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Oct 5 2008, 11:18 PM
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#1
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Member ![]() ![]()
Group: Members Posts: 17 Joined: 23-July 08 Member No.: 2,911 |
I've been making a mod for a while now but not much work has been done on it for a while so I might as well just announce it. It includes some fixes on bugs listed here http://www.deezire.net/forums/generals-zer...s-ea-games.html and it also includes some stuff that I was crazy enough to imagine. It also includes some bug fixes from Pro:Gen and some other goodies like when you cross-tech (e.g China capturing Tank General buildings). Here's a small changelog of what (I remember) has been done. I'll post SS'es later on when I get time EVERYTHING -New Missile ignition FX. FXes on missiles do not double up anymore thanks to Beng for this fix -All sides no longer have early sciences for purchase. That means no more Frenzy at level 1 for Fai, no more Carpet Bomb at level 1 for Granger -Certain Infantry units have a new skin, thanks to Shack. And some other people I think -Max General's points increased to 9 -Oil Derricks now give $2000 when captured and give money between 10 seconds now -Some cameos have been recolored to match their respective faction's housecolor -TankArmor resistance to INFANTRY_MISSILE damage changed to 60% -Cross-teching goodies -Some new maps included ALL GLA Bug fixes: -Saboteurs now have climbing animations Thanks to coolfile -Scorpion Tanks now use the right recoil bones and have the correct FireFX -Vehicle destroyed by Tunnel/Toxin Networks now create salvage crates -RPG Troopers now correctly hide their warheads when attacking. Their FX also appears correctly -Saboteurs now display the correct icon image for sabotaging buildings -Terrorists now have a burning death effect. To my recollection -Fixed most Terrorists bugs Thanks to Beng -Quad Cannons now show their Muzzle flash when fire. Previously they only show the lenzflare effect -Fixed Scorpion Missile model. They now use the correct model instead of the missile from the Alpha Boxy looking Scorpion -SCUD Storms now do the correct FX and leave the correct biological residue when destroyed depending on anthrax upgrade -Quad Cannons now have the animation for their radar dish Changes/Additions: -Technical RPG Weapon can now target air units -Stinger Missiles have their own missile exhausts -Bomb Truck HP increased to 250 from 220. This change was present in Generals but omitted in Zero Hour -Worker HP increased to 140 from 100. Same reason as Bomb Truck -Anthrax Beta cost decreased to 1500. Balance reason -Scud Launcher anthrax warheads now benefit from AP Rockets -Most weapons create toxin fields after cross-teching with Toxin General -Most weapons create RED explosions after cross-teching with Demo General -Fake Structures can no longer be upgraded into Real Structures. So think wisely before you build one -Added animation to Battle Bus when stationary as well as moving -Tranquilizer Dart upgrade for Rebels GLA Toxin General Bug fixes: -Toxin RPG Troopers now have their own projectile. Previously they shared the same projectiles with Stinger Missiles -Rebels will now not benefit from AP Bullets Changes/Additions: -Demoralizer: Level 3 Gen. Power. Decreases enemy unit stats. Sort of like Frenzy but with the benefits reversed -Quad Tank: More armor. Replaces Quad Cannon -Toxin Tractors cost less -Jarmen Kell fires Toxin Bullets -Bomb Trucks begin with Bio Bomb upgrade -Combat Bikes now fire Toxin Stream and Toxin RPGs when either the Rebel or RPG Trooper are riding it -All infantry are now resistant to Toxins -Standardized the cost of his vehicles with VGLA...I think -Rocket Buggies now create anthrax fields -Scorpion Tanks replaced with heavier version. GLA Demo General Bug fixes: -Fixed most Terrorist bugs -SCUD Storms now do the correct FX when destroyed Changes/Additions: -Demo Trap Cluster Bomb: Level 3 Gen. Power. Drops a payload which releases small Demo Traps over a target area. Will be removed soon. -ZSU-57: More armor. Higher damage, more delay between shots, more splash. Replaces Quad Cannon -Standardized cost and requirement for Advanced Demo Trap with VGLA Demo Trap -Terror Cell: Replaces Rebel Ambush. Spawns Terrorists. -Bomb Trucks now begin with HE Bomb upgrade -Demo Saboteur: Plants timed demo charges -Black Market Nuke: Replaces Anthrax Bomb -Standardized the cost of his vehicles with VGLA...I think GLA Stealth General Changes/Additions: -Jarmen Kell can now detect Stealth -Rebels are now able to plant Booby Traps -Sniper: Level 3 Infantry. Essentially a Pathfinder but with lower damage and a slight delay between shots -V3 Launcher: Slightly faster than a SCUD Launcher. Lesser armor. Missiles have a lower trajectory -Quad Cannon Sniping upgrade: Allows Quad Cannons to kill infantry in a few hits -SCUD Storms are automatically stealth -Radar Jammer: Radar Vans operate like Gap Generators ALL CHINA Bug fixes: -Tank Hunters now have their FX appearing correctly when firing -Overlord Bunkers now have firepoint bones thankt to JJ_ -Fixed Gattling Tank model. Their undamaged model showed the bones of the headlights -Command Centers now display Radar Upgrade icon -Corrected Internet Center sound selection Changes/Additions: -Heat Rounds: Gattling weapons do more damage against vehicles. 10% damage increase -Overlord Tank build time increased to 25 from 20. This change was present in Generals but omitted from Zero Hour -Helix Napalm Bomb no longer require a charge up time once purchased -Isotope Stability can now be cross teched -Autoloaders can be cross teched -Subliminal Messaging cost increased to $1000 -Most weapons create radiation field after cross teching with Nuke General -Gattling weapons now show their Muzzleflash when firing -Napalm Strike: Level 3 Gen. Power. Deploy MiG-31 Bombers to douse an area with napalm -Gattling weapons now make a spin up sound when firing and get an upgraded sound when upgraded to Chain Guns -Gattling Tanks now benefit from Horde Bonus -Stun Bullets upgrade for Red Guards VChina Changes/Additions: -Infra-Red Goggles for Red Guards. Allows them to detect stealth within their weapon range -Gattling Tank and Battlemaster buildtime decreased to 8 China Infantry General Bug fixes: -Mini Gunners now benefit from Chain Guns upgrade -Mini Gunners can be squished -Mini Gunner AA Weapon range reduced Changes/Additions: -Mini Gunners are trained in 2 -TOS-1 Buratino: Replaces Inferno Cannon. Launches a volley of Napalm missiles. Cannot create firestorms -Troop Crawler cost decreased to 1800. Model now has propaganda speaker on top -Attack Outpost now only loads 4 infantry -Troop Crawlers and Attack Outposts now heal themselves -Assault Helix: Begins with Bunker upgrade and has 8 slots. Can be upgraded with Gattling Cannon -Battlefortress: Overlord replacement. Can load up to 10 infantry. Comes with 2 Tank Hunters -Double-Barreled Gattling Tank: Need I say more? China Nuke General Bug fixes: -Vehicles now correctly begin with Uranium Shells and Nuclear Tanks -Tactical Nuke MiG upgrade can now be purchased regardless of whether the Nuclear Silo is underpowered Changes/Additions: -Reintegrated Weapons Grade Uranium Shells and Fusion Reactor upgrade -Nuclear Red Guard and Tank Hunter -RAD Tank: Replaces Dragon Tank -RAD Cannon: Replaces Inferno Cannon. Causes more damage. Can create nuclear reaction like firestorm. Benefits from WG Uranium Shells -Advanced Nuke Cannon: Deals more damage, +25% reload time. Bigger splash damage and bigger nuke FX -Nuke Cannons and Helixes now use their own model -Red Guard, Tank Hunter buildtime standardised with VChina. -Gattling Tank and Battlemaster buildtime decreased to 8 -Tank Hunters plant Nuclear TnT Charges -Renamed RAD Cannon to Tao Cannon China Tank General Bug fixes: -Emperor Tanks now show the upgrade icon and benefit from Subliminal Messaging -Fixed Emperor Tank model when they are damaged. It showed all the bones on it. Changes/Additions: -Improved Tank Drop -Supply Tank: Replaces Supply Truck. More armor. Extremely low damage machine gun -Battlemaster HP increased to 430 -Gattling Tank HP increased to 320. New model included -Banshee cost decreased to 600 -Listening Outpost cost decreased to 900 -Black Lotus cost decreased to 1800 -Red Guard and Tank Hunter cost decreased to 350. Buildtime now standardized with VChina -Hacker cost decreased to 700 -Removed Helix Bunker upgrade. It now comes with a Propaganda Tower by default and can be upgraded with a Gattling Cannon -Tank Destroyer: As the name says it. Destroys most MBTs in one shot. Requires 1 Gen. Point. Not effective against Infantry and Buildings -Battlemaster Elite training also affects Gattling Tanks. Also affects other China factions' tanks ALL USA Bug fixes: -Tomahawk Launchers now leave salvage crates -Pilots now benefit from Chemical Suits -Corrected sound selection for Firebases -Sentry Drones no longer have a delay when given an order to move or fire -Chinooks now gain Countermeasures Changes/Additions: -Paladin Tanks now deal more damage than a Crusader. Increased the speed of its shell to be the same as the Crusader's. PDL rate changed to 850 -Avengers now have two PDLs -New Patriot Missile exhaust -Spectre Gunship now comes in 3 levels -Stealth Fighter HP increased to 140 from 120. This change was present in Generals but omitted in Zero Hour -Missile Avenger: Fires missiles instead of lasers. Only Laser General has the Laser Avenger -Pathfinder damage reduced to 30 -Battle Drone healing priority increased to 90% from 60% -Increased Tomahawk damage radius -Decreased Humvee missile weapon damage to 15 -Particle Cannons now have an FX when destroyed -Commanches and Hellfire drones now use an unused Hellfire missile model for their weapon -Patriot missiles now use a new model -Paradrops now include Missile Defenders -Avengers cost less -Tomahawk missiles now have rocket engine sound USA Laser General Bug fixes: -Laser Turret ground weapon clipsize now matches the AA Weapon clipsize -Corrected tooltip on Laser Turret power requirement Changes/Additions: -Removed Stealth Fighter -X-02 Aurora Bomber: Replaces Aurora and Stealth Fighter. Slowest moving and sluggish speed out of all Auroras but has the fastest Supersonic speed. Drops two guided payloads -RailGun Artillery: Not really a railgun, just haven't decided a name for it yet. Replaces Tomahawk Launcher. Fires a particle shell -No Countermeasures. Aircraft begin with PDLs instead together with armor upgrade -Most units now have Lasers -Starts with Laser Guided Missiles -Repair vehicle: Replaces Ambulance. Repairs vehicles more efficiently -Battle Drones now have PDL USA Air Force General Bug fixes: -King Raptor armor now benefits from Countermeasures Changes/Additions: -Starts with Countermeasures. Countermeasures are more efficient -Hypersonic Aurora: Faster Supersonic speed than normal Aurora. Higher sluggish speed. +20 more HP -MLRS: Replaces Tomahawk Launcher. Fires two unguided rockets -Aircraft PDL removed -King Raptor payload standardized with normal Raptors. Now receives 25% increase of damage with LG Missiles instead of 12% -Combat Chinooks now require an Airfield instead of a Warfactory to be built -Carpet Bomb now deployed from Command Center -King Raptor cost increased to 1200 -Stealth Fighter cost increased to 1300 -Commanche HP increased to 250 -Chinook HP increased to 310 -Chinook build cost increased to 1000 -Decreased Tomahawk Launcher cost to 1300 USA Super Weapon General Changes/Additions: -EMP Missile Defender -Aurora Alpha FAB Detonation weapon damage lowered by 20% -New Patriot Missile firing sound -EMP Rocket Pods for Commanches -EMP Patriots are now equipped with short range automatic anti-infantry measures -Missiles that have EMP effects now have a blueish trail to match -Supply Drop Zones cost less -Humvee cost decreased to 800 -Commanche cost decreased to 1500 -Aurora Bomber cost increased to 2500 -Advanced Particle Cannon: Explodes in Pink Blasts. Does more damage and last longer -Advanced Crusader: Cost $1000. Can be upgraded with missile pods -Mammoth Tank: Cost $1500. Can be upgraded with missile pods -APC: Replaces Humvee. Higher armor. Higher Machinegun damage. Holds 6 infantry. No fireports -Howitzer: Replaces Tomahawk Launcher. Can be upgraded with Fuel-Air Munitions. -Howitzer renamed to Demolisher This post has been edited by chaos4eva: Nov 8 2008, 10:04 PM |
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Oct 8 2008, 09:04 AM
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#2
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Member ![]() ![]()
Group: Members Posts: 17 Joined: 23-July 08 Member No.: 2,911 |
Updated list. And here are some pics of the Laser Gen's new artillery. If it does show up =O
Attached File(s)
sshot010.bmp ( 2.25MB )
Number of downloads: 61
sshot011.bmp ( 2.25MB )
Number of downloads: 54
sshot012.bmp ( 2.25MB )
Number of downloads: 43
sshot013.bmp ( 2.25MB )
Number of downloads: 42 |
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Oct 8 2008, 01:30 PM
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#3
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Group: Junior Staff Member Posts: 350 Joined: 16-January 08 From: the netherlands Member No.: 2,111 |
looks nice |
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Oct 8 2008, 05:00 PM
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#4
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Group: Senior Staff Posts: 1,166 Joined: 14-June 06 Member No.: 811 |
Do you think you could save it as JPG next time BMP is so big. Also you can upload images to a hosting site linked to to this forum using the image uploader: http://www.cncmaps.com/index.php?showtopic=3442 You can then display the image in your post in advanced edit mode. |
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Oct 8 2008, 10:17 PM
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#5
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Member ![]() ![]()
Group: Members Posts: 17 Joined: 23-July 08 Member No.: 2,911 |
Noted. I'll be sure to do that. In the mean time, here's a pic of the Super Weapons Gen's howitzer Without Fuel-Air upgrade http://cncmaps.com/imgsize.php?w=449&i.../fab155mm32.JPG Now with Fuel air upgrade Initial attack http://cncmaps.com/imgsize.php?w=449&i.../fab155mm12.JPG Blast http://cncmaps.com/imgsize.php?w=449&i.../fab155mm22.JPG |
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Oct 14 2008, 02:42 AM
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#6
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Member ![]() ![]()
Group: Members Posts: 17 Joined: 23-July 08 Member No.: 2,911 |
Ok now here is the Stealth General's new V3 Launcher that will replace his Scud Launcher and the Demo General's ZSU-57 that will be replacing his Quad Cannon. http://www.cncmaps.com/imgsize.php?w=449&a...oader/ZSU15.JPG http://cncmaps.com/imgsize.php?w=449&i...oader/ZSU25.JPG http://cncmaps.com/imgsize.php?w=449&i...oader/ZSU35.JPG http://cncmaps.com/imgsize.php?w=449&i.../v3launch15.JPG http://cncmaps.com/imgsize.php?w=449&i.../v3launch35.JPG |
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Oct 19 2008, 01:11 AM
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#7
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Member ![]() ![]()
Group: Members Posts: 17 Joined: 23-July 08 Member No.: 2,911 |
Updated list a little
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Nov 6 2008, 03:27 AM
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#8
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Member ![]() ![]()
Group: Members Posts: 17 Joined: 23-July 08 Member No.: 2,911 |
Updated slightly in bolded words.
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Jul 14 2009, 11:30 PM
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#9
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Group: Senior Staff Posts: 305 Joined: 9-October 08 From: Jakarta, Indonesia Member No.: 3,331 |
QUOTE -Pilots now benefit from Chemical Suits exclude this from your list. Many have tried that (me too), and just make the game crashes. and I see your mod like the combination of ShockWave mod and my NProject Mod. But I won't stop you, go ahead, it can be different. |
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Jul 16 2009, 05:44 AM
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#10
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Member ![]() ![]()
Group: Members Posts: 17 Joined: 23-July 08 Member No.: 2,911 |
That really won't be necessary. Seeing as work on this mod has stopped since March due to my school life interfering with modding, which has caused me to totally lose the will to mod. Oh and in case you don't know, this mod IS Chaos Hour. |
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Jul 17 2009, 01:42 AM
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#11
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Group: Senior Staff Posts: 305 Joined: 9-October 08 From: Jakarta, Indonesia Member No.: 3,331 |
okay. and oh, sorry for this offtopic, but, are you still in recolonize mod team? if not I can exclude you from the team members. thank you. |
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Jul 17 2009, 02:53 AM
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#12
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Member ![]() ![]()
Group: Members Posts: 17 Joined: 23-July 08 Member No.: 2,911 |
Yes you may exclude me. I just couldn't find time to tell you.
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