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Games PC Command   Conquer - Red Alert 2Command & Conquer: Red Alert 2 [PC Game]

Developed by Westwood Studios - EA Games (2000) - 2D Real-Time Strategy - Rated Teen

Considering its elite heritage, Command & Conquer: Red Alert 2 has a lot to live up to. The Command and Conquer series essentially defined 2D real-time strategy on the PC and developer Westwood Studios continues to be a leader in that genre. Built on the Command & Conquer: Tiberian Sun engine, Red Alert 2 has been tweaked to allow even larger battles and a more user-friendly interface. Units now can garrison in buildings, adding another strategic twist.

Details
Platform: PC
Developer: Westwood Studios
Publisher: EA Games
Release Date: October 24, 2000
Controls: Keyboard, Mouse
UPC: 014633141795
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Command & Conquer: Red Alert 2 Yuris Revenge intro

 

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Comments to date: 10. Page 1 of 1. Average Rating:
miker2424 11:31pm on Sunday, October 17th, 2010 
The original Command & Conquer was released in 1995, since then the series has become one of if not the most popular line of games for the PC.
cM0ss 2:00pm on Saturday, October 16th, 2010 
awesomeness THis game is just plain awesome with 2 disks and awesome missions, its better than AGE OF EMPIRES. best startegy game ever!!!! This game ROCKS! I have played alot.The thing i like most about this game is that thier are 2 disks.
mlist 9:14am on Thursday, October 14th, 2010 
On how you did on dancing if you did the best and really well you would get either AAA or AA and if you did very poorly you would get a low mark like ...
paradise_lost 8:46am on Friday, September 17th, 2010 
classic! I bought this for my husband and he loved it!Fast shipping too =) The game itself is awesome. But the format was kinda different.
YOURGAY 3:59am on Friday, September 3rd, 2010 
I own every Command and Conquer title that has been released and I have to say that this is definitely the best so far. The back of this, the Command & Conquer series was released, with the second in the series being Red Alert.
Europa2010AD 9:38pm on Sunday, August 29th, 2010 
This game is an abomination; an abuse of the ...  Awesome music Not so clever idea of co-op. This game is an abomination; an abuse of the red alert universe. And a mockery to old fans. hayrullah akbaba  hayrullah 1 arýkan salih
Medley 5:32am on Thursday, August 12th, 2010 
This game is an abomination; an abuse of the red alert universe. And a mockery to old fans.
Thorgal 6:23am on Wednesday, July 21st, 2010 
Command and conquer red alert 2 is one of the best classical strategy games. It was the first strategy game I played and became addicted to.
cyberpatrol 2:42pm on Tuesday, June 22nd, 2010 
One of the best strategy games I played (next to star craft). Command & Conquer Red Alert 2 has a different twist and different excitement level too. OSkirmishes are brill Hardly ever find online players ; Bridges can be destroyed ; Men and vehicles take a while to be destroyed
markimark 12:52am on Tuesday, June 15th, 2010 
RA 3 Is not the best C&C title to date, but it is still fun, and is perfect for casual rts gamers. R.I.P red alert I will bury you next to C&C4 I hope EA goes under for these abominations they call games.

Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.

 

Documents

doc1

ALLIES LOSE VERDUN

will be on the battle field. Move the grid to where you want the building placed. Once youve found a suitable location, left-click and the building will be placed where you indicated. The grid should be entirely white; any red in the grid indicates that the placement area is blocked, and you will not be able to deploy the building.

PLACEMENT GRID

OKAY TO PLACE

THE BATTLE FIELD

While there is a grid on the battle field, you will not be able to build anything else. Youll have to either place the ready building, or cancel placement. To cancel, right-click while the placement grid is still up. The grid will disappear, and READY will appear on the icon again. Right-clicking again on the icon in the Sidebar will cancel the building and refund your credits. When training or construction of a unit is complete, the new unit emerges from its originating building (Barracks, Kennel, or War Factory) and is ready to use. You are not required to place them. However, it is a good idea to keep some space in front of these buildings, so units dont bunch up and block any other units from coming out.

BLOCKED PLACEMENT

NOT OKAY TO PLACE

FORCES DESTROYED

To the left of the construction icons is a narrow bar with a horizontal indicator on it. This is your Power Bar keep an eye on it! Every building that you place requires power to run. Knowing how much power you have and how much you are using is very important. The horizontal indicator tells you how much power your base needs to function optimally, while the vertical bar tells you how much power your base is putting out. If the bar is in the yellow or orange, your base doesnt have enough power! If it is green, your base has enough power to run all of the structures you have built.

POWER PRODUCTION

THRESHOLD BAR

NORMAL POWER

Lack of full power will slowly damage your buildings, slow construction, and shut down the radar (if you already have it), as well as deactivate some of the high-tech base defenses available in the game. Power Plants are good targets to go after if the enemy has 0 defenses that you are having a tough time cracking. Without power, the enemy is denied information, quick response time, and base defense.

DISPATCH TROOPS ASAP

LOW POWER DEACTIVATES RADAR

SCATTER [X KEY]

Tanks trying to squish your infantry? Planes coming in with Parabombs? With Scatter, you can make your troops move in a random direction from their current location, allowing them to (most of the time) dodge out of harms way. To Scatter units, select them and hit the X key. Units that are scattering will continue to carry out any attack orders, so you can select them, tell them to attack, then hit the X key to make them Scatter from the threat.
Note, scattering will only make all the selected units move once. If you want them to continually Scatter, you must keep the units selected, and continue to hit the X key every second or so. Otherwise, they will Scatter once, then stop, continuing to attack the target youve given them. Also, units that are scattering may Scatter out of their fire range. If this happens, left-click on the target again (with the units still selected), and your units will move back into firing range.

STOP [S KEY]

If a unit is marching to certain death, or has been given an order that you dont want them to continue to do, you can force that unit (or structure if its a turret of any kind) to Stop firing, moving or mining. Select the unit(s) that you want to Stop, and hit the S key.
ESCORT [CTRL + ALT + L CLICK]
Sometimes, you may want units to escort another unit as it moves around the battle field. This can be good for protecting an Ore Truck or any other critical unit as it moves about. To Follow a unit, select the unit(s) that are going to be doing the escorting, and hold down the CTRL and ALT keys. While these are still held down, you will see the cursor has changed to a gold movement cursor. Click on the unit that you want Followed, and they will automatically go after it, following it wherever it goes. Note, having large groups of units escorting another unit can be counter-productive. Dont have a large group of units escort your Ore Truck, or it may hinder the Ore Trucks movement, and slow down your collection of Ore. If enough units are escorting, they may surround their target, and it will not be able to move at all. Aircraft, helicopters, and units without weapons (like Medics and Engineers) will not escort either.

DEATHS FOURTEEN ALLIES

CENTER VIEW [HOME KEY]

Hitting the home key will center your view on the currently selected unit/structure.
CONSTRUCTION YARD VIEW [H KEY]
Hitting H will instantly center your view on your Construction Yard. This is useful for jumping back to your base when youve been concentrating your efforts somewhere else on the battlefield.
EVERYTHING SELECT [E KEY]
Hitting E will select every unit that you can see on the battle field. This is useful for putting your entire base into guard mode, or making a mad charge on the opponents base with everything that you can see.

NEXT UNIT [N KEY]

This key will select another unit in your army. You can cycle through all your available units with this key.

MULTIPLAYER ONLY KEYS

ALLY [A KEY]
During multiplayer games, it is sometimes advantageous to ally with other players. To Ally with a player select one of that players units, and hit the A key. A message will tell everyone that you have Allied with the other player. Allies can share Service Depots, Helipads, etc., and will not attack each other automatically. You will also see all of your Allys units on the radar map, and his units will reveal the areas of the battle field for you that you did not have uncovered. Making alliances are only ONE-WAY. If the other player does not Ally with you, their units will still attack yours, but yours will not attack back. It is a good idea to make sure the other player wants to Ally with you before you commit to the alliance. To break an alliance, select one of your Allys units, and hit the A key again. Unlike making an alliance, breaking an alliance breaks it for both players. Both sides units will become hostile to each other immediately.

MESSAGE SYSTEM [F1 - F8]

To send messages to the other players in a multiplay game, hitting F1 - F7 will prompt you to enter a Message to a specific player. F8 will send your Message to everyone currently playing. You can determine who each key represents by looking at the score screen in the map display. The players are listed in order (top to bottom), excluding yourself.
Note that when you are entering a Message, none of the keyboard commands will function. 4 If you wish to abort the Message, hit the ESC key.

TOXIC TESTS SHOW

Red Alert has several different types of multiplayer support, each of which is described in this section. Please note that all screenshots in this section are taken from the Windows 95 version of the game. The DOS version of the game has the same screen layout and options except where noted.

MULTIPLAYER GAME OPTIONS

When playing a multiplayer game, the game host (the player who starts the game session) can choose several game settings:
Unit Count Tech Level Credits AI Players Bases Ore Spreads Crates Capture the Flag Shroud Regrows General force level of starting units. Ceiling on available structures and units. Credits each player begins with. This sets the number of non-human players. Enables/disables production and building bases. Enables/disables Ore spreading. Enables/disables weapon pick-ups and bonuses. Enables/disables the capture the flag mode. (Not available if Bases are disabled) Enables/disables shroud regrowth.

TO CINPACOM

are happy with the game options, indicate this to the host and he can then go ahead and start the game. Once the host clicks on the Start the Game! button Red Alert Windows 95 Edition will automatically start.
HOSTING INTERNET HEAD TO HEAD GAME
HOST INTERNET HEAD-TO-HEAD GAME WINDOW
If youd prefer to be in the drivers seat, you can choose to host a Red Alert Windows 95 Edition game. To do this, click on the Red Alert Windows 95 Edition icon in the tool bar. This will bring up a dialog where you can specify a description for your game. Clicking OK in this dialog will create a new game for others to join. As the host, it is up to you to select the game options (scenario, credits, tech level, etc). Your opponent may send you messages requesting various options are changed, so you should change the appropriate settings if you agree - otherwise youll have to debate the options! Once you have both agreed on the game settings, as host, you can start the game by clicking on the Start the Game! button. Red Alert Windows 95 Edition will automatically start. Once the game is under way, you can send messages to your opponent by hitting the F1F8 keys. When the game is over, both you and your opponent will be returned to the Westwood Chat window for post battle debate.
IPX LOCAL AREA NETWORK GAME (DOS and Win 95)
Red Alert supports up to eight players per game on a local area network (LAN) using the IPX protocol. You must have an IPX compatible network protocol bound to your network adapter card. This setting can be found in the Windows 95 Network control panel. If you are in any doubt, ask your network administrator to install the correct drivers on your workstation. Red Alert works better if all multiplayer game participants are connected on the same local network without routers and bridges so that IPX packets have a direct path between systems. This will also ensure minimal load on other network components (such as servers and routers) when a multiplayer game is in progress.

PRIORITY SEVEN OUTGO

LAN GAME PRELIMINARIES
Red Alert supports an unlimited number of games over one network socket. Westwood Studios uses a registered socket that other software cannot officially use and under normal circumstances you should never need to change this; however, if you are experiencing difficulty playing Red Alert over a local network, it may be because other software is using our socket. To resolve this under Windows 95, you can change the socket that Red Alert will use to connect by running the 'Red Alert Windows 95 Edition Setup' program which can be found under the 'Red Alert' entry in the Windows 'Start' menu. Enter a number from 0 to 16383 in the box labeled 'Socket Number'. To return to using the Westwood Studios default socket, delete the number in the 'Socket Number' box. Under DOS you can change the socket from the command line (type RA -SOCKETXXXXX, where XXXXX is a number from 0 to 16383). This number represents a socket in the public socket area which any software application may use. You must use the same socket number on all the machines you will be trying to connect with.

NO BLEEDING RESPOND

ARMOR: Heavy PURPOSE: Allows construction of all

other base structures

The Construction Yard is the foundation of a base and allows the construction of other buildings.

POWER PLANT

ARMOR: Light PURPOSE: Provides power for base

structures

The standard Power Plant. Power output is directly related to the Power Plants condition, so protect them during battles.

ADVANCED POWER PLANT

This large, high-yield structure handles the energy strains of some later, more powerintensive structures and defenses.
ARMOR: Light PURPOSE: Smelts, stores, holds, and
converts ore into spendable credits
The Refinery smelts ore into its component elements. Building the Refinery immediately deploys an Ore Truck. The Refinery can store up to 2,000 credits of smelted ore.

ORE SILO

ARMOR: Light PURPOSE: Holds smelted ore
This Silo can hold up to 1,500 credits of smelted ore. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your account.

TENT BARRACKS

ARMOR: Light PURPOSE: Trains Infantry units
The Tent Barracks is where all Allied infantry are trained. Some advanced / special infantry units may not be available until other structures are built.
ARMOR: Light PURPOSE: Constructs vehicles
This structure is responsible for the building of all ground -based Allied vehicles. Building multiple War Factories decreases the amount of time required to create a vehicle.

NAVAL YARD

ARMOR: Light PURPOSE: Constructs & repairs naval

vessels

The Naval Yard builds and launches all Allied naval vessels. Damaged sea craft docked at the Naval Yard can be repaired. Building multiple Naval Yards decreases the amount of time required to create a naval vessel.

HELIPAD

ARMOR: Light PURPOSE: Constructs & reloads

helicopters

The Helipad allows construction of all helicopters and will reload any that are in need. Each new Helipad comes with an Apache.
ARMOR: Medium PURPOSE: Anti-infantry defense
Armed with a rapid fire vulcan cannon, the Pillbox is ideal for defending your base from enemy infantry attacks.

CAMOUFLAGED PILLBOX

ARMOR: Heavy PURPOSE: Anti-infantry defense
Identically equipped as the Pillbox, this defensive structure has the advantages of better armor and near-perfect camouflage. It blends with the surrounding terrain, making it virtually invisible.

RANGE: N/A ARMOR: None WEAPON: Bandages
Any friendly infantry near the Medic will automatically be healed to full health. Although a Medic cannot heal himself, Medics working in teams make excellent additions to any infantry force.

ROCKET SOLDIER

RANGE: Medium ARMOR: None WEAPON: Dragon TOW rocket
Capable of rapidly damaging armored units, these infantry make up for their lack of speed with a powerful punch. In addition to dealing with ground targets, their missiles are also effective against airborne attackers.
RANGE: N/A ARMOR: None WEAPON: Information
Master of disguise, the Spy can slip by enemy forces undetected. A versatile unit, the Spy can gather many kinds of information on an enemy player what theyre building, how much money they have, how many units they have, etc. Beware Attack Dogs are not fooled by the Spys appearance.

ENGINEER

RANGE: N/A ARMOR: None WEAPON: None
An Engineer can fully repair any of your damaged buildings instantly. When sent to enemy buildings, an Engineer can damage or capture it.

THIEF*

RANGE: N/A ARMOR: None WEAPON: Fast fingers
Any Thief that enters an enemy Ore Silo or Refinery will steal half the credits in that structure.
RANGE: M edium ARMOR: None WEAPON: Dual Colt.45s & C-4

explosives

Armed with two.45s, Tanya can mow through infantry like they werent there. Her C-4 Explosives can destroy buildings if you can get her to them. Unlike other units, Tanya can never be put in guard mode you must manually target all enemies that you wish attacked.

AT MINE LAYER

RANGE: N/A ARMOR: Medium WEAPON: AT Mines
The Anti-Tank Mine Layer is one of the most effective units on the Allied side. Able to destroy most units with just one mine, a savvy commander can neutralize an enemy force before they get near a base. The Mine Layer carries 5 mines, and can be reloaded at the Service Depot.
RANGE: N/A ARMOR: Heavy WEAPON: None
The Ore Truck collects raw, unprocessed ore. Although slow, it is heavily armored, able to withstand a hammering and still escape intact.

RANGER

RANGE: Short ARMOR: Light WEAPON: M-60 Machine gun
Fast and lightly armored, this unit is ideal for scouting an area quickly. Used as a support unit for an infantry squad, the Ranger can soften up the enemy before a direct confrontation occurs.

ARMOR: Light PURPOSE: Trains attack dogs
The Kennel trains Attack Dogs.

WAR FACTORY

This structure is responsible for the building of all Soviet ground based vehicles. Building multiple War Factories decreases the amount of time required to build a vehicle.

SUB PEN

The Sub pen builds and launches Submarines and Transports. Damaged Submarines and Transports docked in the Sub Pen are repaired.
ARMOR: Heavy PURPOSE: Builds & reloads airplanes
The Airfield allows construction of MIG and Yak planes, and allows access to Paratroopers, Parachute bombs, and Spy Planes. Only one plane is allowed per Airfield that has been constructed. If an in-use Airfield is destroyed while its associated plane is still in the air, the plane will crash.

Helicopters

The Helipad allows construction of helicopters, and will reload any that are in need. Each new Helipad comes with a Hind.
The Service Depot repairs any damaged vehicle moved onto it. Mine Layer units can be re-loaded by parking on the pad. (Repairing a vehicle is much faster than building one, and costs a fraction of the original price.)
The Radar Dome gives you an overhead view of the battlefield when fully powered, and repaired of serious damage.

TECHNOLOGY CENTER

ARMOR: Light PURPOSE: Construction of high-tech
The Soviet Tech Center allows the construction of high-tech units like the Mammoth Tank and Tesla Coil.

FLAME TOWER

ARMOR: Heavy PURPOSE: Fire-based defense
The Flame Tower targets and destroys approaching enemy ground units by shooting balls of fire. It is best used against large groups of infantry; it is effective against armored units as well. Since there are volatile fuels used in the Flame Tower, it damages nearby units and structures if destroyed.
ARMOR: Light PURPOSE: Lightning-based defense
The Tesla Coil automatically directs bolts of lightning at enemy ground units, reducing men to ash and tanks to molten steel in seconds.

SAM SITE

SAM Site automatically launches longranging missiles at enemy aircraft. Slower moving or hovering aircraft will fare the worst against this defensive structure.

IRON CURTAIN

ARMOR: Light PURPOSE: Temporary invulnerability

Sometimes called the Infantry Eraser, the Yak fires in strafing runs, swooping down on groups of marching infantry, potentially destroying them all in a single run. The Yak is not that fast, making it an easy target for Allied Rocket Soldiers those that actually survive the first strafing run.
RANGE: N/A ARMOR: Light WEAPON: Dropped bombs &

paratroopers

The Badger Bomber is the transport plane used for dropping Paratroopers and Parachute Bombs onto a designated target. It is somewhat slow, and its lack of armor can make it a snack for any enemy AA-guns that may be guarding the target.

PARATROOPERS

RANGE: S hort ARMOR: None WEAPON: AK-47 Rifle
Dropped from the Badger, this squad of 5 infantry soldiers are in every way similar to regular ground based infantry. Paratroopers can be dropped anywhere on the map, even in areas not yet explored.

PARACHUTE BOMBS

RANGE: N/A ARMOR: N/A WEAPON: High-explosive yield
Dropped from Badger Bombers, these explosives fall in a line over their target, removing the object targeted and anything in the area around it. Troops can see these falling and will attempt to leave the targeted area.
RANGE: N/A ARMOR: Light WEAPON: Camera
When targeted, the Spy Plane will swoop in from off board and take a snapshot of the targeted area, removing the shroud.
RANGE: Medium ARMOR: Light WEAPON: Heat-seeking missiles
This fast-attack craft carries a limited number of powerful and accurate missiles. Used in hitand-run tactics, the MIG can remove armored craft before they can become a threat.
RANGE: Short ARMOR: Heavy WEAPON: Vulcan chain-gun
Large and armored, the Hind uses its highvelocity Vulcan chain-gun to tear apart enemy units and structure. Equipped with a large ammo supply, the Hind will follow its target for quite some time, all the while wearing away at its defenses.
Able to transport 5 infantry-type units through the air, the Transport Helicopter is ideal for landing engineers and other assault squads in an enemy base.
g g ont read these tutorials if you want to try the missions on your own.

MISSION ONE:

e first thing you may want to do when the mission starts is slow the game down oing this will give you a chance to get used to the way the game functions. T ow the game down, left click on the tab at the top of the screen that is labele OPTIONS. (You can also hit the ESC key.) hen you do this, the game will pause and a menu will pop up in the middle o e screen. Here you will see several options, including a box labeled GAM ONTROLS. Left click on this box.

ft click on the building and watch as Tanya runs over to it and plants the explo ve. The building will flicker for a second and then explode. Much faster tha ng infantry, isnt it? ow lets see what those two soldiers are guarding. Use Tanya to dispatch them e moment theyre both dead, youll see someone run out of the building nstein. This was your objective, but how do we get him out of the area?

VACUATE!

ou should hear a message informing you that a signal flare was detected to th rth. North equals up, so scroll the screen up and you should see a green smok re. Youll also notice a helicopter flying overhead heading for that area. This w youre going to get Einstein out of here.

SIGNAL FLARE

CHINOOK
lect both Tanya and Einstein, and get them over to the signal flare. You ma so want to move your units away from the Soviet base, for no sooner do you g nstein out of there when four Allied cruisers come into the area and begin t ell the base. They wont intentionally hit your units, but their guns are a bit inac rate, and very deadly, so make sure youre out of the way!
he helicopter should have landed by now. Select Einstein and move the curs ver the helicopter. The cursor will change to an enter cursor. Left-click an nstein will run to the helicopter and get in.
will lift off and head to the east. You can follow it across the screen as it goe When it exits the map, your mission is complete! Enjoy your victory movie!

KEEPING SCORE

Whether youre playing Allies or Soviets, at the end of each successful missio e score screen will appear. This will rate your performance based on sever ctors: Your points, leadership, and efficiency are all taken into consideration etermining your final score.

ASUALTIES

he number of points that you scored on the mission is reached by adding th i l f hi kill d h d b i h i l
is is a representation of how well you managed your troops. If you never los its, you will have 100% leadership. Every unit that you lose decreases you adership. This percentage is multiplied by your base points, so if you had 100 ints and a 50% leadership, that would give you 500 points for leadership.

CONOMY

onomy is a rating of how much money you took in / collected versus how muc u spent. If you can manage your money well, your efficiency will be high. Yo n even go above 100% under certain circumstances. Whatever the rating, th multiplied by your base points as well, so if you had 1000 points, and a 75 onomy, you would get 750 points for economy.

OTAL SCORE

e score total is the sum of adding your points in economy and leadershi gether. This is recorded on the high score table. The high score table will kee ck of the seven highest scores on any given mission. This is useful if you an ur friends are competing for high scores. When you finish entering your name e screen will clear.

ONTINUING THE WAR

ter you are done on the high score screen, you will get a map selection scree here you will choose your next mission. Sometimes, you only have one choic r the mission, but other times multiple boxes will appear. This means that there ore than one mission available for you to play in that area. To select the missio at you want to play, left click in any of the boxes the arrows point to. Whicheve e that you clicked in will then be the mission that you will play.

MISSION TWO:

ere you get to play around with training units, collecting ore, and building you se. Von Esling has made it clear that the supply convoy is due through the are on, and as you can see, theres a timer ticking down above the game screen hen that timer expires, the convoy will arrive. Dont worry, though weve go enty of time to clear the pass.
y, y y g th, but not for long. Youll see a large truck that looks like a cement mixer driv to the map thats your Mobile Construction Vehicle (MCV), and thats how u build your base. This time, just sit and watch it. It will drive down a bit on th ap and deploy on its own, turning into your construction yard.
ull notice that items appear in the sidebar boxes that were empty in the previou ssion those are build icons. But, more on those in a second. In future missions, you CV wont deploy automatically, so its good to know how to do it now. o to the Options menu by hitting the ESC key, or clicking on the options tab e upper-left of the screen, and select Abort Mission. Another menu will com , asking you if you want to Abort, Restart, or Cancel.
hoose Restart, and the mission will begin again. This time, lets take control o e MCV before it deploys. When it comes onto the screen, select it by left-clic g, then left click down the road a little bit by the crossroads. A Soviet soldie

UILDING YOUR BASE

ow that weve got the MCV, how do we deploy it? You do this by left clicking o twice. The first click brings up a Deploy cursor and the second click deploy e MCV into the construction yard.

CAN DEPLOY

e MCV creates a fairly large building when it deploys, so it needs to have ear area around it in order to deploy. If you attempt to deploy the MCV and esnt deploy, check around the MCV for things that might get in the MCV ay. It could be an infantry unit, a cliff, a tree, rocks, or many other things.

If you have an external modem make sure its powered on and the cables (seria and phone) are connected to your PC. Under DOS there is no auto-detection cod for modems so make sure the COM PORT/IRQ: settings are correct (check the doc umentation that came with your modem for this info). Your modem must be set a the same baud rate as the person to whom you are connecting.
p g ries according to the type of modem. We have found that given a noise-fre one call the game plays best with modem error-correction and data-compre on disabled. In rare instances you may get better results with these modem fea res enabled. Please read your modem manual for information about initializa n strings. Red Alert supports multi-line modem init. strings by using a | (vert l bar or pipe) to separate lines. Under Windows 95 we automatically turn o ror correction and data compression.
ALL WAITING: If you have Call Waiting on your phone line and a ca mes in, you can lose your modem game connection. Most phone companie ow you to disable this feature for the duration of one call (i.e. your game!) b aling a special prefix before the phone number. This varies from place to plac t Red Alert has a selection of standard prefixes to choose from. Check with you one company to get the right one. If its not one of Red Alerts standard choice u can enter it in the Settings dialog. If you still have problems check you odem documentation for the correct settings. ERIAL LINK SEEMS TO HANG: If Red Alert seems to hang at the wai g for call or dialing dialogs this could be due to errors caused by using too hig baud rate, phone connection too noisy leading to uncorrected modem errors, o faulty or incorrectly wired Modem, Null Modem or Phone cable. If the gam ngs for more than 30 seconds this is a good sign that something is awry. OISY LINE: Red Alert is tolerant of noisy connections: It will always attemp correct errors and will even try to reconnect if the line is dropped. Still, b ware that these conditions are far from ideal and it is likely youll notice a sever op in game speed. If you experience consistent noisy phone line conditions yo ould first check all your equipment and cabling. If the problem persists, conta ur local phone company.

ECHNICAL SUPPORT

EFORE YOU CALL FOR TECHNICAL SUPPORT
you are having problems, please consult the Troubleshooting section of this boo fore calling technical support. We receive many calls every day, so in order to serv u more efficiently, please have the following information available: 1.The correct name of the game. 2.The type of computer you are running the game on. 3.The information listed when right clicking on the Windows 95 desktop icon corresponding to your computer and selecting properties. This includes information about the Windows 95 version number, amount of memory & type of CPU. 4.Exact error message reported (if any). 5.The contents of your AUTOEXEC.BAT and CONFIG.SYS files. ur technical support number is (01753) 546465. Have a pen and paper h hen you call, and be near your computer if at all possible. No game play ints will be given through this number.

ON-LINE SUPPORT SERVICES

estwood Studios provides upcoming news, latest versions, updates, product demo views, technical support, counseling, and more on the following on-line services.

NTERNET: WORLD WIDE WEB

find Westwoods home page on the world wide web, you will need a browse ur address is http://www.westwood.com.

NTERNET: FTP

youre looking for our latest support files for any of our products, youll be able get them from our ftp site at ftp.westwood.com.

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nd e-mail to support@westwood.com with any specific queries you have.
PRODUCER...ED DEL CASTILLO ORIGINAL CONCEPT..BRETT W. SPERRY, JOE BOSTIC LEAD GAME PROGRAMMERS.JOE BOSTIC, BARRY GREEN, STEVE TALL GAME PROGRAMMERS..PHIL GORROW, BILL RANDOLPH MARIA del MAR McCREADY LEG INTERNET PROGRAMMERS.JEFF BROWN, DAVID ALDRIDGE MATT THORN TRANSLATION PROGRAMMER.VICTOR GRIPPI TECHNICAL DIRECTION.STEVE WETHERILL, ERIC WANG DESIGNERS..ADAM ISGREEN, MICHAEL LIGHT ERIK YEO LEAD ARTISTS..CHRIS DEMERS, MATTHEW HAN JOSEPH B. HEWITT IV ARTISTS..DAVID T. POTTER, DAMON REDM PAUL WESBERRY, BRIAN WHITE VIDEO POST PRODUCTION.FELIX KUPIS, KEVIN BECQUET ORIGINAL STORY..RON SMITH, ED DEL CASTILLO SCREENPLAY..RON SMITH, ADAM ISGREEN, JOHN SCOTT LEWINSKI AUDIO DIRECTION..PAUL S. MUDRA SOUNDTRACK.FRANK KLEPACKI SOUND EFFECTS..DWIGHT K. OKAHARA QA DIRECTION..GLENN SPERRY QUALITY ASSURANCE..JAMES ADKINS, JOHN ARCHER, LLOYD BELL, CHRIS BLEVEN, D'ANDRE CAMBELL, ERROL CAMPBELL, PHILLIP CASTRO, STEVE CORCORAN, KENNY DUNNE, RANDY GREEN ABE HERNANDEZ, CHRIS HOLLOWAY, JAMES HUGHES, BEN LUBLIN, LEVI LUKE, ISAIAH MYERS, RICHARD RASMUSSEN, CHRIS RUBYOR, CHAD SHACKELFORD, ALBERT SPRINGFIELD, MIKE SMITH, TYLER THA BOX DESIGN..MATTHEW HANSEL AND THOMAS PUCKETT INC. MANUAL DESIGN..VICTORIA HART
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