usage: 40


Silo
Cost: $150
Build time: 0:10
Armor: Light
Hit points: 150
Power usage: 10


Engineer
Cost: $500
Build time: 0:33
Hit points: 25
Armor: None
Speed: 8
Sight: 2


Harvester
Cost: $1400
Build time: 1:33
Armor: Heavy
Hit points: 600 (Same as an MCV)
Speed: 12
Sight: 2