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间谍渗透效果

2026-02-16 01:00:30

导读

这是《红色警戒》的间谍渗透效果指南,介绍了盟军间谍的伪装机制、防御局限,以及渗透各类敌方建筑(如建造厂、兵营、作战工厂等)的不同情报获取效果,还提及了原版与重制版的差异。

Guide about what happens when you infiltrate certain types of buildings with the Spy. Introduction Spies are Allied infiltration units used to gather intelligence on the enemy. Specialized in espionage, stealth, and infiltration, they cannot attack during gameplay (except on the Lunar Battlefield (Special) map) and are disguised, always appearing as rifle infantry owned by any player that sees the spy (even the spy's allies), except the owner of the spy who always sees him wearing a black suit. Their disguise is their only form of defense. Attack dogs can see/smell through their disguise, enemy vehicles can still runover them (intentionally or not) like other infantry and cautious players can still give orders to attack them. Spies can enter enemy buildings, giving you valuable (or useless) information. This guide will show the effects on infiltrating enemy buildings in general, not mission-specific events. Feel free to comment if you found an error. Infiltration effects Construction Yard Displays the structure currently being built by the enemy if the infiltrated Construction Yard is selected. Barracks Displays the infantry unit currently being trained by the enemy if the infiltrated Barracks is selected. This also includes Attack Dogs. War Factory Displays the ground vehicle currently being built by the enemy if the infiltrated Factory is selected. Naval Yard Displays the naval unit currently being built by the enemy if the infiltrated Naval Yard is selected. Submarine Pen Displays the naval unit currently being built by the enemy if the infiltrated Sub Pen is selected. Gives the Sonar Pulse ability as long as the infiltrated Sub Pen is active. Airfield Displays the aircraft currently being built by the enemy if the infiltrated Airfield is selected. This also includes Helipad units. Gives the Parabombs ability (single use, infiltrating multiple times when the current parabombs is not used will not stack). Displays the ammo bar on the aircraft landing on it if the aircraft is selected. Helicopter Pad Displays the aircraft currently being built by the enemy if the infiltrated Helipad is selected. This also includes Airfield units. Displays the ammo bar on the aircraft landing on it if the aircraft is selected. Power plant/Advanced power plant Displays current enemy power status, in the form of coloured bars if the infiltrated power plant is selected. Green - Power is sufficient Yellow - Low power Red - Very low power, power produced is below power drain by a lot Ore Refinery/Ore Silo Displays the infiltrated enemy's ore storage capacity if any of his refinery or silo is selected. Displays the infiltrated enemy's amount of credits if any of his refinery or silo is selected. You will lose access to these info if the infiltrated refinery/silo is/are lost. Fake Buildings Displays the fake status if the infiltrated fake building is selected. Radar Dome Reveals shroud on what the infiltrated enemy sees as long the infiltrated Radar Dome is not destroyed or captured. Note that the shrouds will only be cleared on moving enemy units or a newly-placed structure after the infiltration. Any structures and stationary units will not be uncovered until they move. Due to a bug, you will still retain this effect if the enemy sells the infiltrated Radar Dome. Other buildings Basically, a spy can infiltrate any building that an engineer can, including service depots, gap generators, forward command posts, research centers, churches and tech centers. Infiltrating these structures with a spy other than the buildings mentioned above will not have any effect other than mission-specific scripts if the mission has one. So, you will only be wasting your spy entering them, unless it's a mission objective or If your enemy discovered your spy and you don't want them to get a kill, you can save the spy by having him enter any building and let him Die another day. ***Also, the intel can't be seen by your allies in the original, so in the remaster, aside from the shroud clearing, I assume the intel is For your eyes only.*** Graphic Notes If you're playing on the default graphics and infiltrated the enemy's silo or refinery, the credit amount will not display if the enemy's money is 0. The enemy credit amount and power condition may always be visible without selecting if the "Resource Capacity" option is set to always show for the default graphics. But sometimes, these amount may not be accurate so you got to select the infiltrated building to "update" the info. The indicator for which structure/unit being produced by the enemy uses the DOS icon for classic graphics. Strangely, the remastered graphics use the unit/structure sprite instead during campaign missions, but they still use the build icons in multiplayer or skirmish. Differences from the original Red Alert In the original C&C Red Alert: Infiltrating enemy Ore Refinery or Ore Silos will display their credits only if the infiltrated building is selected. The remaster made it so any refinery or silo selected displays the info probably because it was sometimes pointless to infiltrate silos in the original. It is hard to read the credits amount on silos as the building is too small and couldn't fit more than 3 digits. Infiltrating Airfield does not give Parabombs (tested in v3.03 SP & MP). Infiltrating Airfield or Helipad does not display the ammo bar of the aircraft landed on it. The "Spy Info" is available (a page that displays the infiltrated enemy's number of infantry, vehicles and structures currently on the field) when their Radar Dome is infiltrated and the player has his own Radar Dome or online GPS. This feature is completely missing in the remaster.

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