Is there an issue? Send a MessageReason:
Changed line(s) 158 (click to see context) from:
* MakeMeWannaShout: GDI deploys a new addition to their arsenal: Sonic weaponry. In the GDI campaign, [=McNeil=] spends some time getting it back from Nod, who stole it after Hammerfest fell.
to:
* MakeMeWannaShout: MakeSomeNoise: GDI deploys a new addition to their arsenal: Sonic weaponry. In the GDI campaign, [=McNeil=] spends some time getting it back from Nod, who stole it after Hammerfest fell.
Is there an issue? Send a MessageReason:
None
Changed line(s) 207 (click to see context) from:
** The names of some of the skirmish maps include [[Franchise/{{Dune}} The Ice Must Floe]], [[Literature/{{It}} They All Float]], and Film/ARiverRunsThroughIt.
to:
** The names of some of the skirmish maps include [[Franchise/{{Dune}} The Ice Must Floe]], [[Literature/{{It}} They All Float]], and Film/ARiverRunsThroughIt.[[Film/ARiverRunsThroughIt A River Runs Near It]].
Is there an issue? Send a MessageReason:
None
Changed line(s) 207,209 (click to see context) from:
** One of the skirmish maps is called [[Franchise/{{Dune}} The Ice Must Floe]].
** Another of the skirmish maps is called [[Literature/{{It}} They All Float]].
** Yet another skirmish map is called Film/ARiverRunsThroughIt.
** Another of the skirmish maps is called [[Literature/{{It}} They All Float]].
** Yet another skirmish map is called Film/ARiverRunsThroughIt.
to:
** One The names of some of the skirmish maps is called include [[Franchise/{{Dune}} The Ice Must Floe]].
** Another of the skirmish maps is calledFloe]], [[Literature/{{It}} They All Float]].
Float]], and Film/ARiverRunsThroughIt.
**Yet another skirmish map is called Film/ARiverRunsThroughIt.When ordering a Nod cyborg to move, it may respond with "[[Series/BattlestarGalactica1978 By your command.]]"
** Another of the skirmish maps is called
**
Is there an issue? Send a MessageReason:
None
Changed line(s) 209 (click to see context) from:
** Yet another skirmish map is called [[Film/ARiverRunsThroughIt]].
to:
** Yet another skirmish map is called [[Film/ARiverRunsThroughIt]].Film/ARiverRunsThroughIt.
Is there an issue? Send a MessageReason:
The map referencing Dune is actually called 'The Ice Must Floe'. Also added additional entries.
Changed line(s) 207 (click to see context) from:
** One of the skirmish maps is called [[Franchise/{{Dune}} The Ice Must Flow]].
to:
** One of the skirmish maps is called [[Franchise/{{Dune}} The Ice Must Flow]].Floe]].
** Another of the skirmish maps is called [[Literature/{{It}} They All Float]].
** Yet another skirmish map is called [[Film/ARiverRunsThroughIt]].
** Another of the skirmish maps is called [[Literature/{{It}} They All Float]].
** Yet another skirmish map is called [[Film/ARiverRunsThroughIt]].
Is there an issue? Send a MessageReason:
None
Changed line(s) 7,8 (click to see context) from:
''Tiberian Sun'' is the second installment in the ''VideoGame/CommandAndConquerTiberianSeries''. Set in 2030, tiberium is now spreading unchecked, forcing humanity to flee to the arctic or desert regions that can at least slow the substance's progress. As governments break down and GDI does its best to bring order from the chaos, Kane reappears to lead a reunified and invigorated Nod into battle once more. A crashed alien spaceship and an extraterrestrial artifact called the Tacitus hint at a larger purpose behind Tiberium, but ultimately Kane's attempt to use a missile to increase Tiberium's spread is thwarted with the man's death (again).
to:
''Tiberian Sun'' is the second installment in the ''VideoGame/CommandAndConquerTiberianSeries''. Set in 2030, tiberium Tiberium is now spreading unchecked, forcing humanity to flee to the arctic or desert regions that can at least slow the substance's progress. As governments break down and GDI does its best to bring order from the chaos, Kane reappears to lead a reunified and invigorated Nod into battle once more. A crashed alien spaceship and an extraterrestrial artifact called the Tacitus hint at a larger purpose behind Tiberium, but ultimately Kane's attempt to use a missile to increase Tiberium's spread is thwarted with the man's death (again).
Added DiffLines:
* JustBeforeTheEnd: The world of 2030 gives this impression. The spread of Tiberium has become so widespread and destructive that GDI is struggling just trying to save as many people as they could. [[spoiler:Kane's plan, meanwhile, is to dramatically accelerate the process with his world-altering missile.]]
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* DangerThinIce: Some of the winter environments have rivers that are covered with ice that your units can go across. In fact, some missions ''require'' you to do this. While light units (like infantry, Buggies, or Wolverines) can cross just fine, heavier units (such as Titans or Tick Tanks) will crack the ice and eventually break it, sending them into the frozen depths.[[note]]The solution is have the units keep moving to the other side and don't stop for anything.[[/note]] However, cracked ice will refreeze if left alone for a few seconds.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* NonSequitur: A rather amusing one occurs during the GDI opening cutscene when Kane confronts General Solomon via transmission. At the very beginning, before speaking to Solomon, Kane drops this strange line:
-->'''Kane:''' You'll come for the sunshine, but you'll stay for the people.
-->'''Kane:''' You'll come for the sunshine, but you'll stay for the people.
Is there an issue? Send a MessageReason:
None
Changed line(s) 85 (click to see context) from:
* EarlyInstallmentWeirdness: This game predates the refinements that ''VideoGame/CommandAndConquerRedAlert2'' and its expansion ''Yuri's Revenge'' made to the series, and ''Tiberian Sun'' has more emphasis on a futuristic, exotic motif.
to:
* EarlyInstallmentWeirdness: This game predates the refinements that ''VideoGame/CommandAndConquerRedAlert2'' and its expansion ''Yuri's Revenge'' made to the series, and ''Tiberian Sun'' has more emphasis on a futuristic, exotic motif.motif than [[VideoGame/CommandAndConquer3TiberiumWars its sequel]].
Is there an issue? Send a MessageReason:
Reapers dual wield rocket launchers, net launcher is on neck-cannon, and it’s not cluster missiles, the judt shoot one per arm.
Changed line(s) 35 (click to see context) from:
* ArmCannon: Cyborg soldiers have chainguns on their right arms. Cyborg Reapers have cluster missile launchers on theirs, plus a net launcher to disable infantry on the other. The Cyborg Commando wields an extremely powerful PlasmaCannon.
to:
* ArmCannon: Cyborg soldiers have chainguns on their right arms. Cyborg Reapers have cluster missile launchers on theirs, plus a net launcher to disable infantry on the other.both of theirs. The Cyborg Commando wields an extremely powerful PlasmaCannon.
Is there an issue? Send a MessageReason:
None
Changed line(s) 171 (click to see context) from:
* NoHelpIsComing: A villainous example in the GDI campaign, when General Vega's base is being stormed by GDI forces and he pleads with Kane for reinforcements. [[BigBad Kane]] instead has both excommunicated him from the Brotherhood and [[YouHaveFailedMe ordered a nuclear missile strike on Vega's base to show his displeasure]].
to:
* NoHelpIsComing: A villainous example in the GDI campaign, when General Vega's base is being stormed by GDI forces and he pleads with Kane for reinforcements. [[BigBad Kane]] instead has him both excommunicated him from the Brotherhood and [[YouHaveFailedMe ordered orders a nuclear missile strike on Vega's base to show his displeasure]].
Is there an issue? Send a MessageReason:
None
Changed line(s) 90 (click to see context) from:
** Superweapons are not nearly as devastating as the Nuclear Strike in ''Tiberian Dawn'', with Nod losing their Nuclear Missiles after losing the first Tiberium War. Nod also has an unusual mechanic where their Chemical Missile requires you to build unique haversters called "Weed Eaters" to harvest Tiberium Veins so you can arm a warhead. ''Red Alert 2'' would introduce the concept of superweapons costing $5000 and being devastating if given the chance to fire while ''Tiberium Wars'' would continue this tradition, even upgrading the GDI Ion Cannon to multiple cannons that detonate a devastating explosion after ionizing the area. The structure that enables Tiberium vein refinement got a SpiritualSuccessor in ''3'', with the Tiberium Chemical Plant which grants multiple Tiberium support powers with each power costing differing amounts of credits.
to:
** Superweapons are not nearly as devastating as the Nuclear Strike in ''Tiberian Dawn'', with Nod losing their Nuclear Missiles after losing the first Tiberium War. Nod also has an unusual mechanic where their Chemical Missile requires you to build unique haversters called "Weed Eaters" to harvest Tiberium Veins so you can arm a warhead. ''Red Alert 2'' would introduce the concept of superweapons costing $5000 and being devastating if given the chance to fire while and ''Tiberium Wars'' would continue this tradition, even upgrading the GDI Ion Cannon to multiple cannons that detonate a devastating explosion after ionizing the area. The structure that enables Tiberium vein refinement got a SpiritualSuccessor in SuspiciouslySimilarSubstitute ''3'', with the Tiberium Chemical Plant which grants multiple Tiberium support powers with powers, each power costing differing amounts of variable credits.
Is there an issue? Send a MessageReason:
None
Changed line(s) 90 (click to see context) from:
** Superweapons are not nearly as devastating as the Nuclear Strike in ''Tiberian Dawn'', with Nod being losing their Nuclear Missiles after losing the first Tiberium War. Nod also has an unusual mechanic where their Chemical Missile requires you to build unique haversters called "Weed Eaters" to harvest Tiberium Veins so you can arm a warhead. ''Red Alert 2'' would introduce the concept of superweapons costing $5000 and being devastating if given the chance to fire while ''Tiberium Wars'' would continue this tradition, even upgrading the GDI Ion Cannon to multiple cannons that detonate a devastating explosion after ionizing the area. The structure that enables Tiberium vein refinement got a SpiritualSuccessor in ''3'', with the Tiberium Chemical Plant which grants multiple Tiberium support powers with each power costing differing amounts of credits.
to:
** Superweapons are not nearly as devastating as the Nuclear Strike in ''Tiberian Dawn'', with Nod being losing their Nuclear Missiles after losing the first Tiberium War. Nod also has an unusual mechanic where their Chemical Missile requires you to build unique haversters called "Weed Eaters" to harvest Tiberium Veins so you can arm a warhead. ''Red Alert 2'' would introduce the concept of superweapons costing $5000 and being devastating if given the chance to fire while ''Tiberium Wars'' would continue this tradition, even upgrading the GDI Ion Cannon to multiple cannons that detonate a devastating explosion after ionizing the area. The structure that enables Tiberium vein refinement got a SpiritualSuccessor in ''3'', with the Tiberium Chemical Plant which grants multiple Tiberium support powers with each power costing differing amounts of credits.
Is there an issue? Send a MessageReason:
None
Changed line(s) 90 (click to see context) from:
** Superweapons are not nearly as devastating as the Nuclear Strike in ''VideoGame/TiberianDawn'' with Nod being losing their Nuclear Missiles after losing the first Tiberium War. Nod also has an unusual mechanic where their Chemical Missile requires you to build unique haversters called "Weed Eaters" to harvest Tiberium Veins so you can arm a warhead. ''Red Alert 2'' would introduce the concept of superweapons costing $5000 and being devastating if given the chance to fire while ''Tiberium Wars'' would continue this tradition, even upgrading the [=GDI=] Ion Cannon to multiple cannons that detonate a devastating explosion after ionizing the area. The structure that enables Tiberium vein refinement got a SpiritualSuccessor in ''3'', with the Tiberium Chemical Plant which grants multiple Tiberium support powers with each power costing differing amounts of credits.
to:
** Superweapons are not nearly as devastating as the Nuclear Strike in ''VideoGame/TiberianDawn'' ''Tiberian Dawn'', with Nod being losing their Nuclear Missiles after losing the first Tiberium War. Nod also has an unusual mechanic where their Chemical Missile requires you to build unique haversters called "Weed Eaters" to harvest Tiberium Veins so you can arm a warhead. ''Red Alert 2'' would introduce the concept of superweapons costing $5000 and being devastating if given the chance to fire while ''Tiberium Wars'' would continue this tradition, even upgrading the [=GDI=] GDI Ion Cannon to multiple cannons that detonate a devastating explosion after ionizing the area. The structure that enables Tiberium vein refinement got a SpiritualSuccessor in ''3'', with the Tiberium Chemical Plant which grants multiple Tiberium support powers with each power costing differing amounts of credits.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* NotSoOmniscientCouncilOfBickering: In ''Firestorm'', Kane's seeming demise has led to Nod's Inner Circle assuming command over the Brotherhood. In practice, and despite Anton Slavik's best efforts, it proves to be prone to infighting and risks tearing Nod apart. [[spoiler:Ironically, CABAL's purging of the Inner Circle as it goes rogue gives Slavik unquestioned command over the Brotherhood, or what's left of it.]]