============================================================================ .__ .__. ._._. ._._. .__. . . ._ _ .__ .__. . . .__. . . .__ .__. -.-. . | | | | | | | | | |__| |\ | | \ |/ | | | |\ | | | | | |__ |__| | |V| |__ |__| | | | | | | | | | \| |__| \_X |__ |__| | \| |_\| |__| |__ | \ ============================================================================ ._______. .______. .__ .__. .______. ._______. ._______. .__. ._______. | | | | | \ | | | | | | | | | | | | | .-. | | .---' | \ | | | .---' | .-, | | .-. | | | | .-. | | | |__| | |___. | \| | | |___. | |_| | | |_| | | | | | |__| | |.___. | .__/ | . | | .__/ | . < | . ' | | | | '\__ | ||. | | | | |\ | | | | |\. | | |\. | | | \__ '. | | | | | '---. | | \ | | '---. | | | | | | | | | |_. .__.'. | | |_| | |______| |__| \__| |______| |__| |__| |__| |__| |____| | |_| | | | ____ .____ .___ .____. . . .____. . . .___. | | \_____/ / | | | | | O | | | | | | | | \_____/ / |--- |---' | | |----| | | | | |---' /___ |____ | \ |____| O | | |____| |___| | \ ._ ._..___ .___ ___ ._..___..___..___. ._____. ___ .___ | \| || _ || _ \ / \ | || __|| _||_ _| | |/ \ | \ | . || ._|| . < | | | __| || _|.| |_ | | | |_| || | | | | | |_|\_||_| |_|\_\\___/ \__/ |___||___| |_| |_| |_|\___/ |____| NProject Mod by: n5p29 --------------------------------- Version 2.7 (beta) Aug 2010 README FILE **NOTE: To see best layout, maximize this window or at least you can see the following dot line without being wrapped** ............................................................................................................................ WARNING: IT'S A MASSIVE WALL OF TEXT! But please read this readme file first, at least the installation notes and FAQs sections (section 1.2 and 4.3) ;========= ;CONTENTS ;========= 1. Read Me First! 1.1 Introduction 1.2 Installation Notes 1.3 Known Bugs 2. Faction Changes 2.0 Global Changes 2.1 USA Changes 2.1.1 AirForce General 2.1.2 Laser General 2.1.3 SuperWeapon General 2.2 China Changes 2.2.1 Infantry General 2.2.2 Nuke General 2.2.3 Tank General 2.3 GLA Changes 2.3.1 Toxin General 2.3.2 Demolitions General 2.3.3 Stealth General 2.4 NEW FACTION - Boss General 2.5 Civilian and Neutrals 3. Non-Faction Changes 3.1 Campaign and Generals Challenge 3.2 Skirmish and The AI 3.3 Worldbuilder 3.4 Graphic/Cameo Changes 3.5 Other Changes 4. Misc 4.1 Extras 4.2 Version Notes/Changes 4.3 FAQs (Frequently Asked Questions) 4.4 Credits 4.5 Contacts **NOTE: Use search to jump to the sections (e.g. if you want jump to AirForce General section, search for "2.1.1")** ;================ ;1. README FIRST! ;================ 1.1 Introduction ---------------- This is NProject Mod (NPM). A Command and Conquer Generals Zero Hour Modification. This mod basically improves the Zero Hour game by fixing bugs in the game, with tons of balances, and improvement in almost all of the game aspects. There are additional units, buildings, upgrades, etc. for all factions and sub-factions (including Civilians). With proportion of 70% balances and fixes and 30% new stuff, as well as AI improvements. See the "Mod's Changes" section for more detailed information. Maybe there are many similar mods like this mod, but this mod is more focused on retoned the game balances and feature improvement. This mod more like a patch++ for Zero Hour rather than a partial conversion mod. This version of the mod is intended for multiplayer and skirmish only until the campaign and missions adapted for this mod. The NProject Mod main features: - Experience the new Zero Hour with retoned balances. The new gameplay is not stray far from the original game, you will feel like playing the original game with small differences, but much better. - Most bugless Zero Hour! This mod remove bugs and exploits, from that can be used for cheating (non-hack cheats) like SCUD Storm bug or Supply Drop Zone exploit, to minor bugs like eternally flying dead Chinook or Angry Mobs running to molotov bugs - New Faction. Boss General! Try this new General as playable side. The army are based on what you see in the final stage of Generals Challenge, of course rebalanced and not overpowered. - New units, structures, upgrades, Generals Powers, and abilities. What makes it called a mod without these? You will find new things across the factions, subfactions, and also Civilians in this mod. - Improved AI! To put it simple, you will encounter the AI that different from before. Some of thier strategies may be more effective, the attack waves will more intense. - Improved effects and animations. You will find something different in visual and audio aspects. Check it out! - Expanded OPTIONS menu! Some things that unimplemented in the original game. Just check it out. These will be included as well in the future versions: - Complete Generals-Zero Hour campaigns, improved and adapted to this mod. Also a bonus missions for surprises. - Improved civilian properties. Similar like the trees and shrubberies, but in different ways. - New Maps to be played in skirmish and multiplayer. Visit this mod homepage for more info: http://nprojectmod.blogspot.com or NProject Mod ModDB profile page: http://www.moddb.com/mods/nproject-mod/ 1.2 Installation Notes ---------------------- This mod requires Command and Conquer Generals Zero Hour version 1.04 OR Command and Conquer The First Decade. It didn't worked with unofficial patches like ZH 1.06 or TFD 1.03. Make sure you've installed the game and the patch to play this mod, and there is no other mod (that can conflicting with another mods) installed in your game directory. To install this mod, simply run the installation wizard. This NProject Mod version works differently from before. If you have the previous NProject mod version, remove the old NProject Mod files If you want to play network game with this mod, make sure this mod installed in both/all computers, or you will get a mismatch/desyncronization error. Also, you can't use this mod for playing worldwide online except all player in the match use this mod for playing. Make sure there is no other mod installed. Two or more mods conflicting each other. Except the mods use mod manager or launcher. 1.3 Known Bugs -------------- This mod is only a beta version an still far from finish, so there might be several bugs that caused by this mod. There is the list of known bugs and how to prevent them. If you encounter bugs that not listed below, please contact me. 1. Sometimes the game crashes and close itself for some unknown reason. If you find out what causes this, contact me so I can see if I can fix the bug(s). 2. The new features of this mod is appeared/usable in Campaign, even sometimes you cannot use it. If you don't want or see any ridiculous bugs, or seeking for real challenges, please don't play any campaign missions (Generals Challenge is okay) until I remake those missions, so I disable the campaign in this version. ;=================== ;2. FACTION CHANGES ;=================== 2.0 Global Faction Changes --------------------------- - The production speed when low power are now constant at 80% of normal speed - All factions' Cargo Planes standardized to the American one - Standardized unit transport size. Like an Overlord that needs more transport slot than a Technical. - Standardized weapon firing angle. So the artillery weapons can attacks even in the top of the mountains - Tank armor resistance against infantry missiles increased to 125% - Now you can build multiple superweapons when the superweapon restriction turned on, but only ONE for each type. For example, if you build a Particle Cannon you still can build a SCUD Storm or a Nuclear Missile, OR another subfaction's Particle Cannon, or capture enemy superweapons. Use this advantage to dominate the game - All heroes get improved armor and healthpoint. Heroes more resist special weapon attacks than infantry, and heroes more immune to sniper attacks. So there is no more "Pathfinder Own Heroes" again. - Attackable toxic infantry and burning infantry issue fixed - Eternally flying dead aircraft bug (like in 'How To Make A Chinook Bug' video at YouTube) FIXED! You will never encounter this funny bug that may reduce the frame rate in online matches - All infantry now use the right death voices (some infantry uses wrong death voices before) - All buildable aircraft and artillery units guard range sightly increased, makes them can guard areas more effective - Negative power bug/exploit fixed! This bug occurs when an under construction power plant disabled by a Microwave Tank. Now all power plants can't be disabled when under construction. - USA Dozer, Chinese Dozer, and GLA Worker can detect Demo Traps again like in original Generals (in Zero Hour they can disarm Demo Traps, but cannot detect them) - Dozers clear mines faster. Clearing delay reduced to 50% - All infantry use exploded animation when killed by suicide weapons - All infantry spill bloods when hitted by bullet and melee weapons! - Improved object animations, particles, and effects. Also, using the most unused animation for some units - Improved scoring system (i.e angry Mobs counted as one unit build PER SQUAD in the scoreboard, not PER MEMBER) 2.1 USA Changes --------------- General Balances and Fixes: COLONEL BURTON: - Only one Colonel Burton allowed for one player. For example, if you build Airforce's Colonel Burton you cannot build another Colonel Burton from the other subfactions - Colonel Burton health increased to 110% MISSILE DEFENDER: - New and rebalanced Missile Defender Laser Lock ability (hopefully better): > NO MORE MISSILE DEFENDER BUG! Now AI will never fire these ability without initial delay again > Laser Lock ability maximum attack range reduced, now it's smaller than artillery weapon range > New Laser Lock effect/animation! The laser now attached to the model to reduce particle usage > The infantry no longer unanimated when performing this ability - Missile Defender normal attack rockets fuel time rebalanced to match their counterparts (RPG and TankHunter) - Missile Defender skin changed back to blue from green. This have been applied in original Generals, but removed in Zero Hour PILOTS: - Pilots will not reduce their movement speed when in heroic veterancy - Pilots never affected by Chemical Suits upgrade anymore due to unfixable bug in the game engine itself AMBULANCE: - You need an USA Barracks to build Ambulances - Ambulance now resist radiations as well as toxins - Ambulance never heal vehicles again to make Battle Drones role more valueable as vehicle healer VEHICLE DRONES: - All USA vehicle drones now can take more punishment than before - Now their healthbar are hidden because vehicle drones are not selectable anyway - Now vehicle drones are counted as aircraft, not ground vehicles anymore - Battle Drone will more often repairing than attacking, balancing the removed Ambulance vehicle repair - Battle Drone now repair their master correctly (sometimes they attack/move to the enemy while repairing, which is fail) - Hellfire Drone spawn right debris when destroyed CRUSADER: - A single Crusader tank will no longer create two chassis rubbles - Fixed the Composite Armor upgrade effect for Crusader Tanks that gives too many healthpoint bonus SENTRY DRONE: - Fix Sentry Drone issue that sometimes not responding to player orders - Sentry Drone can attack while moving - Sentry Drone stealth detection range increased to 120% - Sentry Drone no longer immune to poisons - Sentry Drone build cost reduced to 650 from 800 - Gun upgraded Sentry Drone attack speed increased to 160% - Fixed the Sentry Drone model UV Mapping and texture errors, also the shadow bugs AVENGER: - All Avengers need Strategy Center to be built - Avenger now use their own armor - All Avenger can't have Composite Armor upgrade, it's not tank after all - Avenger Point Defense Laser can be used against infantry - Avenger move speed increased to 120% - Avenger build cost reduced to 1600 from 2000 - Fix UV Mapping errors on the Avenger model - Remove the annoying "strange thing" (looks like a small rock) that sometimes appeared when the Avenger moving - If Bomb Trucks disguised into Avenger you will harder to see the difference - Avenger didn't need to turn to attack with its designator laser, the turret will turns! SPECIAL POWERS AIRCRAFTS: - Now B3 Bomber (used to MOAB and AirForce Carpet Bomb) are stealthed - Spectre Gunship health increased to 167% - Fix USA A-10 Thunderbolt airplane damaged model, and also firing pivot angle - A-10 Thunderbolt missiles now can't be lasered - Fix USA B-52 bomber plane engine sound CHINOOK: - Chinook can have Countermeasures upgrade RANGER: - Destroyed USA buildings now spawn the corresponding subfaction's Rangers - Paradrop now drop the corresponding subfaction's Rangers STRATEGY CENTER: - Now you cannot build multiple Strategy Centers from different subfactions that allowing you to deploy multiple battleplans at one time, and Strategy Center are no longer capturable. Another USA disadvantage SUPPLY DROP ZONE: - Supply Drop Zone Cargo Plane are no longer attackable, prevent the annoying "unit lost" report from EVA - No more Supply Drop Zone exploit cheat! Now Supply Drop Zones can't be disabled when under construction - Fixed the bug where Supply Drop Zone crates did not dropped properly (at least now they're rarely missed) PATRIOT MISSILE: - Fix all Patriot Missile weapon that sometimes only fires less missiles after not firing for a long time FIREBASE: - New model for Firebase, also fix Firebase firing angle - You require USA Barracks instead the Cold Fusion Reactor to build Firebase - Firebase can be attacked by Ranger Flash Bangs - Fix missing model issue on Firebase when sold/constructed on reallydamaged condition PATHFINDER: - Pathfinder attack speed reduced to 67% CHEMICAL SUITS: - Rebalanced Chemical Suits armor bonus (now chemsuit infantry is more vulnerable to toxins and radiations than tanks) COMANCHE: - New Comanche missiles and rocket pods model - Comanche unupgraded missile weapon launch at right position HUMVEE: - Fixed minor bug of TOW Missile that use wrong missile trails when attacking air units - Improved Humvee TOW Missiles. Effectiveness against aircraft increased. - Fixed several model issues - Humvee TOW Missile turret now elevate when attacking air units PARTICLE CANNON: - Reduce Particle Cannon area size, so Particle Cannon requires less area when placed for build USA DOZER: - USA Dozer animation improved. Now Dozers animated when building structures (like when clearing mines). Clearing mines animation also fixed (fixing the strange dirt effects) - No more salvage crates from destroyed Dozer STEALTHFIGHTER: - You cannot purchase Bunker Buster upgrade if you haven't unlock the Stealthfighter - Fixed Stealthfighter low-fuel voice PALADIN: - Removed the shadow bugs on Paladin Tank model, also fixed the treads that are bit off-centered MICROWAVE TANK: - Improved Microwave Tank model - Fixed the shadow bugs on Microwave Tank model - Microwave Tank model lid can be closed/opened by animation. it's also compatible with turret logic now - Fix the Microwave Tank treads issue that rotating into the wrong direction while moving New Stuff: - Biohazard Tech Clean up radiation and toxins, heal nearby infantry. Build at Barracks. Requires War Factory - Mortar America's artillery infantry unit. Build at Barracks. Requires Strategy Center - Crate Drop Generals Power Drops money crates by plane. The only resource power for the USA (if there are no Supply Drop Zones). Available in Rank-3 in three levels. Some subfactions only have one level. Coming Up: - Amphibious Transport Can transport units over water. Have the largest transport slot count in the game. Misc: - ICBM Launches Intercontinental Ballistic Missile. Causes few damages with neutron payload, kill vehicle pilot and clear garrisoned buildings. - Tomahawk Storm SCUD Storm variance. Launches Tomahawk missiles instead SCUDs. 2.1.1 AirForce General ---------------------- Balances and Fixes: - AirForce General Chinook (not Combat Chinook) build cost reduced to 900 from 950 - AirForce General Supply Center refund value changed to 550 from 400 because his Chinook are cheaper - Fix Airforce General Firebase that use wrong model at snowy-reallydamaged condition - AirForce General Sentry Drone build cost reduced to 700 from 850 AIRFORCE GENERAL AIRCRAFTS: - AirForce General aircrafts health increased to 110% - AirForce General aircrafts only get weaker Countermeasures (Countermeasure+PDL = invincible = WTF!?) - Rebalanced aircraft Point Defense Laser: > Fix the Point Defense Laser issue that sometimes not responding (that sometime reload faster, sometime slower) > Point Defense Laser reload time increased to 300% (prevent chinook defense laser sheild and invincible aircraft) > Only King Raptor that have faster Point Defense Laser reload time > Remove Point Defense Laser ability from AirForce General standard Chinook SPECIAL POWERS AIRCRAFTS: - Improved AirForce Carpet Bomb efficiency - AirForce Carpet Bomb can be used in another Strategy Center - AirForce General A-10 Strike Generals Power reload faster. Reload time reduced to 3:30 from 4:00 COMBAT CHINOOK: - Combat Chinook can't load vehicles again for balancing reason - Combat Chinook can be build when you have a War Factory or an Airfield - Combat Chinook health reduced to 90% - Now you can build Combat Chinook from the Airfield as well - Resized Combat Chinook model. Now it's as big as normal Chinook, not a fat ass anymore - Fixed missing fireport bones from Combat Chinook model KING RAPTOR: - King Raptor damage per missile reduced to 80% to match normal Raptor missile damage (is additional ammo not enough?) - King Raptor will use the yellow missile trail only when reached heroic veterancy - King Raptor weapon reload time at Airfield increased to 300% STEALTHFIGHTER: - You cannot build AirForce General Stealth Fighter if you didn't unlock it on the Generals Promotions - If you play as AirForce General, you can build other subfaction Stealthfighters correctly New Stuff: - Hypersonic Aurora Stealthed Aurora Bomber. Use the black Aurora skin (used to Aurora Alpha before) Coming Up: - Support Stealthfighter Repairs nearby vehicles even when flying 2.1.2 Laser General ------------------- Balances and Fixes: - No more Aurora and Tomahawk for Laser General - No Mortar infantry for Laser General - Laser General Avenger build cost increased to 1600 from 1500 LASER CRUSADER: - Laser Crusaders will never drain powers again, so it will not disabled when low powered - Fixed the shadow bug and UV Mapping errors on Laser Crusader model LASER TURRET: - Rebalanced Laser Turret weapon, so it's not overpowered again: > No more multiple laser shots, so Laser Turrets can't attack multiple units in one shot anymore > Reload time reduced to 60% > Weapon damage reduced to 70% > Even it's looks weaker than normal Patriot in the game, but it actually still stronger than normal Patriot. - Laser Turret hotkey changed to M from T HUMVEE: - Laser General Humvee never get TOW missile upgrade, but will upgrade the weapon when Laser Capasitors upgrade purchased, since Laser General can build Avenger early as anti-air unit New Stuff: - Laser Ranger Replaces Ranger. Their assault rifle replaced with a light laser gun. - Laser Paladin Replaces Paladin Tank. Fires a stream of laser beam. Equipped with Point Defense Laser. - Humvee Laser Gun upgrade Arms Laser General Humvees with a laser turret that can attack ground and air units. Replaces TOW Missile upgrade. Note that purchasing this upgrade will NOT upgrade the other subfaction Humvees with TOW upgrade. - Laser Capasitors upgrade This upgrade replaces several units weapon with laser weapons. Purchased at Strategy Center. Effects: > Col. Burton : Replace the chain gun with highly concentrated laser turret > Battle Drone : Replace the machine gun with a light laser turret > Sentry Drone : Replace the gun with light concentrated laser turret, only after Sentry Drone Gun upgrade purchased - Advanced Cold Fusion Reactor This CFR with purple rods is still same with the old Laser General CFR that provides more powers, just to make it easier to identify from the normal CFR (CFR = Cold Fusion Reactor) Coming Up: - Laser Stealthfighter Replaces Stealthfighter after Laser Capasitor upgrade puchased. Equip it with laser turret that will attacks enemies automatically when the Stealthfighter flying around - Laser Comanche Replaces Comanche. Armed with a machine gun and two laser turrets. Can be upgraded with an extra laser turret that fires charged laser shot attack. - Laser Paladin Laser Charge Ability Instead fires a stream of laser, Laser Paladin fires one shot charged attack. Charged attack have pre-attack delay, but do more damage and have greater range. 2.1.3 SuperWeapon General ------------------------- Balances and Fixes: - SuperWeapon General Comanche build cost reduced to 1500 from 1800 - SuperWeapon General Sentry Drone build cost reduced to 700 from 1000 AURORA ALPHA: - Aurora Alpha now use the white skin with gray patterns (like in early version of Zero Hour) - Aurora Alpha weapon damage sightly reduced, but still more powerful than normal Aurora EMP PATRIOT: - EMP Patriot build cost increased to 1000 from 900 - Rebalanced EMP Patriot weapon: > Attack range reduced to 80% matching the normal Patriot Missile attack range > Attack speed reduced to 80% matching the normal Patriot Missile attack speed > Disable duration caused by EMP reduced to 70% > Reduced the chance to one-hit-kill aircrafts > Only disable buildings in a short time - Fixed EMP Patriot model that use wrong model when constructing or being sold New Stuff: - Point Defense Drone Replaces Battle Drone. Repairs parent vehicle. Equipped with machinegun and Point Defense Laser. Cost 400 - Advanced Particle Cannon Fires pink laser instead the blue one. Smaller size, lower build cost, damages more longer 2.2 China Changes ----------------- General Balances and Fixes: RED GUARD: - Red Guard and Minigunner vision and shroud clearing range increased to 200% BLACK LOTUS: - Only one Black Lotus allowed for one player - Black Lotus health increased to 110% - Black Lotus now are stealthed while garrisoned NUCLEAR UPGRADES: - Uranium Shells upgrade now only increases Battlemaster and Overlord weapon damage - All Chinese factions' Battlemaster and Overlord can have Isotope Stability upgrade BATTLEMASTER: - Fix the horde bug that doesn't allow Battlemasters from different subfactions hording each other (e.g. if you have 3 normal Battlemasters and 2 Nuclear Battlemaster on the same place, they didn't gain horde bonus. Now it's fixed!) - Fix the model issue where the treads didn't move while the tank is moving - Added the secondary weapon launch bone to the model. Battlemaster gun now can be enabled via coding OVERLORD: - Fix the Overlord weapon that sometimes only fires one shell when the Overlord is not firing for a long time - Overlord armor increased to 120% - Overlord can target air units correctly when upgraded with Gattling/Bunker upgrade - Overlord debris no longer attackable - Unupgraded Overlord locomotor initial acceleration speed increased to 125% - Fixed the shadow bugs in Overlord model - Overlord Gattling Cannon air weapon range reduced to 75% - Fixed minor bug where the structure addon didn't affected by Frenzy visual effects TROOP CRAWLER: - You need a Chinese Barracks to build Troop Crawlers - Better Troop Crawler stealth detection animations - Troop Crawlers now are amphibious, increasing the usefulness of this unit from just a simple transport or cannon fodder becoming the only amphibious transport unit in the game so far. :P LISTENING OUTPOST: - You need a Chinese Barracks to build Listening Outposts - Better Listening Outpost stealth detection animations NUKE CANNON: - Nuke Cannon barrel recoils when attacking with Nuclear Shells - Nuke Cannon no longer crushable by Overlord tanks - Fixed Nuke Cannon Nuclear Shells explosion effect that bit off from the center of the explosion - You cannot purchase Neutron Shells upgrade if you haven't unlock the Nuke Cannon SUPPLY CENTER and SUPPLY TRUCKS: - New China Supply Center model. The new model actually used to China Supply Center in Generals Beta - Supply Truck will never kicked-out-to-the-outer-space-and-return-to-the-earth-with-no-damage again with shockwave weapons - No more salvage crates from destroyed Supply Truck HELIX: - Helix Gattling Gannon now can attack air. - Helix can target air units when upgraded with Gattling/Bunker upgrade - Helix Napalm Bomb now do flame damage, not explosive damage - Helix Gattling Cannon air weapon range reduced to 75% - Fixed minor bug where the structure addon didn't affected by Frenzy visual effects WAR FACTORY: - Fixed the shadow bug on China War Factory model (the repair dock crane) PROPAGANDA CENTER: - Fixing Propaganda Center that disappeared from the radar - Propaganda Center equipped with a Speaker Tower and can build units - Propaganda Center health increased to 200% INTERNET CENTER: - You require a Propaganda Center instead War Factory to build the Internet Center - Internet Center now counted as normal base structure, not base defense (sometimes it attacked automatically by AI before) - Satellite Hack I now provides Internet Center a radar - Satellite Hack II reveal interval increased to 5 minutes - Now you cannot build multiple Internet Centers from different subfactions - New constructing animation for Internet Center. Now it have unique scaffolding (not using the Supply Center one) SPECIAL POWERS: - Artillery Barrage shells no longer shown on radar - Improved Carpet Bomb special power efficiency - New Electro-Magnetic Pulse bomb model MIG: - MiG napalm missiles never creates flying firestorm again if used againts aircrafts - MiG build cost increased to 1300 from 1200 - MiG build time increased to 150% - MiG Black Napalm weapon reload time increased to 200% to prevent MiG attack spamming GATTLING WEAPONS: - Gattling weapons now show the muzzle flash when attacking ground units - Fixed the bug that makes Gattling Tank keep silent when attacking air SPEAKER TOWER: - Fix Speaker Tower model that show wrong green, cyan, and orange house color in snow conditions. CHINA AIRFIELD: - Fix several China Airfield model issue like the missing inner walls - Fix the retarded China Airfield scaffolding model that the tower scaffolding was over the helipad, not at the tower INFERNO CANNON: - Infreno Cannon attacks now do flame damage, not explosive damage - Inferno Cannon healthpoint increased to 150% CHINESE DOZER: - Chinese Dozer animation improved. Now Dozers animated when building structures (like when clearing mines). Clearing mines animation also fixed (fixing the strange dirt effects) - No more salvage crates from destroyed Dozer NUCLEAR MISSILE: - Rebalanced Nuclear Missile superweapon. Now it may destroy GLA structures and their holes! Total damage delivered are not changed however, so it's not overpowered. DRAGON TANK: - Dragon Tank attack range increased to 130% to increase weapon effectiveness and reduce chance getting killed before it can reach the target - Dragin Tank armor resistance against bullet and gattling weapons increased ECM TANK: - Increased ECM missile jammer weapon effectiveness - Fixed ECM Tank behavior that sometimes just standing still while guarding an area - New wave color for ECM Tank missile jammer weapon NUCLEAR REACTOR: - Overcharge ability will never kill the building again because overcharge self-destruction looks retarded New Stuff: - Red Guard and Minigunner Bayonet ability Attack single infantry unit with bayonet. Useful to prevent Terrorist attacking you. - Support Van Mini Internet Center, can load 4 Hackers. Equipped with a Speaker Tower. Use it as additional Internet Center or as a support for your attack force since it's cheaper than any units that have Speaker Tower. Build at Propaganda Center. Requires War Factory and Internet Center - Flamethrower Infantry version of the Dragon Tank. But unlike the Dragon Tank, they can't make a fire wall. Requires War Factory - Firestorm Generals Power A MiG squadron strafle target area with napalms to create a firestorm. Available at Rank-5. Upgradable with Black Napalm - Neutron Cluster Mines Upgrade Upgrade Cluster Mines generals power to drop EMP Mines instead the normal one. Purchase at Propaganda Center - Neutron Pulse Upgrade Upgrade Electro-Magnetic Pulse kills vehicle pilots and infantry inside the buildings. Also disables buildings and vehicles. Purchase at Propaganda Center - Spy Plane ability Call a Spy Plane to scout a target area. Spot hidden enemies. Deployed from Internet Center and requires Satellite Hack I upgrade. Countdown Timer: 2 minutes Coming Up: - Footman Elite infantry. Sniper/Assault Infantry hybrid. Attacks with either machinegun or sniper rifle. 2.2.1 Infantry General ---------------------- Balances and Fixes: - Gattling Tank available for Infantry General - Fortified Bunker build cost increased to 800 from 700 - Infantry General Tank Hunter healthpoint increased to 140% - Infantry General Tank Hunter no longer starts as veteran - Infantry General Inferno Cannon build cost reduced to 900 from 1100 INFANTRY PARADROP: - Infantry Paradrop can be used in another Chinese factions' Command Center but drops Red Guards instead Minigunners MINIGUNNER TRAINING: - Replaced with Infantry Training (read below). Now there's no more elite Minigunners at start. MINIGUNNER: - Minigunner build in pairs like Red Guard (build cost stays on 400) - Minigunner weapon damage sightly reduced (no more single Minigunner rushes) - Now Minigunner can be squished/crushed by vehicles - Minigunner build time increased to 120% each pair because it's highly spammable before - No longer starts as veteran. But now they're affected by the Red Guard Training and the new Infantry Training. SUPER HACKER: - New cameo and model for Super Hacker - No longer starts as veteran - Their Internet Hack ability are better than normal Hackers: > Private : $6 > Veteran : $8 > Elite : $10 > Heroic : $12 - Super Hackers now are stealthed while garrisoned ASSAULT TROOP CRAWLER: - Assault Troop Crawler build cost reduced to 2200 from 2400 - Now you will get small experience points when killing enemy Assault Troop Crawler (not affects the normal Troop Crawler) - Assault Troop Crawler speakers also affect self - Assault Troop Crawler now are amphibious! Make this unit is no longer just a Battle Bus clone that come with infantry. ATTACK OUTPOST: - Attack Outpost build cost increased to 1500 from 1000 - Now Attack Outpost only can load 6 infantry - Assault Attack Outpost speakers also affect self ASSAULT HELIX: - New and improved Assault Helix > Starts with Bunker upgrade > Can be upgraded again with Napalm Bomb, and either Gattling Cannon or Speaker Tower > Can load up to 6 units (infantry and vehicles). - Assault Helix build cost increased to 1800 from 1500 FORTIFIED BUNKER: - No longer starts with Land Mines due to its buggy nature. This will prevents the mines appears on bottom-left corner of the map on loaded games. - In return, Fortified Bunker healthpoint increased to 200% New Stuff: - Super Lotus Replaces Black Lotus. Stronger and hacks faster. Can capture buildings, steal cashes, disable vehicles AND BUILDINGS - Infantry Training science protocol Replaces Minigunner Training. This revamped and rebalanced version makes Minigunners, Tank Hunters, and Flamethrowers start as veterans. Other subfaction Red Guards, Tank Hunters, and Flamethrowers also affected with this training. With this, when enemy capture an Infantry General Barracks they will not get any veteran infantry. 2.2.2 Nuke General ------------------ Balances and Fixes: - Nuke General Red Guard build time reduced to 83%, standardized with other China factions - Nuke General Black Lotus build cost reduced to 1500 from 1600 - Nuke General Troop Crawler build cost increased to 1600 from 1400 NUKE CANNON: - Nuke General Nuke Cannon build cost reduced to 1500 from 1600 - New Nuke Helix and Nuke Cannon skin - You cannot build Nuke General Nuke Cannon if you didn't unlock it on the Generals Promotions - If you play as Nuke General, you can build other subfaction Nuke Cannons correctly NUCLEAR BATTLEMASTER and OVERLORD - Improved Nuclear Battlemaster and Overlord shells radiation field - All Chinese factions' Battlemaster and Overlord can have Weapon Grade Uranium Shells upgrade to make the shells loaded with a small tactical nukes NUKE MIG: - Tactical Nuke MiG weapon reload time increased to 200% to prevent MiG attack spamming New Stuff: - Nuke Hunter Missile armed infantry. Missiles carry a small tactical nukes. Replaces Tank Hunter - Weapon Grade Uranium Shells upgrade Additional weapon damage bonus for Nuclear Battlemaster and Overlord, also loads standard Battlemaster and Overlord shells with small tactical nukes - Fusion Reactor upgrade More additional movement speed for Nuclear Battlemaster and Overlord. If you purchased this upgrade without purchased the Isotope Stability upgrade, when the tanks destroyed, they do more damage than the normal Nuclear Tanks 2.2.3 Tank General ------------------ Balances and Fixes: - No Flamethrower infantry for Tank General - Tank General Black Lotus build cost reduced to 1600 from 1875 - Tank General Tank Hunter build cost reduced to 350 from 375 - Tank General Hacker build cost reduced to 700 from 780 - Tank General Dragon Tank no longer starts as veteran - Tank General Troop Crawler build cost increased to 1600 from 1400 - Tank General ECM Tank build cost reduced to 700 from 800 - Tank General ECM Tank no longer starts as veteran - Tank General Listening Outpost build cost reduced to 900 from 950 - Tank General Helix build cost reduced to 1800 from 2000 - Tank General MiG build cost reduced to 1500 from 1600 BATTLEMASTER: - Tank General Battlemaster build time reduced to 83%, standardized with vanilla China faction - Rebalanced Autoloader. Now upgraded Battlemaster rate of fire constant at 200% from normal attack speed - No longer starts as veteran EMPEROR OVERLORD: - Emperor Overlord speaker compatible with Subliminal Messaging upgrade - Emperor Overlord uses the right model when destroyed, not turn into normal Overlord again - Fixed Emperor Overlord model shadow bugs and bad UV Mappings, and now with better skin! - No longer starts as veteran TANK DROP: - Increase Tank Drop effectiveness and amount of dropped tanks: Level 1: 2 Battlemasters Level 2: 3 Battlemasters Level 3: 6 Battlemasters - Tank Drop use larger parachutes BATTLEMASTER TRAINING: - Replaced with Tank Training (read below). Now there's no more elite Battlemaster at start. New Stuff: - Emperor Overlord Bunker upgrade Now Emperor Overlord can be upgraded with bunker like standard Overlord - Twin-Gattling Tank Gattling Tank variant with two barrels instead of one. Fires faster so it can do more damage per second compared to the normal Gattling Tank. Replaces Gattling Tank - Tank Training science protocol Replaces Battlemaster Training. Makes Battlemasters, Gattling Tanks, and Dragon Tanks start as veterans. Also affects other subfactions Battlemasters, Gattling Tanks, and Dragon Tanks. With this, when enemy capture an Tank General War Factory they will not get any veteran tanks. 2.3 GLA Changes --------------- General Balances and Fixes: JARMEN KELL: - Only one Jarmen Kell allowed for one player - Jarmen Kell health increased to 110% - Jarmen Kell attack range increased to 130% , makes Jarmen Kell better than Pathfinders RPG TROOPER: - RPG Trooper can have Camouflage upgrade TERRORIST: - Terrorist now use correct death animations (including exploded and burned animations) - Now you can manually detonate the Terrorist ANGRY MOBS: - Angry Mobs build cost increased to 1000 from 800 per squad - Angry Mobs member capasity increased to 12 members and starts with 5 members per squad - Angry Mobs armed with pistols and rocks, when upgraded with Arm The Mobs the weapons changed to AK-47 and Molotovs - Rebalanced Angry Mobs weapons, flying Molotov speed increased - Molotov inflicts fire damage - Mob's rock bounces when hit the ground/target - So far no running mobs bug (that the mobs move closer into the target when attacks) - Mob members movement speed increased a bit and will not reduced when injured, so they can catch the nexus faster HIJACKER: - Now Hijacker cannot hijack Combat Bikes, for some reason. - Now Hijacker cannot hijack Sentry Drones. How could you drive a drone? SABOTEUR: - Saboteur now steal $2000 from supply centers, make them more valueable. SCORPION TANK: - Scorpion grant a free rocket at the second salvage pickup, even not upgraded with Scorpion Rocket - Scorpion barrel recoils at the right position - Scorpion destroyed animation fixed - Scorpion rockets can attack air targets COMBAT BIKE: - Combat Bike build time increased to 133% - You need a GLA Barracks to build Combat Bikes - Fixing Terrorist Combat Bike animation when dropped at Reinforcement Pad - Now you can manually detonate the Terrorist Combat Bike SCUD LAUNCHER: - SCUD Launcher can have AP Rockets upgrade - Fixed several SCUD Launcher model issue like bottomless chassis and missing wheel faces (thanks to Jordan) MARAUDER: - Marauder can turn its turret - Marauder second-salvage-upgraded weapon firing speed reduced to 70% GLA HOLES: - GLA Holes now spawn the corresponding subfaction's Worker - GLA Holes use new models for snow condition and/or when upgraded with Fortified upgrade - Stinger Site and Tunnel Network GLA Holes now counted as base defenses. Fixing the bug that makes a player still not defeated when only having living base defenses holes, but when the hole is finished rebuilt the player will surely defeated. SPECIAL POWERS: - Anthrax Bomb generals power starts with green toxin field instead the blue one, and it can be upgraded with Anthrax Beta/Gamma upgrade - Anthrax Bomb poison damage per second rebalanced and do poison damage from the start - Sneak Attack Tunnel Network no longer detect stealth - Fix the Sneak Attack deploying animation when damaged, snow, and night condition - No more EVA warning for activated enemy GPS Scrambler and Sneak Attack, make sure to check your base more often - Small poison field (created by toxin shells) area of effect will not reduced after Anthrax upgrade purchased STINGER SITE: - Stinger Site build time reduced to 60%, standardized with other GLA factions - Stinger Site can be attacked by Ranger Flash Bangs again - Stinger Site respawn soldiers faster if they killed, Stinger Soldier respawn delay reduced to 60% - Stinger Site can have Fortified Structures upgrade SCUD STORM: - SCUD Storm's SCUD-bug fixed! - SCUD Storm spawn corresponding poison field level when destroyed - SCUD Storm can have Fortified Structures upgrade - SCUD Storm missiles can create salvage crate from enemy kills TUNEL NETWORK: - Tunnel Network can create salvage crate from enemy kills - Tunnel Network build time increased to 300%, standardized with other GLA factions - Tunnel Network can have Fortified Structures upgrade DEMO TRAPS: - Demo Trap can create salvage crate from enemy kills - Under construction Demo Traps now can be selected, so resuming unfinished Demo Traps construction are much easier FAKE STRUCTURES: - Fake Structures use right selected sound rather than the real structure's selected sound - Prerequisites from Fake Command Center, Fake Barracks, and Fake Supply Stash removed - You'll harder to see differences between the fake and real structures from the enemy side - Detonation weapon area effects depends on the building. Fake Command Center blasts larger area than Fake Barracks - Build time fixed at 50% of the corresponding real structure build time - Build cost fixed at 25% of the corresponding real structure build cost - Upgrade time fixed at 50% of the corresponding real structure build time - Upgrade cost fixed at 75% of the corresponding real structure build cost - Health points fixed at 25% of the corresponding real structure health points TOXIN TRACTOR: - Toxin Tractor no longer immune to radiations - Fix the Toxin Tractor salvage upgrade models that didn't show/hide correct toxin tanks RADAR VAN: - Radar Van's radar tower hidden until the Radar Van Scan upgrade purchased QUAD CANNON: - Quad Cannon grant damage bonus instead firing speed for each salvage upgrade - Quad Cannon now show the muzzle flash when attacking ground units PALACE: - Fix Palace model that lost some fireports after upgraded with Fortified Structures WORKER: - Worker healthpoint increased to 140%. This have been applied in original Generals, but removed in Zero Hour SUPPLY STASH: - Minor fixes on Supply Stash fortified structure addon model that have floating sandbags when in damaged conditions New Stuff: - Demo Drop Generals Power Drops several Demo Trap from air by planes. Used to defensive trap like Cluster Mines. Available at Rank-3 in three levels. You cannot sell the dropped Demo Traps. And you should note that it's not a parabombing special power! The dropped Demo Traps only automatically explode when there are any enemy UNITS nearby, not buildings (like Cluster Mines) - Battle Bus Junk Bunker Ability Battle Bus will always convert itself into a defensive bunker if destroyed once (EVEN WITH NO INFANTRY INSIDE!). Now Battle Bus receives additional armor in this state. Infantry still can attack from the inside or exit the bus WITHOUT DESTROYING THE BUS BUNKER. If the Bus Bunker destroyed, the passengers will be killed instantly however. - Fake Stinger Site Realistic replica of Stinger Site. Can be upgraded to real building or detonated. Have decoy Stinger Soldiers that can attack with no damage. Good for distraction. Even they do no damages, enemy will still take caution when moving around their aircraft if you place them correctly. - Fake Tunnel Network Realistic replica of Tunnel Network. Doesn't come with free RPG Troopers. Can be upgraded to real building (and gives you the free RPG Troopers) or detonated. The turret can attack like the real Tunnel Network, but with no damage. Good for distraction. This building not connected to the network, so if you're worried about Bunker Busters or Nuke Cannon Neutron Shells attacks that kill the units inside the tunnel when they're still under construction, you can build the fake version first, and upgrade them to real structure. - Fake SCUD Storm Realistic replica of SCUD Storm. Can be upgraded to real building or detonated. Can launch fake SCUD Storm superweapon that will scares your opponents. Except the low er building healthpoint, your enemies can't tell are this building real or fake because this building also have the superweapon countdown and also revealed to all players, but when the fake superweapon launched, they will realize that this building do no damages and they were fooled by you. When upgraded to real version it will reset the countdown, don't think you can cheated the timer with this. PROTIP: Use this fake structure for trolling or as drama-generating technique, for the lulz! Coming Up: - Mobile Supply Stash Comes with 2 Workers. Can be deployed to be a drop-off point for supply gatherers - APC (Armored Personnel Carrier) Transport vehicle armed with two tank barrels and can be upgraded with Scorpion Rocket. Used to Scorpion Tank in Generals beta Misc: - Windmill Power Plant Power Plant for GLA faction in Beta version of Generals. Re-enabled, missing texture issue fixed. You can make it buildable by Workers/Dozers on your own map via "map.ini" editing - GLA Airfield Unused GLA Airfield model. No bone issue fixed (even a little retarded :P, just look it by yourself). Damaged, snowy, and night textures improved. Can build SCUD Bombers - SCUD Bomber My little creation from the old and very early version of this mod. Put it here as a bonus ;) 2.3.1 Toxin General ------------------- Balances and Fixes: - Toxin General SCUD Storm build cost reduced to 4500 from 5000 - Certain build cost changes for Toxin General vehicles. They're now more expensive compared to vGLA vehicles. - Rebel, RPG Trooper, Terrorist, Worker, and Stinger Soldier more resistant to toxin attack - No Camouflage upgrade for Toxin Rebel and Toxin RPG Trooper - All Anthrax Gamma garrison clearing weapon will make the right toxin splash color effect when clearing garrison TOXIN REBEL: - Toxin Rebel build time increased to 120% - Toxin Rebel weapon splash damage radius reduced to 30% - Toxin Rebel mounted Combat Bike can attack with either machineguns or toxin sprayer DEMO TRAP: - Removed premature explosion of Toxin General Demo Trap. Now it detonates at same speed like its cousins. TOXIN TERRORIST: - Toxin Terrorist detonation damage at Beta level reduced to match the Gamma level detonation damage - Toxin Terrorist spawn larger poison field. Damage radius increased to 125% TOXIN TUNNEL NETWORK: - Toxin Tunnel Network build cost increased to 1000 from 800 due to expensive Toxin RPG Trooper build cost - Toxin Tunnel Network refund value increased to 150 from 100 due to its increased build cost New Stuff: - Toxin RPG Trooper RPG rockets carry small amount of toxin. Resistant to toxins. Replaces RPG Trooper - Heavy Toxin Tractor Toxin Tractor with sturdier armor and more toxin loads. Replaces Toxin Tractor 2.3.2 Demolition General ------------------------ Balances and Fixes: - No Camouflage upgrade for Rebel and RPG Trooper - Hijacker and Saboteur available for Demo General - Demo General Toxin Tractor cannot upgrade its weapon with Anthrax Beta upgrade, but still can get Beta weapon when reached heroic veterancy - Demo General Rocket Buggy will not lose the RED weapon after Rocket Buggy Ammo upgrade purchased DEMOLITIONS UPGRADE: - Improved Demolition ability - Fixing Demo General infantry and vehicles suicide death animations - Demolition upgraded infantry only exploded when they're detonate themselves, exploded, crushed, or burned - Combat Bike now can use Demolition suicide ability correctly - Remove Demolitions suicide ability from Demo General base defenses because it's too useless for a base defense SCUD STORM: - Demo General SCUD Storm no longer spawn poison field when destroyed - Demo General SCUD Storm weapon damage reduced to 90% so it cannot destroy a superweapon building in one-go ADVANCED DEMO TRAP: - Fix the wrong model of Advanced Demo Trap when constructing. Coming Up: - Battle Bus Demo Trap ability Battle Bus can lay Demo Traps. The Demo Traps do less damage than normal Demo Trap and cannot be controlled manually - Demo Saboteur "Saboteur.. armed with demolition.." can sabotage buildings like normal Saboteur, and plant timed demo charges 2.3.3 Stealth General --------------------- Balances and Fixes: - Stealth General GPS Scrambler now in three levels. Area of effects increase over the level - Stealth General light vehicles health increased - Booby Trap upgrade available for Stealth General - Stealth General Rebel build cost reduced to 150 from 200 BASE DEFENSES: - Tunnel Network and Stinger Site no longer stealthed if still under construction. Prevent base defenses spam that allow you to book places by placing stealthed under construction base defenses CAMOUFLAGE: - Camouflage upgrade available for Stealth General. Rebel, RPG Trooper, Terrorist, and Worker are affected by this upgrade. This makes the Stealth General can hide almost all of his army - Stealth General Terrorist can have Camouflage upgrade - Stealth General Rebel no longer stealthed if the Camouflage upgrade is not purchased - Worker produced from Supply Stash no longer stealthed if the Camouflage upgrade is not purchased CAMO NETTING: - Camo-netted Palace will reveal itself when the garrisoned infantry attacking JARMEN KELL: - Stealth General Jarmen Kell can detects stealth HIJACKER: - Now you need a Palace to build Stealth General Hijacker - You cannot build Stealth General Hijacker if you didn't unlock it on the Generals Promotions - If you play as Stealth General, you can build other subfaction Hijackers correctly SABOTEUR: - Stealth General Saboteur steal more cashes and disable buildings longer - Stealth General Combat Bike build cost reduced to 500 from 550 New Stuff: - Sniper GLA Snipers are similar to USA Pathfinders, but they are less camouflaged so they requires more time to regain stealth and also reveal themselves when firing unlike Pathfinders. Requires Palace and unlock it at 1 Star General - Quad Cannon Sniper Rounds upgrade Increases Quad Cannon attack range and weapon damage against infantry. Purchased at Palace - Light Vehicle Training science protocol Replaces Technical Training, exclusive for Stealth General. Makes not only Technicals, but also Rocket Buggies start as veterans. Also affects other subfactions Technicals and Rocket Buggies. 2.4 Boss General - NEW FACTION! --------------------------------- Overview: This new general, General Leang, positioned as the rogue Boss General (in the future version, Leang will still named Boss General, but she will uses China styled units). She uses the best of the best from all available factions army and combine them to defeat the enemies. Advanced upgrades, buildings, stikeforces, and generals powers combinations is the Boss General main power. But the Boss General also have disadvantages, Boss General cannot fully access the stolen faction units technologies, some ability are not available makes Boss units cannot show their best performance. Gameplay: Boss General is kinda hard to play due to her unique minor game mechanics. She doesn't have any Strategy Center/Propaganda Center/Palace as the advanced technology holder. To build advanced technologies and upgrades she must build the superweapons, and build superweapons can provoke another players to attack you while you haven't teched up yet, makes you should utilize your basic units correctly. Lack of inteligence power is also the Boss disadvantage, you must send recon teams to scout the enemies and not just sitting in the base. However, Boss General can be powerful in the team play. Starting from version 2.6 computer player can play Boss General, but only in Official Maps and NProject Mod maps Balances and Fixes (based on Generals Challenge Boss): - Some original Boss General upgrades may not available in this mod, like no Nationalism for Boss General - Advanced units now requires corresponding faction's superweapon. For example, you cannot build Overlord without a Nuclear Missile Silo - Boss Dozer use USA Dozer voices, not the Chinese one - Boss General have a new faction logo at his/her Command Center - All Boss General buldings can auto-repair like USA buildings - All Boss General buldings (except SCUD Storm, Nuclear Missile, and base defenses) spawn Rangers when destroyed - Boss General superweapons build cost increased to 6000 from 5000 - Boss General only can build one kind of his/her superweapon when superweapon restriction is turned on - Boss General SCUD Storm requires 10 powers and disabled when low power - Boss General SCUD Storm and Tunnel Network no longer spawn rebuild holes - Boss General Tunnel Network build cost increased to 1000 from 800 - Boss General Tunnel Network spawn Tank Hunters, not RPG Troopers - Boss General Patriot Missile build cost increased to 1200 from 1000 - Boss General Patriot Missile no longer spawn Rangers when destroyed - No drones and Pilots for Boss General USA vehicles - Boss General King Raptor build cost increased to 1600 from 1100 - Now you also require Boss General War Factory to build Boss General King Raptor - No horde bonuses for Boss General Tank Hunter - Fixing Boss General Avenger that have double air turret New Stuff: - Terrorist Now Boss General can build Terrorist from the Barracks! They also can gain Chemical Suits upgrade. - Combat Bike Now all Boss General infantry (except Angry Mobs) can use Boss General Combat Bike. Here the new weapon set: Ranger >> Machine guns Tank Hunter >> Missile launcher Terrorist >> Suicide bike Hacker >> unarmed Pathfinder >> Sniper turret, stealthed while not moving Black Lotus >> unarmed, stealthed Colonel Burton >> Colonel Burton weapon, stealthed Jarmen Kell >> Sniper turret (faster) + kill pilot ability, stealthed - Large Supply Truck $600 per truck isn't enough? Try this Large Supply Truck with a double capasity. The spinning wheels bug also have been fixed. 2.5 Civilian and Neutrals --------------------------- Balances and Fixes: TREES/PLANTS/SHRUBBERIES/ROCKS/ETC (thanks to beng for his shrubbery fix as references): - Now trees can be burned again! like in vanilla Generals - Improved forest fire effects - Falling leaves when a tree damaged! - Trees can be damaged/killed by more kind of weapons! Try destroying trees with explosions or poisons! - Burned/destroyed trees will disappeared after a while - Small/cluster rocks can be cleared by build, however big (I mean BIG) rocks cannot - Added some new shrubberies in the worldbuilder TECH BUILDINGS: - All tech buildings now can be disabled by microwaves - Fix the missing tech buildings in night and/or snow maps issue ARTILLERY PLATFORM: - Improved Tech Artillery Platform attacking animation - Fixed Tech Artillery Platform firing effects that appears on wrong location REINFORCEMENT PAD: - Tech Reinforcement Pad healthpoint incresed to 200% - Tech Reinforcement Pad leaves rubbles when destroyed - Remove the auto-repair structure ability from Tech Reinforcement Pad - Cargo Planes called from Tech Reinforcement Pad no longer attackable REPAIR BAY: - Tech Repair Bay healthpoint incresed to 200% - Tech Repair Bay leaves rubbles when destroyed - Remove the auto-repair structure ability from Tech Repair Bay - Tech Repair Bay can works like War Factory to repair vehicles - Some tech units can be built from Tech Repair Bay HOSPITAL: - Tech Hospital can works like Barracks to heal soldiers OIL DERRICKS: - Tech Oil Derrick healthpoint reduced to 50% - Rebalanced Tech Oil Derrick cash flow. Now $50/3s from $120/12s - Tech Oil Derrick explode in flames when destroyed OIL REFINERY: - Tech Oil Refinery animation fixed: Fix the double blinking lights issue No more blinking lights on day maps Fix the model issue that have double tech flags on snowy maps Removes floating flames that appeared on the building rubbles - Tech Oil Refinery explode in flames when destroyed SUPPLIES: - Supply Piles, Supply Docks, and Supply Warehouses now immune to all attacks - Supply boxes covered with snows on snowy maps CIVILIAN BUILDINGS: - New names/descriptions for some civilian buildings OTHER STUFFS: - Improved Ox animation, now it can dead, walk, or run like any neutral human civilians - For more details see Worldbuilder table below New Stuff: - Nuclear Bunker Now counted as a Tech Building. Produces 10 powers. Explode in nukes when destroyed - Chemical Bunker Now counted as a Tech Building. Produces 5 powers. Spread poisons when destroyed - Large Supply Pile Two piles of supplies, contains much supplies than small supply piles like supply docks. Your supply gatherer will go in between thee piles to dock and collect boxes. Removed when empty like small supply piles. - Cave Garrison it with your forces to travel them between the other connected caves. Not connected to GLA Tunnel Network - Repair Drone Fast moving drone. Repairs nearby vehicles and clear mines. Build at Tech Repair Bay. The spinning wheels bug also have been fixed. - Tech Super Nuclear Reactor Capture for free 100 powers! However, this will explode in big nuke when destroyed Coming Up: - Tech Radio Station Scan the map, and can perform Radio Jam ability - Tech Secret Lab Still a secret - Tech Mercenaries Camp Trains mercenary units - Tech War Factory Builds neutral vehicles units - Tech Shipyard Allow access to build neutral water units, it's the only way to get naval units in this mod. - Hover Leopard Tank Amphibious tank. Used to Crusader tank in earlier Generals game. - Militia Tank Stealthed medium tank - Nuke Convoy Truck Nuclear Bomb Truck. Loads upgradeable with three load choices (Tactical Nuke, EMP, Neutron) - Partisan Trainable mercenaries that have a random of three different weapon, have weak armor but very deadly against ground units and structures ;======================== ;3. NON-FACTION CHANGES ;======================== 3.1 Campaign and Challenges ----------------------------- - Boss General now have her own Generals Challenge campaign Select her on the new China button in Generals Challenge menu - USA, GLA, and China campaign temporarily disabled until the campaign fixed 3.1.1 AirForce General Challenge ---------------------------------- - Added a bridge on the left side of your base, so there's two ways to cross the river - Put some guard units in the battlefield for Normal and Hard difficulties - AirForce General will build a Particle Cannon in Hard difficulty - The attack waves is more aggresive, he will send more aircraft to your base - Enemy Stealthfighters will have Bunker Busters on Hard difficulty - Enemy Comanches are stealthed on Normal and Hard difficulties - Enemy will purchase Countermeasures upgrade properly - You will hear some never-heard-before General Granger voice-overs 3.1.2 Toxin General Challenge ---------------------------------- - Note that now Chemical Bunker produces powers. Capture those buildings to get extra powers, or if you are a GLA player capturing one of them can speed up your unit productions! - Sometimes, something strange with enemy attack forces... What's that? Secret! - Toxin General is less ToxinTractor-mania. Sometimes he uses other vehicles. - Fix minor error that plays the wrong victory music if you play as GLA and win this stage - You will hear some never-heard-before Dr. Thrax voice-overs 3.1.3 Laser General Challenge ---------------------------------- - AI will attack more often, in larger groups. Not like the old lame AI that just sits in base and build no attack forces - Enemy forces upgraded with necessary upgrades - Enemy will send their A-10 Thunderbolt strike - In Easy difficulty, the Particle Cannon will be activated - You will hear some never-heard-before General Townes voice-overs - The enemy will never attack their own buildings/forces with their Particle Cannon again (hopefully) 3.1.4 Nuke General Challenge ---------------------------------- - The attack waves is more aggresive, he will send more forces to your base - Enemy will rebuild some of their structures if destroyed - Fix error that makes AI sometimes don't sell captured buildings properly - Enemy forces upgraded with necessary upgrades - Not only nukes, General Tao also like to attack enemies with flames! - Added some guardian on the enemy base - Added some Tech Artillery Platforms on the map - You will hear some never-heard-before General Tao voice-overs 3.1.5 Stealth General Challenge ---------------------------------- - Unpurchased upgrade issue fixed - Again, sometimes something strange with enemy attack forces... - Fix team scripting errors that order enemy to build not existed units - Watch out for snipers! In this stage Stealth General can build Pathfinders! - Fix an issue that makes no Prince Kassad speeches when the match have run for a long time - You will hear some never-heard-before Prince Kassad voice-overs 3.1.6 SuperWeapon General Challenge ---------------------------------- - Added an Oil Refinery somewhere on the map - Added some guardian on the enemy base - Fix error that makes enemy didn't use their FuelAirBomb/MOAB ability in Normal and Hard difficulties - Watch out for amphibious attacks! In this stage SuperWeapon General can build Hover Leopards!! - No Rangers will be spawned from EMP Patriots here, because we don't want those poor guys trapped on isolated places and become farming target for some free generals/unit experience - You will hear some never-heard-before General Alexander voice-overs 3.1.7 Tank General Challenge ---------------------------------- - Remove useless scripts that granted the AI not existed Generals Promotions - Fix an error that makes countdown timers still appeared when the game is over (either win or lose) - Increased attack wave aggresiveness - Enemy also build base guards in Easy difficulty - Bunker defenses on enemy base will NOT removed in Easy difficulty. Without those defenses this stage way too easy - Put some guard units in the battlefield - Added an Oil Refinery somewhere on the map - You will hear some never-heard-before General Kwai voice-overs 3.1.8 Boss General Challenge ---------------------------------- - Adapted the AI so it can use the new modified Boss General - Added an Oil Refinery somewhere on the map - Removes enemy unit/building construction cap on Easy and Normal difficulties - You will hear some never-heard-before General Leang voice-overs - I put a Chinese Footman (see faction changes for this unit description) for a surprise. Can you find him? *** MORE COMING SOON *** 3.2 Skirmish and The AI ------------------------- - More choices for starting money. Now there are: 3000, 5000, 7500, 10000 (default), 20000, 35000, 50000, 75000, and 100000 - More choises for house color: Yellow, Red, Blue, Green, Orange, Cyan, Purple, Pink, Maroon, Olive, and Brown - Fix the missing new zero hour musics that didn't played on each music tracks in skirmish (they only play the old musics) - Correction on skirmish house colors that have small differences with campaign house colors (like USA blue house color that brighter in skirmish and darker in campaign) - Now you can see all players faction and house color when set to random, not only showing the "Random" text again. This also fix the replay that didn't show all players faction and house color in diplomacy menu when set to random. Skirmish AI Changes: - "Building: 0%" building construction bug (hopefully) fixed. (at least now almost never happen again, not like before) - Dozers will more often to repair buildings - Fix expansion dozer scripts that told the AI to build wrong dozer on each subfactions - Ignored Laser General Sentry Drone bug issue fixed. Now AI will respond Laser General Sentry Drone as a threat. - Ignored Technical chassis bug issue fixed. Same as above. Now Technicals are considered as a threat. - AI will react to fake buildings (they will never ignore them again) - AI will try to rebuild their Command Center if destroyed. - Fix Laser General AI that build base with odd angle - Fix the bug that makes Demo General AI didn't build more than one Black Markets - Fix the bug that makes AirForce General didn't build thier Strategy Center in Normal AI difficulty - Fix the bug that makes the Superweapon General didn't upgrade their Cold Fusion Reactor properly - vUSA AI will upgrade their Cold Fusion Reactor properly after the Particle Cannon built - Fix the bug that makes Easy USA AI not upgrade their Cold Fusion Reactor properly - AI will try to purchase upgrades that didn't purchased by the original AI (like Drone Armor, Neutron Mines, etc.) - Fix the bug that makes the AI didn't purchase MOAB upgrade properly - Hard AI will fire their superweapon properly (sometimes they didn't fire when low in credits) - Fix scripting error that makes vGLA AI activate GPS Scrambler when their Sneak Attack is ready instead the right one - Fix minor scripting error that makes any China AI build light vehicle counter team when a wrong time - Fix AI problem that sometimes ignore tech/neutral buildings that owned by their enemies - No more AI handicap! (where Easy AI RoF and HP were reduced and Hard AI were increased) - For amusement, the AI won't sell their buildings even they are in pinch. Go hunt every of their single buildings! - Change some object AI priorities (e.g. Avenger is an AA Vehicle, not a Tank) - AI will use more/different units for attacking - Sometimes AI will use different Generals Power as usual - USA AI will use random battleplan, not only 'Hold The Line' like before - Your USA ally AI will use their CIA Intelligence ability to help you searching your enemies - Sometimes GLA AI will use the Radar Van Scan ability - Some AI Generals now will prior to build Reactors first before build their Barracks - All China AI will build Land Mines/Neutron Mines. Watch your steps in any Chinese base! - Some GLA AI will build Demo Traps in their bases. Watch your steps! - Superweapon General AI build more superweapon on normal difficulty - Hard GLA AI will build more Black Markets - AI will garrison some civilian buildings more often - Easy AI build more defenses and attack faster - Easy AI will build airforces! - Some AI Generals will build more Dozers/Workers than before - Some Generals will use the new features of the mod (i.e. Flamethrower, Point Defense Drone, Laser Paladin, etc.) To put it simple, you will encounter the AI that different from before. Some of thier strategies may be tricky, the attack waves will more intense, and better than the original AI. Skirmish Maps Changes: - Optimize the CombatZone and Inner/Outer Perimeter areas in several maps - Add some "hidden treasures" in some maps (money crates, etc). Happy hunting! :) - No more shared OuterPerimeter areas in several maps, like in "Death Valley" map. - Fix the missing CombatZone in "Defcon 6", also each players starts with a Tech Nuclear Bunker - Remove useless water area in "Dust Devil" that have no water, ponds, or lakes - Fix the fortress wall scripts in "Fallen Empire", now they cannot be garrisoned by AI anymore - Fix the missing CombatZone in "Tournament A" and "Tournament B" maps - Fix USA Fuel Air Bomb jetplane that was weaker in "Mountain Guns" map - If you capture the Old Radio Station in "Mountain Guns" map, you will able to call in carpet bomber! - Change the Oil Derrick positions in "Sand Serpent" map - Return the oasis on each starting positions in "Golden Oasis" that removed in Zero Hour version - Major terrain pathfinding changes for "Twilight Flame" map. At the middle area, units will prefer to avoid the cliffs instead passing trough or climb them. New Maps! Total 6 Maps: - "Brige Busters" - 2 - Unused EA map. In Zero Hour version - "Scorched Earth" - 2 - Missing map in Zero Hour but existed in classic Generals. In Zero Hour version - "Swiss MP" - 2 - Unused EA map. In Zero Hour version - "Four Corners" - 4 - NProject Mod special map. Recreation of one of Advance Wars maps. - "Mountain Mayhem" - 4 - Supposed to be the "Mountain Fox" map in classic Generals, but unfinished and unreleased - "Armored Fury" - 6 - Missing map in Zero Hour but existed in classic Generals. In Zero Hour version 3.3 Worldbuilder ------------------ - All objects placed in correct locations in Worldbuilder unit trees - All plants now visible in worldbuilder preview! - Fix some objects with wrong placement angle - Correction on default house colors that have small differences with skirmish house colors (like USA blue house color that brighter in skirmish and darker in campaign) - Added some new object from unused models including new plants and properties - Add some hidden features from DeeZire World Builder: > Integrated Mesh Mold tool, useful to make mountains and volcanoes > Add camera shaker at a waypoint > Enable/Disable 3DS Max camera playback mode > Show/Hide weather on the map For additions, some objects are improved and there are also new objects added. These affect the gameplay as well. Here is the list and what this mod have change: :========================================================================================================================: | | | WORLDBUILDER TABLE (XX=number) | | | :========================================================================================================================: | NAME | NUMBER (if any) | STATUS | NOTES | |=====================+=================+=============+==================================================================| |CATEGORY: SHRUBBERY (trees and plants) The contribution of Beng's Shrubbery Fix | |---------------------+-----------------+-------------+------------------------------------------------------------------| | ArborVitaeXX | 01-02 | *NEW MODEL | A cypress kind plant. Makes your garden more beautiful :) | | BushXX | 01-11, 15-16 | Improved | | | BushXXSnow | 12-14 | Improved | | | BushXXUncrushable | 01 | *NEW OBJECT | Uncrushable kind of Bush01 | | CINETreeDogwoodXX | 1-2 | *NEW MODEL | TreeDogwood with more detailed stems and leaves | | DesertShrubXX | 01-08, 10-13 | *NEW MODEL | Many kind of desert shrubs that missing from the WB. From desert | | | | | bushes to CACTUSES! | | | 09 | Improved | | | GenericOptTree | | | | | GenericTree | | | | | TreeBambooXX | 01-03 | Improved | | | TreeBambooXXSnow | 01-02 | Improved | | | TreeBirch | 01-07 | Improved | | | TreeBonsaiXX | 01-02 | Improved | | | TreeBonsaiXXSnow | 01-02 | Improved | | | TreeBurnedStump | | | | | TreeCherryBlossomXX | 01-02 | Improved | | | TreeCypress | 01-02 | Improved | | | TreeDogwoodXX | 1-8 | Improved | | | TreeDogwoodXXSnow | 1 | Improved | | | TreeFirXX | 01-05, 01B | Improved | | | TreeFirXXSnow | 01, 06-10 | Improved | | | TreeMapleXX | 1-2, 03-06 | Improved | | | TreeMapleXXSnow | 03-04 | Improved | | | TreeMapleStump | | | | | TreeOakXX | 1, 01-02, 05-06 | Improved | | | TreeOakXXFall | 1-8 | Improved | | | TreeOakStump | | | | | TreeOrangeTreeXX | 01 | Improved | Damage the tree to get those sweet oranges! (I LIED!) | | TreePalmXX | 1-2 | Improved | | | | 03-04 | *NEW MODEL | Why all palms looks same? Some minor error makes them looks same | | | | | Ok, now these use the unused palm trees. Look the differences! | | TreePalmXXshort | 1-2 | Improved | | | TreePine | | Improved | | | TreePineXX | 1-5 | Improved | | | TreePineXXsnow | 1, 3-5 | Improved | | | TreePineXXsnow2 | 4-5 | Improved | | | TreePineStump | | Improved | | | TreeSpruceXX | 1-2, 03-05 | Improved | | | TreeSpruceXXSnow | 1, 03-05 | Improved | | | TreeSpruceStump | | | | | TreeWillowXX | 01-03 | Improved | | | VinesBrown | | *NEW MODEL | Brown jungle vines. Square shaped bushes like? | | VinesGreen | | *NEW MODEL | Green jungle vines | |---------------------+-----------------+-------------+------------------------------------------------------------------| |CATEGORY: MISC_NATURAL (non plants nature objects) | |---------------------+-----------------+-------------+------------------------------------------------------------------| | Bird | | *NEW MODEL | Even the new model is too small to see, it's a bird! It's fly! | | Boulder | | | | | DirtMound | | | | | Hedge1 | | Improved | A grass fence. Now can take damages, crushed, or burned | | Ox | | *NEW MODEL | A Cow! Now it's behave like a civilian (can wander around, run), | | | | | not only sits like a statue. | | RockClusterLargeXX | 01, 01Snow | Improved | Cleared by build | | RockClusterMediumXX | 01, 01Snow | Improved | Cleared by build | | RockClusterSmallXX | 01, 01Snow | Improved | Cleared by build | | RocksXX | 1-10 | Improved | Cleared by build | | RocksXXBrown | 1-3 | Improved | Cleared by build | | RocksGXX | 01 | *NEW MODEL | Missing model issue fixed. Now it appears correctly on the maps. | | | 03-18 | Improved | GIANT sized rocks. Can't be cleared by build | | | 02, 19 | Improved | These are SMALL rocks. Cleared by build | | RocksWXX | 01-03 | *NEW OBJECT | Scattered black river stones. Created from FortressWall rubbles. | | RubbleMound | | | | |---------------------+-----------------+-------------+------------------------------------------------------------------| |CATEGORY: CIVILIAN_BUILDING (only common buildings that listed here) | |---------------------------------------+-------------+------------------------------------------------------------------| | AirfieldHanger01 | | | | AirfieldHanger02 | Improved | Animation fixed. | | AmericanAirport02 | Improved | Animation fixed. | | AmericanDriveInEntrance | Improved | Garrison slot increased to 2. Healthpoint reduced to 50% | | AmericanDriveInScreen | | | | AmericanDriveInSign | Improved | Now attackable. | | AmericanDriveInSnacks | Improved | Animation fixed. | | AmericanFastFood | Improved | Garrisonable by 10 infantry. | | AmericanGasStation | Improved | Garrisonable by 10 infantry. | | AmericanHangar03 | Improved | Animation fixed. | | AmericanHome01 | | | | AmericanHome02 | | | | AmericanShop01 | | | | AmericanShop02 | | | | AsiaApartment02 | | | | AsiaGovernmentBuilding | | | | AsianArcade | Improved | Animation fixed. | | AsianApartment01 | | | | AsianApartment01Bib | | AsianApartment01 ornament. | | AsianApartmentComplex | | | | AsianApartmentComplexBib | | AsianApartmentComplex ornament. | | AsianApartmentSingle01 | | | | AsianApartmentUnit | | | | AsianBank | | | | AsianBankBib | | AsianBank ornament. | | AsianDealership | Improved | Animation fixed. | | AsianElectricRetail | Improved | Animation fixed. | | AsianHotel01 | | | | AsianMegaHotel01 | Improved | Healthpoint increased to 250%. Armor increased. | | AsianMegaHotel01Bib | | AsianMegaHotel01 ornament. | | AsianMegaMall01 | Improved | Animation fixed. | | AsianMegaMall01Bib | | AsianMegaMall01 ornament. | | AsianNightClub | Improved | Animation fixed. | | AsianOffice01 | | | | AsianOffice01Bib | | AsianOffice01 ornament. | | AsianOffice02 | | | | AsianRetailStore01 | | | | AsianRetailStore01Bib | | AsianRetailStore01 ornament. | | AsianRetailStore02 | | | | AsianSkyScraper01 | | | | AsianTrainStation | | | | AsianTrainStation02 | | | | AsianTVStation | Improved | Garrisoned-NotGarrisoned animation fixed. | | AsiaTownHall01 | Improved | Snow and night animation fixed. | | BaghdadVictoryMemorial | | Same as BaghdadVictoryMemorial01. | | BaghdadVictoryMemorial01 | | | | BaghdadVictoryMemorial02 | | | | BaikonurGroundControlCenter | Improved | No longer capturable. Garrisonable by 10 infantry. | | BaikonurHanger | Improved | Garrisonable by 10 infantry. | | BaikonurRocketPad | Improved | Animation fixed. No longer capturable. | | BaikonurRocketPad_C | Improved | Under construction BaikonurRocketPad. Animation fixed. | | BarnCoop | | | | BarnShed | | | | BioRocketPad | Improved | Animation fixed. No longer capturable. | | BioRocketPad_C | Improved | Under construction BioRocketPad. Animation fixed. | | BoatDocks01 | Improved | Garrisonable by 1 infantry. | | BoatDocks02 | Improved | Garrisonable by 1 infantry. | | CBGerbl01 | | V-Shaped bulding. (A Gerbil house) | | CBGerbl02 | | V-Shaped bulding. | | CBGerbl03 | | V-Shaped bulding. | | CBGerbl04 | | L-Shaped bulding. | | CBGerbl05 | | L-Shaped bulding. | | CBGerbl06 | | L-Shaped bulding. | | CBNukeA | | | | CBNukeB | Improved | More armor. Capturable. Produces 100 powers! Explode upon death! | | CBNukeC | | | | CBNukeD | Improved | More armor. Capturable. Produces 100 powers! Explode upon death! | | CBNukeE | Improved | Animation fixed. | | Chalet | | | | Chalet2 | Improved | Snowy night animation fixed. | | Chalet3 | Improved | Snowy night animation fixed. | | ChemicalFactory | Improved | New destroyed animation. | | ChinaRetail01 | | | | ChinaRetail02 | | | | ChinaRetail03 | | | | ChineeseFireworksFactory | | | | ChineeseSpyPost | | | | CINE_ChemicalBunker | Improved | ChemicalBunker with no death weapon. Garrisoned animation fixed. | | CINE_EuroHighrise | | EuroHighrise with different destroyed effects. | | CINE_MH03 | | MogadishuHighrise03 with more detailed drawings. | | CINE_MogadishuHighrise03 | | MogadishuHighrise03 with different destroyed effects. | | CINE_Moon | | A Moon. Useful for cinematics. | | CINE_Sattelite1 | | Earth looked from the space, with a Spy Satellite. | | CINE_Sattelite2 | | Earth looked from the space, with a Spy Satellite. | | CINE_Sun | | A Sun. Useful for cinematics. | | CINE_StanSovietOffice02 | | StanSovietOffice02 with USA ornaments. | | CivilianAirport | Improved | Animation fixed. | | CivilianBunker01 | | Garrisonable until destroyed. | | CivilianHangar | Improved | Animation fixed. | | CivilianHighrise01 | | | | CivilianHighrise01Bib | | CivilianHighrise01 ornament. | | CivilianHighrise02 | | | | CivilianHighrise02Bib | | CivilianHighrise02 ornament. | | CivilianTEROilDepot | Improved | Garrisonable. | | CivilianTEROutPost | Improved | Garrisonable. | | ConvienceStore | | | | Crane | Improved | Damaged animation fixed. Healthpoint reduced to 50%. | | Crypt01 | | | | Dam | | | | EnglishTVStatio | | | | EuroHighrise | | | | EuroHighrise2 | | | | EuroHighriseBib | | EuroHighrise ornament. | | EuropeanMuseum | | | | EuropeanParkingGarage | | | | FarmHouse | | | | ForbiddenCityGates | | | | ForbiddenCityTower | | | | ForbiddenCityWall | | | | FortressWall45Degree | Improved | Now appeared on minimap. | | FortressWallBuilding | Improved | Animation fixed. | | FortressWallCorner | Improved | Animation fixed. | | FortressWallLargeArch | Improved | Animation fixed. | | FortressWallMiddle | | | | FortressWallSmallArch | | | | GasStation | | StanGasStation02 with no rubble after destroyed | | GasStation03 | | | | GasStorageFacility | | | | GermanCastle | Improved | Healthpoint increased to 250%. Armor increased. | | GermanCotage01 | | | | GermanCottageBib1 | | GermanCotage01 ornament. | | GermanMuseum | Improved | Healthpoint increased to 150% | | GermanPub01 | | | | GermanPub02 | | | | GermanPubBib2 | | GermanPub02 ornament. | | GermanTownHall | | | | GermanTownHouse1 | | | | GermanTownHouse2 | | | | GermanTownHouseBib1 | | GermanTownHouse1 ornament. | | GermanTownHouseBib2 | | GermanTownHouse2 ornament. | | GermanWindMill01 | Improved | Snow and night animation fixed. | | GLAToxinTank | | | | GLAVictoryStatue_Topple | | | | GrassHut01 | Improved | Night animation fixed. Healthpoint increased to 400% | | GrassHut02 | Improved | Night animation fixed. Healthpoint increased to 300% | | GrassHut03 | Improved | Healthpoint increased to 300% | | GrassHut04 | Improved | Night animation fixed. Healthpoint increased to 400% | | GreatWallCorner | Improved | Garrisonable. You can walk over this wall/building now. | | GreatWallBuilding | Improved | Garrisonable. You can walk over this wall/building now. | | GreatWallLargeArch | Improved | Animation fixed. You can walk over this wall/building now. | | GreatWallMiddle | Improved | Animation fixed. You can walk over this wall/building now. | | GreatWallSmallArch | *NEW MODEL | You can walk over this wall/building. | | GreekHouse1 | | | | GreekHouse2 | | | | GreekHouse3 | | | | GreekShop | | | | GuardTower | | | | IndustrialBuilding01 | | | | IndustrialBuilding01Bib | | IndustrialBuilding01 ornament. | | IndustrialBuilding02 | | | | IndustrialBuilding02Bib | | IndustrialBuilding02 ornament. | | InternationalHotel01 | | | | MidEastCathedral02 | | | | MogadishuArchedHouse | | | | MogadishuDome | | | | MogadishuGarage | | | | MogadishuGarage02 | | | | MogadishuHighrise01 | | | | MogadishuHighrise02 | | | | MogadishuHighrise03 | | | | MogadishuHouse01 | | | | MogadishuHouse02 | | | | MogadishuHouse02Bib | | MogadishuHouse02 ornament. | | MogadishuHouse03 | | | | MogadishuHouse03Bib | | MogadishuHouse03 ornament. | | MogadishuHouse04 | | | | MogadishuHouse04Bib | | MogadishuHouse04 ornament. | | MogadishuHouse05 | | | | MogadishuHouse06 | | | | MogadishuHouse07 | | | | MogadishuHouse08 | | | | MogadishuHouse09 | | | | MogadishuHouse10 | | | | MogadishuHouse11 | | | | MogadishuHouse12 | | | | MogadishuHouse13 | | | | MogadishuHouse14 | *NEW OBJECT | From unused model in ZH. Can't be garrisoned. | | MogadishuHouse15 | | | | MogadishuHouse16 | | | | MogadishuHouse17 | | | | MogadishuShop01 | | | | MogadishuShop01Bib | | MogadishuShop01 ornament. | | MogadishuShop02 | | | | MogadishuSmallApartment | | | | MogadishuSmallApartmentBib | | MogadishuSmallApartment ornament. | | MogadishuTower04 | | | | MogadishuTower04Bib | | MogadishuTower04 ornament. | | MogadishuTower05 | | | | MogadishuTower05Bib | | MogadishuTower05 ornament. | | MogodishuHighrise01Bib | | (lol, mispelled ^^') MogadishuHighrise01 ornament. | | NukeBunker01 | Improved | No longer garrisonable. Capturable. Produces 10 Powers. | | OceanConventionCenter | Improved | Healthpoint increased to 250%. Armor increased. | | OilRefinery | | This is not TechOilRefinery. Only a normal garrisonable structure| | Outhouse01 | Improved | Animation fixed. | | Outhouse02 | Improved | Animation fixed. | | PharmaceuticalFactory | Improved | New effects, creates Anthrax Gamma field when destroyed. | | QuonsetHut01 | | | | RiverHouse01 | | | | RiverHouse02 | | | | SecretLab | | This is not TechSecretLab. Only a normal garrisonable structure. | | SecretResearchLab | | | | Shack | | | | SovietBuilding | | | | SovietBuildingBib | | SovietBuilding ornament. | | SovietGovernmentBuildingSmall | | | | SovietRadioBuilding | | | | SovietRadioBuildingBib | | SovietRadioBuilding ornament. | | SoccerStadiumBleacherEnd | | | | SoccerStadiumEntrance | Improved | Now passable. Now appeared on minimap. | | SoccerStadiumField | Improved | Healthpoint reduced to 50%. Now appeared on minimap. | | SoccerStadiumGoal | Improved | Healthpoint reduced to 25% | | SoccerStadiumSideBleachers | Improved | Now appeared on minimap. | | StanApartment01 | | | | StanApartment01Bib | | StanApartment01 ornament. | | StanApartment02 | | | | StanApartment02Bib | | StanApartment02 ornament. | | StanApartmentSingle01 | Improved | Snow and night animation fixed. | | StanConvenienceStore01 | | | | StanConvenienceStore01Bib | | StanConvenienceStore01 ornament. | | StanConvenienceStore02 | | | | StanConvenienceStore02Bib | | StanConvenienceStore02 ornament. | | StanGasStation | | | | StanGasStation02 | | | | StanHanger01 | | | | StanHanger02 | | | | StanHotel01 | | | | StanHotel01Bib | | StanHotel01 ornament. | | StanHotel02 | | | | StanOilTank01 | | | | StanOilTank02 | | | | StanRestaurant01 | | | | StanRestaurant02 | | | | StanSchoolhouse02 | | | | StanSmallRetail01 | | | | StanSmallRetail02 | | | | StanSmallRetail03 | Improved | Model and animation when night and snow fixed. | | StanSmallRetail03Bib | | StanSmallRetail03 ornament. | | StanSovietOffice01 | | | | StanSovietOffice02 | | | | StanTallTower | | | | StanTallTowerBib | | StanTallTower ornament. | | StanTownHall01 | | | | StanTownHall02 | | | | StanTownHall02Bib | | StanTownHall02 ornament. | | StanTownHall03 | | | | StanWatchTowerTall | | | | StanWatchTowerTallBib | | StanWatchTowerTall ornament. | | Subway01 | | | | TallTower02 | | | | TallTower02Bib | | TallTower02 ornament. | | TempleOfHeavenFrontHouse | | | | TempleOfHeavenGateHouse | | | | TempleOfHeavenMainTemple | | | | TempleOfHeavenSideHouse | | | | Tent01 | Improved | Healthpoint increased to 150% | | Tent02 | Improved | Healthpoint increased to 150% | | Tent03 | Improved | Healthpoint increased to 150% | | Tent04 | Improved | Healthpoint increased to 200% | | TiananmenGate | Improved | Healthpoint increased to 250%. Armor increased. | | ValveStation | Improved | Animation fixed. No longer garrisonable. | | VehicleHanger01 | | | | WatchTower03 | | | | WaterfrontWherehouse01 | | | | WaterfrontWherehouse02 | | | | WaterPlant | | | | WoodTower | | | |---------------------------------------+-------------+------------------------------------------------------------------| |CATEGORY: TECH_BUILDING | |---------------------------------------+-------------+------------------------------------------------------------------| | ChemicalBunker | Improved | Now is a Tech Building. Produces 5 powers. | | NuclearBunker | Improved | Animation fixed. Now is a Tech Building. Produces 10 powers. | | TechArtilleryPlatform | Improved | Animation fixed. Now can be disabled. | | TechHospital | Improved | Now can be disabled. | | TechHospitalBib | | TechHospital ornament. | | TechOilDerrick | Improved | Now can be disabled. | | TechOilRefinery | Improved | Animation fixed. Now can be disabled. | | TechReinforcementPad | Improved | Animation fixed. Now can be disabled. | | TechRepairbay | Improved | Animation fixed. Now can be disabled. | | ToxinRepository | | Another kind of Supply Dock. | | SupplyDock | Improved | Now invulnerable. Covered with snow in all snowy maps. | | SupplyPile | *NEW OBJECT | Two large supply piles. Unit must go between them to collect. | | SupplyPileSmall | Improved | Now invulnerable. Covered with snow in all snowy maps. | | SupplyWarehouse | Improved | Animation fixed. Now invulnerable. | |---------------------------------------+-------------+------------------------------------------------------------------| |CATEGORY: MISC_MAN_MADE (lamp post, signs, etc.) | |---------------------------------------+-------------+------------------------------------------------------------------| | AmericanDriveInSpeaker | Improved | No longer counted as building, but a props. Now crushable. | | EgyptianPyramidLarge | | VERY BIG Egyptian Pyramid. | | EgyptianPyramidSmall | | Smaller Egyptian Pyramid. | | EgyptianSphinx | | A Sphinx. I hope it's destroyable. lol | | GenericCrushableProps | *NEW OBJECT | Same as StreetLamp | |---------------------------------------+-------------+------------------------------------------------------------------| |CATEGORY: MISC (undefined/unknown objects) | |---------------------------------------+-------------+------------------------------------------------------------------| | IndestructibleThing | | Object with very big healthpoint. For weapon firing test. | | ParticleTestObject | | Garrisonable structure sample. Have a weird shape. :S | | TempBuildingSize | | | | TempChokePoint | | | | TempSupplyDock | | | :========================================================================================================================: *****MORE WILL BE COMING SOON***** 3.4 Graphic/Cameo Changes -- *NEW!* -------------------------- This section made to list the changes applied to graphic pictures, especially cameos. This might be useful for cross- reference (maybe you are curious what kind of changes applied, or want to use these in your mod too). - Fix minor art error that Dr.Thrax picture (at Generals Challenge selection) background is not green toxin clouds - Fix minor art error that General Fai picture (at Generals Challenge selection) background infantry lost their guns - Fix minor art error that General Townes picture (at Generals Challenge selection) that have thick black line on the top Cameos: - Cleaned up some cameos with small purple boxes/things (possibly from unhidden bones while rendering) - USA Barracks cameo no longer use USA Command Center for the building - Normal Spectre Gunship (one level Spectre Gunship) now have new cameo with no level bars below - Comanche cameo now uses game model picture instead real life Comanche picture - Sentry Drone cameo background no longer blurred - Chinook cameo now uses game model picture instead real life Chinook picture - Fix the Repair Ambulance cameo that missing the detox gun - Superweapon General Cold Fusion Reactor rods glows better (no more yellowish outline outside the blue glow) - Fix the broken Advanced Particle Cannon big cameo - New cameo for Combat Chinook - Raptor and King Raptor cameo now uses game model picture instead real life F-22 Raptor pictures - Tomahawk cameo no longer use Generals Alpha version of Tomahawk (that colored brown instead gray) - Paladin Tank cameo no longer use Generals Alpha version of Paladin (that have different turret and laser gun) - Patriot Missile cameo now uses game model picture instead real life Patriot Missiles Site picture - Firebase cameo now uses game model picture instead real life artillery gun picture - Stealthfighter cameo now uses game model picture instead real life Stealthfighter picture - USA War Factory small cameo no longer use Generals Alpha version of Crusader (the brown tank) - New cameos for Comanche Rocket Pods upgrade and Rocket Barrage ability - New cameo for Terorrist-converted civilian Bomb Cars - New cameos for civilian Nuclear Bunkers and Reactors (because they are now counted as Tech Building) - Added USA Microwave, Laser Crusader, and Avenger cameos with blue lasers (elite laser) for map modding entertainment :P - Advanced Particle Cannon have unique superweapon fire button - Each fake structures have their own unique Become Real Structure buttons - Additional Fake Sturcture cameos (for Stinger Site, Tunnel Network, Toxin Network, SCUD Storm, and Prison) - Minor fixes on Emperor Overlord Tank cameo that have messed speaker tower and wrong texture at the tread chassis - Improved and new ECM Tank cameo - Fix Listening Outpost cameo that have wrong radar dish, also missing deploy stand and front small radar dish - Fix Minigunner cameo that the Red Guard holds a machinegun instead a minigun - New cameos for Nuke General MiG and Helix - Nuclear Battlemaster cameo no longer use normal Battlemaster on the picture - New cameo for Super Hacker - Fix the broken China and GLA POW Truck cameos - New cameos for Tactical Nuke MiG and Patriotism upgrades - New cameo for Toxin Terrorist - Fix GLA Barracks cameo that missing the logo on the center ground - Tunnel Network cameo no longer use Generals Beta version of Tunnel Network (that have smaller door and no defense gun) - Fix small error on Rebel cameo where the gun barrel was cropped - Fix Radar Van cameo that missing some properties - Fix Scorpion Rocket upgrade gameo that have wrong tank body paint - Fix China Airfield cameo that missing the helipad and some details - Toxin Rebel cameo shown the toxin tanks on his back - Fix GLA Supply Stash cameo that missing some details - Fix China Barracks cameo that have missing some details - Fix Black Market cameo that have different building pattern - Cleaned up the UV Mapping errors that appeared in USA Dozer cameo - Housecolor fixes on these cameos: USA Airfield (the Raptor) Microwave Tank (both versions) Stealth Comanche Point Defense Drone USA Dozer Sentry Drone Advanced Patriot Missile (unused cameo) EMP Patriot Missile Laser Crusader Laser Turret System ICBM Silo Hypersonic Aurora Hellfire Drone Aurora Alpha Combat Chinook (the old cameo) Avenger Tomahawk Storm Particle Cannon A-10 Thunderbolt USA War Factory China Airfield China Barracks Battlemaster Tank (also at Battlemaster Training upgrade) Helix (also at its upgrades) Dragon Tank Advanced Nuclear Reactor Inferno Cannon Propaganda Center Demo Trap Toxin network Sneak Attack Supply Stash GLA Barracks Arms Dealer Advanced Demo Trap Technical (also at Technical Training upgrade) Scorpion Tank Battle Bus SCUD Storm Quad Cannon GLA Prison Black Market GLA POW Truck Palace GLA Command Center Marauder Tank Combat Bike Bomb Truck (disguise button) 3.5 Other Changes ------------------ Here are non-gameplay changes which makes the game even cooler - OPTIONS menu expanded (thanks to DeeZire). Here is the contents: > Clock display Don't play computer games too long! This will note you 'what time is it' on the match without return to the desktop > Anti-Aliasing setting It already describe much. To set the level of anti-aliasing > Replay Camera settings If the replays too annoying because it always follow the camera movement, try to turn it off here ;) > Scroll Anchor settings Just show/hide the mouse when scrolling the monitor > Language Filter setting Turn on/off the language filter on the online > Uncapped FPS on Advanced Display settings Allows frame rates above 30. This may affects game speed, so not recommended for who didn't understand it - You can quick access the Worldbuilder from the game main menu. If you run the Worldbuilder from here, you can use this mod features in the Worldbuilder (see the Worldbuilder section below). (Warning: A lot of RAM memory required) - House color fixes on cameos. For example, Scorpion house color is red instead red. - Improved visual effects. Such as firestorm, toxin explosion, etc. have better appearance, including cameos and models! Those will not be listed here, just see them in the actual game - Improved audio effects. Some units get new voices, also new EVA voices that never heared before! You will never hear the shouting Ranger/Rebel/RedGuard again - Better commandset order/listing. The build list from factories sorted from the lowest tier units. - More detailed command button description, especially some units that only have "Strong vs. and Weak vs." description. - Generals Power shortcut button positions fixed. They are now in the right positions and not pass over the button borders on the bar - New build cursor. You can see it when you want to place buildings - NEW MUSIC TRACK for USA! "Main Menu Theme Metal Remix" by "Bill Brown" ;======== ;4. MISC ;======== 4.1 Extras ---------- This mod is only the beta version, beside the 'coming up' lists on each faction above, many things still not implemented now. Hopefully, these will released in the future. Here is the list: - There will be total three new boss generals, including the released Boss General. So there are: > China Boss General - General Leang (same as always) - combined forces > USA Future General - General Ironside - Advanced technology and superweapon, but expensive units, uses ConYard system! > GLA Warlord General - General Mohmar Deathstrike - Have some mixed GLA techs, have airfield, but requires powers - There will be Generals campaigns as well as Zero Hour campaigns in improved version, and including the unreleased missions like GLA03 "Black Sheep" mission or Demo General Challenge mission - The missions in campaign and general challenges will adapted to the mod's new features - Additional game modes like Mega Wealth, Air Wars, Meat Grinder, etc. (will be explained next time) But, some new stuffs that still not usable in the mod can used by playing the '_test new units' map. Check the included ZIP file an read the readme file! Here the list what unreleased stuff that available in _test new units map. These objects now currently under development (some of them may imbalance): - USA Amphibious Transport - USA Surveyor - USA Detention Camp (this building will return, but will be different) - Sinkable Aircraft Carrier (o_O)! - ICBM (Intercontinental Ballistic Missile) Silo - Tomahawk Storm - Tomahawk Missile System (or Tomahawk Patriot Battery) - Laser Stealthfighter - Chinese Footman - GLA Mobile Supply Stash - GLA APC Scorpion - GLA Windmill Power Plant (maybe I will give GLA emergency reactor) - GLA Prison - GLA Airfield (I will not give GLA any airforces for balancing reason) - Demo Saboteur - Chemical Bunker (tech power plant) - Nuclear Bunker (another kind of tech power plant) - Hover Leopard Tank - Guardian Drone - Partisans - UN Soldier - Mr. Frosty (creepy snowman) xP - Ox (a.k.a. Cow, improved so it's not like a giant pinata like in old ZH's Prince Kassad Generals Challenge level) - Tech Radio Station - Tech Secret Lab - Tech Network Cave - Tech Super Nuclear Reactor - Collapsible Sphinx (o_O)! - Supply Warehouse (same as Supply Dock) - Large Supply Pile (big like Supply Dock, but removed when empty like Small Supply Pile) - Toxic Repository (that used in GLA ZH campaign mission 4) - Mammoth concept - Militia Tank (no voice) - MCV-ConYard! (GLA Toxin version) works like RA3 Soviet Construction Yard - Siege Choppah! (incomplete) example of deployable air unit - Chinese Shipyard and Shipyard Core (that shown in Project Evans and NProject Mod Compilations Video) - Fail Boat (err.. sorry, Flame Boat!), built on Shipyard - Shoop Da Whoop Guy (Christmas Outfit) - Christmas Tree :) - Rocket Jetski (Rocket Buggy on water), built on Shipyard 4.2 Version Notes/Changes ------------------------- VERSION 1 - 2005-2006 This mod was born from my first mod named "Project:Prototype" that never released to public, only for my relations. Just an experimental mod. Because too much changes that I've made, the game very unbalance and buggy, makes me stop modding. VERSION 2 - 2008-now Interested to start modding again, Start to make an improvement mod, and then merged with my old mod and rebalanced that now become this "NProject Mod". > Version Beta 2.0 - May 2008 Never released to public Only includes some required balances, common bug fixes, and some new units Join Deezire Editing Forums at June 2008 Boss General are not playable in this version > Version Beta 2.1 - Jun 2008 Only publised for my relations Add rebalanced Beta Version 1 stuffs Apply many balances and fixing much bug reported from the Deezire Forums Start building n5p29 Angry Mods mini-mod > Version Beta 2.2 - Aug 2008 First public release. Put change logs section above. > Version Beta 2.3 - Sep 2008 '_test new units' map files included! Reduce the mod's BIG file by removing most unchanged/unnecessary INI files n5p29 Angry Mods merged into this mod > Version Beta 2.4 - Dec 2008 Delayed because I have mid-test, and also I'm playing RedAlert3 :P NEW '_test new units' map! better, larger, with more objects, with complete science > Version Beta 2.5 - Feb 2009 Expanded ReadMe file, with Worldbuilder objects table. Create the n5p29 NProject blog (http://nprojectmod.blogspot.com) at Dec 2008 The link for my mod thread at DeeZire temporarily closed. You didn't need to remove this mod to play another mod. This now fully compatible with another mod. > Version Beta 2.6 - Jun 2009 Register at ModDB on Feb 2009 Finished the first goal: Fix almost all bugs in ZH, and gameplay balances Add the "Skirmish Maps Changes" section in the Skirmish section in this readme Add the upcoming features list on 'Extras' section above. The features listed can be found at '_test new units' map. Added the Worldbuilder shortcut file and in game main menu to make maps with this mod features Added the Boss General Skirmish AI! However, Boss AI can't be played on unofficial maps Delayed because at the actual release date my computer broken and formatted, and I must redo all works from version 2.5 > Version Beta 2.6.1 - Aug 2009 Generals Challenge Hotfix Patch for version 2.6 Fix for no victory bug in Generals Challenge when you play as Boss General Improved Generals Challenge missions > Version Beta 2.7 - Aug 2010 Added "Campaign and Generals Challenge" section Readme file sections restructured. Version related change list moved to new separated file (updates.txt) Fixed the language compatibility issues. Now this mod can be used in all languages (but still use English texts) NProject Mod credits shown in the game Credits roll, click Credits button of the game main menu to view ;) 4.3 FAQs (Frequently Asked Questions) -------------------------------------- Q and A section. Questions ranged from frequently asked to trivial things. ----- Q: Is this mod have a launcher? A: Yes, it is. This mod is launched via a batch file that will rename required files to run the mod and then the game starts. When the game closed, it will re-rename the files so you can play the original ZH and another mods. ----- Q: I've installed this mod, but I can't start the mod. A: Some people may have this problem but I have tested the files on different computers and works fine. There maybe some unknown reason, but there's the common problem: A) You install the mod in the WRONG DIRECTORY. If you are using The First Decade or custom install path, CHANGE THE MOD INSTALL DIRECTORY WHEN YOU INSTALL THIS MOD FIRST! If you install this mod in wrong place, the launcher will give an error. Zero Hour default installation path: C:\Program Files\EA Games\Command & Conquer Generals Zero Hour The First Decade Zero Hour default installation path: C:\Program Files\EA Games\Command & Conquer The First Decade\Command & Conquer(tm) Generals Zero Hour B) There are missing/broken files in your game directory. Try to reinstall the ZH and patch it to 1.04 (The First Decade users didn't need to patch) C) The batch/launcher file won't run for some unknown reason (maybe viruses on your PC, or else). Rename the "nproject.dat" into "nproject.exe" and run the file. Return the name if you want to play another mods. D) If the solutions above didn't help you, follow this guide if you cannot run the mod from the launcher as the last option: 1. Rename all NPM files in the game directory to BIG files: - 00nproject.npm --> 00nproject.big - 00nprojectart.npm --> 00nprojectart.big - 00nprojectmaps.npm --> 00nprojectmaps.big - 000nprojectpatch.npm --> 000nprojectpatch.big 2. Then, also rename all files in "Data/Scripts/" folder: - Scripts.ini --> Scripts.ini.backup - MultiplayerScripts.scb --> MultiplayerScripts.scb.backup - SkirmishScripts.scb --> SkirmishScripts.scb.backup 3. To play NProject Mod, run your Zero Hour normally 4. If you want to play original Zero Hour or another mods, return all filenames of the files that listed above. If you don't rename them again when you run another mods there will be an error. 5. Same thing happen if you didn't return the file names when you unistall the NProject Mod If you still having difficulties, or really can't run the mod, contact me ----- Q: Can this mod installed with other mods? A: If the other mods are not stand-alone mods. Stand-alone mods usually have no launchers and have custom BIG files in your install directory. Unofficial patches like ZH 1.06 and TFD 1.03 also didn't worked with this mod, because official patches ARE MODS in nature, not really a game patch, and they are stand-alone. ----- Q: I see some of the textures/cameos looks weird. Why? A: Maybe you're using non-english language copy. But don't worry, from version 2.7 this issue have been fixed. ----- Q: I hear some buildable units have no voices/sounds. Why? A: Same reason as above. ----- Q: When I'm playing LAN game with this mod, sometimes a mismatch/desyncronization error occured. Why? A: Maybe all players' computers didn't have the same game version, or this mod haven't installed yet in both/all computers. Make sure this mod installed in both/all computers. Also, DON'T USE THIS MOD FOR PLAYING WORLDWIDE ONLINE except all player in the match use same mod for playing. ----- Q: I'm playing campaign/skirmish in this mod, and the game crashes and close itself. An error window appeared, it said: "You have encountered a serious error. Serious error can be caused by many things including viruses." A: Don't worry, your PC is alright, there is no viruses. Sometimes the game crashes when you play this mod because this mod is still unstable. Since there are so many things that changed in this mod, the old AI can't use it correctly and sometimes make the game crashes. This problem will not happens if you're playing vs. human. I will try to find the problem so these errors will never happen again. ----- Q: Why Boss General AI won't build anything? A: Because the Boss General AI haven't available yet in some maps. Starts from version 2.6 AI can play as Boss General in Official Maps and NProject maps. Tutorial to add Boss General AI in unofficial maps coming soon. ----- Q: What is the meaning of the "N" in NProject Mod? A: Ah, yes, many people asked me this question, even my close friends. They think that N in NProject Mod stands for "n5p29" my internet name, or the initial of my real name. But no! I’ve said somewhere before that this mod created from the ashes of my old mod called "Project:Prototype". When I start this mod, I still haven’t decide a name for it. I just use nproject as developing name, that stands for "New Project:Prototype". But until now this mod uses NProject for its name. The difference is, it means "New Project" remembering this mod target is making a new C&C Generals with no bugs and imbalanceness, plus adding features that integrate the game. And, also because of that this mod starts from version 2.0 not from version 1.0 ----- 4.4 Credits ----------- NProject Mod are belong to me, n5p29, included all of the mod ideas and contents. Well, not all contents, some contents are owned by EA Games and other contributors of this mod under their permissions :P Any of this mod's similarity to another mod is not piracy or idea/asset stealing, just coincidence. ^^ --- THANKS TO: - beng for his support and helps in making mod. without him I can't make good mods for contribution in reporting ZH bugs and coding mistakes for the shrub fix mod, sinking aircraft carrier, ICBM fix, Footman and Spy Plane model - Kris / Yayo01 / IraqiPeopleRocks for the updated DZ module listings, that's help a lot! for contribution in reporting ZH bugs, coding mistakes, useless things, and nonsenses :P - SWR Productions / The_Hunter -- http://www.swr-productions.com/ for some cameos, Laser Ranger, and additional fortified models, also Flamethrower, Firebase, and Emperor skins for Battle Drone bug fix code for inspirations from the great mods! - DeeZire Forums -- http://www.deezire.net/forums/ for ZH bug and mistakes reports, modding guides, links, and inspirations. also to the members who helps me to DeeZire for the option menu and WorldBuilder expansion - CnCMaps.com (Thomas Alan) -- http://www.cncmaps.com/ for hosting my mod files and some screenshots for modding/mapping/scripting tutorials, links, and some maps - ModDB -- http://www.moddb.com/ for hosting my mod files, screenshots, and news also, to members who watching my mod :) - GRANS Productions -- http://grans-productions.com/ for hosting my mods forum, and the supports in Recolonize mod :D >> thanks to Project Evans team for the Shipyard building and the compilation video - Fallout Studios for some interesting ideas, and a great community. |8 to Fincer for some fix references in Situation Zero mod - Sleipnir Stuffs for some public models. - Revora Forums -- http://forums.revora.net/index.php for skirmish AI bug reports at Script Development Initiative - Beta Testers: huhnu, CyberCommando, GDIZOCOM, Zhao, and GeneralCamo for the bug reports and important balance issues - CodeCat for his mod launcher tool - Command and Conquer Files (CnCFiles/FileFront) -- http://commandandconquer.filefront.com/ for hosting files of the older versions of this mod for many downloads, and modding resources - Mediafire for archiving the mod files - EA Games (Los Angeles/Pacific) / former Westwood for the good game, and a crapload of bugs to fix. If Zero Hour are not buggy, this mod will never been released :P - and YOU for downloading, playing, and supporting this mod :) 4.5 Contacts ------------ Found any bugs (unfixed bug in the original game, or bug caused by this mod)? Any comments or suggestions for this mod? Looking for technical help or support? e-mail me at: lord_gen_jb@yahoo.com Or maybe looking for the news or updates of this mod? Visit and/or post it on these page: n5p29 NProject Blog -- http://nprojectmod.blogspot.com/ NProject Mod ModDB Page -- http://www.moddb.com/mods/nproject-mod/ Discussion Forum at GRANS Studios -- http://grans-productions.com/forum/ CnCMaps.com NProject Mod topic -- http://www.cncmaps.com/index.php?showtopic=3534