Series
Command & Conquer
17 games, 1995–2018.
Games
Interactive: timeline (needs JavaScript)
The series by yearMechanics
A marked cell changed from the game before. “Uses” means the game has the mechanic, with no variant recorded yet.
Every claim, by mechanic and game
| Concept | Command & Conquer 1995 |
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| Construction | - In the remaster's code, a factory splits every build into 108 steps and pays in installments: each step costs the unpaid balance ÷ the steps left, and when the house can't pay it, the step is undone and the factory tries again at the next one. The build time in game ticks starts as the item's cost in credits, grows when the house's power fraction is below full (× 256/171), below half (× 256/103), or zero (× 4), and is divided by 108 into ticks per step (1 to 255). A human player's factory runs its step timer once per factory of that kind the house owns each tick; the code's comment says this acceleration "applies only to human players". Computed: for a human player's structure from one factory at full power, an item costing C credits takes 108 × ⌊C ÷ 108⌋ ticks, at least 108 and at most 27,540. Dune II also pays as it builds, but each tick costs cost ÷ build time, and a player's build goes on hold when the money runs out. Code
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| Resource harvesting | - In the remaster's code, a harvester carries at most 28 steps of Tiberium (
STEP_COUNT). Each time its harvest timer runs out while it stands on Tiberium short of a full load, it lifts (the cell's OverlayData mod 6) + 1 steps from the cell, no more than the room left, and the timer restarts at TICKS_PER_SECOND, 15 game ticks; the code's comment calls this lifting a complete "level" of 6 steps or a partial one. Dune II's harvester instead fills to 100 units by a random 0 or 1 per harvest call. Code - In the remaster's code, a refinery empties a docked harvester one step at a time, and each step pays its house 25 credits if the house is human: computed, 700 for a full load of 28, which matches Dune II's 100 units at 7 credits. A computer house gets 708 credits a step in a normal (single-player) game, from a formula the remaster's comment calls "wrong" but kept "to not break missions", and 33 in multiplayer, a correction the comment dates to the remaster (14 May 2020). Credits above the house's storage capacity are lost. Code
- In the remaster's code, Tiberium grows and spreads on its own. Each map logic pass scans 30 of the 64 × 64 cells, starting at the cell where the last pass stopped (so 29 new ones), and collects up to 50 Tiberium cells below level (
OverlayData) 11 and up to 50 spread sources: Tiberium cells above level 6, and blossom trees whatever their level, each entered three times. After each full sweep, computed as 142 passes, a random collected cell grows one level, and one heavy cell seeds level-1 Tiberium on a random empty neighbor of clear land; with fast growth on, as by default, or in any multiplayer game, each happens twice, and in the remaster's own multiplayer (GAME_GLYPHX_MULTIPLAYER) a change its comment dates to 1 July 2020 adds (Tiberium setting − 1) × 2 more. A cell harvested to empty is cleared and holds Tiberium again only if a neighbor seeds it. Dune II's spice doesn't grow: during play OpenDUNE's code adds spice only where a spice bloom bursts, filling a circle of radius 5, or where a harvester carrying 32 or more units is destroyed, filling a circle of radius load ÷ 32. Code
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| Structure placement | - In the remaster's code, a structure can be placed where every cell of its footprint, its bib included, is clear: no object, no wall, no owned bib, and ground marked buildable (clear land or road; not Tiberium, beach, rock, or water). For a human house, one of the eight cells around some footprint cell, corners included, must also hold one of the house's buildings or be a cell the house owns, which its walls and bibs are; a computer house's placement skips that check. Dune II's rule is also adjacency with corners counted and also skipped for the computer, but on rock, concrete slab, or destroyed wall, with the construction yard exempt. Code
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