The Confusing Mystery Of The Unit Speed - C&C Tiberian Dawn

preview_player
Показать описание
Hello! In this video, I take a look and try to answer and explain the confusing mess of the unit speed in Command & Conquer Tiberian Dawn. This took a lot of research and digging to make so hopefully you'll enjoy this video!

Here are all of the time stamps:

00:00 - Intro
00:43 - Unit Speed Basics
1:05 - Trying To Find The Answer
1:41 - The Code To The Answer
1:53 - Explaining The Code
2:23 - Quick Clarification
2:48 - The Answer
3:21 - Bugs
4:26 - How To Compare The Speed Of A Unit
4:38 - Ending

Also, I want to credit Jel06 for documenting the infantry direction bug.

Channel link:

Video link:

Music:

Crush - Frank Klepacki
Sonic The Hedgehog OST - Yūzō Kayama
Radio 2 - Frank Klepacki
Рекомендации по теме
Комментарии
Автор

I knew something was off when Orca/Apache were faster than a bike, even when code says they have same speed. Nice find. :)

TurboThunderGaming
Автор

These are awesome. XD Red Alert being one of my childhood favorites it's nice to know more details about these early games. I know C++ very well but I never looked into the source code too much.

noxagonal
Автор

ROAD isn't a "terrain" type, by the way, and it does exist. Like the tiberium one, it's caused by an overlay. Place down ROAD overlay cells on the ground and units will move faster on it. In fact I think both CONC and ROAD overlay use this. You need the TD Graphics Fixes mod to show their graphics in the remaster though. My fixed map editor allows placing these special pavements.

Nyerguds
Автор

awesome work, great video, thank you. kane lives.

katachrese
Автор

Great video!

Dune 2 kinda has the same mess going on with movement speeds.
And so does Red Alert.
But while playing, you hardly pay attention to it. And it doesn't add strategy either.

That reminds me, have you tried to get buildings moving around?

XMgamePlays
Автор

I dont know why westwood didn't make road types(which would probably make them faster) modify their speed. Seems like an easy thing to code.

They must have thought there was a balance issue or something.

Blundabus
Автор

Oh how i wish the remaster put the command for units moving at the same speed!

jjj
Автор

To be honest the whole table makes no sense.
1. Tracked vehicles should be faster offroad than wheeled yet in the table the tracked vehicles get slower on Tiberium while the wheeled ones do not. Same on clear and Beach types.
2. Wheeled vehicles should get faster on Road types than on clear or beach terrain yet they stay the same.
3. Harvester and Tracked vehicles are the same in the table even tho Harvesters should be faster on Tiberium because that is what they are made for.
4. That footman get 2 stages faster from clear to road also seems strange, especially considering tracked only get one step faster and wheeled none.
5. Hover should use S6 like they use for Winged and Float. That would make comparing speeds much easier since they don't have to deal with different multiplications considering the only reason it exists is to differentiate vehicles that can pass over all terrain equally but not across mountains/walls.

StriKe_jk
Автор

2:36 uh. That's not how you pronounce "desert" :P

Nyerguds