Buildings




Shared

Structure:

Info and Specs:

Construction Yard
Armor: Heavy Cost: ? Weapon: None Prerequisites: MCV
Purpose: Allows the construction of all other base structures.

Like I said, this is the most important structure in the game, so even let others touch it. It is the foundation of a base and allows the construction of other buildings.

Upgrades:?
Power Plant
Armor: ? Cost: ? Weapon: None Prerequisites: C-yard
Purpose: Provides power for base structures

With Tiberium infesting more and more good land, construction of buildings and structures must be planned carefully. The new power facilities are equipped with upgrade pods for additional generators so that you won't have to take up valuable land with large cumbersome power plants.

Upgrades: You can add extra genarators to a power plant to produce more power.
Walls
Armor: ? Cost: ? Weapon: None Prerequisites:
Purpose: Protects your base from enemy units and the spread of tiberium.

Walls stops tanks and other enemy units from rushing into your base. A interesting thing that walls does is that it stops the spread of Tiberium from growing into your base.

Upgrades: What do you think?
Gates
Armor: ? Cost: ? Weapon: None Prerequisites: C-yard
Purpose: Let friendly units in, Keep enemies out.

The gate opens up for your own units and other friendly units so that the enemies' units can't come in. Be be warned, tough, fast and stealth units can slip in pass the gate. Don't build lots of gates because then there are more ways for your enemy to attack.

Upgrades: ?
Tiberium Refinery
Armor: ? Cost: ? Weapon: None Prerequisites: C-yard
Purpose: Stores, holds, and converts tiberium into spendable credits.

Simply said, the Refinery turns tiberium (collected by an harvester) into credits in which you can spend on building units and structures.

Upgrades: You can add a silo on the side to hold the tiberium.
War Factory
Armor: ? Cost: ? Weapon: None Prerequisites: C-yard
Purpose: Constructs vehicles.

The War Factory will pump out your high-tech, high-energy weapons. Unfortunately, many of these are highly classified and will not become available to you until you have proven your skills as a commanding officer.

Upgrades: ?
Helipad
Armor: ? Cost: ? Weapon: None Prerequisites:
Purpose: Constructs & reloads helicopters.

The Helipad allows construction of all helicopters and will reload any that are in need.

Upgrades: ?
Lights
Armor: ? Cost: ? Weapon: None Prerequisites: C-yard
Purpose: To provide light at dark.

Now, THIS is an interesting structure... Lights around your base will let you see at dark, if you have enough power. You should build enough so that you can see pretty much all of your base and who's coming to attack. If you don't build enough lights, your defenses would simply not work because they can't see who's coming! So, if you want to spot enemies and trash them, build lights... don't ignore it just because they're everywhere on the streets.

Upgrades: ?
Watch Tower
Armor: ? Cost: ? Weapon: Spotlight Prerequisites: C-yard
Purpose: Shine light at enemy unit.

This watch tower will guard your base for any units that can be spotted by this tower.  It will aim a light at the unit so that your units and defensive building can destroy the entruder with ease.

Upgrades: ?
EM Pulse Cannon
Armor: ? Cost: ? Weapon: EM Pulse Cannon Prerequisites: C-yard
Purpose: Shuts down enemy units.

This building will shoot a EM Pulse Cannon at units that are within 30 cells, or squares.  That unit will be shutdown temporarly and not able to defend itself.  In other words, that unit will not be able to move or fire, so you can destroy it.  This will help the lame "tank rush" strategy, a common problem in previous C&C games.

Upgrades: ?


GDI Structures

Structure:

Info and Specs:

Com Center
Armor: ? Cost: ? Weapon: None Prerequisites: C-yard
Purpose: Allows the construction of all other base structures.

The Communications Center will give you an overhead view of the battlefield when fully powered. Many buildings like your communications center can be enhanced by adding upgrades to one of the available pods.

Upgrades: You can get upgrades such as the Threat-Assessment Targeter, which detects the closest, most dangerous unit, and turn your automated defense systems on it first. Also, you can upgrade to Ion Control, which gives you the ability to take Ion Cannon shots at the enemy. And finally, the Hunter/Seeker upgrade is also available, allowing you to send out drones.
Barracks
Armor: ? Cost: ? Weapon: None Prerequisites: C-yard
Purpose: Trains infantry units.

The GDI barracks are used to train all types of soldiers, from light infantry to medics and engineers. However, nothing can train and advance your troops' abilities better than battlefield experience.

Upgrades: ?
Vulcan Cannon
Guard Tower
Armor: ? Cost: ? Weapon: Vulcan Cannon Prerequisites: C-yard
Purpose: Anti-infantry defense.

Armed with a rapid fire vulcan cannon, the Vulcan Cannon Guard Tower is ideal for defending your base from enemy troops.

Upgrades:?
Rocket Propelled
Guard Tower
Armor: ? Cost: ? Weapon: Rockets Prerequisites: C-yard
Purpose: Anti-tank defense.

Another kind of a GDI guard towers is the Rocket-Propelled Grenade Launcher. It is used best against tanks and armor.

Upgrades:?
SAM
Guard Tower
Armor: ? Cost: ? Weapon: Missiles Prerequisites: C-yard
Purpose: Anti-aircraft defense

This SAM Guard Tower automatically launches long-ranging missiles at enmy aircrafts. Slower moving or hovering aircraft will fare the worst against this defensive structure.

Upgrades:?
Firestorm Defense
Armor: ? Cost: ? Weapon: Force field Prerequisites: C-yard
Purpose: Defend against enemies' units.

This Firestorm building is the utimate defense.  It generates a huge force field that keeps unfriendly units (and some weapons) out of your base.  Westwood has not decided how this structure will work (and be destroyed) in detail.

Upgrades:?

 

NOD Structures

Structure:

Info and Specs:

Hand of NOD
Armor: ? Cost: ? Weapon: None Prerequisites: C-yard
Purpose: The training facility for NOD infantry availible in TS.

The Hand of NOD, if you don't remember from the first C&C game, trains NOD infantry.  It's like a NOD barracks.

Upgrades: ?
Stealth Generator
Armor: ? Cost: ? Weapon: Stealth Prerequisites: C-yard
Purpose: Hides buildings

This building is just like the Gap Generator in Red Alert.  It hides buildings and units around it within a certain radius.   However, your enemies' units would be able to see the cloaked buildings if they are close enough

Upgrades: ?
Temple of NOD
Armor: ? Cost: ? Weapon: Special Prerequisites: C-yard
Purpose: Gives player access to special weapons

This building is back form the original C&C and of course it's better.  It will have the usual nuke, but only better.  There will be other special weapons availible be I'm unsure at this moment.

Upgrades: ?
Laser Fence
Armor: ? Cost: ? Weapon: Laser Prerequisites: C-yard
Purpose: Defends units from entering base.

This laser fence will keep enemy units from going into your base.  It's like GDI's concrete wall but this is more advanced, and it requires more power.  Any infantry or lightly armoured unit will be gone almost in a instant if they think they are tough enough to go though this fence.  Tanks might survive, but it won't do much good after.

Upgrades: ?
Obelisk
Armor: ? Cost: ? Weapon: Laser Prerequisites: C-yard
Purpose: Shoots out laser to burn any unit.

This building is known as the Obelisk or the Obelisk of Light.  It will direct a red penatrating laser at any unfriendly units that comes to range.  It usually takes out men in one shot, and mechinary in 2 to 4 shots.   It's now improved to attack air units also.

Upgrades: ?
SAM Site
Armor: ? Cost: ? Weapon: Sam missiles Prerequisites: C-yard
Purpose: Defends against air units.

If you have played C&C: Tiberian Dawn ot Red Alert, you'll recognize this structure.  Simply, all it does is it protects your base from air attacks by firing missles at the helicopters/planes.  It's most vonluable when it's opened and poped-up.

Upgrades: ?

 

Other Structures in TS

Structure:

Info and Specs:

Bridge Repair House
Armor: ? Cost: ? Weapon: None Prerequisites: Bridge
Purpose: Fixes a broken bridge.

Well, here's another interesting structure.  It's found in most of the bridges that will be in the TS Game.  When a bridge is shot down, a player will be able to fix it by sending an engineer into this little house.

Upgrades:?
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