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Generals | Zero Hour Modding Post any modding related discussions towards C&C: Generals/Zero Hour here!

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Old 11-08-2008, 10:10 PM   #1
chaos4eva
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Mod Project(No name yet pl0x)

I've been making a mod for a while now but not much work has been done on it for a while so I might as well just announce it. It includes some fixes on bugs listed here http://www.deezire.net/forums/generals-zer...s-ea-games.html and it also includes some stuff that I was crazy enough to imagine.

It also includes some content and bug fixes from Pro:Gen, some other mods and some other goodies like when you cross-tech (e.g China capturing Tank General buildings).

Here's a small changelog of what (I remember) has been done.

I'll post SS'es later on when I get time

Recent changes are highlighted in BOLD

EVERYTHING
-New Missile ignition FX. FXes on missiles do not double up anymore thanks to Beng for this fix
-All sides no longer have early sciences for purchase. That means no more Frenzy at level 1 for Fai, no more Carpet Bomb at level 1 for Granger
-Certain Infantry units have a new skin, thanks to Shack. And some other people I think
-Max General's points increased to 9
-Oil Derricks now give $2000 when captured and give money between 10 seconds now
-Some cameos have been recolored to match their respective faction's housecolor
-TankArmor resistance to INFANTRY_MISSILE damage changed to 60%
-Cross-teching goodies
-Some new maps included

ALL GLA
Bug fixes:
-Saboteurs now have climbing animations Thanks to coolfile
-Scorpion Tanks now use the right recoil bones and have the correct FireFX
-Vehicle destroyed by Tunnel/Toxin Networks now create salvage crates
-RPG Troopers now correctly hide their warheads when attacking. Their FX also appears correctly
-Saboteurs now display the correct icon image for sabotaging buildings
-Terrorists now have a burning death effect. To my recollection
-Fixed most Terrorists bugs Thanks to Beng
-Quad Cannons now show their Muzzle flash when fire. Previously they only show the lenzflare effect
-Fixed Scorpion Missile model. They now use the correct model instead of the missile from the Alpha Boxy looking Scorpion
-SCUD Storms now do the correct FX and leave the correct biological residue when destroyed depending on anthrax upgrade
-Quad Cannons now have the animation for their radar dish

Changes/Additions:
-Technical RPG Weapon can now target air units
-Stinger Missiles have their own missile exhausts
-Bomb Truck HP increased to 250 from 220. This change was present in Generals but omitted in Zero Hour
-Worker HP increased to 140 from 100. Same reason as Bomb Truck
-Anthrax Beta cost decreased to 1500. Balance reason
-Scud Launcher anthrax warheads now benefit from AP Rockets
-Most weapons create toxin fields after cross-teching with Toxin General
-Most weapons create RED explosions after cross-teching with Demo General
-Fake Structures can no longer be upgraded into Real Structures. So think wisely before you build one
-Added animation to Battle Bus when stationary as well as moving
-Tranquilizer Dart upgrade for Rebels

GLA Toxin General
Bug fixes:
-Toxin RPG Troopers now have their own projectile. Previously they shared the same projectiles with Stinger Missiles
-Rebels will now not benefit from AP Bullets

Changes/Additions:
-Demoralizer: Level 3 Gen. Power. Decreases enemy unit stats. Sort of like Frenzy but with the benefits reversed
-Quad Tank: More armor. Replaces Quad Cannon
-Toxin Tractors cost less
-Jarmen Kell fires Toxin Bullets
-Bomb Trucks begin with Bio Bomb upgrade
-Combat Bikes now fire Toxin Stream and Toxin RPGs when either the Rebel or RPG Trooper are riding it
-All infantry are now resistant to Toxins
-Standardized the cost of his vehicles with VGLA...I think
-Rocket Buggies now create anthrax fields
-Scorpion Tanks now operate like the ones from Pro:Gen
-New cameo for Jarmen Kell

GLA Demo General
Bug fixes:
-Fixed most Terrorist bugs
-SCUD Storms now do the correct FX when destroyed

Changes/Additions:
-Demo Trap Cluster Bomb: Level 3 Gen. Power. Drops a payload which releases small Demo Traps over a target area. Will be removed soon.
-ZSU-57: More armor. Higher damage, more delay between shots, more splash. Replaces Quad Cannon
-Standardized cost and requirement for Advanced Demo Trap with VGLA Demo Trap
-Terror Cell: Replaces Rebel Ambush. Spawns Terrorists.
-Bomb Trucks now begin with HE Bomb upgrade
-Demo Saboteur: Plants timed demo charges
-Black Market Nuke: Replaces Anthrax Bomb
-Standardized the cost of his vehicles with VGLA...I think
-New cameo for Demo Saboteur
-New cameo for Terror Bike
-New cameo for Jarmen Kell

GLA Stealth General
Changes/Additions:
-Jarmen Kell can now detect Stealth
-Rebels are now able to plant Booby Traps
-Sniper: Level 3 Infantry. Essentially a Pathfinder but with lower damage and a slight delay between shots
-V3 Launcher: Slightly faster than a SCUD Launcher. Lesser armor. Missiles have a lower trajectory
-Quad Cannon Sniping upgrade: Allows Quad Cannons to kill infantry in a few hits
-SCUD Storms are automatically stealth
-Radar Jammer: Radar Vans operate like Gap Generators

ALL CHINA
Bug fixes:
-Tank Hunters now have their FX appearing correctly when firing
-Overlord Bunkers now have firepoint bones thankt to JJ_
-Fixed Gattling Tank model. Their undamaged model showed the bones of the headlights
-Command Centers now display Radar Upgrade icon
-Corrected Internet Center sound selection

Changes/Additions:
-Heat Rounds: Gattling weapons do more damage against vehicles. 10% damage increase
-Overlord Tank build time increased to 25 from 20. This change was present in Generals but omitted from Zero Hour
-Helix Napalm Bomb no longer require a charge up time once purchased
-Isotope Stability can now be cross teched
-Autoloaders can be cross teched
-Subliminal Messaging cost increased to $1000
-Most weapons create radiation field after cross teching with Nuke General
-Gattling weapons now show their Muzzleflash when firing
-Napalm Strike: Level 3 Gen. Power. Deploy MiG-31 Bombers to douse an area with napalm
-Gattling weapons now make a spin up sound when firing and get an upgraded sound when upgraded to Chain Guns
-Gattling Tanks now benefit from Horde Bonus
-Stun Bullets upgrade for Red Guards
-Infrared Goggles: Red Guards can now detect stealth units that are within their weapon range
-Doubled the health of Inferno Cannons

China Infantry General
Bug fixes:
-Mini Gunners now benefit from Chain Guns upgrade
-Mini Gunners can be squished
-Mini Gunner AA Weapon range reduced

Changes/Additions:
-Mini Gunners are trained in 2
-TOS-1 Buratino: Replaces Inferno Cannon. Launches a volley of Napalm missiles. Cannot create firestorms
-Troop Crawler cost decreased to 1800. Model now has propaganda speaker on top
-Attack Outpost now only loads 4 infantry
-Troop Crawlers and Attack Outposts now heal themselves
-Assault Helix: Begins with Bunker upgrade and has 8 slots. Can be upgraded with Gattling Cannon
-Battlefortress: Overlord replacement. Can load up to 10 infantry. Comes with 2 Tank Hunters
-Double-Barreled Gattling Tank: Need I say more?
-New cameo for Patriotism

China Nuke General
Bug fixes:
-Vehicles now correctly begin with Uranium Shells and Nuclear Tanks
-Tactical Nuke MiG upgrade can now be purchased regardless of whether the Nuclear Silo is underpowered

Changes/Additions:
-Reintegrated Weapons Grade Uranium Shells and Fusion Reactor upgrade
-Nuclear Red Guard and Tank Hunter
-RAD Tank: Replaces Dragon Tank
-RAD Cannon: Replaces Inferno Cannon. Causes more damage. Can create nuclear reaction like firestorm. Benefits from WG Uranium Shells
-Advanced Nuke Cannon: Deals more damage, +25% reload time. Bigger splash damage and bigger nuke FX
-Nuke Cannons and Helixes now use their own model
-Red Guard, Tank Hunter buildtime standardised with VChina.
-Gattling Tank and Battlemaster buildtime decreased to 8
-Tank Hunters plant Nuclear TnT Charges
-Renamed RAD Cannon to Tao Cannon
-New model and cameo for Nuclear Overlord
-New cameo for Nuke Cannons

China Tank General
Bug fixes:
-Emperor Tanks now show the upgrade icon and benefit from Subliminal Messaging
-Fixed Emperor Tank model when they are damaged. It showed all the bones on it.

Changes/Additions:
-Improved Tank Drop
-Supply Tank: Replaces Supply Truck. More armor. Extremely low damage machine gun
-Battlemaster HP increased to 430
-Gattling Tank HP increased to 320. New model included
-Banshee cost decreased to 600
-Listening Outpost cost decreased to 900
-Black Lotus cost decreased to 1800
-Red Guard and Tank Hunter cost decreased to 350. Buildtime now standardized with VChina
-Hacker cost decreased to 700
-Removed Helix Bunker upgrade. It now comes with a Propaganda Tower by default and can be upgraded with a Gattling Cannon
-Tank Destroyer: As the name says it. Destroys most MBTs in one shot. Requires 1 Gen. Point. Not effective against Infantry and Buildings
-Battlemaster Elite training also affects Gattling Tanks. Also affects other China factions' tanks
-Changed Supply Truck armor to TankArmor

ALL USA
Bug fixes:
-Tomahawk Launchers now leave salvage crates
-Pilots now benefit from Chemical Suits
-Corrected sound selection for Firebases
-Sentry Drones no longer have a delay when given an order to move or fire
-Chinooks now gain Countermeasures

Changes/Additions:
-Paladin Tanks now deal more damage than a Crusader. Increased the speed of its shell to be the same as the Crusader's. PDL rate changed to 850
-Avengers now have two PDLs
-New Patriot Missile exhaust
-Spectre Gunship now comes in 3 levels
-Stealth Fighter HP increased to 140 from 120. This change was present in Generals but omitted in Zero Hour
-Missile Avenger: Fires missiles instead of lasers. Only Laser General has the Laser Avenger
-Pathfinder damage reduced to 30
-Battle Drone healing priority increased to 90% from 60%
-Increased Tomahawk damage radius
-Decreased Humvee missile weapon damage to 15
-Particle Cannons now have an FX when destroyed
-Commanches and Hellfire drones now use an unused Hellfire missile model for their weapon
-Patriot missiles now use a new model
-Paradrops now include Missile Defenders
-Avengers cost less
-Tomahawk missiles now have rocket engine sound
-Paladin Tank cameo changed to match the in-game model

USA Laser General
Bug fixes:
-Laser Turret ground weapon clipsize now matches the AA Weapon clipsize
-Corrected tooltip on Laser Turret power requirement

Changes/Additions:
-Removed Stealth Fighter
-X-02 Aurora Bomber: Replaces Aurora and Stealth Fighter. Slowest moving and sluggish speed out of all Auroras but has the fastest Supersonic speed. Drops two guided payloads
-RailGun Artillery: Not really a railgun, just haven't decided a name for it yet. Replaces Tomahawk Launcher. Fires a particle shell
-No Countermeasures. Aircraft begin with PDLs instead together with armor upgrade
-Most units now have Lasers
-Starts with Laser Guided Missiles
-Repair vehicle: Replaces Ambulance. Repairs vehicles more efficiently
-Battle Drones now have PDL
-Power Plants now use Purple Control Rods like Pro:Gen
-Laser Paladin Tank PDL now matches the one on the original cameo

USA Air Force General
Bug fixes:
-King Raptor armor now benefits from Countermeasures

Changes/Additions:
-Starts with Countermeasures. Countermeasures are more efficient
-Hypersonic Aurora: Faster Supersonic speed than normal Aurora. Higher sluggish speed. +20 more HP
-MLRS: Replaces Tomahawk Launcher. Fires two unguided rockets
-Aircraft PDL removed
-King Raptor payload standardized with normal Raptors. Now receives 25% increase of damage with LG Missiles instead of 12%
-Combat Chinooks now require an Airfield instead of a Warfactory to be built
-Carpet Bomb now deployed from Command Center
-King Raptor cost increased to 1200
-Stealth Fighter cost increased to 1300
-Commanche HP increased to 250
-Chinook HP increased to 310
-Chinook build cost increased to 1000
-Decreased Tomahawk Launcher cost to 1300
-Guardian Tank: Is simply just a light tank

USA Super Weapon General
Changes/Additions:
-EMP Missile Defender
-Aurora Alpha FAB Detonation weapon damage lowered by 20%
-New Patriot Missile firing sound
-EMP Rocket Pods for Commanches
-EMP Patriots are now equipped with short range automatic anti-infantry measures
-Missiles that have EMP effects now have a blueish trail to match
-Supply Drop Zones cost less
-Humvee cost decreased to 800
-Commanche cost decreased to 1500
-Aurora Bomber cost increased to 2500
-Advanced Particle Cannon: Explodes in Pink Blasts. Does more damage and last longer
-Advanced Crusader: Cost $1000. Can be upgraded with missile pods
-Mammoth Tank: Cost $1500. Can be upgraded with missile pods
-APC: Replaces Humvee. Higher armor. Higher Machinegun damage. Holds 6 infantry. No fireports
-Howitzer: Replaces Tomahawk Launcher. Can be upgraded with Fuel-Air Munitions.
-Howitzer renamed to Demolisher
-Guardian Drone: Replaces Sentry Drone. Shoots shrapnel shells





Updated on 12 November 2008

Last edited by chaos4eva; 11-12-2008 at 05:18 AM..
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Old 11-10-2008, 05:32 AM   #2
chaos4eva
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Updated list a little
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