In order to have an engineer capture the Civilian Armory and Hospital in Tiberian Sun, you will first have to go into the game's rules.ini file and change a few parameters. I recommend watching this short video by Sven van der Plank on exactly how to edit the file and make those tech structures capturable ruclips.net/video/jusASZiVWX4/видео.html
@@kobra6660 It's sad their role is completely reduced. Then again they lost 2 great representatives but still it's a good excuse to make them... Forgotten.
Ooh yeah! I wish devs did get enough time to finish tiberium wars to exactly what they wanted, we would have the forgotten as a faction even. I feel like they did get forgotten by the devs, their prime time is tiberium sun indeed. Shame one can't play them.
It's a point of "Command & Conquer: Tiberium Alliances" you need at least 6 players to defeat one mutant base and gain control of The Forgotten Fortress/Tacitus.
@@firen777Did you see the last tournament he was in? Dude played wacky every single game. The engineer/emp combo he went for on the first MCV move had me so excited to see if it would work.
@channel_lurker I wanted to see a few "hostile Mutant Hovels" spread out around Red Zone maps, with only a couple of Marauders guarding it, but they have a trigger that they begin training new Marauders as soon as they see a single player unit, and then they start sending them to attack said player.
@channel_lurker I remember a mod for vanilla Tiberium Wars, "The Forgotten". But there's also the Tiberian Essence mod, which adds a different variation of the Forgotten faction. Don't know any other mods aside from these two, I would have to look it up more.
I'm running a post apocalyptic tabletop that takes place 10 years after the second tiberium war. The party is based in yellow zone around the houston area. A couple of the players are ex-GDI but have no real affiliation with the major factions. Instead they are just trying to survive while dealing with local warlords, cannibal gangs, scavengers and wild animals (both normal and mutated)
@@chaosschimaer the Twilight 2000 rules (both old and reboot) would also work really well with some modifications since it's a very similar semi-apocalyptic setting to C&C
@@SgtCandy I like what I'm seeing of it so far. I think after i end the first chapter i might swap over to this. Depends on how difficult it is to create setting specific stuff that doesnt exist in the core rules. Which edition would you recommend?
@marltonmanks9891 the reboot is the one I actually have, with a fan-made module for the PNW that uses the older rules. Unfortunately that's all I can give since I've yet to find a group to play wargames over D&D so I can do more than read the content/rules
"Ok, the Tacitus is hidden in one of these three temples. We will search them as it goes: Temple of Time, Temple of Thunder, and finally, Temple of the Tacitus. Any questions?"
@@DementedDaedric "Are you nuts, soldier!? There's a cult of Tiberium worshipping nutjobs there!" "But they're not even Nod level nuts, sir..." "Who cares, we're taking the scenic route!"
25:45 the mental image of a bunch of nod troopers running down and then just standing in a subway car while trying to figure out which station to get off at is hilarious and someone needs to make an animation of that.
Ok, I didn't expect this topic which just proves it's importance: _"In the middle of the war those who get caught in the crossfire or are just standing on the sidelines might as well not exists at all... becuase nobody notices them if not necessary."_
I really want to see the game designers of Tiberium Dawn and Tiberium Wars try to explain how they're supposed to stack such containers... and how goods inside are packed😅
True, lol. Maybe the companies in the c&c universe created them for some sort of joke-competition-thing, like "make the most impractical container you can think of within a week" lmao
While it might be difficult to find new things to talk about in the command and conquer tiberium universe, the details you bring and things you focus on are some of the most interesting Command and Conquer videos out there.
Oddly enough in one of the last Nod missions in TD ("Steal the Codes" I believe) village in the north is hostile to both factions as GDI starts "deconstruction" as soon as you discover the area.
@@LINJ638 He my continioue until everything is told and explained. What would be a dauntingly huge task, but i can imagen him having the passion for it.
Bruh, absolutelly LOVED this topic! And you're right! There WAS missing a "hostile-to-all" neutral faction in C&C 3! Which is crazy, considering it could've been fixed by the Kane's Wrath expansion! Y'know the initial model and sprite for the Nod Militia? With the urban getup and small SMG machine gun? Well, it got replaced by the iconic and traditional Nod soldier model in Kane's Wrath. _Why not then reuse the Militia's old model, rename it as "Insurgent" or something and have it be present around many Yellow Zone maps, attacking all factions that came near it?_ Hell, even have EMP Control Centers initially under the control of these "Insurgents"! Blasting any player's buildings and vehicles within the structure's radius, while also guarded by a couple of their troops. This would've added another layer of challenge for all players looking to acquire these structures, or expanding their base or simply scouting around with their vehicles. Also, since the Tiberium Spikes and Neutral Silos were controlled by private corporations, why not design a "reskin" for the GDI Infantryman and Missile Squad to represent "Mercenaries", then place a sizeable group of them around these structures? If *private corporations* own these buildings, it stands to reason they would hire well trained mercenaries to *protect* these facilities from being captured or destroyed by anyone. (GDI, Nod or _especially_ aliens) Then there's the Red Zone maps. Needless to say, the Mutants *should have* been incredibly numerous in these areas. Not to mention, hostile to everybody. Hovels located on the border of the maps aside, there should've been hostile Hovels in the more central parts of these Red Zone maps, with a couple Marauders around it that attack any player. Maybe also add a mechanic where the hostile Hovels begin training more Marauders from time to time, starting as soon as they spot a player unit, again adding to the challenge. Whether you are expanding your base or just scouting around, there's a risk you can trigger a "Mutant assembly" as they try to defend their territory, not ending until you either capture or (more easily) destroy these hostile Hovels. _But I'm sure I'm not alone when I say the one thing we missed the most as a "neutral enemy" was the Tiberium fauna._ :/ Tib Fiends, Floaters, Veinhole Monsters and specially Viceroids, which I did not like being turned into crab-like creatures in C&C 3, that should've been a new addition to the Tiberium fauna instead of a replacement! You could have Viceroids and maybe a couple of Tib Fiends appear in Yellow Zone maps, just scouting around, spawning occasionally and attacking everything, then have the FULL fauna in the Red Zone maps, increasing even further the challenge and selling home to the player just how trully inospitable to human life these areas really are. Man, I know a lot of mods out there bring back a lot of the old Westwood/Tiberian Sun flair to C&C 3, but I wonder if any of them thought to implement just _these_ kinds of additions. They would already be a huge complement to the base games of Tiberium Wars and Kane's Wrath and I think a lot of us would've actually enjoyed it!
Reminds me one option from Tib Sun skirmish mode: Tiberian fauna. Can be dangerous enough to not only slow down player's advancments, but also steamroll (usually enemy AI).
The sad thing is, they probably would have added such cool details, but Tib Wars had a painfully short development cycle (thanks, EA) so we might never know what was all removed or planned. It's a tragedy.
I'm always impressed by the quality of these videos. The breaking down of things from the first war to the present is always cool. And tis video had much more content then expected.
Great video. These structures absolutely add another layer of strategy to the game. Cool to see their reason for existence explained in your detailed fashion. Seeing a convoy of APC's loaded with mutant marauders going to town or a surprise EMP blast taking down a group of aircraft are sights to behold.
Kickass video mate! Love the inclusion of Tib 3's tech buildings! And the overall military-like aesthetic if not briefings is awesome! Looking forward to when you brief us commanders on the badass Infantry of GDI!
How about the MCV? I imagine it is going to be shorter like the Red Alert Construction Yard video that he made way back and be more focused on the evolution behind these huge lumbering Vehicle. And GDI’s space capable aircraft such as Drop Pods and their control plugs upgrades, Space Station Philadelphia, space command uplink, the Kodiak, etc….. like do an in-depth schematic by breaking down into the vehicle and telling the viewers watching this in what this section and parts do, etc……
@@joshuablade6974 He said in the GDI Armor that he will do a video on MCV and in the GDI Air Force, that he will do a separate video on space capable vehicles.
He will get there when time tells. It takes quite a bit of work to do so. And look, he is not the one that breaks promises to his viewers in the past and it shows time after time.
I love the Forgotten from Tiberian Sun, who use cars, vans and buses as war machines and stolen tech as well as Tiberium lifeforms. That is quite powerful, especially if they use guerrilla tactics.
As always, you provide excellent C&C content when it is sorely lacking. I know you can't keep doing it, but I'll be here for anything else you do in the future.
I wished there was a C&C 3 Remake in the vein of Westwood or Petroglyph Games. There's so much things I still questioned to this day, like the lack of The Forgotten's story, Red Zone during the 3rd Tiberium War before the Scin's arrival on Earth, the lack of CGI cutscenes that we used to see in Tiberian Dawn and TIberian Sun, Firestorm wheatear and more, including seeing naval units and other aircraft transport units like the Kodiak.
could theoredically happen with Petroglyth at the helm since alot of devs from westwood work at petroglyth today i'm pretty sure. if they remastere tiberian sun and red alert 2 along with their sperate expansions and release them in one package, like they did the first games, a redoing of C&C 3 could happen after, if EA greenlights it since they still own the IP of C&C.
35:47 I love when you speculate about future events, it gets me hyped up to play a new C&C game. I would never understand why they didn't make a sequel for C&C:3, this series have so much potential :S
I love C&C TW, it is in my top 5 favorite games, I feel sad becasue we never got a sequel to C&C TW:KW... I wish there story could continue, with NOD being almost "abandoned", GDI becoming really powerful due to the captured new tech and new leasdership with general Granger. Only for a new proper invasion to begin and NOD to make a glorious comeback as powerful as they were during TW2.
Amazing video! It one more time reminds such an atmospheric world was created by C&C developers. And the true thing was mentioning: c&c 3 maps are lifeless in comparison with previous games. Sad that this feature was misssed
Writing in video games back then wasn't as deep and detailed as writing in video games now. Assume that those villages belonged to archrival political parties.
When I saw the title on neutral forces, I immediately thought of that one neutral base in the TS Firestorm map Cityscape. Those little bases added their own flair to the maps, and I'm really glad you didn't gloss over them even though they had no bearing on the lore/story in canon!
the expansion points are good if you use them in conjunction with your factions own base expanding units they can be used to allow a larger build area within a outer defence line thus in effect you can create a forward base to allow for long range guns to be deployed alongside the defense buildings they are also able to help extend the building area around those units allowing for the building of even larger defence lines which if you build those line right would mean your main base was never troubled by enemy forces as they could never breach those outer lines and the longer ranged units deployed with them ment most ground units of the enemy were taken out outside of the range of the defence buildings or almost destroyed and only needed one hit from your defence line
there is also the only cutscene appearance of a crate, which Kane (for some reason) used inside the warhead of his World-Altering Missile. It appears briefly before exploding and spreading concentrated Tiberium across the entire planet
@@louievelayo4100 the crates were used to store extremely sensitive materials like the Tacitus, Scrin technology, sonic crystals and the like, so it would not be ridiculous if it was a crate in the missile. It is also exactly the same shape and approximate size as the crates of the game, so it's either a crate or something exactly like a crate and with exactly the same dimensions and features
@@louievelayo4100 even if we're not agreeing it's a crate, we can agree it deliberately was made to look exactly like one. It is a crate or something with the exact same dimensions and shape
I wouldn't say that this video is really about the Forgotten since I feel they established themselves as a unique major faction, at least during the Second Tiberium War. This one was more focused on the minor factions and neutral tech buildings. There was definitely a lot of detail I skipped over for the Forgotten in this video, such as their units, buildings and missions. So I'll probably end up doing a more detailed video dedicated to them in the future.
@@Jethild Still, I glad that the memory of that faction is still there) And hope you will make video just about the mutants, even if it will be 5 min video.
I remember making a mod for CnC 3 that let the factions build relevant tech buildings, Nod got the EMP, GDI got the turret with AA ability, and Tib spikes. Scrin got the tower thing
I love how much the developers put their efforts into previous games until the quality started dropping down on Tiberium wars 3 and then worse, Tiberian Twilight.
It hurts how Tiberium Wars and Kane's Wrath still had potential, even with what they already had. - the old Militia model could've been used for agressive "Insurgents" or "Criminals" that occupied more urban maps. - hostile Mutant Marauders could've shown up in Red Zone maps, attacking any faction on sight. - the new crab-like Viceroids could've still kept spawning and walking around causing chaos, either from the corners of the map or right out of a Tiberium field. The assets were there, however limited, they just needed to implement them! *But no.* :/ EA probably thought this had no place in a more "online multiplayer competitive scenario" or some other bullshit.
Thank You for making this Video, i really enjoyed this... I remember in Tiberiun Sun, and Dawn, several campaign levels had Abandoned Nod and GDI structures, that always made me wonder the cause behind it, I remember a level (Dont Remember Witch) had 2 abandoned power plants and 1 missile silo (I Think they were Dark Pink Colored) Why would an GDI, NOD leave behind a base with units and structures ?
My best guess would be a sudden spike in environmental conditions, or mutant fauna, that forced a rapid evacuation of the area, with no time to destroy or evacuate equipment. It could also be that they expected to return, after conditions had improved, but then the tactical situation changed, making that impossible or unfeasible.
8:24 I was always under the impression that the base on Cityscape was a city militia or private army that just happens to not have any allegiance due to limitations of skirmish or balancing reasons. Cityscape also has more scripted events than any other skirmish map in the game. It even features cars that leave the map only once and vehicles that drive onto and out of the map multiple times.
When it comes to the crates and the equipment you gain from them, they could be seen as large containers that could hold anything, their small size simply the result of the commanders overview of the battlefield.
That was something the bothered me in the later C&C games. From Zero Hour onwards, we never see civilians again and they added a lot of flavour to the games. Imagine Allied level Hollywood and Vain if there were not civilians, it just wouldn't hit the same. Or the TS mission where you put down a riot using nonlethal tactics. Imagine in TW having just 1 mal where the map is in chaos from an uprising, or there's a neutral army of just scrappy units trying to keep everyone away. I personally blame the watering down of the T rating (the same way that movies have watered down what PG is). C&C started in a time when T truly meant teen. And C&C isn't the only game that suffered from it. First Starcraft game, we see a Terran's head explode as he's stabbed by a hydralisk in the face. That shit would never fly in a modern T game, that would be an instant M. TLDR: I miss civilians and I miss when T actually meant teen.
Geneva Conventions (if the video games are set in the 1950s onwards), German versions of any non-educational video game, the birth of CERO by the Japanese Parliament... You bring up CoD5 Modern Warfare 2 (not MW2 Re-imagined), Spec Ops: The Line and many GTA games (and their competitors) for atrocities upon civvies and noncombatants? Those are/were M-rated games. You'd be penalized for straight-up eliminating a civvie in the (T-rated or below) game. Destroy All Humans! allows your MC (who is an alien invader) to, well, destroy all humans.
@@royasturias1784 it true..I feel like the T rating used to actually mean T, but M took on most of that because companies (like movies with PG) felt that T made you feel "adult" but wasn't so old that it would scare away families while E was too kiddish (something I disagree with but ok). Now T seems to be geared towards 12-15 and M despite saying 17+ is more like 16+. I generally like the PEGI system more. And yes, having there be some kind of consequence to attacking civilians. There are so many ways to integrate civilians into gameplay she's have it feel meaningful
Dude, imagine a "neutral nation" faction system for the Generals series! :D Since most of the game is set mostly on the Asian steppes, the Middle East and eastern Europe, we could have "nation" neutral factions whose units are a bit of mix of other factions, since so many of them like vehicles and such are mostly Cold War era! Here's a few ideas off the top of my head: - Saudi Arabia: *Infantry:* GLA Rebel *Vehicles:* Max upgraded GLA Scorpion or China's Battlemaster, USA's Humvee, and GLA Quad cannon *Aircraft:* China's Helix or the USA's Comanche - Russia *Infantry:* USA's Ranger or GLA Rebel, and China's Tank hunter *Vehicles:* China's Battlemaster, China's Inferno cannon, and tier 1 upgraded GLA Marauder *Aircraft:* China's Helix and China's MiG - Poland *Infantry:* USA's Ranger or China's Minigunner, and USA's Javelin or China's Tank hunter *Vehicles:* USA's Crusader or China's Battlemaster, USA's Tomahawk launcher and GLA Quad cannon *Aircraft:* China's Helix or USA's Comanche And these are just some unrefined ideas that popped in my mind! The idea being that each map located in a country would have its own neutral faction representing the country's military forces, which would initially be hostile to all outside Campaign missions). You would either have to either destroy them or convert them, the latter done by one of the following manners: A) capture a certain "central building" of the country, like a military headquarters or a goverment building. B) build a new "Embassy" building on a specific area next to their base, similar to the Natives mechanic from Age of Empires III. C) train a new "Ambassador" unit that is not attacked by them and send him to their main building, *the catch being that they die easily to anything, so other players can assassinate him before he gets there.* Sorry! I know this is a lot, but I always wanted something like this in Generals/Zero Hour!
@@MrDibara i think generals already had the perfect neutral faction, the UN. It encompasses the rest of the world together as none of the nations you mentioned are that influential in the series because the GLA fucked them up and only USA and China could deal with them.
@@antoniodelaugger9236 Oh yes, they were VERY minor compared to the big three, but I still felt each country deserved to have a minimal of its own military force. Even if it was 20 times weaker and lacking compared to the GLA, the United States and China. As for the U.N., _they barely do anything aside from sending supply crates to the warzones._ Other than that, they're completely missing from the conflict, *which oddly enough I suppose is accurate to most U.N. endeavors in real life. They hardly solve shit.* But that is precisely why I think each regional map (that are not in GLA, US and China territory) should have its own neutral faction representing the country in which said map is located at. Weaker than the three main factions or not, the military of said country wouldn't just go down without a fight, and that would add a new hindrance and challenge for all the players on the match, just like the insurgents or Mutants in the Tiberian Sun Skirmish maps.
just the whole flavor of tib sun with the mutants and tiberian life forms is criminally underdeveloped. I would've loved a whole (official) forgotten playable faction and campaign. Even if making use of old GDI or Nod hardware like we've seen in that game they could still have their own new spin on the existing design.
I'm a complete amateur in Kane's Wrath, and hammerheads are my only way to beat a Brutal FFA. If I had a choice, I would love for Mutants to substitute my rifleman squads to add to the anti-air capability
By the way during the Scrin Campaign Scrin Foreman did captured a Forgotten camp and either hired or maybe mind controlled some Mutant Marauders to Fight for Scrin ... Maybe Scrin simulate those Marauders since their engineer units called simulator... Or maybe this Marauders did get Convinced that scrin could help them in some ways... Or Scrin just paid them with Tiberium and Marauders just thought a deal is a deal ...
@@MadLadMartyMcFly85to be fair, you're meant to use the Juggernaut's ability to target areas that your Snipers see. Which is global range so long as you have Snipers. The Juggernauts never had to leave the spot they spawn from.
Frankly, I was still glad to have it to bombard the buildings of those goddamn cultists, cause even with the Medic helping, Ghostalker just began getting overrun. 😢
Mostly because they sympathize with and support Nod, it's justified... They're helping Nod, *BLAST 'EM!* Much like how the Allies treat Soviet civilians once they set foot into the Soviet Union... They're helping the Soviet forces here, *BLAST 'EM!*
I don't think theres a single faction in the command and conquer series that doesn't stop itself from running civilians over and destroying civilian structures
@@antoniodelaugger9236 Well the only exceptions were Tiberium Wars and Red Alert 3... Sure there are destroyable civilian structures only because infantry can garrison them, but the only civilian thing that gets run over in both games are abandoned cars... Also there are wandering civilians in Tiberium Wars, but they're only encountered in Blue Zone maps, are wise enough to run away at the sight of an incoming military unit, and are invincible for some odd reason...
Oh my god there is so much content in this playlist, this is awesome and makes me a little sad I was at the age where 'fun' in C&C Red Alert was hosting LAN games at an elementary school on windows network edition and everyone picked russia to spam tesla and tanks, cheat codes led to some interesting times.
In order to have an engineer capture the Civilian Armory and Hospital in Tiberian Sun, you will first have to go into the game's rules.ini file and change a few parameters. I recommend watching this short video by Sven van der Plank on exactly how to edit the file and make those tech structures capturable ruclips.net/video/jusASZiVWX4/видео.html
One thing I like about command and conquer 3 and kanes wrath is the mutants are more dangerous than people think if you use them right
really useful!
There is one book where they have a tiberum war I don't know whether that a good story and also they have a pre post tiberum war c&c series.
@@kobra6660 It's sad their role is completely reduced. Then again they lost 2 great representatives but still it's a good excuse to make them... Forgotten.
If there’s ever a remaster, they need to just enable the features by default.
Seeing mutans using an old GDI base and producing mammoth tank was an awesome moment for me when i played Tiberian sun.
Ooh yeah! I wish devs did get enough time to finish tiberium wars to exactly what they wanted, we would have the forgotten as a faction even. I feel like they did get forgotten by the devs, their prime time is tiberium sun indeed. Shame one can't play them.
Well done they grow some brain from tiberian tumor 😂
Everyone underestimate the mutant faction if you combine them with an apc or hammerhead of a group of 6 they can do serious damage to anything
It's a point of "Command & Conquer: Tiberium Alliances" you need at least 6 players to defeat one mutant base and gain control of The Forgotten Fortress/Tacitus.
@@TrensGemini Tiberium Alliances can go to hell - But the Forgotten mod is awesome
It’s a legit stray in skirmishes. Similar to the infamous zone raider / hammerhead rush
Masterleaf be like
@@firen777Did you see the last tournament he was in? Dude played wacky every single game. The engineer/emp combo he went for on the first MCV move had me so excited to see if it would work.
Damn I never knew I wanted a full deep dive into the tech buildings in game.
Me too.
@channel_lurker I wanted to see a few "hostile Mutant Hovels" spread out around Red Zone maps, with only a couple of Marauders guarding it, but they have a trigger that they begin training new Marauders as soon as they see a single player unit, and then they start sending them to attack said player.
@channel_lurker I remember a mod for vanilla Tiberium Wars, "The Forgotten".
But there's also the Tiberian Essence mod, which adds a different variation of the Forgotten faction.
Don't know any other mods aside from these two, I would have to look it up more.
@@LINJ638 niiñííííílll
I'm running a post apocalyptic tabletop that takes place 10 years after the second tiberium war. The party is based in yellow zone around the houston area. A couple of the players are ex-GDI but have no real affiliation with the major factions. Instead they are just trying to survive while dealing with local warlords, cannibal gangs, scavengers and wild animals (both normal and mutated)
Wich tabletop System are you using?
Sounds pretty awesome!
@@chaosschimaer modified d20 modern rules mixed with gaslands for vehicle combat. My players seem to enjoy it
@@chaosschimaer the Twilight 2000 rules (both old and reboot) would also work really well with some modifications since it's a very similar semi-apocalyptic setting to C&C
@@SgtCandy I like what I'm seeing of it so far. I think after i end the first chapter i might swap over to this. Depends on how difficult it is to create setting specific stuff that doesnt exist in the core rules. Which edition would you recommend?
@marltonmanks9891 the reboot is the one I actually have, with a fan-made module for the PNW that uses the older rules. Unfortunately that's all I can give since I've yet to find a group to play wargames over D&D so I can do more than read the content/rules
"Ok, the Tacitus is hidden in one of these three temples. We will search them as it goes: Temple of Time, Temple of Thunder, and finally, Temple of the Tacitus. Any questions?"
"Uhhh sir how about we just go to the temple that has tacitus in the name?"
@@DementedDaedric "Are you nuts, soldier!? There's a cult of Tiberium worshipping nutjobs there!"
"But they're not even Nod level nuts, sir..."
"Who cares, we're taking the scenic route!"
@@DementedDaedric "you’re speaking crazy talk here"
"I say we go to the temple of time. I heard there was a powerful artifact there."
@@DementedDaedricWhere'd you study tactics boy? That'd never work! To the Temple of Time men!
I remember the joy of finding C&C1 units in Tiberian Sun crates.
Was that a mod?
Yeah, I think that's a mod...
Unless its the X66 Mammoth Tank. That one was in Tiberium Sun aswell.
@@louievelayo4100there was a small chance of getting a Mammoth Mk1
@@kbotno1789 In Tiberian Sun, there's a very rare chance of you getting the X-66 Mammoth Tank from the first war in a crate.
"The Marauders were stealthy while standing in the Tiberium Field"
_waves gun around madly while shouting ×12_
25:45 the mental image of a bunch of nod troopers running down and then just standing in a subway car while trying to figure out which station to get off at is hilarious and someone needs to make an animation of that.
Ok, I didn't expect this topic which just proves it's importance:
_"In the middle of the war those who get caught in the crossfire or are just standing on the sidelines might as well not exists at all... becuase nobody notices them if not necessary."_
Sad truth about being considered collateral...
I really want to see the game designers of Tiberium Dawn and Tiberium Wars try to explain how they're supposed to stack such containers... and how goods inside are packed😅
Considering they can contain entire tanks, I think it may be a TARDIS situation.
The TW ones can probably be stacked reasonably well tbh but yeah its more rule of cool / easy to spot than practical.
True, lol. Maybe the companies in the c&c universe created them for some sort of joke-competition-thing, like "make the most impractical container you can think of within a week" lmao
you put one upside-down in-between 2 other ones
Hexagons are actually the best form for maximum space and capacity.
"All I know is my gut says, maybe." - The Neutral Motto
Tell my wife I said... "Hello"
@@FortressLordJP193 "I have no strong feelings one way or the other"
Amazing work as always Jethild keeping Command and conquer alive.
Feels like Jethild is the reason C&C lore is still alive.
Ah yes, Switzerland Forces
The neutral forces benefit from all that fighting going on with those gold reserves
Useful to have in close quarters fighting with their knives of much utility.
Lol the south America be like:
@@leeboy26"I have 3000 different ways of ending your bodily functions with my utility knife, start choosing"
"Switzerland has no army, Switzerland is an army!" ⛑
While it might be difficult to find new things to talk about in the command and conquer tiberium universe, the details you bring and things you focus on are some of the most interesting Command and Conquer videos out there.
Reinforcement bays and Neutral Tiberium Silos have build radius around them, so they can be useful even after the initial use.
Oddly enough in one of the last Nod missions in TD ("Steal the Codes" I believe) village in the north is hostile to both factions as GDI starts "deconstruction" as soon as you discover the area.
Amazing as always.Would love to see Jethild expand to Red Alert Universe Lore.
He is not there yet, but he will eventually.
@@LINJ638 He my continioue until everything is told and explained. What would be a dauntingly huge task, but i can imagen him having the passion for it.
Jethild continuing to prove why he’s the Goat 🐐
Half an hour of content based on neutral buildings 💪😎👍
Bruh, absolutelly LOVED this topic!
And you're right! There WAS missing a "hostile-to-all" neutral faction in C&C 3! Which is crazy, considering it could've been fixed by the Kane's Wrath expansion!
Y'know the initial model and sprite for the Nod Militia? With the urban getup and small SMG machine gun?
Well, it got replaced by the iconic and traditional Nod soldier model in Kane's Wrath.
_Why not then reuse the Militia's old model, rename it as "Insurgent" or something and have it be present around many Yellow Zone maps, attacking all factions that came near it?_
Hell, even have EMP Control Centers initially under the control of these "Insurgents"! Blasting any player's buildings and vehicles within the structure's radius, while also guarded by a couple of their troops. This would've added another layer of challenge for all players looking to acquire these structures, or expanding their base or simply scouting around with their vehicles.
Also, since the Tiberium Spikes and Neutral Silos were controlled by private corporations, why not design a "reskin" for the GDI Infantryman and Missile Squad to represent "Mercenaries", then place a sizeable group of them around these structures?
If *private corporations* own these buildings, it stands to reason they would hire well trained mercenaries to *protect* these facilities from being captured or destroyed by anyone. (GDI, Nod or _especially_ aliens)
Then there's the Red Zone maps.
Needless to say, the Mutants *should have* been incredibly numerous in these areas. Not to mention, hostile to everybody.
Hovels located on the border of the maps aside, there should've been hostile Hovels in the more central parts of these Red Zone maps, with a couple Marauders around it that attack any player.
Maybe also add a mechanic where the hostile Hovels begin training more Marauders from time to time, starting as soon as they spot a player unit, again adding to the challenge.
Whether you are expanding your base or just scouting around, there's a risk you can trigger a "Mutant assembly" as they try to defend their territory, not ending until you either capture or (more easily) destroy these hostile Hovels.
_But I'm sure I'm not alone when I say the one thing we missed the most as a "neutral enemy" was the Tiberium fauna._ :/
Tib Fiends, Floaters, Veinhole Monsters and specially Viceroids, which I did not like being turned into crab-like creatures in C&C 3, that should've been a new addition to the Tiberium fauna instead of a replacement!
You could have Viceroids and maybe a couple of Tib Fiends appear in Yellow Zone maps, just scouting around, spawning occasionally and attacking everything, then have the FULL fauna in the Red Zone maps, increasing even further the challenge and selling home to the player just how trully inospitable to human life these areas really are.
Man, I know a lot of mods out there bring back a lot of the old Westwood/Tiberian Sun flair to C&C 3, but I wonder if any of them thought to implement just _these_ kinds of additions.
They would already be a huge complement to the base games of Tiberium Wars and Kane's Wrath and I think a lot of us would've actually enjoyed it!
Reminds me one option from Tib Sun skirmish mode: Tiberian fauna. Can be dangerous enough to not only slow down player's advancments, but also steamroll (usually enemy AI).
The sad thing is, they probably would have added such cool details, but Tib Wars had a painfully short development cycle (thanks, EA) so we might never know what was all removed or planned. It's a tragedy.
The everyday citizens and unaligned are often untold stories, thank you for telling those of the Tib wars.
I'm always impressed by the quality of these videos. The breaking down of things from the first war to the present is always cool. And tis video had much more content then expected.
my life is tough rn
thank you for these videos
its crazy you havent even touched red alert, I love these videos. So much lore to explore
As always - great job, man!
Always loved those neutral factions on skirmish maps of TS
So happy you are still posting videos. Love the lore.
@Jethild, you doing good! Outstanding!
Great video. These structures absolutely add another layer of strategy to the game. Cool to see their reason for existence explained in your detailed fashion.
Seeing a convoy of APC's loaded with mutant marauders going to town or a surprise EMP blast taking down a group of aircraft are sights to behold.
Kickass video mate! Love the inclusion of Tib 3's tech buildings! And the overall military-like aesthetic if not briefings is awesome! Looking forward to when you brief us commanders on the badass Infantry of GDI!
How about the MCV? I imagine it is going to be shorter like the Red Alert Construction Yard video that he made way back and be more focused on the evolution behind these huge lumbering Vehicle. And GDI’s space capable aircraft such as Drop Pods and their control plugs upgrades, Space Station Philadelphia, space command uplink, the Kodiak, etc….. like do an in-depth schematic by breaking down into the vehicle and telling the viewers watching this in what this section and parts do, etc……
@@LINJ638 We'll see. ^^
@@joshuablade6974 He said in the GDI Armor that he will do a video on MCV and in the GDI Air Force, that he will do a separate video on space capable vehicles.
@@LINJ638 Indeed. But we'll see if he does so truly. It's up to him.
He will get there when time tells. It takes quite a bit of work to do so. And look, he is not the one that breaks promises to his viewers in the past and it shows time after time.
I love the Forgotten from Tiberian Sun, who use cars, vans and buses as war machines and stolen tech as well as Tiberium lifeforms. That is quite powerful, especially if they use guerrilla tactics.
If there is ever another -good- C&C game they need to bring you in as a consultant.
That won’t happen as EA is more interested in cost cutting projects.
Would love another command and conquer game in the tiberian sun timeline
Always a pleasure to watch your deep dives into C&C lore.
As always, you provide excellent C&C content when it is sorely lacking. I know you can't keep doing it, but I'll be here for anything else you do in the future.
Me too!
I wished there was a C&C 3 Remake in the vein of Westwood or Petroglyph Games. There's so much things I still questioned to this day, like the lack of The Forgotten's story, Red Zone during the 3rd Tiberium War before the Scin's arrival on Earth, the lack of CGI cutscenes that we used to see in Tiberian Dawn and TIberian Sun, Firestorm wheatear and more, including seeing naval units and other aircraft transport units like the Kodiak.
could theoredically happen with Petroglyth at the helm since alot of devs from westwood work at petroglyth today i'm pretty sure.
if they remastere tiberian sun and red alert 2 along with their sperate expansions and release them in one package, like they did the first games, a redoing of C&C 3 could happen after, if EA greenlights it since they still own the IP of C&C.
@@Darthmessiah66 i totally agree. I guess we have to wait a bit longer before it happens. :)
another great lore dump!
Great breakdown. I love these; well done!
at least you try to keep up command and conguer!! Thank you
Pretty sure the Grassy Knoll map and the neutral assassin is meant as a reference to the JFK assassination.
Tiberium can’t melt steel beams
Yeah...
Magic bullet, my a🐬...
I never got this reference as a kid :P
thank you
Hey I somewhat recently stumbled upon your channel and C&C lore and your content is a joy to watch thank you!
Just when I thought I wouldn't be able to get through the day you drop a video. Thank you :)
Perfect timing, hah. Just finished your last video on GDI Armour!
Nice work on the neutral forces man
35:47 I love when you speculate about future events, it gets me hyped up to play a new C&C game. I would never understand why they didn't make a sequel for C&C:3, this series have so much potential :S
I never knew I needed that info.
Lovely-dovely, great work.
Did not expect something different from the usual norm of GDI and NOD factions lore. Very impressive and interesting commentary indeed.
Imagine you are so unlucky that you found a crate containing nuke like wow
I’m always really excited when you release a video
Hey, just want to say your videos are fantastic. I know it’s a niche topic, but you fill in the C@C gap well.
Thanks for you work, i really enjoy your lore videos.
Amazing work jethild 👍
Babe wake up!! New Jethild video just dropped!
New 30+ minute Jethild video.
We're so back.
The longer the better!!!!
Thank you so much
Good as usual
In kane's wrath files exist space port building, u can't find it on maps, but able to place it in worldbuider. Looks neutral and cool.
I love C&C TW, it is in my top 5 favorite games, I feel sad becasue we never got a sequel to C&C TW:KW... I wish there story could continue, with NOD being almost "abandoned", GDI becoming really powerful due to the captured new tech and new leasdership with general Granger. Only for a new proper invasion to begin and NOD to make a glorious comeback as powerful as they were during TW2.
I love your content bro
Amazing video! It one more time reminds such an atmospheric world was created by C&C developers. And the true thing was mentioning: c&c 3 maps are lifeless in comparison with previous games. Sad that this feature was misssed
Love this channel
❤️
Two villages fighting over the half of a country? That sound... well, it sound like a old computer game :D
Writing in video games back then wasn't as deep and detailed as writing in video games now. Assume that those villages belonged to archrival political parties.
So what shall it be, Jethild? Will you join the Forgotten, or will you die in here? Join! Die! JOIN! DIE!.. oh, wrong super mutant army
Love these videos keep up the good work!
Confusing chaos with anarchy annoys me to no end...
When I saw the title on neutral forces, I immediately thought of that one neutral base in the TS Firestorm map Cityscape. Those little bases added their own flair to the maps, and I'm really glad you didn't gloss over them even though they had no bearing on the lore/story in canon!
the expansion points are good if you use them in conjunction with your factions own base expanding units they can be used to allow a larger build area within a outer defence line thus in effect you can create a forward base to allow for long range guns to be deployed alongside the defense buildings they are also able to help extend the building area around those units allowing for the building of even larger defence lines which if you build those line right would mean your main base was never troubled by enemy forces as they could never breach those outer lines and the longer ranged units deployed with them ment most ground units of the enemy were taken out outside of the range of the defence buildings or almost destroyed and only needed one hit from your defence line
there is also the only cutscene appearance of a crate, which Kane (for some reason) used inside the warhead of his World-Altering Missile. It appears briefly before exploding and spreading concentrated Tiberium across the entire planet
That ain't no crate, that was the Tiberium filled core of the warhead...
@@louievelayo4100 the crates were used to store extremely sensitive materials like the Tacitus, Scrin technology, sonic crystals and the like, so it would not be ridiculous if it was a crate in the missile. It is also exactly the same shape and approximate size as the crates of the game, so it's either a crate or something exactly like a crate and with exactly the same dimensions and features
What kind of crate is that transparent and has the capability to destroy the world?
@@louievelayo4100 even if we're not agreeing it's a crate, we can agree it deliberately was made to look exactly like one. It is a crate or something with the exact same dimensions and shape
I was waiting the day you make video about the Forgotten. Thank you!
I wouldn't say that this video is really about the Forgotten since I feel they established themselves as a unique major faction, at least during the Second Tiberium War. This one was more focused on the minor factions and neutral tech buildings. There was definitely a lot of detail I skipped over for the Forgotten in this video, such as their units, buildings and missions. So I'll probably end up doing a more detailed video dedicated to them in the future.
@@Jethild Still, I glad that the memory of that faction is still there) And hope you will make video just about the mutants, even if it will be 5 min video.
@@Jethild It feels like the civilians who are part of the neutral forces are a bunch of extras on Mad Max.
Goddess i miss C&C games.
If only you could hire Kane's voice actor to do your voiceacting, you'd have a few million subscribers. He Lives!!
I remember making a mod for CnC 3 that let the factions build relevant tech buildings, Nod got the EMP, GDI got the turret with AA ability, and Tib spikes. Scrin got the tower thing
I love how much the developers put their efforts into previous games until the quality started dropping down on Tiberium wars 3 and then worse, Tiberian Twilight.
It hurts how Tiberium Wars and Kane's Wrath still had potential, even with what they already had.
- the old Militia model could've been used for agressive "Insurgents" or "Criminals" that occupied more urban maps.
- hostile Mutant Marauders could've shown up in Red Zone maps, attacking any faction on sight.
- the new crab-like Viceroids could've still kept spawning and walking around causing chaos, either from the corners of the map or right out of a Tiberium field.
The assets were there, however limited, they just needed to implement them!
*But no.* :/ EA probably thought this had no place in a more "online multiplayer competitive scenario" or some other bullshit.
Thank You for making this Video, i really enjoyed this... I remember in Tiberiun Sun, and Dawn, several campaign levels had Abandoned Nod and GDI structures, that always made me wonder the cause behind it, I remember a level (Dont Remember Witch) had 2 abandoned power plants and 1 missile silo (I Think they were Dark Pink Colored) Why would an GDI, NOD leave behind a base with units and structures ?
My best guess would be a sudden spike in environmental conditions, or mutant fauna, that forced a rapid evacuation of the area, with no time to destroy or evacuate equipment.
It could also be that they expected to return, after conditions had improved, but then the tactical situation changed, making that impossible or unfeasible.
So we're going to ingore the mutant base on the map "night of the mutants"?
Too bad we never got a 4th game to explain things further.
Oh well..., maybe one day...
Cult of Mortimer were absolutely bizarre mission to have
Could you do infantry next? I have always loved the foot sloggers of the Tiberium series, especially the 2nd game and its DLC
Already did for Nod and Scrin, all that's left is for GDI...
GDI’s Infantry video is going to be just as long if not nearly an hour as much as previous NOD’s Infantry video.
8:24 I was always under the impression that the base on Cityscape was a city militia or private army that just happens to not have any allegiance due to limitations of skirmish or balancing reasons. Cityscape also has more scripted events than any other skirmish map in the game. It even features cars that leave the map only once and vehicles that drive onto and out of the map multiple times.
Tiberian Sun was more a movie than a game :D
I know right???? 80's actor like Michael Biehn.
@@LINJ638 Yes hahaha
*And we loved it for it.* :')
They did not put it too much detail into the FMV, leaving the viewers to figure out the rest of how the game would exist in real life.
When it comes to the crates and the equipment you gain from them, they could be seen as large containers that could hold anything, their small size simply the result of the commanders overview of the battlefield.
Tib wars are mostly more interesting since they have perspective on people especially people in yellow zone also living in it.
That was something the bothered me in the later C&C games. From Zero Hour onwards, we never see civilians again and they added a lot of flavour to the games. Imagine Allied level Hollywood and Vain if there were not civilians, it just wouldn't hit the same. Or the TS mission where you put down a riot using nonlethal tactics. Imagine in TW having just 1 mal where the map is in chaos from an uprising, or there's a neutral army of just scrappy units trying to keep everyone away.
I personally blame the watering down of the T rating (the same way that movies have watered down what PG is). C&C started in a time when T truly meant teen. And C&C isn't the only game that suffered from it.
First Starcraft game, we see a Terran's head explode as he's stabbed by a hydralisk in the face. That shit would never fly in a modern T game, that would be an instant M.
TLDR: I miss civilians and I miss when T actually meant teen.
Geneva Conventions (if the video games are set in the 1950s onwards), German versions of any non-educational video game, the birth of CERO by the Japanese Parliament...
You bring up CoD5 Modern Warfare 2 (not MW2 Re-imagined), Spec Ops: The Line and many GTA games (and their competitors) for atrocities upon civvies and noncombatants? Those are/were M-rated games. You'd be penalized for straight-up eliminating a civvie in the (T-rated or below) game.
Destroy All Humans! allows your MC (who is an alien invader) to, well, destroy all humans.
@@royasturias1784 it true..I feel like the T rating used to actually mean T, but M took on most of that because companies (like movies with PG) felt that T made you feel "adult" but wasn't so old that it would scare away families while E was too kiddish (something I disagree with but ok). Now T seems to be geared towards 12-15 and M despite saying 17+ is more like 16+.
I generally like the PEGI system more.
And yes, having there be some kind of consequence to attacking civilians. There are so many ways to integrate civilians into gameplay she's have it feel meaningful
Dude, imagine a "neutral nation" faction system for the Generals series! :D
Since most of the game is set mostly on the Asian steppes, the Middle East and eastern Europe, we could have "nation" neutral factions whose units are a bit of mix of other factions, since so many of them like vehicles and such are mostly Cold War era!
Here's a few ideas off the top of my head:
- Saudi Arabia:
*Infantry:* GLA Rebel
*Vehicles:* Max upgraded GLA Scorpion or China's Battlemaster, USA's Humvee, and GLA Quad cannon
*Aircraft:* China's Helix or the USA's Comanche
- Russia
*Infantry:* USA's Ranger or GLA Rebel, and China's Tank hunter
*Vehicles:* China's Battlemaster, China's Inferno cannon, and tier 1 upgraded GLA Marauder
*Aircraft:* China's Helix and China's MiG
- Poland
*Infantry:* USA's Ranger or China's Minigunner, and USA's Javelin or China's Tank hunter
*Vehicles:* USA's Crusader or China's Battlemaster, USA's Tomahawk launcher and GLA Quad cannon
*Aircraft:* China's Helix or USA's Comanche
And these are just some unrefined ideas that popped in my mind!
The idea being that each map located in a country would have its own neutral faction representing the country's military forces, which would initially be hostile to all outside Campaign missions).
You would either have to either destroy them or convert them, the latter done by one of the following manners:
A) capture a certain "central building" of the country, like a military headquarters or a goverment building.
B) build a new "Embassy" building on a specific area next to their base, similar to the Natives mechanic from Age of Empires III.
C) train a new "Ambassador" unit that is not attacked by them and send him to their main building, *the catch being that they die easily to anything, so other players can assassinate him before he gets there.*
Sorry! I know this is a lot, but I always wanted something like this in Generals/Zero Hour!
@@MrDibara i think generals already had the perfect neutral faction, the UN. It encompasses the rest of the world together as none of the nations you mentioned are that influential in the series because the GLA fucked them up and only USA and China could deal with them.
@@antoniodelaugger9236 Oh yes, they were VERY minor compared to the big three, but I still felt each country deserved to have a minimal of its own military force. Even if it was 20 times weaker and lacking compared to the GLA, the United States and China.
As for the U.N., _they barely do anything aside from sending supply crates to the warzones._ Other than that, they're completely missing from the conflict, *which oddly enough I suppose is accurate to most U.N. endeavors in real life. They hardly solve shit.*
But that is precisely why I think each regional map (that are not in GLA, US and China territory) should have its own neutral faction representing the country in which said map is located at.
Weaker than the three main factions or not, the military of said country wouldn't just go down without a fight, and that would add a new hindrance and challenge for all the players on the match, just like the insurgents or Mutants in the Tiberian Sun Skirmish maps.
just makes me want more unaffiliated tib cultists
just the whole flavor of tib sun with the mutants and tiberian life forms is criminally underdeveloped. I would've loved a whole (official) forgotten playable faction and campaign. Even if making use of old GDI or Nod hardware like we've seen in that game they could still have their own new spin on the existing design.
i love how he does not even mention tiberian twilight in any of his videos
_What is that, some kinda bad fanfiction?_ ;D
@@MrDibara perhaps just a feverdream
There is no such game, whaddaya talkin about, dude
Hey is the animated video at 12:59 available somewhere? It would make for an awesome pc homescreen
Right here ruclips.net/video/3X63xhuNup0/видео.html
Can you explain about the building at 01:43 ? Is it oil pump ?
I'm a complete amateur in Kane's Wrath, and hammerheads are my only way to beat a Brutal FFA. If I had a choice, I would love for Mutants to substitute my rifleman squads to add to the anti-air capability
Next up, could you make a about Red Alert Series?
2:04 NIKOOMBA The absolute legend. RiP sweet prince.
By the way during the Scrin Campaign Scrin Foreman did captured a Forgotten camp and either hired or maybe mind controlled some Mutant Marauders to Fight for Scrin ...
Maybe Scrin simulate those Marauders since their engineer units called simulator...
Or maybe this Marauders did get Convinced that scrin could help them in some ways...
Or Scrin just paid them with Tiberium and Marauders just thought a deal is a deal ...
Call them crates all you want. In Tib Sun, there's no other name for them other than "soccer ball." XD
I always called them d20s.
@@youmukonpaku3168 but they're d12s...
I love your videos ❤ Kane lives!
Yes a new one fing awesome
A juggernaught walker....on a stealth mission............yes
All units, regardless of size and noise it generates, are considered as stealth if your enemy is functionally blind
@@DementedDaedric they'd have to be deaf n numb in entire body too,to not hear or feel that thing coming🤣🤣
@@MadLadMartyMcFly85to be fair, you're meant to use the Juggernaut's ability to target areas that your Snipers see.
Which is global range so long as you have Snipers. The Juggernauts never had to leave the spot they spawn from.
@@dracmeister no no nooo. The juggernought is there to snipe the armour your sniper cant🤣🤷♂️🤷♂️
Frankly, I was still glad to have it to bombard the buildings of those goddamn cultists, cause even with the Medic helping, Ghostalker just began getting overrun. 😢
Emp command center could have more details to it,like the emitters launch energy to a orbital satellite and deflect it to the designated location
"What makes a man turn neutral? A lust for power? Gold? Or were you just born with a heart full of neutrality?"
It would of been cool to see the gangs, warlords, and other hostile factions surviving in the different maps only to get caught in the crossfire
It should be mentioned that many civilians and civilian buildings are marked as hostile in the GDI campaign, usually later on. GDI aren't angels.
Mostly because they sympathize with and support Nod, it's justified... They're helping Nod, *BLAST 'EM!*
Much like how the Allies treat Soviet civilians once they set foot into the Soviet Union... They're helping the Soviet forces here, *BLAST 'EM!*
I don't think theres a single faction in the command and conquer series that doesn't stop itself from running civilians over and destroying civilian structures
@@antoniodelaugger9236 Well the only exceptions were Tiberium Wars and Red Alert 3...
Sure there are destroyable civilian structures only because infantry can garrison them, but the only civilian thing that gets run over in both games are abandoned cars...
Also there are wandering civilians in Tiberium Wars, but they're only encountered in Blue Zone maps, are wise enough to run away at the sight of an incoming military unit, and are invincible for some odd reason...
Oh my god there is so much content in this playlist, this is awesome and makes me a little sad I was at the age where 'fun' in C&C Red Alert was hosting LAN games at an elementary school on windows network edition and everyone picked russia to spam tesla and tanks, cheat codes led to some interesting times.