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Command & Conquer Generals: Situation Zero
Maybe the most remarkable one man mod project for Zero Hour
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Fincer
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Joined: 17 Apr 2008
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PostPosted: Thu Jun 12, 2008 3:43 pm    Post subject: Command & Conquer Generals: Situation Zero Reply with quote

Hi there. Finally I decided to reveal this secret mod project for you all.
Well, I know that you don't know anything about me and my project. So let's start:

Who am I, Fincer??

I'm Fincer and I have actively read Sleipnir Stuff forum, Deezire forum and CNCReneclips forum for some years.
I have modded Command and Conquer Generals: Zero Hour since it was published. In other words, about 4 years.
How I have learned to mod the game then? Well, simple question, simple answer: just studying the basics of coding & modelling
for half a year. I modeled first with Gmax but nowadays with 3ds Max. Of course my skills have became better in these years.
So, I'm able to mod the game almost in all sectors. I know that you may doubt my skills because you don't know me, but I swear
that I'm not making these things at the first time. As you will see in this message.
I decided not to register until I get my project finished enough. I want to point out that there haven't been other modders making this mod
and I haven't given any information about the project before this public topic.
Anyway, what am I able to do then?

Modelling:

I know basics very well and I'm able to make models as well as make skin for them, too.
I know how to use line tools, lights and such but I'm not so good to make complicated animations (for example, human animation movements).
So I'm not an animator. Razz
Also, what is linked to w3d file format, I can:

- make models with lakedusk.dds (tga) file (so models look shiny)
- make night models
- make blinking lights
- make infantry skins (attached correctly with skeleton)
- use "specialities" like transparent textures, alpha blend and such (with night models, too).
- make subobjects with multiple texture files (like EA made faction structures)
- make damage & snow models
- use helper bones linked to the model itself (WEAPONA01, SMOKES01, FIREM01, FX01...and such).
For example, a tank turret with WEAPONA01 bone.


Pictures and textures (for cameos):

I have used Adobe Photoshop since I start my mod project. It was in 2003. After these years I've made some pictures
for Trackmania Nations racing game and other pictures, as well.
Some demonstration of my photoshopping skills:

1
2
3
4
5
6
7
8
9 (Completely made with photoshop + 3ds Max)

I'm able to make new 2D animations, new in-game pictures/images, cameos and stuff

Do you need more demonstration? You will get, don't worry.

Okay, time to move one step forward.

Skinning models:

I'm able to make high-class skins with photoshop in dds/tga format (with alpha channels).
I know how to use UVW Mapping tools in 3ds Max, so that's very familiar. How could I otherwise
make blinking lights or the picture I've made completely with 3ds max (above)?

Coding:

Maybe the most important part of modding C&C Generals. It took some time to study the code structure
and "how the game works" but there is no problems at all at the moment.
Okay, it's quite hard to describe all I know about the code, but I give examples. I know how to:

- make completely new armies/sides/factions and get them work as normal EA made sides
- make and edit code for superweapons/specialpowers/units/structures/flora/sounds
/upgrades/cursors/commandbuttons/generalspowers/texts/fonts/menus/particlesystems/fx/OCLs/model animations & transitionstates & conditionstates & moduletags etc...


Not linked to the INI coding, but I'm also able to edit AI (AIData.ini in notepad, MultiplayerScripts.scb and SkirmishScripts.scb files in WB)
and edit Worldbuilder window structure a little (changing the loading screen, icon and order of WB menu buttons). Is that illegal, dunno? But my point was just to gave
some demonstration. Razz Anyway,

Maps:

Though I've edited AI for my project, I'm not still very good to make playable maps with AI. Without it...well, I know how to use WB map scripts, how to set time of a day and such basic matters.

Videos/Animations:

I have made/edited videos for some time. However, not as much as pictures.
I've used Sony Vegas 8 Pro, Adobe Premiere Pro and RAD Tools (for making .bik -files).
I'm also able to
- make videos with 3ds Max and attach those video parts into my final video file.
- make GIF animation files with Photoshop
- make (animated) cursors for C&C Generals


In-game menus:

I started to edit C&C Generals menus in 2006. Because Deezire Menu editor doesn't work correctly on my computer, I have used to editing menus only in code level with notepad.
So, I'm able to
- edit the order of menu windows
- add new pictures and enable hidden buttons
- use image files as buttons (with highlite, disable & enable stages)


Sounds:

I've used Cool Edit Pro 2, Adobe audition and Abobe SoundBooth to edit and make sound files. Many of those files are "borrowed" from other games but there're
also few voices I've made myself as a voice actor (they had better to remake though they're pretty good Grin).

Setup making:

I've made a precursive setup structure for my C&C Generals project in my mod style with cool images and buttons with
InstallAware 6.6 software.

Are you ready for next step? Grin I promise that you may don't believe this all is made by just a one man. But truth is often stranger than fiction Grin

I'm very proud to present my project seeing the daylight never before:

http://img180.imageshack.us/img180/9866/szlogoyl3.png

What is this mod? Never heard!

As I said in the beginning of the message, this is a project you shouldn't have heard before this moment.

It was 2003 and I was always perturbed by a lack of in-game naval units and their disability. As I knew
their potentials, in autumn 2003 I decided to start modifying the game. After all, the
first version made the first core purpose: Adding naval units summed up with some extra
stuff like music tracks and so on.
In that time, the project was named simply as 'Naval Mod' and the size of a setup
program was about 40mb - but it wasn't enough.
So I kept going and during the two initial years I mainly studied to use different and
usable programs to modify the game. Not forgetting the game code itself.
In 2006, I made a definitive decision linking the features of the modification
and, at the same time, thinking the following issue: What unforgivable should this creature
give for players who would like to have a good playing experience with the game they have bought (or downloaded Razz)?
It had to be something that has never earlier been seen in C&C Generals Zero Hour.

Then I got an idea to add completely remade and as realistic flora as it would be possible
to make in the game with no error messages. As I'm interested in photoshopping, I took
my digital camera and went out to forests and took photographs of different trees,
bushes etc.
Finally, when my job was duly completed there, I turned on my computer and imported
the photoshopped photos into their counterpart models and, after that, modeled them into the game.
My second idea was to remake in-game menu system with new modern-like outfit. So did I
although it took over half an year to finish it.

You can possibly doubt whether I have exploited parts of other public modifications to make
my own one.
In fact, I'd like to point out that my modification does NOT use any part of someone's
modification. There might be used same kind of units or nominations
but they all are either downloaded from public websites or just coincidences.

Okay, so it's time to give some real facts:

- Mod size: over 730 megabytes (without packing in BIG files)
- Has 5 BIG files at least while installed (tested with them)
- Comes with better World Builder Map editor (Questionable because of legal matters. May be dropped out from the public release)
- New Intro (will be remade)


New menus. As I said, it took a lot of time to remake the menus. Anyway, controlbars and generalspower -windows are still incomplete.
However, they have been outlined and I'll make them as soon as I can.
I have nothing more to say about structure of the menus. As it's said, a picture tells more than thousand words.

Menu Screenshot 1
Menu Screenshot 2
Menu Screenshot 3

Menus include also new clicking sounds.

New features which are not used in original game:

- Generals font, Times New Roman and Arial are replaced by RussellSquare font (used in C&C3: TW, for example)

Loading Screens:
"Loading In Progress, Please Wait" text in welcome screen and completely new stylished loading bars

Options menu:
- You're able to enable/disable scroll anchor. What is the scroll anchor then?
Well, the game will draw a center point on the screen while you're scrolling the cursor and an arrow (scscroll file) will be drew.
- You're able to set the game to save/use or alternatively not to save/use camera in replays


Online menus:
- Separate music track from Unreal Tournament
- You're able to agree or disagree players to join your online room as an observer
- Hide/Show the list of current games in online game menu
- You're able to see your total kills and deaths, total building amount, buildings killed/lost/built in all matches you've played online.


Skirmish/Room menu:
- Separate music track by Crystal Method
- The game shows more widely the list of armies, colors and starting cash (so it's more comfortable to select them)
- You're able to play 999 unofficial maps instead of original 300 showed in Map Selection menu in C&C Generals: Zero Hour
- Maximum cash amount increased to 100 000. The availability of starting cash is 5000$- 100 000$, increasing 5000$ at regular intervals
- New colors: Brown, Turquoise, Light Green, Light Yellow, Light Purple, Navy Blue, Gray, Black, White


Main menu:
- Separate music track from movie The Rock
- Clock showed below
- You're able to use WorldBuilder by just clicking an icon in Main menu


Controlbars and such (Though they're incomplete, there are some features which will be also in the final version of mod):

- New Slide animation for controlbars. Blue one for USA, Red one for China and Yellow/Green-like for GLA
(like in Alpha Generals)
- Clock showed in main Controlbar
- New stylished "Mute Players" feature in online games


Models and textures (commonly).

- 3785 new W3D models at the moment (size: 113 mb, 118678453 bytes)
- 1964 new texture files at the moment (size: 292 mb, 306497784 bytes)
- 154 terrain textures which are either fine tuned EA ones or completely new ones


New terrain categories in WorldBuilder:

- URBAN, WOOD, CHINA, DESERT_LIVE

New terrain textures:

- BlackGroundType1
- UrbanSmallType2
- UrbanSmallType1
- CoalblockType1
- WoodType2
- ChinaGreyGround02b
- ChinaGreyGround02a
- ChinaRedGround01b
- ChinaRedGround01a

Maps.

- Completely new ShellMapMD which has different events in every camera circle. For example,
USA launches an air strike to a GLA base, GLA attack with terror bikes/Scud Storm and USA with Ion Cannon (described below)
- Some fixing for GLA Mission 05, USA Mission 02 and 03
- Maps from C&C Generals: Bridge Busters, Scorched Earth, Lone Eagle (another one than in ZH), Sand River (no AI)
- New Maps: Forest Village, The Hot Pyramids, The Village
- Adjusted default lightning settings for every time of day


Sounds.

- 913 new sound effects (at the moment) which, for example, replace original tank/infantry firing sounds and make you feel the atmosphere of war in a new way.
The mod also utilized SoundMoveLoop Audio Parameter with ALL vehicles, tanks and infantry units. In other words, every tank, every vehicle and every soldier/civilian has MoveLoop sounds instead of SoundMoveStart. The sounds are classified by heavy and light tanks, robotic units, army sides (USA, GLA, China), wheeled vehicles and such. Infantry uses only one MoveLoop sound type. No more silence moving. Smile
- New sounds for the original aircraft (more atmospherical feeling)
- New weapon, ambient, explosion etc. sounds
- 490 new voice sound files (at the moment) in English audio folder. Some unused unit sounds are enabled again (not the stupid ones Grin)
- 17 new music tracks (at the moment) for ShellMap, Online menu, Skirmish menu, Loading screens and for ingame playing. The amount of new music tracks will be increased soon.


Cursors. The modification replaces almost every current EA made cursors. They're either completely with new design or just a face up for old ones.
New cursor files are for

- Normal/Basic cursor
- Attack command
- Move command
- AttackMove command
- Cash hack command
- Enter vehicle/building command
- Enter agressively (for hijack command, for example)
- Defector and "Give Money" commands (are described below)
- Guard command
- Nuclear missile/Dragon Tank Firewall/Radiation Tank Contaminate (described below)/Laser Guided Missiles commands, for example
- Bomb truck "Disguise As Vehicle" command
- Colonel Burton knife/Red Guard Bayonet attack and unable to use knife/bayonet commands (described below)
- Remote/Timed Demo Charge commands and unable to use them
- China jet Frogfoot attack command (described below)
- "Place Beacon" command
- "Set Rallypoint" command
- "Resume building construction" commands
- dragging mouse cursor around the map and heading arrows show up (sccscroll cursor files)
- Jarmen Kell Vehicle/Aircraft sniping (described below)
- "Vehicle selection" command
- "Drop a Spy Drone" command
- "Prevent to do something" command


New Cursor features:
- separate cursor for "Capture Building" command
- Cursor file for Guard command enabled


Also:
- New 2D animation for "Repair Building/Vehicle" feature
- New images for aircraft etc. ammo slots (full/empty slots)
- New & better veterancy marks for units (veteran/elite/hero) and for their cameos
- New stylished animation for "Dollar mark floating to the skies". Used when a player get money crates and such
- New MoveHint model (a mark which is drawn when clicking the terrain)
- New RallyPoint Hint model and new sound when putting the hint on a map


New flora.
- Every plant/bush/tree is replaced by new ones and they all have snow & burning models
- Completely backwards compatibility; new plants work in C&C Generals Zero Hour without "missing" messages etc.
- Shruberry stays longer on map when burned/fallen
- Shruberry is able to be destroyed by tank shells, missiles and small arm weapons. Even after toppled.
- Some new plant types (Bulrush, Haylarge, Haysmall, Waterlily, for example)
- 191 usable plants in WorldBuilder (category: SHRUBBERY)
- Some plants has also autumn stylished textures
- Ambient sound for every tree


Normal:

Shrubbery Normal

Snow:

Shrubbery Snow

In use (normally not this much but anyway Grin):

In-game screenshot 1 (with old logo)

Common in-game changes:

- Almost every EA made bug described on Deezire and Sleipnir Stuff forums are fixed
- New lakedusk texture (much cooler than EA one)
- New water texture and adjustments for it
- New remade cameos for some commands ("Stop", "Sell" etc, for example)
- Music tracks are played correctly (full length) and even repeated
- AI script file is fixed so there is no parameters for nothing anymore
- More challenging computer player (AI). However, new army sides
are not supported


Degree of difficulty compared to C&C Generals: Zero Hour
is showed below:

______________________________________________________________________________________________________________________
Situation Zero: Brutal Army
Zero Hour: X

______________________________________________________________________________________________________________________
Situation Zero: Normal Army
Zero Hour: Hard Army

______________________________________________________________________________________________________________________
Situation Zero: Easy Army
Zero Hour: Normal Army

______________________________________________________________________________________________________________________
Situation Zero: X
Zero Hour: Easy Army

______________________________________________________________________________________________________________________

Civilian units, structures and natural objects.

Audio:
- New ambient sounds as I said above (Amb_BirdsPark, AMb_BirdsPark2 sounds for example)

Miscellaneous natural objects:
Category: MISC_NATURAL

- AmbientWaterFallLarge (new object, includes particle FXs only)
- AmbientWaterFallMedium (new object, includes particle FXs only)
- AmbientWaterFallSmall (new object, includes particle FXs only)
- CoconutsLarge (new object)
- CoconutsSmall (new object)
- FlowObject (new object, includes particle FXs only)
- FlowObjectWithoutSplash (new object, includes particle FXs only)
- RocksG01-21 (new skin)
- RocksG20-21 (new objects)

Miscellaneous Man Made Property (object names & extra info):
Category: MISC_MAN_MADE

- Every single object listed below is recoded, having almost the same features as normal structures do
- You are able to destroy every single object listed below
- Most of the following objects has death and damage sound (metal, splash or wooden sound)
- Health of the following objects has been increased (not 1.0 or some anymore, exception for immortal objects)
- Some objects, like Refineries, Oil Tanks and such, which could be expected to cause damage will do it
- NOTE: Most of these objects has DAMAGED/REALLYDAMAGED Conditionstate enabled now.
However, this information may haven't been marked for every object


- DollarCrates (reskinned; brown-like skin)
- HealthCrate (includes snow & damaged models; Crate can be picked up by every faction)
- 2FreeCrusadersCrate & HeroLevelUpCrate (include snow & damaged models; Crates can be picked up by every faction)
- AncientGazebo (includes snow models)
- AncientGiantBell (reskinned, includes snow models)
- AncientSoldierStatue01 (reskinned, includes snow models)
- AncientSoldierStatue02 (rescaled; remade damaged model, includes snow models)
- AncientWoodenGate01 (includes snow models; uses FlammableUpdate)
- AncientWoodenGate02 (includes snow models; uses FlammableUpdate)
- AsianStreetLight (includes night & damaged models)

- AsianFruitStand01 (includes night models)
- AsianFruitStand02 (includes night models)
- AsianFruitStand03 (includes night models)
- AsianPhoneBooth (includes night models)
- AsianStreetSign (damage model included)
- AsianTrashDumpster (includes snow models & weapon hit sounds)
- AsianVendingMachine (includes night model for normal model ("DefaultConditionState") & weapon hit sounds)
- AsianStopLight (includes animated night model for normal model ("Defaultconditionstate"))
- BambooPoleTower (includes snow models and rubble/reallydamaged models)
- Barrel (includes snow model)

- Barrel03 (includes snow models)
- BeachChair (new object)
- BeachChairGreenTowel (new object)
- BeachChairGreenTowel02 (new object; towel on side)
- BeachChairOrangeTowel (new object)
- BeachChairOrangeTowel02 (new object; towel on side)
- BeachUmbrella (new object)
- BigWoodenBarrels (includes snow models)
- BikeRack (includes snow models)
- BillBoard01 (Night, snow and their damaged & rubble models included; completely new skin; partially new model. Banners for real world companies)

- BillBoard02 (Night, snow and their damaged & rubble models included; completely new skin; partially new model. Banners for real world companies)
- BillBoard03 (Night, snow and their damaged & rubble models included; partially new & model)
- BillBoard04 (Night, snow and their damaged & rubble models included; partially new & model)
- BillBoard05 (new object; own skin; damaged & rubble models included; Banners for real world companies)
- BillBoard06 (new object; like BillBoard01/02; Night, snow and their damaged & rubble models included; completely new skin; partially new model. Banners for real world companies)
- BusStop (includes snow models)
- BusStop02 (includes snow models)
- BusStop03 (new object; real world skin; own model with damaged & snow conditionstates included)
- BusStop04 (new object; partially new skin; own model with damaged & snow conditionstates included)
- CanvasSunShader (includes snow models)
- CargoLoadingCranes (includes snow models; model animation enabled; removed to the STRUCTURE Category)

- CargoNet (includes snow models)
- CargoNet02 (reskinned and models have shadows; includes snow models)
- CDCSign (Unused EA object; includes snow model)
- CementChunks01 (includes snow models)
- CementChunks02 (includes snow models)
- BrickWall01 (added RUBBLE SNOW model and fixed shadows in rubble models)
- BrickWall02 (added RUBBLE SNOW model and fixed shadows in rubble models)
- BrickWall03 (added RUBBLE SNOW model and fixed shadows in rubble models)
- BrickWall04 (includes snow models and fixed shadows in rubble models)
- BurningTrashPile (includes damaged & snow models with fire & smoke particle FXs)

- BurntCarHulk (no longer available; removed because of missing model)
- BurntRubble01 (includes damaged & snow models with fire & smoke particle FXs)
- BurntRubble02 (rescaled car subobject; includes damaged & snow models with fire & smoke particle FXs)
- BurntTruckHulk (includes damaged & snow models with fire & smoke particle FXs)
- Cart (fixed model; includes damaged & snow models)
- CheckPointCrossingGuard (includes snow & night models with animated subobjects)
- Chimney (new object; includes own skin & rescaled model; includes snow, damaged & animated rubble models with FXs (collapsing))
- ChimneyBrick (new object; own skin & model with damaged conditionstates and smoke FXs)
- ChristmasTree (new object; uses C&C Generals: Situation Zero Spruce tree model (including burning model) with red christmas lights (night model))
- ChristmasTree02 (new object; uses C&C Generals: Situation Zero small Spruce tree model (including burning model) with blue christmas lights (night model))

- CivilianWindPlant (new object; own animated model & skin; real world wind plant as a archetype; is destroyable; uses ToppleUpdate and Behavior KeepObjectDie; produces energy)
- Clete (includes snow models)
- CliffFacade & CliffFacadeS (partially remodeled & reskinned; includes snow & night models)
- ClothesLine (can be burned like trees with a flame weapon)
- ClothesLine02 (new object; like ClothesLine and uses its model with new skin)
- BrokenWallPiece 02-05 (snow models & skins included)
- BrokenWallPiece06 (new object; corner wall part; damaged & snow models included)
- StoneArch01 (includes snow & rubble models)
- ChinaClusterMine & ChinaEMPMine & ChinaStandardMine (physical models included)
- ConcreteBarricade (includes snow models)

- ConcreteWall01 & ConcreteWall02 (added RUBBLE SNOW model and fixed shadows in rubble models)
- ConstructionBarricade (fixed blinking light (visible in night now); includes snow models)
- ConstructionSupply01-05 (include snow & damaged models with more effectual death effects)
- ConstructionSupply06 (includes model with normal, damaged & snow conditionstates)
- ConstructionSupply07 (remodeled & reskinned; includes snow model, immortal)
- Crate, Crate01 & Crate02 (includes snow & damaged models (damaged models with FXs))
- Crop01 & Crop03 (includes snow & damaged models (damaged models with FXs))
- Crop02 (remodeled; includes snow & damaged models (damaged models with FXs))
- Crop04 (new object; includes snow & damaged models (damaged models with FXs))
- CropFarmSilo (new object; unused EA Alpha object; includes snow, damaged, reallydamaged & rubble models with FXs)

- CropBundle (partially remodeled; includes snow & damaged models (damaged models with FXs) and FlammableUpdate)
- Crop05 (new object; includes snow & damaged models (uses trees burning template))
- CropPile (remade damaged model; includes snow models (damage models with FXs))
- CrossingGuard (includes snow models)
- DecorationWallPort (new object; includes snow & damage models; supports WorldBuilder FenceTool)
- DecorationWall (new object; includes snow & damage models; supports WorldBuilder FenceTool)
- DecorationPool01 (new object; small decoration pool with shiny water; includes night model & own DeathFX even for sounds)
- DecorationPool02 (new object; large decoration pool with shiny water; includes night model & own DeathFX even for sounds)
- DecorativeBanners (remodeled; includes animations; includes snow & damaged models (damaged models with FXs))
- DockCommercial (includes damaged, rubble & snow conditionstates, is like a normal structure)

- DockMilitaryClean (reskinned; includes snow & damaged models)
- DockMilitaryCleanDk (reskinned; includes snow & damaged models)
- DockMilitaryCorner (reskinned; includes snow & damaged models)
- DockMilitaryCornerD (reskinned; includes snow & damaged models)
- DockMilitaryFiller (reskinned; includes snow & damaged models)
- DockMilitaryFillerD (reskinned; includes snow & damaged models)
- DockMilitaryStraight (reskinned; includes snow & damaged models)
- DockMilitaryRamp (new object; includes snow & damaged models)
- DockMilitaryRampDk (new object; includes snow & damaged models)
- DockMilitaryRampContinuous (new object; includes snow & damaged models)

- DockMilitaryRampContinuousD (new object; includes snow & damaged models)
- DockMilitaryRampCorner (new object; includes snow & damaged models)
- DockMilitaryRampCornerD (new object; includes snow & damaged models)
- DockMilitaryRampEndLeft (new object; includes snow & damaged models)
- DockMilitaryRampEndLeftD (new object; includes snow & damaged models)
- DockMilitaryRampEndRight (new object; includes snow & damaged models)
- DockMilitaryRampEndRightD (new object; includes snow & damaged models)

- DockPieceStraight, DockPieceStraightShort, DockPeiceStraightEnd1,
DockPeiceStraightEnd2, DockPeiceCorner1, DockPeiceCorner1short,
DockPeiceCorner2, DockPeiceCorner2short (include snow & damaged models)
- DrainPipe & DrainPipeFlowing (include snow models)
- DrainPipeMedium & DrainPipeMediumFlowing (include snow models)
- DrainPipeSmall & DrainPipeSmallFlowing (include snow models)
- Dumpster (reallydamaged models added; includes snow models (damaged models with FXs))
- EgyptianPyramidLarge (cameo added; includes real world skin; includes snow & reallydamaged models (with FXs))
- EgyptianPyramidSmall (cameo added; includes real world skin; includes snow & reallydamaged models (with FXs))
- EgyptianSphinx (cameo added; includes snow & reallydamaged models (reallydamaged model with animation just to show head cutting))
- ElectricalTransformer (includes damaged & snow models (damaged models with sparks FXs))
- FirePit (includes snow models; original night texture used in all models; includes fire FX)

- FlagMastHouseColor (new object; can be used to describe faction house color; animated model)
- FlagMastUN, FlagMastAfghanistan, FlagMastSaudiArabia, FlagMastSovietUnion,
FlagMastAustralia, FlagMastIsrael, FlagMastRussia, FlagMastIraq, FlagMastIran,
FlagMastUSA, FlagMastChina, FlagMastEU, FlagMastUK, FlagMastGermany,
FlagMastFrance, FlagMastFinland (new objects; includes national flag for every described country; animated models)
- Flowerbed (Unused EA object; includes snow, damaged & reallydamaged models with FXs; supports WB fence tool)
- FlowerBed2 & FlowerBed3 (new objects; include snow & damaged models with FXs; support WB fence tool)
- FoodCart (partially reskinned; includes snow, night & reallydamaged models with FXs)
- FuelTank (includes snow models & damaging death weapon)
- GaldRum (includes snow, damaged & reallydamaged models)
- 55GallonDrum (includes snow, damaged & reallydamaged models)
- AmmoCache (includes snow models)
- GarbageCan (includes snow & damaged models with FXs)
- GardenPathLantern01 (includes snow, night & damaged models)

- GardenWell (includes snow & damaged models; partially recoded INI data)
- Gargoyle (includes snow models; special sound for death effect)
- GLA_StatueSm (includes snow models; partially reskinned damaged model; partially recoded INI data)
- GLAVictoryStatue2 (renamed because GLA has a structure with the same name;
partially remodeled and reskinned; includes snow & damage models, reallydamaged model with animation)

- Gravel (partially remodeled & completely reskinned; includes snow & damaged models)
- GreekAmpitheatre (includes snow & damaged models)
- HangingPlatform (includes snow models; fire FXs added in damaged models)
- Haystack (includes snow models; damaged models include fire FXs)
- Hedge (partially remodeled; includes snow & damaged models with FXs)
- HighwaySign01 (includes snow & rubble models)
- HighwaySign02 (partially reskinned; includes snow & rubble models)
- HighwaySign03 (unused EA object; includes snow, damaged, night & reallydamaged models)
- HighwaySign04 (new object; includes snow, damaged & reallydamaged models)

- HighwayWall01 (new object; small wall; includes snow & damaged models)
- HighwayWall02 (new object; large wall; includes snow & damaged models with FXs)
- HighwayWall03 (new object; large wall; includes snow & damaged models with FXs)
- HighwayWall02End (new object; large wall; includes snow & damaged models)
- HighwayWall02End02 (new object; large wall; includes snow & damaged models)
- HighwayWall03End (new object; large wall; includes snow & damaged models with FXs)
- HighwayWall03End02 (new object; large wall; includes snow & damaged models with FXs)
- JapaneeseLatern (includes snow & night models)
- JapaneeseLatern02 (includes snow & damaged models)
- JunkDealer (includes snow, damaged & night models, damaged models with FXs)

- JunkDealerStand (reskinned, more detailed; includes snow, damaged & night models, damaged models with FXs)
- JunkCrate (new object; includes unused EA skin; includes snow & damaged models; pickable object)
- KitchenGardenGrass (unused EA object; includes snow & damaged models)
- KitchenGardenGrassMiddle (unused EA object; includes snow & damaged models)
- KitchenGardenGrassEnd (unused EA object; includes snow & damaged models)
- KitchenGardenBrick (unused EA object; includes snow & damaged models)
- KitchenGardenBrickMiddle (unused EA object; includes snow & damaged models)
- KitchenGardenBrickEnd (unused EA object; includes snow & damaged models)
- Lumber (completely reskinned; more detailed skin; partially remodeled; includes snow & damaged models with FXs)
- MailBox (completely remodeled; includes snow & damaged models (damaged models with FXs))

- ManHoleCover (remodeled & reskinned (more detailed); includes snow & damaged models; special death effect)
- MarketVender01 (includes snow, night & damaged models with FXs)
- MarketVender02 (fixed and rescaled model shadow; includes snow & damaged models with FXs)
- MarketVender03 (rescaled model; includes snow & damaged models with FXs)
- MayaPyramidLarge (new object; like Egyptian pyramid; includes snow & damaged models with FXs)
- MayaPyramidSmall (new object; like Egyptian pyramid; includes snow & damaged models with FXs)
- MogadishuWell (partially reskinned & remodeled; includes new shiny water, damaged, reallydamaged & rubble models)
- MooseFence (new object; wooden fence; includes snow & damaged models)
- MoundRubble & MoundSand (include shadows & snow models)

- OldStreetLamppost (includes damaged & night models (blue light))
- OldWoodenTelephonePoll (includes damaged & night models (yellow light))
- OldWoodenTelephonePoll02 (unused EA object; includes damaged model with FXs)
- OldWoodenWagon (remodeled; fixed model; includes snow & damaged models with FXs)
- OldWoodenWagon02 (remodeled; rescaled model; includes snow & damaged models with FXs)
- OutHouse (includes snow, garrisoned, reallydamaged & rubble models with FXs; removed to STRUCTURE category)
- PalingFence (new object; wooden fence; includes snow & damaged models with FXs)
- ParkBench (includes snow models)
- ParkGazebo (partially remodeled; includes snow & rubble models with FXs)
- ParkingGate (removed to STRUCTURE category; rescaled model; includes snow, damaged, reallydamaged, garrisoned & night models)

- ParkingPlace (unused EA object; includes snow model)
- ParkPavilion (includes snow & damaged models)
- ParkPavilion02 (includes snow & damaged models)
- PhoneBooth (includes snow, night, (damaged) & reallydamaged models)
- PhoneBooth01 (unused EA object; includes snow, night, damaged & reallydamaged models)
- PhoneBooth02 (unused EA object; fixed model; includes snow, night, damaged & reallydamaged models with FXs)
- PhoneBoothRed & PhoneBoothYellow (remodeled; scaled model; include snow, night, damaged & reallydamaged models with FXs)
- PlantConcreteCorner & PlantConcreteSmall (unused EA objects; fixed models; includes snow & damaged models with FXs)
- PlanterSquare & PlanterRound (include snow & damaged models with FXs)
- PlaygroundSet (includes snow models)

- PoliceBarracades (includes snow models & shadowed models; uses fence features)
- PowerLineCabels01-07 (new objects; don't have damage models)
- PowerLineTower (unused EA object; includes snow model)
- POWPit (includes snow models, damage models with FXs)
- Pump (includes snow models)
- RailTie (includes snow models; remodeled damage state models with FXs)
- RoadBarricade01 & RoadBarricade02 & RoadBarricade03 (include snow, damaged & rubble models)
- RoadBlock (new object; includes snow & damaged models)
- RoadCone (includes snow models)
- RoadFence01, RoadFence01Middle, RoadFence01End & RoadFence02, RoadFence02Middle & RoadFence02End
(new objects; include snow & damaged models; use fence logic)

- RoadPost (new object; includes night & damaged models)
- RopeCoil (includes snow models)
- RRCrossingGate & RRSign (include snow models)
- SalvageCrate (new model; includes snow model)
- ScareCrow (includes snow models)
- SearchLight (includes night & damaged models; animation enabled in night model)
- SpotLightGreen01-03, SpotLightBlue01-03, SpotLightRed01-03, SpotLightPurple01-03, SpotLightOrange01-03 & SpotLight01-03
(like Searchlight including light beam with different color hues; include damage models)
- Shed01 (includes snow & damaged models)
- Shed02 (unused EA object; includes snow & damage models)
- ShippingContainer01 & ShippingContainer02 & ShippingContainer03 (include snow & rubble models)

- ShippingCrate (includes snow models)
- SidewalkCafeSet (includes snow models)
- SignalLights (includes snow & animated night models)
- Slide (includes shadowed snow & damaged models)
- SmallLevelUpCrate (includes damaged & snow models)
- SmallTent (fixed model; repositioned subobject; includes shadowed snow & damaged models with FXs)
- SnowMan (disabled EA object; includes damaged model with FX)
- SodaMachine (includes night & damaged models with FXs)
- Speed35 & Speed45 (unused EA objects)
- StackedBoxes (includes snow models)

- StanNewsStand (remodeled & rescaled; includes snow & damaged models with FXs; removed to STRUCTURE category)
- Statue01 (includes snow & animated damaged model (the statue will broke into pieces and collapse))
- StatueAngel & StatueLenin (include snow models)
- StatueRoman (fixed damaged models; includes snow models)
- StoneWall01-06, StoneWall06_Corner, StoneWall06_Arch & StoneWall01_Column
(include SNOW DAMAGED & snow models; partially remodeled & remade snow textures)
- StopLight (includes night & damaged models)
- StreetLamp-03 (rescaled models; include snow, night & damaged models with FXs)
- StreetLamp04 (new object; includes snow, night & damaged models with FXs)
- StreetLight03-04 (include snow, night & damaged models with FXs)

- StreetLight05 (new object; includes snow, night & damaged models with FXs)
- StreetSign01-71 (almost every common finnish/european official traffic marks (about 70) included)
- Swing (reanimated model; includes snow & damaged models)
- TallSmokeStack (includes snow, damaged & animated rubble models with FXs (the chimney collapses))
- TallSmokeStackSmoking (like TallSmokeStack but has also smoke coming out from the chimney)
- TempleOfHeavenLargeLantern & TempleOfHeavenSmallLights (include snow, night & damaged models)
- TempleOfHeavenWallCorners (includes snow, damaged & rubble models with FXs; removed to STRUCTURE category)
- Tent (includes snow & damaged models with FXs)
- TheBomb (recoded INI data)
- Tire, Tire02-05, TireObstacle, TirePile (include snow models)

- Tollbooth (removed to STRUCTURE category; includes snow, damaged, reallydamaged, garrisoned & night models)
- TorturingRack (includes snow models)
- Transform01 & Transformer (include snow & damaged models with FXs)
- Transformer02 (remodeled damaged model; remade damaged skin; includes snow models & damaged models with FXs)
- TrashCan01 (includes snow & damaged models)
- TrashCan02, TrashCanA & TrashCanB (completely new models & skins; include snow & damaged models with FXs)
- TrashDumpster (remade damaged model; includes snow models)
- TrashPaper01-03 (added models which support conditionstate AFLAME)
- TrashPile01-02 (include snow models)
- WaterTower (includes snow & animated reallydamaged models)

- WaterTower02 (completely new model & skin; includes snow & damaged models with FXs)
- Weed01-03 (removed to SHRUBBERY category; use tree logic; default models are replaced by damaged models)
- VendingMachine (includes snow models)
- WineVat (rescaled model; includes snow & damaged models with FXs)
- WoodBeams01-02 (include snow models)
- WoodenWell (new object; includes snow, damaged & rubble models with FXs)
- Tombs & Tombstones01 (include snow models)
- Torches (includes damaged, snow & night models (night models with fire FX))
- GardenSet (new object; includes snow & damaged models with FXs)

Structures.

- Some unused C&C Generals Alpha enabled, but nothing more. They just exist and can be used like a decoration.
- Every single building has SoundOnDamaged & SoundOngReallyDamaged sound effects
- Every garrisonable building which has 10 or more slots, is visible on the radar
- Buildings death effect faced up
- Some objects, like Refineries, Oil Tanks and such, which could be expected to cause damage will do it
- ParticleTestObject is no longer available on WB (to prevent crashing)


- AmericanHome01-02 (include night & snow models)
- AmericanHome03 (unused EA object; includes all possible models)
- AmericanDriveInEntrance, AmericanDriveInSign, AmericanDriveInSnacks (include all possible models)
- AmericanDriveInScreen (partially remodeled (shiny screen); includes snow models)
- AmericanOffice01 (unused EA object; includes all possible models)
- AmericanShop01-02 (includes all possible models)
- AsianApartmentSingle01 (includes all possible models)
- AmericanGasStation (includes night & snow models; garrisonable)
- AsianMegaHotel01, AsianOffice02 & AsianSkyScraper01
(include all possible models; reskinned GARRISONED models)
- AsianTownHall01 (includes all possible models)

- BaikonurGroundControlCenter & BaikonurHanger (include all possible models; garrisonable)
- CargoLoadingCranes (includes snow models; animation enabled)
- Chalet2 & Chalet3 (fixed SNOW NIGHT & garrisoned models)
- CBGerbl01-06 (include all possible models)
- CBNukeA-D (include all possible models; partially remodeled & fixed models)
- CBNukeE (remodeled; includes all possible models; garrisonable)
- CBNukeF (new object; includes snow, damaged, reallydamaged & rubble models)
- Outhouse01 & Outhouse02 (include snow & DAMAGED GARRISONED models; fixed models & code; recoded INI data)
- CivilianBunker02 (new object; includes snow model)
- Dam (fixed normal model; remodeled damaged, reallydamaged & rubble models with full support for animations; includes snow models)

- GrassHut01-04 (fixed models; all models with shadows now; animations enabled for night models)
- GreekHouse1-3 (include all possible models)
- HighwayTunnel (new object; includes snow & night models)
- MogadishuShop01 (fixed GARRISONED models)
- MogadishuGarage02 (fixed SNOW NIGHT GARRISONED model)
- OilRefinery (includes fire FX on the chimneys)
- OilStorageTank01 (includes snow, damaged & rubble models; fixed shadows)
- RadioTower (new object; includes all possible models, exception for NIGHT and GARRISONED states)
- SoccerStadiumBleacherEnd, SoccerStadiumEntrance, SoccerStadiumLight & SoccerStadiumSideBleachers
(include night models)
- StanOilTank01-02 (include night & snow models)

- StanTallTower (fixed night model)
- StanTownHall03 (fixed models; no longer night model as a default model)
- SubWayTunnel01-02 (new objects; include snow models)
- SupplyContainerShipHarbor & SupplyContainerShipSea
(work as supply resources; include snow & night models)
- SupplyDock (partially remodeled; snow & night models enabled; vulnerable; supply boxes include also snow & night models)
- SupplyPile (includes models now; includes snow, damaged & reallydamaged models; vulnerable; supply boxes include also snow & night models)
- SupplyPileSmall (includes snow models)
- SupplyWareHouse (partially remade models; animated night models; vulnerable; supply boxes include also snow & night models))
- talltower02 (fixed SNOW NIGHT models)
- TechCave (unused EA object; capturable tech building; works like a tunnel network)

- TechReinforcementPad (fixed models)
- ToxinRepository (includes Supply boxes now; supply boxes include also snow models)
- TrainTunnel (includes snow model)
- WaterStorageTank01 (includes snow models; fixed shadows)

Roads & Bridges.

- Every bridge tower has snow & night models
- Bridges are destroyable in default
(Unless they're marked as indestructible things in WB)


New Road types:

- Cobblestone (recolored)
- CobblestoneSnow
- TwoLaneNoMarks
- TwoLaneDarkNoMarks
- BrakeMarks
- FourLaneSnow
- FourLaneDarkSnow
- TwoLaneSnow
- TwoLaneDarkSnow
- TwoLaneDarkDottedSnow
- TwoLaneDottedSnow
- FourLaneSnow
- FourLaneDarkSnow
- TwoLaneSnow
- TwoLaneDarkSnow
- BusStop
- BusStopSnow
- BusStopDark
- BusStopDarkSnow
- Offroad
- Offroad2
- Offroad2Snow
- TrainTrackSnow
- TrainTrack2Snow
- DirtPathSnow
- SidewalkSnow
- Sidewalk2Snow
- Sidewalk3Snow
- Sidewalk4Snow
- Sidewalk5

New Bridge types:

- ConcreteOneLane (remade model)
- ConcreteOneLaneDark
- ConcreteOneLaneSnow
- ConcreteOneLaneDarkSnow

- ConcreteTwoLaneDark
- ConcreteTwoLaneDarkSnow
- ConcreteTwoLaneSnow

- ConcreteFourLaneDark
- ConcreteFourLaneSnow
- ConcreteFourLaneSnowDark

- Concrete (fixed reallydamaged & rubble models)
- ConcreteSnow

- ConcreteWide (remodeled & partially reskinned)
- ConcreteWideSnow
- WoodenBridgeSmall
- WoodenBridgeSmallSnow
- WoodenSectionalSnow

- EuropeanHighWayBridge
- EuropeanHighWayBridgeDark
- EuropeanHighwayBridgeSnow
- EuropeanHighwayBridgeDarkSnow
- EuropeanHighWayBridgeWithFence
- EuropeanHighWayBridgeDarkWithFence
- EuropeanHighwayBridgeSnowWithFence
- EuropeanHighwayBridgeDarkSnowWithFence

- EuropeanBridgeTunnelTwoLane
- EuropeanBridgeTunnelTwoLaneDark
- EuropeanBridgeTunnelTwoLaneSnow
- EuropeanBridgeTunnelTwoLaneDarkSnow
- EuropeanBridgeTunnelFourLane
- EuropeanBridgeTunnelFourLaneDark
- EuropeanBridgeTunnelFourLaneSnow
- EuropeanBridgeTunnelFourLaneDarkSnow

- MonumentTrainBridgeSnow (with collapsing animation)
- MonumentTrainBridgeHighSnow
- TsingMaLandmarkBridge (includes night, damaged, reallydamaged & reanimated rubble models)
- EuropeanLandmarkBridge (fixed damaged, reallydamaged & rubble models)
- EuropeanLandmarkBridgeSnow
- KandaharBridgeSnow
- IndustrialSnow
- IceBridge
- IceBridgeLarge
- DesertCliffBridge


Last edited by Fincer on Thu Jun 12, 2008 6:50 pm; edited 2 times in total
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Fincer
Level: 64


Position: Registered User
Joined: 17 Apr 2008
Posts: 6
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Online Status: Offline
PostPosted: Thu Jun 12, 2008 3:45 pm  Reply with quote

Armies and new Units.

Common unit and structure changes:

- Every object having a SMALL_ARMS, GATTLING etc. classified
weapon has a firing effect with detonation FX.
This means that every that kind of weapon leaves its scorch on the ground
and thus acts somehow like a bigger turret weapon
- Weapons having EXPLOSION damagetype (turret weapons, for example) will cause camera shaking and shockwave effect


Structures:

USA and China Command Centers:
- New flag mast with nation flag (animated models; damaged models included with particle FXs)

All Supply Centers/Stashs:
- Has a ability to request more money in crates, dropped from planes to the ground (SpecialPower)

Tanks, ships and vehicles:
- Common tread skin replaced by a new one
- Vehicles stay longer on battlefield when destroyed
- Loop moving sounds
- Every vehicle has different salvage crates depending on their rank
- Every Ship has a sinking animation with FXs


Aircraft:

- New stylished missiles and bombs with new particle FXs (much cooler now)
- All aircraft working with helicopter behavior logic will cause damage after hitting the ground


Infantry:

- Every soldier reskinned. Now they look more realistic and not like stick guys hanging around
(USA infantry is completely remodeled & reskinned, Chinese and GLA infantries are uncompleted)
- Civilians & Soldiers bleed and they explode into pieces (arms, legs, head, chest etc) when used a weapon with Damage type "Explosion"
(special explosion parts for Black Lotus, Hacker and soldiers. For example, laptop, gun etc.)
- Reskinned burning & toxicated infantry. Died infantry also stays longer on a battlefield and burning model uses ambient hiss sound
- Blood puddles
- New squashing sound for infantry crushing
- Rocket infantry weapons have new stylished rocket exhausts (partially new missiles, too)
- Walking sounds for unharmed and wounded soldiers/civilians


First I describe new factions and after them the normal factions with their new units/structures and features.
Some of these new objects has been downloaded in Sleipnir Stuff "Public downloads" topics (marked separately).

New Armies:

- USA Commander In Chief
Commander: President Bradley Ross
Branch: The Best Weaponry of USA
Strengts: Massive Power

- China Commander In Chief
Commander: President Jin Fan Ba
Branch: PLA
Strengts: Naval Technology and Massive Power

- GLA Commander In Chief
Commander: Militant Leader Ahmed Mulabi
Branch: GLA Terror Cell
Strengts: Naval Technology

- USA Navy Forces
Name: USA Navy Forces
Rank: Not Applicable
Branch: US Navy
Strengts: Advanced Navy Power

- Boss General
Commander: General Leang
Rank: Dragon General, Class AAAA
Branch: PL - Elite Forces
Strengts: Unknown


- NOTE: There may be some minor changes which are not described below!
(like sounds or voices used by an unit, weapon effectiveness, prices...)


______________________________________________________________________________________________________________________

All USA Factions:

Structures:

Spy Satellite Uplink (Tech Building)
- Can built only one by time
- Can detect stealth units
- Is able to product units (uses separate door animations)
- Spy Satellite Scan
- Upgrades: AmericaSpySatellite2. Works like China Internet Center hack upgrade 1 but reveals existing vehicles only.


Power Plant (Building)
- Uses SoundAmbient and SoundAmbientRubble parameters

Barracks (Building)
- Flashbang Upgrade is replaced by Phosphorus Shells upgrade (new detonation effect)

Vehicles & Aircraft:

A10 ThunderBolt (aircraft; new skin & model)
B52 Bomber (aircraft; new skin)
Cargo Plane (aircraft; two different chassis)
Dozer (ground unit; Alpha skin)

Avenger (ground unit; fixed chassis; weapon launching pad model & skin by Fincer)
- uses lasers only against ground targets. Rockets for aircraft
- Partially new selection and creating sounds (no hints for laser weapon)


Microwave tank (ground unit)
- Comes with closing shutter

Supply Truck (ground unit; public cameo & skin)
- Collect supplies

Snow Mobile enabled (ground unit)
- Used only for cinematic stuff

Spectre Gunship (aircraft)
- Stylished Radius Cursor type used in Orbit logic

Infantry:

CIA Agent (new unit)
- Scout unit, has a pistol
- Like a hijacker, can sabotage buildings
- Can place Remote and Timed Charges


Ranger
- two separate skins
- Phosphorus shells instead of Flashbang grenades


_______________
Generals Powers
_______________

Rank 3:

- New cameo for A10 ThunderBolt Strike (all levels)


______________________________________________________________________________________________________________________

USA.

Firebase (Building; base defense; new model, cameo & skin)
- Upgradeable with "Protected Fire Base" upgrade (model stage upgrade)

Trigunner (Building; base defense; own model, cameo & skin)
- Strong vs. infantry
- Can detect stealth units


ICBM (Building; super Weapon)
- Launches an intercontinental ballistic missile
- Superweapon reload time: 6 minutes


Aircraft Carrier Fighter (aircraft; own model & skin)
- Like a raptor, used only by Aircraft Carrier

Patriot PAC-2 (ground unit; uses public skin in some parts; model & cameo by Fincer)
- Moving ground and air defense

Nail Tank (ground unit; infantry slaughter; own model, cameo & skin)

APC (ground unit; public skin, model & cameo)

______________________________________________________________________________________________________________________

USA Airforce General.

Airfield (Building; new model, cameo & skin. New door models & animations)
- Aircraft is parked in hangars
- Can detect stealth units
- New selection sound
- Requires Supply Center
- Is stronger than normal USA airfield (Health: 3500)
- New upgrades: Hellfire Missiles for Comanche


Power Plant (Building; normal model & skin, partially new cameo)
- New Upgrades: AirForce General Control Rods; Normal Energy production: 5 ; Energy Bonus: 10, Color of the control rods: Red

F23 Raptor (aircraft; public skin, cameo & model)
- Moves faster than normal Raptor (Speed = 300)
- Is not able to fire aircraft
- Can detect stealth units


Starlifter (aircraft; remade skin, partially new model and new cameo)
- capable to transport vehicles and infantry

Stealth Fighter (aircraft)
- heals all units having kindof VEHICLE, INFANTRY or AIRCRAFT
- Specialized weapon for AirForce General Stealth fighter


Hyper Sonic Aurora Bomber (aircraft; disabled in normal C&C Generals Zero Hour, new cameo & EA skin)
- Normal Speed: 360 ; Sluggish Speed: 275

Stealth Comanche (aircraft)
- Stealthness and Rocker Pods without upgrades

X-35 (aircraft; own model, cameo & skin)
- Is able to fire aircraft

Nail Tank (ground unit; infantry slaughter; own model, cameo & skin)

Adats (ground unit; based on APC, equipped with a patriot battery like weapon. Otherwise uses public APC model & skin, own cameo)
- Is not able to fire aircraft
- Capable to transport infantry


Apache (aircraft; own model, cameo & skin)
- Weapons: 40mm Cannon, Stinger missiles (against aircraft), Hellfire missiles (against ground targets)
- Equipped with Hellfire missiles automatically


Hunter (aircraft; own model, cameo & skin)
- Scout unit
- Weapons: 20mm Cannon Weapon
- Can detect stealth units
- No countermeasures upgrade


M110 Artillery (ground unit; artillery; own model & skin, partially own cameo)
- Deployed while firing
- Weapon uses public particlesystem effect (downloaded in "Particle FX Downloads" topic)


Stalker (Aircraft; own model & cameo, partially own skin)
- Weapon type: droppable bombs

Special Features:
- Aircraft is build as veteran, with science King Raptor and F23 Raptor ranks are granted to elite level

_______________
Generals Powers
_______________

Rank 1:
- Science Scout Units
- Science Raptor Training


Rank 3:
- Science Stalker
- Science X-35
- Science M-110 Artillery


______________________________________________________________________________________________________________________

USA Laser General.

Organic Liquid Generator (Building; own model, skin & cameo)
- Upgrades: Biochemical Catalyst; EnergyBonus: 8 (model stage upgrade)

Firebase (Building; base defense; new model, cameo & skin)
- Upgradeable with "Protected Fire Base" upgrade (model stage upgrade)

Trigunner (Building; base defense; own model & skin)
- Strong vs. infantry
- Can detect stealth units


Laser Turret (Building; base defense)
- New firing sound, and stylished laser beam

Strategy Center (Tech Building)
- New Upgrades: Tomahawk Assist Weapon, Tanks Energy Production

Ion Cannon (Building; super weapon; partially new model (will be remade soon), own animations, cameo & partially own skin)
- Fires huge particle stream weapon (Particlesystem effect downloaded in "Particle FX Downloads" topic)

Ion Rider (aircraft; own model, cameo & skin)
- Weapon type: two ion bombs dropped to the target location
- Is not able to fire aircraft
- Locomotor type: Ion motor, including ion stream as jet exhaust


Spectre Gunship (aircraft)
- Uses Plasma Howitzer Gun

Avenger (ground unit)
- Same as the normal C&C Generals Zero Hour Laser Avenger

Laser Crusader (ground unit; new public cameo & partially new model)
- New laser beam

King Laser Tank (ground unit; partially own model & skin, own cameo)
- Heavy tank with two laser turrets
- Detects stealth units


Laser Paladin (ground unit; new model & cameo, partially new skin)
- Fires short term and harmful laser beam shots

APC (ground unit; public skin, cameo & model)

Laser Comanche (aircraft; new model & cameo)
- Has two laser turrets and 20mm cannon weapon
- Hasn't Rocket Pods
- Is not able to fire aircraft


Laser Hummer/Humvee (ground unit; new cameo, partially new model & skin)
- Fires long-timed yellow-like laser beam

Laser Sentry Drone (ground unit; new cameo, partially new model & skin)
- Fires short term laser beam shots

Tomahawk (ground unit; new cameo & partially new model)
- Contains two similar tomahawk missiles
- Weapon can be upgraded using "Tomahawk Assist Weapon" upgrade


Laser Drone (drone unit; own model, cameo & skin)
- Buildable only as a vehicle upgrade
- Act like Hellfire Drone


Laser Ranger (infantry unit; new cameo, partially new models & skins)
- Uses short term laser weapon firing yellow laser beam

Laser Missile Defender (infantry unit; new cameo, partially new models & skins)
- Fires a laser missile containing plasma material. Missile has plasma exhaust

Laser Colonel Burton (infantry unit; new cameo, partially new model & skin)
- Uses short term and harmful laser weapon firing red beam

_______________
Generals Powers
_______________

Rank 1:
- Science Paladin Tank

Rank 3:
- Science Laser Bomb 1
- Science Laser Bomb 2
- Science Laser Bomb 3


______________________________________________________________________________________________________________________

USA Super Weapon General.

- Modified portrait image

Fusion Power Plant (Building; own model, cameo & skin)
- Specific dying effect

Firebase (Building; base defense; new model & skin)
- Upgradeable with "Protected Fire Base" upgrade

Fortified Firebase (Building; base defense; own model, cameo & skin)
- Has slots for 10 infantry soldiers

Rail Gun (Building; base defense; own model & skin & cameo)
- Inspirated by C&C Generals concept art
- Uses powerful short term Rail weapon against anti-air targets


Strategy Center (Tech building)
- Uses an electrical Turret against anti-air targets while "Bombardment Battleplan" enabled
- Has command for "Cruise Missile Strike" Special Power (Reload time: 4 minutes)


Particle Cannon Uplink (Building; super weapon)
- Firing time: 18 seconds
- New Particle Beam Color: Green


Patriot Battery (Building; base defense)
- New firing effect, sound & missiles

Fuel Aurora Bomber (aircraft; black skin & enabled unused cameo)
- Uses the original bomb weapon with fuel explosion

Blaster Tank (ground unit; heavy tank; own model, cameo & skin)
- Fires two blue colored electrical shells. These shells uses historic weapon logic and thus make even more damage
(separate & new effects for firing and for historic weapon)


EMP Tank (ground unit; own model & skin)
- No longer playable. Disabled at the moment because of coding problems

Pulse Master (ground unit; heavy tank; own model, cameo & skin)
- Fires two stylished electrical pulse waves

APC (ground unit; public skin, cameo & model)

Escort (ground unit; small robot; own model & cameo, partially new skin)
- Fires cyan plasma flares

Guardian Drone (ground unit; original model, public skin, own cameo)

Mechanic (ground unit; original cameo, partially new skin & model)

EMP Missile Defender (infantry unit; new cameo, partially own model & skin)

_______________
Generals Powers
_______________

Rank 1:
- Science Cruise Missile Strike
- Science Pulse Master


Rank 3:
- Science Escort Paradrop 1
- Science Escort Paradrop 2


______________________________________________________________________________________________________________________

USA Navy Forces.

- Own portrait image

Command Center (Building)
- Navy Forces logo

Barracks (Building)
- New Upgrades: Rappelling training (Marines are able to rappel mountains and hills), Flak Jacket (armor upgrade for Marines against sniper attacks)

Firebase (Building; base defense; new model & skin)
- Upgradeable with "Protected Fire Base" upgrade

Strategy Center (Tech Building)
- New Upgrades: Naval Armor

Naval Yard (Building; own model, cameo & skin)

Amphibious Transport (naval and ground unit; EA skin & model (night and damaged models made by Fincer), public cameo)

Visby (naval unit; small ship; own model, cameo & skin; has also night models)
- Has helipad for a Comanche which uses SlaveUpdate behavior logic

Destroyer (naval unit; own model, cameo & partially new skin; has also night models)
- Has a Patriot Battery in front deck (used only against aircraft) and two barreled medium turret

Battleship (naval unit; EA model, own cameo & partially new skin (wooden deck); has also night, snow and damaged models)
- Special power shortcut for bombarbment attack

Hovercraft Carrier (naval unit; own model, cameo & partially new skin; has also night models)
- This unit has been made because of lackness of Aircraft Carrier moving
- Act as a basement for Aircraft Carrier which means that Aircraft Carrier is built by this unit
- Though Aircraft Carrier has once been built, Hovercraft Carrier still stays on a map.
This doesn't mean that Hovercraft Carrier will longer stay on a map when every faction building & unit is destroyed by an enemy
- If Aircraft Carrier has been destroyed, you are still able to construct another one by this unit


Aircraft Carrier (Naval unit (/building); super weapon; EA model, cameo & skin)
- New cameo for launching command, has also guard, guard aircraft and stop commands
- Following aircraft upgrades can be built at this unit: Laser Guided Missiles, CounterMeasures
- Special power shortcut for airstrike
- Contains 20 Aircraft Carrier Fighters, no mini raptors anymore


Hover Crusader (naval and ground unit; EA model (damaged model by Fincer), partially new cameo & skin)

Hover Hummer/Humvee (naval and ground unit; partially new model (floating animations included) & skin, own cameo)

Hover Ambulance (naval and ground unit; partially new model (floating animations included) & skin, own cameo)

Hover Avenger (naval and ground unit; new model (floating animations included), new cameo & partially new skin)

Tracer (naval and ground unit; small robot; own model, cameo & skin)

APC (ground unit; public skin, cameo & model)

Marine (infantry unit; uses ranger skin & model, new cameo)
- Chemical Suits worn already
- Uses more powerful phosphorus shells when hero status enabled


_______________
Generals Powers
_______________

Rank 1:

- Battleship Training


______________________________________________________________________________________________________________________

USA Commander In Chief.

- Own portrait image

Command Center (Building)
- Commander In Chief logo

Power Plant (Building; normal model & skin, partially new cameo)
- New Upgrades: Commander In Chief Control Rods; Normal Energy production: 5 ; Energy Bonus: 7, Color of the control rods: Purple

Strategy Center (Tech Building)
- Has command for "Cruise Missile Strike" Special Power (Reload time: 4 minutes)

Popup Patriot Battery System (Base defense; public model, code, cameo & skin)
- Has a closing/opening shutter so the main turret is protected by walls

Plasma Cannon (Base defense; own cameo, skin & model (snow models included))
- Fires two powerful plasma flares, including historic weapon

Tomahawk Storm (Building; super weapon; EA model, cameo & skin)
- Superweapon reload time: 4 minutes 30 seconds

APC (ground unit; public skin, cameo & model)

F23 Raptor (aircraft; public skin, cameo & model)

Defender (ground unit; public model, skin & cameo)

MLRS (ground unit; public model, skin & cameo)

Mammoth tank (ground unit; public skin & cameo, customized EA Model)
- Comes with a two barreled turret including a rocket launcher on it

_______________
Generals Powers
_______________

Rank 1:

- Emergency Repair level 1

Rank 3:

- Tank Paradrop level 1
- Tank Paradrop level 2
- Tank Paradrop level 3
- Emergency Repair level 2
- Emergency Repair level 3
- Cruise Missile Strike


______________________________________________________________________________________________________________________

All Chinese Factions:

Structures:

Barracks (Building; fixed night models)

Airfield (Building)
- Has command for "Napalm Strike" Special Power (Reload time: 4 minutes)

Vehicles & Aircraft:

Cargo Plane (aircraft)
- Has two separate chassis, recolored skin

Carpet Bomber (aircraft; recolored skin)

MiG (aircraft; recolored skin)

Helix & Overlord (aircraft & ground unit)
- Upgradeable with Listening Dish

Frogfoot/SU-25 (aircraft; new unit)
- Uses supersonic logic for attacking
- Has 10 Krypton missiles against anti-air forces
(uses scud launcher logic)


Dragon Tank (ground unit; public model & skin)

Gattling tank (ground unit; public model & skin)

Big Supply Truck (ground unit; fixed EA model & skin)
- Collect supplies
- Can collect more supplies


Inferno Cannon (ground unit)
- Uses public particle FX as fire effect

Troop Crawler (ground unit; partially remodeled, modified cameo)

Infantry:

Red Guard
- Has a bayonet weapon

Officer (new unit)
- Has a pistol, Remote Charges & Timed Charges
- Is able to hijack vehicles


China.

Propaganda Center (Tech Building)
- Black Napalm & Chain Guns (removed from War Factory), Aircraft Armor (removed from Airfield)

Flare Burster (Base defense; own model, cameo & skin)
- Fires a massive shell that will be detonated as extremely high electromagnetic light wave

MiG 31 (aircraft; public cameo, skin & model)
- Uses missiles with napalm warhead; Clip Size: 4

______________________________________________________________________________________________________________________

China Commander In Chief.

- Own portrait image

Command Center (Building)
- Commander In Chief logo

Power Plant (Building; remade EA alpha model, new skin & cameo)

Propaganda Center (Tech Building)
- New upgrades: Iron Dragon Locomotor, Chain Guns (removed from War Factory), Aircraft Armor (removed from Airfield)

Armored Gattling Cannon (Base defense; own skin, model & cameo)
- Health: 1400 (StructureBody)

Naval Yard (Building; own model, cameo & skin)

Iron Dragon (Aircraft; EA skin, partially remodeled, own cameo)
- Stealth unit, uses supersonic logic for attacking
- Weapon: droppable bomb


Armored Gattling Tank (ground unit; partially new model & skin, own cameo)

Apocalypse (ground unit; public skin, model & cameo)

Amphibious Transport (naval and ground unit; remade EA skin & model (night and damaged models made by Fincer), modified public cameo)

Attack submarine (naval unit; own skin, model & cameo)
- Stealth unit, launches three ballistic missiles to the target location

Battleship (naval unit; remade EA model, own cameo & partially new skin (chinese logos); has also night, snow and damaged models)
- No longer playable. Disabled in-game but can be used in missions and such

Gattling Ship (naval unit; partially new skin, own model & cameo)
- Uses gattling weapon against ground and air units

TOS (ground unit; public skin, model & cameo)
- Fires a shower of missiles against ground targets

_______________
Generals Powers
_______________

Rank 1:

- Science Apocalypse Tank
- Science Iron Dragon


Rank 3:

- Napalm Strike SpecialPower


Last edited by Fincer on Thu Jun 12, 2008 4:57 pm; edited 2 times in total
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PostPosted: Thu Jun 12, 2008 3:46 pm  Reply with quote

China Infantry General.

Propaganda Center (Tech Building)
- New Upgrades: Chemical Suits, Green Napalm (instead of Black Napalm), Chain Guns (removed from War Factory), Aircraft Armor (removed from Airfield)
- Has command for "EMP Mines Bomb" Special Power (Reload time: 4 minutes)


Speaker Tower (Building; partially new model & skin, own cameo)
- Bigger speaker tower for infantry general
- Wider effect area


Barracks (Building; new model, cameo & skin)
- New Upgrades: Infantry Fitness Training

Super Black Lotus (infantry unit; new cameo)
- Decreased unpack/pack times for Capture Building, Disable Vehicle, Stealth Cash special abilities

Super Hacker (infantry unit; new cameo)
- Increased cash hacking amount
- Is able to capture buildings and disable vehicles after getting hero status


Mortar Soldier (infantry unit; EA model, reskinned, own cameo)
- Fires a single shell to the target location

Minigunner (infantry unit)
- Has a bayonet weapon

Officer (infantry; new unit)
- Is able to sabotage buildings
- Can be equipped with dum dum bullets


Assault Helix (aircraft; new cameo)
- Can't be upgraded with Listening Dish
- Has more powerful gattling cannon after upgrading
- Has 8 slots for infantry
- Infantry is able to fire while containing


Flame Tank (ground unit; own skin, model & cameo)
- Acts like a dragon tank but has more harmful weapon
- Massive tank, moves slowly


Light Tank (ground unit; public skin & model, own cameo)
- Light armored chinese tank
- Small, moves fast


Scorpian (ground unit; EA model & skin, public cameo)
- Has two barreled turret
- Strong vs. infanty divisions
- Has a machine gun-like weapon, can't fire aircraft
- Small, moves fast


Hacker Van (ground unit; own model & cameo)
- Is able to contain 6 hackers and protect them
- Can't be seen while idle


Troop Crawler (naval and ground unit; partially remodeled)
- Can move on water surface
- Comes with a cannon


Special Features:
- All infantry becomes as veteran

_______________
Generals Powers
_______________

Rank 1:

- Minigunner Training (with a new sound)

Rank 3:

- Napalm Strike SpecialPower


______________________________________________________________________________________________________________________

China Nuke General.

Nuclear Power Plant (Building; remade EA model, own cameo)
- Large power plant, uses CBNukeD object model at the moment
- Energy Production: 70
- Requires Propaganda Center


Propaganda Center (Tech Building)
- New Upgrades: Radiation Suits, Black Napalm & Chain Guns (removed from War Factory), Aircraft Armor (removed from Airfield)

Nuke Cannon (Base defense; own model, skin & cameo)
- Like a portable Nuke Cannon vehicle
- Can be garrisoned with 4 soldiers


Nuclear Missile Silo (Building; superweapon)
- New Upgrades: Tactical Nuke Mig (removed from Airfield), Uranium Shells & Fusion Reactors

Airfield (Building)
- Has command for "Nuke Strike" Special Power (Reload time: 4 minutes)

Frogfoot/SU-25 & MiG (aircraft; new cameos & Nuke General skins)
- Missiles contain a nuclear warhead

Red Guard (infantry unit; new cameo)
- Fires contaminated shells

Nuke Hunter (infantry unit; new cameo, skin & model)
- Fires a missile with contaminated warhead

Battlemaster & Overlord (ground units; new cameos)
- Fusion reactor upgrade is a model stage upgrade

Radiation Tank (own skin, model & cameo)
- Acts like a dragon tank but has radiation weapon

Devastator Tank (public skin, model & cameo)
- Massive tank, moves slowly
- Fires nuclear shells to the target location
- Requires Nuclear Missile Silo


Nuke Cannon (ground unit; Nuke General skin)

Nuke Truck (EA model, skin & cameo)
- A light and vulnerable truck
- Loaded with a nuclear warhead which is detonated only by suicide attack
- Requires Nuclear Missile Silo


_______________
Generals Powers
_______________

Rank 1:

- Science Devastator Tank

Rank 3:

- Nuke Strike SpecialPower
- Nuke Artillery Barrage (all levels)


______________________________________________________________________________________________________________________

China Tank General.

Propaganda Center (Tech Building)
- New Upgrades: Dragon Turrets, Mine Hardened Tanks, Black Napalm & Chain Guns (removed from War Factory), Aircraft Armor (removed from Airfield)

ECM Turret (Base defense; own model, skin & cameo)
- Like an ECM Tank
- Nearby infantry will be burned with microwave beams


Battlemaster (ground unit; public cameo, skin & model)
- Comes with a turret including a rocket launcher on it

Emperor Tank (ground unit; fixed reallydamaged model)
- Upgradeable with Listening Dish

Dragon Tank (ground unit; public skin, model & cameo)
- Can be upgraded with Dragon Turrets upgrade which gives an extra turret for this unit

Double Barreled Gattling Tank (ground unit; public skin, model & cameo)
- Comes with a two barreled turret

Predator Tank (ground unit; EA model & skin, own cameo)
- Small and fast tank with powerful single barreled turret
- Weapon Damage: 45 ; Clip Size: 4 ; Delay Between Single Shots: 0,5 seconds; Reload time: 2 seconds
- Requires Propaganda Center


______________________________________________________________________________________________________________________

All GLA Factions:

Structures:

GLA Wind Mill (Building; remade EA model with snow models; public cameo)
- Energy Production: 3

Black Market (Building)
- New Upgrades: Radio Jam (model stage upgrade for Radar Van)

Vehicles & Aircraft:

Dozer (ground unit; own model, skin & cameo)
- Can build structures
- Fast unit


Cargo Plane (aircraft)
- Remodeled Anthrax bomb

Quad Cannon (ground unit; new public skin, model & cameo)

Supply Truck (ground unit; public skin, model & cameo)
- Comes randomly with or without a tarpaulin

Scud Launcher (ground unit)
- Buildable without a science requirement

Combat Bike (ground unit)
- New cameo

Infantry:

Partisan (EA model, skin & cameo)
- Two separate building variations
- Comes with a powerful pistol


______________________________________________________________________________________________________________________

GLA.

Airfield (Building; remade EA model & skin, own cameo)

Black Market (Building)
- Has command for "Black Market Nuke" Special Power (Reload time: 10 minutes)
- New Upgrades: Kirov Locomotor


Palace (Tech Building)
- Scorpion Rocket Upgrade (removed from Arms Dealer)

Battle Fortress (Base defense; own model, skin & cameo)
- Can be occupated by 10 soldiers

Tunnel Network Beta (Building; EA model & skin)
- Used only for cinematic stuff (for example, the ShellMap animation)

Old Rocket Buggy (ground unit; EA model & alpha skin)
- Used only for cinematic stuff

Snow mobile (ground unit; EA model & skin)
- Used only for cinematic stuff

Rocket Buggy (ground unit; new skin & old unused voices)

Biplane (aircraft; own skin, model & cameo)
- Toxicates the targeted area

Kirov Airship (aircraft; uses partially remade public model, skin & cameo)
- Works completely like in Red Alert 2
- Drop more effective & powerful bombs after promoted to hero


_______________
Generals Powers
_______________

Rank 3:

- Salvage Crate Drop
- Science Terror Cell 1
- Science Terror Cell 2
- Science Terror Cell 3


Rank 5:

- Black Market Nuke SpecialPower


______________________________________________________________________________________________________________________

GLA Commander In Chief.

Airfield (Building; remade EA model & skin, own cameo)
- No longer playable. Disabled in-game but can be used in missions and such

Quad Tunnel Network (Base defense; partially new model, skin & cameo)
- Equipped with a quad cannon, is able to fire aircraft

Battle Fortress (Base defense; own model, skin & cameo)
- No longer playable. Disabled in-game but can be used in missions and such
- Can be occupated by 10 soldiers


Black Market (Building)
- Has command for "Black Market Nuke" Special Power (Reload time: 10 minutes)

Victory Statue (Building; partially remodeled and reskinned; includes snow & damage models, reallydamaged model with animation)
- Like a chinese propaganda tower

Scorpion Tank (ground unit; new public model, skin & cameo)
- Has a two barreled turret
- Can be occupied with 5 soldiers who are able to fire outside


Marauder Tank (ground unit; new model & cameo)
- Comes with rotating turret
- Equipped with machine guns
- Doesn't need a science to be built


Battle Technical (ground unit; partially new model & skin, partially own cameo)
- Hasn't turret
- Can be occupied with 5 soldiers who are able to fire outside


Patrol Boat (naval unit; includes night & damaged models; EA model & skin, public cameo)
- Like a technical

Suicide Boat (naval unit; partially own model & skin, own cameo; includes night models)
- Can drop water traps on water. Water traps act like a demo trap

Scud Ship (naval unit; own model, skin & cameo; includes night models)
- Fires a long-run scud missile with explosive or toxicated warhead

Kirov Airship (aircraft; uses partially remade public model, skin & cameo)
- No longer playable. Disabled in-game but can be used in missions and such
- Works completely like in Red Alert 2
- Drop more effective & powerful bombs after promoted to hero


Ferry (naval unit; EA model, skin & cameo; includes night models)
- No longer playable. Disabled in-game but can be used in missions and such

Special Features:
- Hasn't a demo trap building

_______________
Generals Powers
_______________

Rank 3:

- Salvage Crate Drop
- Science Terror Cell 1
- Science Terror Cell 2
- Science Terror Cell 3
- Black Market Nuke SpecialPower


______________________________________________________________________________________________________________________

GLA Demolition General.

Underground Generator (Building; remade EA Model; own skin)
- Energy Production: 6

Palace (Tech Building)
- New Upgrades: Demo Trap High Explosive Bomb, Scorpion Rocket (removed from Arms Dealer)

Rebel (infantry unit; new cameo)
- Is able to place Timed Charges

Tunnel Defender (infantry unit; new cameo)

Battle Bus (ground unit; partially remodeled & reskinned; own cameo)
- Is able to drop demo charges on the ground

Suicide Car (ground unit; EA model & skin, own cameo)
- Acts precisely like a "car bomb" (terrorist driving around with a car)

Kirov Airship (aircraft; uses partially remade public model, skin & cameo)
- No longer playable. Disabled in-game but can be used in missions and such
- Works completely like in Red Alert 2
- Drop more effective & powerful bombs after promoted to hero
- Specialized bombs for Demolition General


_______________
Generals Powers
_______________

Rank 3:

- Salvage Crate Drop
- Science Terror Cell 1 (specialized for Demolition General)
- Science Terror Cell 2 (specialized for Demolition General)
- Science Terror Cell 3 (specialized for Demolition General)


______________________________________________________________________________________________________________________

GLA Stealth General.

Fake Scud Storm (Fake building; acts almost like the real equivalent building)

Fake Stinger Site (Fake building; acts almost like the real equivalent building)

Fake Tunnel Network (Fake building; acts almost like the real equivalent building)

Palace (Tech Building)
- New Upgrades: Jarmen Kell Snipe Aircraft

Black Market (Building)
- Has command for "Black Market Nuke" Special Power (Reload time: 10 minutes)
- New Upgrades: Quad Cannon Sniping


Jarmen Kell (infantry unit)
- Is able to kill aircraft pilots

Rocker Buggy (ground unit)
- Different motor sounds, moves faster than normal buggy

Combat Bike (ground unit)
- Comes with a hijacker

Quad Cannon (ground unit)
- Is able to snipe infantry after Quad Cannon Sniping Upgrade purchased

Kirov Airship (aircraft; uses partially remade public model, skin & cameo)
- No longer playable. Disabled in-game but can be used in missions and such
- Works completely like in Red Alert 2
- Drop more effective & powerful bombs after promoted to hero
- Specialized abilities for Stealth General


_______________
Generals Powers
_______________

Rank 1:

- Communications Download SpecialPower (used by Radar Van)

Rank 3:

- GPS Scrambler 2
- GPS Scrambler 3
- Machination 1 (Group of Hijackers/Saboteurs)
- Machination 2 (Group of Hijackers/Saboteurs)
- Machination 3 (Group of Hijackers/Saboteurs)


Rank 5:

- Black Market Nuke SpecialPower
- Defector Special Power (Enemy vehicles (not Dozers) can be captured just by clicking them)


______________________________________________________________________________________________________________________

GLA Chemical General.

Airfield (Building; remade EA model & skin, own cameo)

Palace (Tech Building)
- New Upgrades: Toxin Armor (makes all vehicles immune against toxic attacks), Scorpion Rocket Upgrade (removed from Arms Dealer)

Black Market (Building)
- New Upgrades: Toxin Buggy Upgrade, Kirov Locomotor

Chemical Tunnel Defender (infantry unit; EA model, own cameo)
- Fires missiles with contaminated warheads

Rocker Buggy (ground unit)
- New cameo

Toxin Tank (ground unit; own model, skin & cameo)
- Acts like Dragon Tank or Radiation Tank

Toxin Tractor (ground unit; remade EA Alpha model, own cameo)
- Moves faster than normal toxin tractor
- Health: 410
- Upgradeable with crates


_______________
Generals Powers
_______________

Rank 3:

- Salvage Crate Drop
- Science Terror Cell 1 (specialized for Chemical General)
- Science Terror Cell 2 (specialized for Chemical General)
- Science Terror Cell 3 (specialized for Chemical General)


Rank 5:

- Nerve Gas Bomb SpecialPower (reload time: 6 minutes)


______________________________________________________________________________________________________________________

Boss General.

- Every object has been modified like in normal armies described above

_______________
Generals Powers
_______________

Rank 3:

- Napalm Strike


______________________________________________________________________________________________________________________

All new upgrades (some may be disabled):

USA.

Spy Satellite 2
Protected Fire Base
Control Rods for different USA General
Phosphorus Shells for Ranger (replaces FlashBang grenades)

Tanks Energy Production (Laser General only)
Laser Drone (Laser General only)
Tomahawk Assist Weapon (Laser General only)
BioChemical Catalyst (Laser General only)

Hover Locomotor (Navy Forces only)
Naval Armor (Navy Forces only)
Aircraft Carrier (built by an upgrade, Navy Forces only)
Visby Comanche (built by an upgrade, Navy Forces only)
Rappelling Training (Navy Forces only)
Flak Jacket (Navy Forces only)

EMP Tow Missile (Super Weapon General Only)

Scout Drone (equipped with Point defense laser. Airforce General only)
Comanche HellFire Missiles (Airforce General only)


China.

Helix Listening Dish
Overlord Listening Dish

Iron Dragon Locomotor (Commander In Chief only)
Gattling Ship Cannon (Commander In Chief only)

Uranium Shells (more effective. Specialized for Nuke General only)
Fusion Reactors (more effective. Specialized for Nuke General only)
Radiation Suits (Nuke General only)

Dragon Tank Turrets (Tank General only)
Mine Hardened Tanks (Tank General only)

EMP Bomb (Infantry General only)
Green Napalm (Infantry General only)
Chemical Suits (Infantry General only)
Dumdum Bullets (Infantry General only)
Fitness Training (Infantry General only)
Helix Gattling Cannon (more effective. Specialized for Infantry General only)


GLA.

Radio Jam

Kirov Locomotor (Normal faction only)

Water Trap (Commander In Chief only)

Radio Jam (specialized for Stealth General)
Jarmen Kell Aircraft Snipe Attack (Stealth General only)
Quad Cannon Sniping (Stealth General only)
Real Scud Storm (Stealth General only)
Real Stinger Site (Stealth General only)
Real Tunnel Network (Stealth General only)

High Explosive Demo Trap (Demolition General only)

Rocket Buggy Toxin Missiles (Chemical General only)
Toxin Armor (Chemical General only)


______________________________________________________________________________________________________________________

So, that's almost all details commonly I can tell about my little secret
project. Anyway, there may still be some stuff I just forget to tell because I've
made this mod for 4 years and the size of the mod is just so huge (730 mb or more).

What this mod still mostly lacks for, is new units for armies.
Since I started this project, I should have recruited a team to keep the project on.
I decided otherwise and here we are now.
My original plans were to make the whole modification by myself but I realized
that it's just impossible for me to
make all new units though I really have skills to do that.
Because of my personal affairs, I can't keep the project
on in full for very long time anymore by myself. Actually, after this month. Yea, really. This is a period while
I'm away for very long time, even for weeks in one time. So you may understand, that the project can't be kept on then just by a man.

Everyone and everything has limits.
I think I've reached them now and that's why I'm asking for your help, dear modders.

First I must point out that I'M NOT LOOKING FOR BEGINNERS or guys who has just become familiar with Generals.
I don't care you at all if you're asking all the time how to do some stuff.

"Fincer, how do I make infantry models?"
"How to make a new unit? Please help me, Fincer"
"Is this model good enough, I just modeled it in 10 minutes? (having just basic subobject elements as cylinders, boxes etc)"

These are questions I don't really want you to ask for me while once you're in the team!
Of course, everyone is an individual and make mistakes. That's reasonable. I do also and
always get some error message that all-known WB gives me after coding. But no matter of these,
all that matters is your real skills.
"What can you really do?" That matters.


I'm looking for other professional mod makers who know how the stuff works.
You don't need to know everything about Generals
as I almost do but you must have good knowlegde in some sector.
It can be modelling, texturing, cameo making, coding, map making, AI scripting...the list is endless.
So you know what I'm looking for. Before I can take you to the team,
I must know what you've made earlier and what kind of modding history you have so I can estimate your applicability.
It doesn't need to be very detailed information
but, however, it's always better to the project leader to know something
about becoming team members before actually recruiting them to the team.
I know, this may sound little strange because you haven't heard about me
before this moment. However, this is the only way to keep quality of the mod high enough.
No one would be very happy if some random guy join the team and ruin the whole project you've made with diligence for many years.

You can take contact me with a private message, on this topic or just
send e-mail to the following address:

fincer89[at]hotmail[dot]com

Last but not at least, I've uploaded and made two youtube videos for you guys! Wink
Enjoy,

Earlier video (made over a year ago):

CNC: SZ Early Intro

Newer video (made two months ago):

CNC: SZ Beta Trailer

Some early stage pictures with old logo (over 1,5 years ago):
Harbor stuff
Christmas

Great modding moments and happy summer (though the latest picture implies completely to something else) Smile
Greetings
Fincer, Command & Conquer Generals: Situation Zero Project Founder, Leader and Developer


Last edited by Fincer on Thu Jun 12, 2008 6:04 pm; edited 1 time in total
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Stalker
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PostPosted: Thu Jun 12, 2008 4:15 pm  Reply with quote

Suprised This is the most awesome zh mod I have ever seen. Incredible that you made all this on your own. I know, most modders don't like to hear this question, but: How many % of the mod is done? If all on this huge is already done, It looks really complete.
I just love the menu, the trees, the sounds, models and FXs in the trailer. So please someone help him so this great mod gets finished. (I would help but I'm not good enough and I'm already working on my secret mod project Wink )

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Fincer
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PostPosted: Thu Jun 12, 2008 5:21 pm  Reply with quote

Thanks for your reply, Stalker Wink

Yes, all features described are already included. There are still some stuff I really want to make for this mod.

Yes, you estimated right, I like your question neither but I willingly want to answer to it. Grin

Okay, the fact is that this mod should have been completed times ago. However, always I thought that it's finally done but there was always something I wasn't happy for. As I mentioned, the project was started just because of lack of naval units (yea, rly Razz). So the mod size grew and grew slowly but surely. Finally I decided to reveal all the facts for the audience and for the C&C Generals: Zero Hour modding community. Today is the day and the time has come whether you're ready or not. Smile

Let's go back to the question.
I think is that about 60-85% may be done. I can't give very detailed information at the moment because all depends on how much I want to add stuff (and other guys want me to add it). What further details I can give for you, is that the prisoner system (which EA Games decided to cut out) will see the daylight again. There will be also more new units (maybe a mech unit for USA, for example), more civilian structures (skyscrapers etc) and even animals (which can be killed like infantry, naturally). But remember, that all is still only speculation and I'm not very sure about the further additions. It depends on how much I get team to keep the project on.
Actually prisoners were "enabled" on earlier versions of the mod but it was just so horrible that I cut it out. In that time, you were able to construct POW Trucks containing partisans (GLA). All I can say about the earlier so called prisoner system is that "there were drunk GLA partisans (yea, they sounded like it) killing every approaching tank and vehicle with their super pistols". Kirov Airships and such were also able to be constructed with every GLA Faction (which is still seen on disabled, general specialized Kirov Airships) but I wasn't happy for that and I change the things a little. It's better now, but the generals still have too few specialized units & structures.
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PostPosted: Thu Jun 12, 2008 9:01 pm  Reply with quote

Sweet merciful Jesus, you're good. I'm quite literally speechless.

Slepnir's stuff is a sort of backwater in the C&C community (no offense to the staff here Razz). Might I suggest you publicise your mod at these sites:

http://commandandconquer.filefront.com/
http://forum.cncreneclips.com/

I think you'd attract more attention to yourself there.

Can I also suggest you summarise the mod a little more in the forums, and leave the massive text blocks to the readme? I'm afraid I skipped through a lot of it and went to the videos...
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Fincer
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PostPosted: Thu Jun 12, 2008 9:54 pm  Reply with quote

Thanks for information, rich_19

Yea, you may be right. I have looked for Deezire but maybe I should put a message in CNC Reneclips and Filefront, hm well, why not?

Yea, I believed someone to say something about the length of my messages. I know that problem but there is another problem: How could I otherwise describe all details (even in common level) to you since you know nothing about the project? You've never even heard about a mod called Situation Zero. I know, there is still some stuff I didn't mentioned but let it be.
However, there is still a view point that you don't know what I can really do (compared to a situation I'd just say "Hi, I'm making a mod called Situation Zero. Would you like to join the team?".) I have to tell you what I can really do. Without flattering, I can say honestly that I'm (almost) as good to mod the game as a person who is known by everyone: The_Hunter Wink (I know, this is pretty strong argument)

And what I have to say for unit descriptions, it's necessary to know what models (especially the public ones) I use on this mod. I don't want to hear afterwards someone to say "Hey, you used that model without my permission! I will kill you for using it!".

Anyway, I'm not going to write that description even once again. Hell no! Grin I can try to give some information pack but that takes time from modding moments. So, your decision, my doings Razz
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PostPosted: Sun Jun 15, 2008 7:31 pm    Post subject: nice work :D Reply with quote

Man you are great truely... I love your work.. I'm fanatic of cnc zh. At now I'm playing Shokwave Mod while I wait your Mod. I now I will miss some things from shockwave but that's not a problem because your Mod will conpensate eveything Laughing

I know you're full of work but if you are perfectionist as I think you will be open to sugestions Wink

Well I read your description of the Mod and I felt that It missing some new defense structures. To all factions. I love patriot missle for exemple but two or to three new defense structures to each faction would make the Mod even more perfect Rolling Eyes I notice this "failure" because when I play CnC I based my tactic in the defense Razz
Other thing I gess could have the Mod it's more one general to each faction but that's not imperative of course Grin
And finally can you create 10 or 12 teams maps? Would be really fantastic! Grin


I don't notice any other problem in your Mod looks me perfect.. The naval power it's really great believe.

ANd I have a question to you. Smile What about superweapons? How many new superweapons does the Mod have?


I woul like to help you in this project but I have not skills to this kind of work, I'm portuguese (sory my mistakes) and I just play don't construt in spite of dreaming with it Laughing


Continue the fantastic work man.. Innovate and make things that nobady elses thinks before Wink and I advise you to see other CnC ZH Mods just to have shure that you´re Mod is the better in every single aspects Cool


Peace brother something I could help just said Grin
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PostPosted: Fri Sep 12, 2008 11:47 pm    Post subject: Greetings Reply with quote

I just wanted to say WOW! (and I thought I was ambitious)

I have almost no skills whatsoever but have been juggling 4-5 mods since 2002/2003 and none of them anywhjere near completion! Smile

As sole Dev 99% of the time I know exactly what you've gone through. I once had a person join up to "work" on some broken meshes and the F-er kept them for several months only to send them back to me still broken. "Oh I'm not a modeler, and this is just a hobby, chill out man".

Gee, in that time I had turned away REAL MODELERS who applied and who could have worked on them before they got sucked up into other projects, the person lied about their skills, and yes (unless you get paid for it) modding IS just a hobby... BUT I was probably as close to having an anuerism that day, as i would be in my entire life...

Mods are like Children, you make them only for yourself (not others), You work on your own timetable (when time and inspiration allow), and if need be, take several month long breaks in order to come back with a fresh perspective and energy...

I would caution you to expect that you might end up having to complete it on your own. But if that turns out to be the case NOT TO GET DISCOURAGED!!!

Hitting every major C&C site with a toned down synopsis/ad might be your best option.
put most of the detail intensive info in a read me doc uploaded to your post (linked).

That way you DO get the word out, but don't bog people down who might lose interest in reading multiple posts.
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PostPosted: Sat Sep 13, 2008 2:35 am  Reply with quote

Erm we already got hosted at E-Studios. I am currently the co-leader. Yes, there's a lack of activity but we're solving it.
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Josh 'Sky³' Redwood
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PostPosted: Tue Oct 14, 2008 6:40 am  Reply with quote

I wouldn't consider S/S a backwater place for C&C Modding, it was infact one of the premier places, before C&C3 etc and the more... closed modding community came into existence. It's more hibernating now, but it maintains a strong presence on the net.

Backwater is a place like CNCReneclips, who are sitting on ALL the public models for Generals and ZH and aren't doing anything with it. They've had the website down for what... 2? years (A long enough time anyway), promising to make a free downloads page which they've never done.
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PostPosted: Fri Oct 17, 2008 4:50 am  Reply with quote

Eh? CNCReneclips is now Fallout Studios, and it's well alive, much more so than Sleipnir's Stuff.
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Josh 'Sky³' Redwood
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PostPosted: Fri Oct 17, 2008 5:59 am  Reply with quote

I didn't say ... CNCReneclips Fallout Studios (People and naming everything Studio This, Network that) was dead, I said they are backwater for sitting on resources and whatnot, as one of the last true Generals Resource Sites doing nothing about it.

It's all fine and dandy to have wiki pages and whatnot, but to actually do something that helps the community? Noooooooo
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PostPosted: Fri Oct 17, 2008 12:18 pm  Reply with quote

What do you expect? Free models for every possible type of unit? Besides, I don't see people contributing useful stuff here anymore.
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Josh 'Sky³' Redwood
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PostPosted: Fri Oct 17, 2008 2:16 pm  Reply with quote

....

You have no idea how communities survive do you?

RA2 survived because people created free resources and posted them all over the web for people to download.

Now, Generals had a fairly good model community, then most resource sites went bust. Reneclips that DID have the models shut down to "re-design". They are sitting on ALL the free models that can't be found elsewhere (ala here and whatnot) doing nothing with it.

It strangles an already fragile community and makes them look totally pompous and arrogant. Resource greed is pathetic.
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