CNC Guild || Version 2
:: Latest News :: Forums :: C&C Guild Modifications :: Global Modlist :: Contact Staff :: Get Hosted! :: - Revora Creative Network -
  Main Menu

.: Latest News
.: Archived News
.: Post News
.: Downloads
.: History
.: Guild Staff
.: Interviews
.: Articles
.: Reviews
.: Get Hosted!


  C&C Games

.: Tiberian Dawn
  - Information
  - Storyline
  - Factions
  - Units
  - Structures
  - Screenshots
  - Tutorials
  - Wallpapers

.: Red Alert
  - Information
  - Storyline
  - Factions
  - Units
  - Structures
  - Renders
  - Screenshots
  - Tutorials
  - Wallpapers
  .: Counterstrike
    - Information
    - Storyline
  .: Aftermath
    - Information
    - Storyline
    - Additions

.: Tiberian Sun
  - Information
  - Storyline
  - Factions
  - Units
  - Structures
  - Concept Art
  - Renders
  - Screenshots
  - Tutorials
  - Wallpapers
  .: Firestorm
    - Information
    - Additions
    - Storyline
    - Tutorials

.: Red Alert 2
  - Information
  - Storyline
  - Factions
  - Units
  - Structures
  - Concept Art
  - Screenshots
  - Tutorials
  - Wallpapers
  .: Yuri´s Revenge
    - Information
    - Additions
    - Concept Art
    - Factions
    - Storyline
    - Tutorials

.: Renegade
  - Information
  - Storyline
  - Factions
  - Weapons
  - Units
  - Structures
  - Concept Art
  - Screenshots
  - Tutorials

.: Generals
  - Information
  - Storyline
  - Factions
  - Units
  - Structures
  - Concept Art
  - Renders
  - Screenshots
  - Wallpapers
  - Tutorials
  .: Zero Hour
    - Additions
    - Generals
    - Screenshots
    - Tutorials

.: C&C 3
  - GDI
   - Structures
   - Units
   - Technology
  - Nod
   - Structures
   - Units
   - Technology
  - Scrin
   - Structures
   - Units
   - Technology
  - Miscellaneous
  - Screenshots


.: Red Alert 3
  - Information


   Future C&C

.: Tiberian Twilight
  - Information
  - Screenshots
  - Wallpapers
  - Links
   - EA C&C4 Site
   - Press Release


   Guild Projects

.: Detailed Info

C&C 3
.: OnlyWar 2

C&C Gen/ZH
.: Blitzkrieg 2
.: Command Imperium
.: Contra
.: Conquer or Die
.: Defcon
.: Energy
.: Epic Generals
.: Only War
.: Project Raptor
.: Real War
.: Remix 3
.: Tactical Warfare
.: The Aureon War
.: The Martian War
.: Xeno Force

C&C RA2/YR
.: AG's Bunker
.: Bizarre Mind Studios
  .: MJ's Rules
  .: TerraWar
.: BlackMissile
.: The Brewery
.: Brotherhood of Mod
.: C&C Apocalypse
.: C&C Dark Rising
.: C&C Destiny
.: C&C Nuked
.: C&C Origins
.: C&C Reloaded
.: The Communist Machine
.: Enigma Productions
  .: Robot Storm
  .: Silent Witness
  .: YR: Warzone
.: Future Crisis
.: Generals Mod
.: It Came From Red Alert!
.: The Keating Konflux
.: Mental Omega APYR
.: MigEater
  .: Code Red
  .: D-Day
.: New War
.: Project Phantom
.: RA2: Redux
.: Red Renegade
.: Revolution: ROTC
.: Shadows Den
  .: Enemy Enhanced
  .: Internal Alliance
.: Sudden Strike
.: The Third War
.: YR: Zero Hour
.: Yuri's Clone
  


   Modding

.: Articles
  - Mod Reviews
  - Mod Listings
.: Modding Forums
  - Revora Forums
  - CNC Guild Forums
  - PPM Forums
  - RenEclips Forums
.: Resources
  - Tib. Graveyards
  - C&C RenEclips
  - GenDev
  - Killas Mods
  - SD Initiative
  - YR Argentina
.: Tutorials
  - Tutorial Vault
  - RA2/YR Tutorials
  - TS/FS Tutorials
  - YR Argentina


  Affiliates

  .: CNC Active
  .: C&C: Filefront
  .: CNC Generals World
  .: CNC Maps
  .: CNC Nuked
  .: CNC World
  .: Freedom Studios
  .: Open War
  .: Sleipnir's Stuff
  .: TibEd
  .: Victory
  .: Become One
  


  Community

.: Affiliates

    
    

.: Rotator

    
  Community Rotator

.: Topsites

     CNC Top 101

    See us in the CnC-Source Top 100

    Mod Database Top 100




CNC Guild - Version 2 || Tiberian Dawn - Structures
Tiberian Dawn - Structures


GDI Structures

Construction Yard
Information
the first structure to be deployed, the construction yard becomes the nucleus of your base. Protect this asset with extreme prejudice. Without this structure you cannot build any more structures.
Cost (in credits):
N/A

Power Plant
Information
The power plant is the muscle that allows the rest of your base to move, the heart that pumps energy into every facet of your base and allows you to accomplish your mission.
Cost (in credits):
300

Adv Power Plant
Information
This structure produces half again the energy that a standard power plant can provide. The increase in cost is offset by its ability to produce greater amounts of energy. On the other side of the coin it is more susceptible to damage and the loss could be of greater importance. They will be a target so guard them well..
Cost (in credits):
700

Barracks
Information
The barracks is the focal point for prepping and deployment of infantry. GDI's excellent recruiting and expediting procedures appear to provide an immediate and inexhaustible supply of trained soldiers.
Cost (in credits):
300

Weapons Factory
Information
This structure allows you to build all the mechanized equipment used by GDI forces. You will be able to make Humm Vees and the medium tank almost immediately. Qualification to produce more advanced units will depend on successful completion of mission objectives and the concurrence of GDI and UN authorities. This factory is expensive and its products are costly.
Cost (in credits):
2000

Communication Center
Information
This powerful electronics center coordinates the operation of geostationary satellites, providing real time image analysis and updating to your EVA battlemap.Build this structure ASAP, and pay attention to the overhead radar map that appears in the upper right of your interface screen..
Cost (in credits):
1000

Refinery
Information
The true backbone of your base, the refinery allows for the collection and refinement of raw tiberium into the needed materials to build other structures and units. This structure is a temporary storage place where GDI harvesters deposit their finds.
Cost (in credits):
2000

Repair Facility
Information
The GDI repair facility powerfully augments your armored forces. Due to the many expensive components built into modern vehicles, repairing a damaged vehicle is unquestionably more cost-effective than building a new one.
Cost (in credits):
1200

Guard Tower
Information
This is a standard defensive structure. Equipped with a machine gun, which is very effective against ground troops, but practically usless against armor.
Weapon: Machine gun
Cost (in credits):
500

Adv Guard Tower
Information
The advanced guard tower is a combination of high, sturdy metal and a semi-automated, self-reloading rocket launcher. It can withstand significantly more damage and see farther than the standard tower, and its rockets are much more potent than the standard tower's weapon.
Weapon: Tomahawk missile
Cost (in credits):
1000

Adv Comm Center
Information
This is a power consuming, but powerful facility. The advanced communication center not only has radar capabilities but also uplinks the powerful ION cannon technology developed by GDI scientists. Use the cannon wisely as it takes a large amount of power and time to charge.
Cost (in credits):
2800

Silo
Information
The harvesting and production of vast quantities of tiberium would be futile without someplace to put your resources. The silos allow storage of large quantities of refined Tiberium.
Tiberium Capacity: 1000 credits
Cost (in credits):
150

Helipad
Information
When necessary you will be entrusted with this costly facility, and you will be able to manufacture Orca aircraft at your weapons factory.
One Orca is automatically supplied with each helipad built.
Cost (in credits):
1500

Sandbags
Information
Sandbags slow the enemy slightly, as well as provide some cover to your troops.
Cost (in credits):
50

Chainlink Fence
Information
Chain-Link fences block light NOD vehicles (attack cycles and buggies) but not heavier vehicles.
Cost (in credits):
N/A

Concrete Wall
Information
Concrete walls are the best way to keep out even the heaviest of vehicles. Used in conjuction with your defensive structures and vehicles you can use this inexpensive option to protect your investments.
Cost (in credits):
100


Nod Infantry

Construction Yard
Information
the first structure to be deployed, the construction yard becomes the nucleus of your base. Protect this asset with extreme prejudice. Without this structure you cannot build any more structures.
Cost (in credits):
N/A

Power Plant
Information
The power plant is the muscle that allows the rest of your base to move, the heart that pumps energy into every facet of your base and allows you to accomplish your mission.
Cost (in credits):
300

Adv Power Plant
Information
This structure produces half again the energy that a standard power plant can provide. The increase in cost is offset by its ability to produce greater amounts of energy. On the other side of the coin it is more susceptible to damage and the loss could be of greater importance. They will be a target so guard them well..
Cost (in credits):
700

Hand Of Nod
Information
The hand of NOD takes the vast human resources (troops) available to the brotherhood and molds these resources into a cohesive working entity. The spiritual and physical training that are supplied by the hand create the perfect follower, able to accomplish any mission you set before him or her. Whether the easy-to-produce minigunner is needed or the vast electronic knowledge of the engineer is called for, the hand of NOD will provide your soldiers with the guidance required to succeed in their roles.
Cost (in credits):
300

Airstrip
Information
The airstrip is the only direct link to the outside world that your NOD base has. Large enough for the cargo planes to land, this structure allows for the rapid placement of new NOD vehicles purchased and sent to you by supporters of the brotherhood.
Cost (in credits):
2000

Communication Center
Information
The communications center serves as your eyes. The ability to link in with the remote sensors dropped by NOD units as they traverse the landscape gives you the ability to keep up to speed on GDI activities. Knowledge is power, and knowing where GDI is deploying forces allows you the ability to counter GDI advances. Building the communications center makes it possible it possible for you to watch events happening on the battlefield in real time.
Cost (in credits):
1000

Refinery
Information
The true backbone of your base, the refinery allows for the collection and refinement of raw tiberium into the needed materials to build other structures and units. This structure is a temporary storage place where GDI harvesters deposit their finds.
Cost (in credits):
2000

Repair Facility
Information
The NOD repair facility powerfully augments your armored forces. Due to the many expensive components built into modern vehicles, repairing a damaged vehicle is unquestionably more cost-effective than building a new one.
Cost (in credits):
1200

Sam Site
Information
The latest in anti-aircraft defense, the Surface-to-air Missile (SAM) site protects your base from the approach of enemy aircraft, including helicopters. The ground-based bunkers from which SAMs are launched are reinforced concrete, giving the SAM the ability to absorb a tremendous amount of damage before falling.
Cost (in credits):
750

Turret
Information
Turrets are the porcupine quills of the base, projecting their sharpened points outward to impale all approaching enemy forces. Equipped with 120mm cannons, your turrets easily destroy GDI armor as it approaches. Built from reinforced concrete, NOD turrets can withstand a lot of punishment before collapsing, making the turret your first line of defense.
Cost (in credits):
250

Obelisk of Light
Information
Like the cobra, the Obelisk Of Light has the ability to strike out at those that would threaten its den. A watchful mother, the obelisk hovers over your NOD base and protects it from all outside incursions. The high powered laser used in this structure can annihilate targets at great distances, in many cases destroying the enemy before they can even get close enough to threaten the obelisk.
Cost (in credits):
1500

Silo
Information
The harvesting and production of vast quantities of tiberium would be futile without someplace to put your resources. The silos allow storage of large quantities of refined Tiberium. Tiberium Capacity: 1000 credits
Cost (in credits):
150

Temple of Nod
Information
The soul of the NOD base, the temple is our gateway to heaven. All that NOD is, is contained in the temple, the center for spiritual guidance and strength. The temple commands and controls all brotherhood activity. The central computer core, pathway for all communications, is nestled deep within the heart of the temple. Our long and glorious history resides here, as well as all the prophecies that guide our footsteps.
Cost (in credits):
3000

Helipad
Information
The helipad acts as a nest for attack choppers. This is the only place available for refueling and re-arming these helicopters. If one nest is lost, you can still re-arm choppers at other helipads. Available only in multiplayer games.
Cost (in credits):
1500

Sandbags
Information
Sandbags slow the enemy slightly, as well as provide some cover to your troops.
Cost (in credits):
50

Chainlink Fence
Information
Chain-Link fences block light GDI vehicles (humvees) but not heavier vehicles.
Cost (in credits):
N/A

Concrete Wall
Information
Concrete walls are the best way to keep out even the heaviest of vehicles. Used in conjuction with your defensive structures and vehicles you can use this inexpensive option to protect your investments.
Cost (in credits):
100

  

  Copyright Information
Site content, images and the hosted sites' content are copyright ©2005 - 2009 by the C&C Guild team.

You are prohibited from copying any content from this network unless express permission is given or the content in question is shared content.

Layout by Phonic - Pages by ArgCmdr/Hybrid/the_kid/Nighthawk - PHP by Hybrid
Best viewed at 1024x768 or higher, with Internet Explorer 5.5 or higher