Contra Mod

The main idea of this mod is to make sides more different. 60 new units, 20 new skills, and 30 new upgrades make gameplay very original and...

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The main idea of this mod is to make sides more different. 60 new units, 20 new skills, and 30 new upgrades make gameplay very original and various.
-Air Force General. Build defense and make air assault. Planes are cheaper and more powerful. F-117 is good dozer hunter. F-23 is anti-aircraft plane. F-22A "King Raptor" is more effective vs vehicles and less effective vs buildins. To take off structures use Aurora Alpha. Also you can build "Hercules" transports and make infantry paradrop at any time you want.
-Laser General. Powerful ground assault faction. There are 3 types of lasers: anti-tank, anti-infantry, and anti-structure. The most of units have one type of these lasers.
-Super Weapon General. Build powerful defense line and fire super weapons from behind of it. The most of upgrades are for defense and for buildings. Also there is second super weapon (ICBM launcher). Use particle cannons to take off strong buildings and use ICBM launchers to take off large groups of enemies.
-Cybernetic General. The fastest faction in the game. The main power is drones. They are fast and immune to toxins, radiation neutron weapons and Jarmen Kell. The super weapon is tomahawk storm. It have very short reload time (3 min). Speed is power.
-Tank General. Everything is for tank assault. Troop Crawlers are not Troop Crawlers ant more. They are support units. You can build one of 5 addons on each of and provide support to attacking Battle Masters. If it does not help
then make heavy tank assault with Emperors, Manticores, Earth Shakers and Banshees. All of them are Overlord based super heavy tanks. Under good command they are unstoppable.
-Infantry General. The main power is quantity. Build heaps of infantry and research a dozen of upgrades for them. Then begin heavy infantry assault. Explore with fast wheeled tanks and defend placing mines and traps.
-Nuke General. Main power is nuclear weapons. The most of units have high firepower and low defense. Also there is no bunkers infantry can hide in. Do not care of defense. The best defense is attack.
-Flame General. The main power is flame. Flame is very effective vs buildings. Playing for this general try to avoid enemy tanks and concentrate all firepower on structures. Destroy all enemy buildings and win.
-Chemical General. The main power is chemistry. Poisons kill infantry and light vehicles with time. New acid weapons bring damage to tanks and buildigs with time. Silicon clouds bring damage to flying aircrafts with time. Pollute ground and air and see you enemies dying.
-Demolition General. The main power is suicide units. Their cost is low and amount of money returned with cash bounty is high. This is the only general that can live without collecting resources. Arsenal of suicide units is large: terrorists, flying terrorists, bomb trucks, nuclear bomb trucks and etc.
-Stealth General. Starts with GPS scrambler. The most of units are stealth. So he can be always invisible. The most suitable tactic is hit-&-run.
-Assault General. Yet another ground assault faction with tanks, artillery, and fire support aviation.

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Readme
        C O N T R A
 Mod for  Generals: Zero Hour
 current version: 0.02


 Contents

 1. Description
 2. How to install
 3. History of changes
 4. Credits
 5. Contact information



1) Description

 Contra is a 'standalone' mod - it wont work in conjunction with any other mods 
 and AI patches you may have installed, so remove them before you install it.
 This mod will work with all versions of Generals Zero Hour begining from 1.00

 The main idea of this mod is to make sides more different. Sixty new units, 
 twenty new skills, and thirty new upgrades make gameplay very original and 
 various. 

 -Air Force General. Build defense and make air assault. Planes are cheaper and 
 more powerful. F-117 is good dozer hunter. F-23 is anti-aircraft plane. F-22A
 "King Raptor" is more effective vs vehicles and less effective vs buildins. To
 take off structures use Aurora Alpha. Also you can build "Hercules" transports
 and make infantry paradrop at any time you want. 

 -Laser General. Generic ground assault faction. No especial features. The main 
 battle unit is Paladin. Laser Crusader is fire support unit with high firepower
 low armor. Microwave tank is anti-infantry unit.

 -Super Weapon General. Build powerful defense line and fire super weapons from 
 behind of it. The most of upgrades are for defense and for buildings. Also 
 there is second super weapon (ICBM launcher). Use particle cannons to take off 
 strong buildings and use ICBM launchers to take off large groups of enemies.

 -Cybernetic General. The fastest faction in the game. The main power is drones.
 They are fast and immune to toxins, radiation neutron weapons and Jarmen Kell. 
 The super weapon is tomahawk storm. It have very short reload time (3 min). 
 Speed is power.

 -Tank General. Everything is for tank assault. Troop Crawlers are not Troop 
 Crawlers ant more. They are support units. You can build one of 5 addons on
 each of and provide support to attacking Battle Masters. If it does not help 
 then make heavy tank assault with Emperors, Manticores, Earth Shakers and 
 Banshees. All of them are Overlord based super heavy tanks. Under good command
 they are unstoppable.

 -Infantry General. The main power is quantity. Build heaps of infantry and 
 research a dozen of upgrades for them. Then begin heavy infantry assault. 
 Explore with fast wheeled tanks before attack. If enemy is too powerful
 then make diversions with hackers sitting inside stealth ghost-tank and 
 Black Lotus.

 -Nuke General. The main power is nuclear weapons. The most of units have high
 firepower and low defense. Also there is no bunkers infantry can hide in. Do
 not care of defense. The best defense is attack.

 -Flame General. The main power is flame. Flame is very effective vs buildings.
 Playing for this general try to avoid enemy tanks and concentrate all firepower
 on structures. Destroy all enemy buildings and win.

 -Chemical General. The main power is chemistry. Poisons kill infantry and light 
 vehicles with time. New acid weapons bring damage to tanks and buildigs with 
 time. Silicon clouds bring damage to flying aircrafts with time. Just pollute 
 ground and air and see you enemies dying.

 -Demolition General. The main power is suicide units. Their cost is low and 
 amount of money returned with cash bounty is high. This is the only general 
 that can live without collecting resources. Arsenal of suicide units is large: 
 terrorists, flying terrorists, bomb trucks, nuclear bomb trucks and etc.

 -Stealth General. Starts with GPS scrambler. The most of units are stealth. So
 he can be always invisible. The most suitable tactic is hit-&-run.

 -Assault General. Another generic ground assault faction with tanks, artillery,
 and fire support aviation.



2) Installation

 As a safety measure, you should make a backup of the 'Scripts' folder which can 
 be found in the "Generals Zero Hour\Data" directory. You should restore this 
 backup when you uninstall Contra. This isn't absolutely necessary but it will 
 help to prevent any errors when playing online after you remove the mod.

 Now unpack the archive. To do it run the file downloaded. Then click "Browse" 
 and select the folder where your Generals Zero Hour is located. Then  click 
 "Install". After unpacking click twice on "contra.bat" to run the mod. This
 file can be found in the folder where your Generals Zero Hour is installed.
 Also you can make the shortcut on your desktop. To do it drag contra.bat onto 
 your desktop holding Ctrl and Shift pressed.

 If you have problems then check location of files.

 The files in archive are:
 -contra.bat (Windows displays this file as a box with yellow gearwheel inside)
 -contra.big
 -SkirmishScripts.scb

 Contra.bat          must be in "Generals Zero Hour/".
 Contra.big          must be in "Generals Zero Hour/Data/".
 SkirmishScripts.scb must be in "Generals Zero Hour/Data/Scripts/".

 NOTE: "Generals Zero Hour/" is folder where the game is installed. You can 
 have another folder name of course.


3) History of changes

 Version 0.01 Alpha. Very first release.

 Version 0.02 Beta. (current version)

  Brief list of changes:

  Global Changes:
    -Generals Challenge campaigns are available for new generals
    -New options added to menus
    -A lot of bugs fixed
  Air Force general:
    -New unit: Laser Plane
  Laser general:
    -New unit: Omega cannon (artillery)
    -New unit: Armored repair vehicle
    -New upgrade: Solar Panels
    -New upgrade: Carbon Lasers
  Cyber general:
    -New unit: Repair drone
    -New skill: Cluster Tomahawk
    -Removed Distorter skill
    -Drone Carrier remaked
  Super Weapon general:
    -New building: Tomahawk Fire Base
  Nuke general:
    -Added Reactive Shells Upgrade
    -New Overlord addon: Radar
    -New upgrade: Nuclear Bullets
  Flame general:
    -New upgrade: Thermobarical Mixtures (+25% damage to incendiary missiles and shells)
    -New Overlord addon: Tank cannon
    -New Helix addon: Bomb module
  Infantry general:
    -New upgrade: Helix Cluster Bomb
    -New unit: Miner
    -Removed Propaganda Trooper
    -Removed Cannon Troop Crawler
    -Removed Reactive Shells Upgrade
  Tank General:
    -Weak cash hack super power added
    -New upgrade: Automatic Rifles
  All GLA:
    -New unit: S-60 AA gun (for all GLA except chemical general)
    -Command Truck has command field that insceases power of nearbly units
    -Command Truck and Stash Truck can build workers
    -Radar Vans have ECM Pulse ability
    -Removed all Dozers
  Stealth general:
    -New Skill: Pitfall
    -New Jarmen Kell ability: Snipe power link (disable building)
    -Scud Storm is replaced with mobile Scud Launchers (Scud Launchers are 
      small mobile Scud Storms now)
  Assault general:
    -New unit: MiG-19
    -New unit: Battle dozer
    -Addons for Marauder: gunner and stinger.
    -Removed I-16
    -Removed Terror Plane
  Demolition general:
    -New unit: Transport Missile (one way transport for terrorists)
    -New upgrade: Dirty Bomb
    -Removed Demo Suits Upgrade
    -Removed Terror Plane
  Chemical general:
    -New building: Defiler
    -New skill: Chemic Training
    -Removed all airforce and airfield
    -Removed Pollution skill
    -Bikers are available


4) Credits


  Author:
   -Andrey [Creator] Pestryakov

  Coded by:
   -Andrey [Creator] Pestryakov

  Art by:
   -Andrey [Creator] Pestryakov
   -Krit

  AI programming by:
   -Andrey [Creator] Pestryakov
   -Vadim Yarmolkevich
 Thanks to:
   -Sleipnir
   -Chrizz a.k.a. Sever
   -Coolfile
   -Just West
   -The Hunter
   -Kuja
   -Vanguard
   -Nikita [Overlord] Makeyev
   -Trex238
5) Contact information

 E-mail:   pestryakov@rambler.ru
 Web page: ???
 Forum:    ???

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Contra Mod Team


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Registered 22nd January 2005

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