Generals Pack

Yet another awesome mod from Brian Mckinney. This is as far the BEST mod ever for Zero:Hour and will ever be. Nothing radical, all realism....

Download

Uploading...
Do not refresh or leave this page!

File Description

Yet another awesome mod from Brian Mckinney. This is as far the BEST mod ever for Zero:Hour and will ever be. Nothing radical, all realism. Everything works fine with this version, and now it comes with an easy installation setup exe!! 3 - 4 clicks of your mouse and it's all installed. No more pain from the ever confusing extracting format. All new details are available in the readme.txt seen below. This is a MUST download! And now a few words from the developer Brian Mckinney,

Ok, folks, the mod is finally online. Here are some things people have asked me about that I can't answer. 1) I don't know what to do about the bug that makes the game crash when you upgrade to 82nd Airbone.This works fine on my game. I've made the units come out veteran without the upgrade, so my suggestion is, don't upgrade. 2) I don't know what to do about invisible units. Again, they aren't invisible on my game. I've tested this install program, and everything is right. 3) The Abrams still only has 6 roadwheels instead of 7. DEAL WITH IT. 4) The Marine infantry take up 2 places in transports. This was unintentional. If you want to fix it, open MarineCorpsGeneral.ini with notepad, look for AmericaInfantryRangerM, then look for TransportSlotCount. Change this number from 2 to 1. That's all I have, enjoy!

Read More

Screenshots
Readme
Developer:                Brian McKinney (Blackhawk 2000)
Developer E-Mail address: Bsm1976@earthlink.net
Release Date:             2/26/04
Version:                  3.0
Mod title:                Generals Pack

	This mod is a SOLO effort, and I would appreciate it if you would vote on it, 
and please leave comments and suggestions!

	A special thanks to all those who gave me suggestions for this version of the 
mod, and thanks to the generalsfiles staff for being cooperative with me.

	Installation instructions:
Unzip the GeneralsPack3.0.rar file, then double click on the GeneralsPack3.0.exe file.
The installation program will lead you through the rest.

	Uninstallation instructions:
When you install the file, it should put a GeneralsPack3.0 icon in your start menu.  
Under that start menu, there will be an icon for you to uninstall the mod.  Just
double click on it.

	Ok, this is the next update to my Generals Pack mod.  There are quite a few additions 
this time around, so I will try to explain all of them.  First of all, there are 5 new 
generals to choose from in this version, instead of the 2 in version 2.1.  I will go over the
new additions by going over each general in this readme file.  They will be listed as follows:
 
	1)  USA ARMY General
	2)  USA Marine Corps General
	3)  European Coalition General
	4)  Saudi Arabian General
	5)  Iraqi General
	
	
	
1)----------------------------USA ARMY General-----------------------------------------

	******************LAND UNITS*****************
	
M1A2 Abrams:
Cost:		900
Weapons:  	125mm cannon, .50 cal. machine gun
Speed:		Fast

M2 Bradley Fighting Vehicle:
Cost:		800
Weapons:        25mm auto cannon, TOW Missile launcher
Speed:     	Medium
APC  that will hold 8 infantry or 4 missile defenders

M 163 Vulcan (Anti Aircraft):
Cost: 		400
Weapons:	Vulcan gattling gannon
Speed:		Fast
APC, Holds 3 infantry or 1 missile defender, can also fire at ground targets
Detects stealthed units

M 901 TOW Vehicle
Cost:		500
Weapons:	TOW Launcher
Speed:		Fast
APC, Holds 3 infantry or 1 missile defender, fires at ground or air targets

M 270 MLRS Rocket Artillery
Cost:		1200
Weapons:	Rocket Artillery
Speed:		Slow
Long attack range, weak armor

M 113 APC
Cost:		500
Weapons:	Weak machine gun
Speed:		Fast
Holds 3 infantry, or 1 missile defender

M 109 Self Propelled Artillery
Cost:		1000
Weapons:	152mm SP gun
Speed:		Slow
Long attack range, weak armor

FCS (Future Combat System)
Cost:		2000
Weapons:	Laser gattling cannon
Speed:		Medium
Weak armor, very powerful laser gattling cannon
Only available through capturing a Tech reinforcement pad
-2 power drain for each FCS tank aquired

IAV Stryker
Cost:		1000
Weapons:	Starts out with no weapons, can be upgraded to 1 of 3 different weapon systems:
FSV (Fire Support Vehicle):      Equips the Stryker with twin gattling cannons
MGS (Mobile Gun System):         Equips the Stryker with SP artillery gun
ATGM (Anti Tank Guided Missile): Equips the Stryker with twin ATGM missile launchers
Speed:		Medium
Amphibious, holds 5 infantry, or 2 missile defenders
Detects stealthed units

*****************************AIR UNITS*******************************

AH 64 Apache Longbow
Cost:		1500
Weapons:	20mm Cannon, rocket pods
Speed:		Fast

RAH 66 Comanche Stealth Chopper
Just like the Comanche that comes with the game, only no rockets and is stealth.

Stealth fighter:
Same as in original Zero Hour

Raptor:
Same as in original Zero Hour

UH 60 Blackhawk 
No changes from version 2.1

Medevac
No changes from version 2.1
 
U2 Spy Plane
Deployed from command center, circles over the target area and detects hidden units
Invlnerabe to enemy fire

Paradrop abilities:
Paradrop 1: 2  M551 Sheridan tanks
Paradrop 2: 5  M551 Sheridan tanks
Paradrop 3: 10 M551 Sheridan tanks






2)----------------------------USA Marine Corps General----------------------------------


******************************LAND UNITS************************************************

M 60 Tank
Cost:		600
Weapons:	120mm Cannon .50 cal. machine gun
Speed:		Medium
More powerful than the M 60 from v2.1, stronger gun, more armor

M 163 Vulcan (Anti Aircraft):
Cost: 		400
Weapons:	Vulcan gattling gannon
Speed:		Fast
APC, Holds 3 infantry or 1 missile defender, can also fire at ground targets
Detects stealthed units

M 48 A5 Flame Tank
Cost: 		1100
Weapons:	Flamethrower
Speed:		Slow
Cooks enemy infantry with a stream of fire

LTVP-7 Amphibious APC
Cost:		900
Weapons:	20mm Auto Cannon
Speed:		Medium
Holds 8 infantry or 4 missile defenders, is amphibious

LAV 25 Amphibious APC
Cost:		1100
Weapons:	25mm Auto Cannon
Speed:		Fast
Holds 8 infantry or 4 missile defenders, is amphibious
Stronger armor than LTVP, starts out as a veteran
50% of occupants will survive destruction of vehicle

M1 A2 Abrams
Cost:		N/A
Weapons:	150mm Cannon
Speed:		Fast
Only available through Tech Reinforcement Pad

Humvee
Cost:		700
Weapons:	.50 cal. Machine Gun
Speed:		Fast
Holds 5 infantry or 2 missile defenders

Medic
Cost:		600
Weapons:	Hazard Cleanup
Speed:		Fast
Holds 3 infantry or 1 missile defender

HIMARS Rocket Artillery
Cost:		1200
Weapons:	8 Rocket Artillery salvo
Speed:		Slow

Marines
Cost:		Same as Rangers
Weapons:	Same as Rangers
Speed:		Same as Rangers
The Marines' marksmanship and training makes them twice as tough as a Ranger with 
twice the firepower
Can be upgraded to veteran through general's promotion

Supply Truck
Cost:		600
Weapons:	None
Speed:		Medium
Used instead of helicopters

*************************************AIR UNITS************************************

AV8 Harrier
Cost:		1600
Weapons:	Hellfire Missiles
Speed:		Medium
Takes off and lands vertically
Only attacks ground targets
Requires Harrier Pad

F18 Hornet
Cost:		1500
Weapons:	20mm Cannon, Hellfire Missiles
Speed:		Very Fast
Attacks air or ground targets

CH 53 Sea Stallion
Cost:		1800
Weapons:	20mm Gattling Cannon, Hellfire Missiles
Speed:		Medium
Can carry 18 Marines, can perform combat drop
Auto heals infantry

AH 1 Cobra
Cost:		1000
Weapons:	25mm Auto Cannon, Rocket Pods
Speed:		Fast

********************************NEW BUILDINGS****************************************

Harrier Pad				M 198 Howitzer
Cost:		700
Allows construction of:                 Used for base defenses
AV8 Harrier
CH 53 Sea Stallion
AH 1 Cobra
Chinook

Paradrop Abilities:
1:	3 Force Recon Marines
2:	5 Force Recon Marines
3:     10 Force Recon Marines

Force Recon Marines are basically Colonel Burton without the explosives








3)-------------------------European Coalition General--------------------------------

***************************LAND UNITS************************************************


Challenger 2
Cost:		900
Weapons:	125mm Cannon
Speed:		Fast
Faster, but not quite as powerful as the Chieftain

Chieftain
Cost:		600
Weapons:	130mm Cannon
Speed:		Medium

Spahpanzer Luchs
Cost:		900
Weapons:	20mm Auto Cannon
Speed:		Medium
Amphibious, Can carry 8 infantry or 2 missile defenders
Detects stealthed units

ShKH Dana vz. 77 Self Propelled Artillery
Cost:		1400
Weapons:	Powerful SP Gun
Speed:		Slow

Fox Recon Vehicle
Cost:		400
Weapons:	20mm Auto Cannon
Speed:		Fast

Gepard (AA)
Cost:		800
Weapons:	AA Gun
Speed:		Medium
Can attack ground or air units
Detects stealthed units

Jaguar Tank Destroyer
Cost:		1500
Weapons:	Anti Tank Guided Missile
Speed:		Slow

M 93 NBC (Nuclear Biological Chemical) Vehicle
Cost:		600
Weapons:	Toxin Sprayer
Speed:		Fast
Cleans up toxins, also sprays them

Humvee
Cost:		700
Weapons:	Humvee Gun
Speed:		Fast

Jagdpanzer Kanone
Cost:		N/A
Weapons:	150mm Cannon
Speed:		Slow

**********************************AIR UNITS*****************************************

AV8 Harrier
Cost:		1600
Weapons:	ATGM 
Speed:		Medium
Can only engage ground targets
Can be upgraded to veteran

PAH-2 Tiger Attack helicopter
Cost:		1500
Weapons:	Cannon, Missiles
Speed:		Fast

EF 2000 Eurofighter
Cost:		1500
Weapons:	Cannon, Hellfire Missiles
Speed:		Fast
Can engage ground or air targets

************************************NEW BUILDINGS**********************************

Harrier Pad
Cost:		700
Produces:
AV 8 Harrier
PAH-2 Tiger

Paradrop Abilities:
1:  2 ASU 85's
2:  3 ASU 85's
3:  5 ASU 85's


4)---------------------------------Saudi Arabian General--------------------------------

***************************************LAND UNITS***************************************

Scorpion Light Tank
Cost:		600
Weapons:	Cannon, upgraded missiles
Speed:		Medium

T 62 Main Battle Tank
Cost:		900
Weapons:	Tank Gun, Machine gun
Speed:		Medium

ZSU 23-4 (AA)
Cost:		700
Weapons:	Anti Aircraft Gun
Speed:		Slow

Technical
Cost:		500
Weapons:	.30 cal. Machine Gun
Speed:		Fast

MTLB  (APC)
Cost:		900
Weapons:	Machine Gun, Upgraded to Toxin Sprayer and ground to air missiles
Speed:		Medium

2S1  (Nuclear Artillery)
Cost:		1200
Weapons:	Nuclear Artillery Shells
Speed:		Slow

BTR 60  (APC)
Cost:		900
Weapons:	Machine Gun
Speed:		Fast

Scud Launcher
Cost:		1200
Weapons:	Scud Missiles
Speed:		Slow

SA 6 Gainful (SAM Launcher)
Cost:		N/A
Weapons:	SAM's
Speed:		Medium
Only available through Tech Reinforcement Pad






5)---------------------------------------Iraqi General--------------------------------------

*******************************************LAND UNITS***************************************

T 64 Main Battle Tank
Cost:		1100
Weapons:	Tank Cannon, Upgrades to Flamethrower
Speed:		Medium

T 72 Main Battle Tank
Cost:		1500
Weapons:	Tank cannon, Machine gun, upgrades more powerful
Speed:		Fast

SA 6 Gainful (SAM Launcher)
Cost:		900
Weapons:	SAM's
Speed:		Medium

MTLB  (APC)
Cost:		900
Weapons:	Machine Gun, Upgraded to Toxin Sprayer and ground to air missiles
Speed:		Medium

BRDM
Cost:		400
Weapons:	Machine Gun, Upgraded to missiles
Speed:		Fast
Carries 2 infantry

2S3 Self Propelled Artillery
Cost:		1200
Weapons:	Artillery
Speed:		Slow

BMP (APC)
Cost:		1000
Weapons:	20mm Auto Cannon, upgrades more powerful
Speed:		Medium

Scud Launcher
Cost:		1200
Weapons:	Scud Missiles
Speed:		Slow

2S1
Cost:		N/A
Weapons:	Nuclear Artillery
Speed:		Slow


Whew.....
That's all for now.
Not sure about any bugs or anything, I'm sure you will find some.
Oh yeah, one problem I know about is this; when you build a Stryker (ARMY General),
don't try to upgrade the vehicle while troops are in it.  If you do, a soldier will
get stuck on top of the vehicle, and you won't be able to upgrade that one.  I'm working
on trying to fix this, but it is a minor problem, so I figured I'd just go adhead and 
upload the mod.

Read More

Comments on this File

There are no comments yet. Be the first!

Brian McKinney


50 XP


Registered 17th July 2003

9 Files Uploaded

Share This File
Embed File