Souped Up Superweapon General Mod

Here's the latest version of the Souped Up Superweapon General mod, this time with a whole lot more features.

In brief: Upgraded Missil...

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File Description

Here's the latest version of the Souped Up Superweapon General mod, this time with a whole lot more features.

In brief: Upgraded Missile Defender, ability to get nuke missiles Firestorm Base Defense gets some self-defense lasers All Infantry can climb up cliffs Paradrops drop Souped up units instead of Rangers

This mod is now designed that even the most incompetent players can win Generals Challange on hard! (or most people can have more fun doing it again)

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Download 'soupedupsupermod14.zip' (532KB)

Readme
Souped Up Superweapon General Mod
=================================
Ver 1.4
by beng

This is a mod intended primarily so you can play the General's Challenge and the Skirmish versus computer games as a modified Superweapons General. It has not been tested for online play.
In the General's Challenge you get to play against all the Generals including the Superweapon General.

Usage:
======

This mod requires at least version 1.01 of Zero Hour to work. It was tested on 1.04.

Put the file SoupedUpSuperMod.big in your Zero Hour data folder, normally:
\My Documents\Command and Conquer Generals Zero Hour Data\

Put the shortcut "ZH Souped Up Superweapon Mod" on your desktop. If your game path is not 
C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\generals.exe
Then you have to right-click on the shortcut, select "Properties" and edit its Target field to make it right.

Basically the shortcut starts the game with the command:
   generals.exe -mod SoupedUpSuperMod.big

Double click that shortcut to run the game using the mod.


Changed units:
==============

Superweapon general's dozer can build the Cruise Missile silo and the Neutron ICBM silo.

Cruise Missile explodes with 2 warheads, the first does 2000 explosive damage to a radius of 50 (like high explosive bomb truck), and the second is a MOAB warhead. It also has EMP pulse effects. The missile is not strong and can be shot down by concentrated AA fire.

Neutron ICBM Missile kills all infantry within the target circle, and makes all vehicles, including aircraft, unmanned. It clears out tunnel networks too. Only the GLA palace can protect infantry from it. It has a small radius EMP effect that will incapacitate the thing it hits for 30 seconds.

Superweapon's War Factory can build the Teleporter Truck. Developed using top secret technology from the Philadelphia Project, this truck can transport up to 10 units instantly from one truck to another, or to a tunnel network. If two of these trucks are commanded to enter each other at the same time, they will vanish into thin air but can be retrieved from a third truck. The truck comes armed with a gattling gun, which can be upgraded to a better model via the Tow missile upgrade, and further upgraded to a faster rate of fire with the ChainGuns upgrade (bought from strategy centre), and it is stealthed when not moving too fast. The composite armour upgrade improves its armour and also makes it auto heal. It detects stealth to a range of 175.

Superweapon's Aurora bombs now pack a small nuclear warhead. Aurora jet has more health (similar to normal Aurora).

Superweapon's Stealth fighter gets a button to fire one missile only so it can engage 2 targets per sortie. It has longer range missiles too.

Superweapon's Airfield build an A10 instead of the raptor. The A10 comes with patriot missiles and a long range gun, and the laser missiles upgrade changes its missiles to EMP patriots.

Superweapon's Rangers have long range machine guns, they can kill stinger sites without getting hit.

Superweapon's Pathfinders have very long range quick firing Jarmen Kell sniper rifles (fire at twice the rate of normal Pathfinder rifle). The range is almost infinite when garrisoned. They can detect stealth even when garrisoned and inside chinooks and other vehicles.

Superweapon's Burton can detect stealth.

Superweapon's tomahawk vehicle now launches 2 kinds of missiles. The standard tomahawk missile, and an Ordos Deviator missile (selected using the toxin warhead button). The deviator missile uses nerve gas to gain control of enemy vehicles. It can also clear out garrisoned buildings.

Superweapon's Avenger can shoot down shells and bombs and scud storm missiles.


Some things to try:

Use the neutron ICMB to nuke Granger's circling planes and helicopters (but don't aim right in the middle of them as the helo's lasers will down the missile).
Use the neutron ICMB to clear out Kassad's tunnels.
Use the neutron ICMB to unman those big bunches of Ta Hun Kwai's tanks and then use paradrop to take them over.
Use the neutron ICMB to clear out Shi Tao's garrisoned buildings.
Use the deviator to steal enemy vehicles, useful against tank general.
The A10 is a good Tank Buster, especially with the laser missiles upgrade, and can also engage enemy planes. Use it to guard the battlefield in front of your base.
The Teleporter Truck is a good anti-air vehicle, especially when the Tow missile and Sentry Gun upgrades are bought.
Ragers can take out GLA base defences safely from a distance.

V1.1 changes
============
The ranger's rifle changed back to the old one when the flashbang upgrade was bought, this has been fixed.
Player-built A10 modified to fly lower and use guns on air targets, guns do more damage with chain guns upgrade
Teleporter truck guns upgraded by chain guns upgrade now
Superweapon's Comanches have point defence lasers and can shoot down scud storm missiles.
Dozer will clean up toxins and radiation when it is near the hazard field.

v1.2 changes
============
Teleporter truck armour changed so that Jarmen cannot snipe it, otherwise the game crashes if he does.
Colonel Burton given the ability to capture buildings.

V1.3 changes
============
When the teleporter truck becomes unmanned the game crashes. So i changed the Chinese neutron weapons to no longer unman vehicles.
The blue neutron mines will drestroy vehicles instead of unmanning them.
The Chinese nuke cannon neutron shell has bunker buster (like stealth jet), EMP, and radiation effects. When used against tunnels, the vehicles come out and are EMP frozen for 30 seconds whilst the radiation damages them.
The Neutron ICBM will not unman your own units, just damage them a little.
The Superweapon general's Aurora bombs have been improved to increase the fuel-air explosion rate and decrease the dud rate.

V1.4 - major changes
====================
No bug fixes but even more souped up, meant for playing generals challenge on hard mode and trashing the other generals:

Instead of dropping standard american rangers, your paradrop powers will drop a mixture of Superweapon General infantry types.

All your infantry types can climb cliffs and rappell from chinooks.

Rangers and Missile Defenders run faster.

Pathfinders are stealthed even when moving, but leopard crawl very slowly along the ground instead of running. If you want to move them great distances, it is advisable to use vehicles to transport them to near the front line, then they can crawl into position unnoticed.

Burton is a stealthed also when garrisoned in a building.

Buying the flashbang upgrade gives the ranger a toxin tunnel gun instead of flashbang grenade, and also gives him gattling tank's anti-air gun, making him effective against Airforce General's planes.

The missile defender's laser missile ability has a slightly longer range.
He also has a new primary missile: the bloodhound mini cruise missile. These are its features:

Rate of fire: 1 round per 2 seconds (half that of standard missile defender weapon)
Ground Targeting range: 195 (out-ranges tunnel network gun but not patriot or gattling base defences which have 225 range)
Air Targeting Range:    350
Minimum range:          30
Max flight time:        60 seconds
Damage to vehicles:     40 (same as standard missile defender weapon)
Damage to infantry:     80 (twice that of standard missile defender weapon, but remember, rate of fire is half)
Damage to buildings:    80 usually, depends on armor
Kills garrisoned infantry in civilian buildings with 1 shot. Stop it from shooting a second shot to avoid damaging the building.
Incendiary effects: small amount of napalm, if 4 missiles hit in the same place within 2 seconds, it creates a small black napalm fire (not a firestorm, just a fire).

When upgraded with the laser missiles upgrade (buy at airfield) the missile does 25% more damage, and also has EMP effects like the patriot missile.

When upgraded with the nuclear isotope upgrade (buy at neutron ICBM silo), each missile carries a sub-critical mass of plutonium instead of napalm, and creates a small radiation field, like Nuke general's tank shells. If 8 of the missiles impact at the same place within 2 seconds, these sub-critical masses will combine to reach supercritical mass and trigger a small fission chain reaction (similar to when a China power plant explodes).

Tactical use notes: be careful of putting too many of these guys together, if say a rocket buggy runs into your base or an enemy plane flies over it, and 8 of them shoot at it, it may make a nuclear explosion inside your base.
The missiles do not go very fast but have a very long range, so they can follow enemy aircraft back to their base and hit them AND their airfield. Use this to your advantage when fighting generals who use aircraft.
For example, when fighting SUperweapon general's challenge, put 2 avengers, or an avenger and a firebase, where her auroras will attack it, then put a bunch of these guys along the sea shore in front. There is a chance that some of the missiles will follow her planes back and hit them and their airfield (buy the laser missiles upgrade to EMP disable it for 30s).
If your plane is being followed by some of these missiles, fly it over some of your avengers or firebases so that their lasers can take care of it.
2 Humvees with 4 of these guys in each, and with nuclear isotope upgrade purchased, will make short work of enemy buildings. 

The firebase has better health, self-defence lasers to deal with missiles, shells, aurora bombs, and terrorists, its gun can now shoot downhill, and it fires 2 extra types of ammunition: The nuke cannon neutron gun shells, which no longer have neutron effects but rather EMP and radiation and bunker busting effects; and 88mm anti-air flak cannon shells which are effective against airforce general's planes too (not shot down by lasers). The chain guns upgrade (buy from strategy centre) makes some of its weapons 25% more damaging.
For the ultimate base defence, build a firebase and put in 2 rangers with flashbang upgrade (4 rangers if facing airforce general), and 2 missile defenders.
If you have to fight against an enemy Superweapon General's firebase, only superweapons, gattling, small arms, and suicide weapons will work. Projectiles will mostly be shot down by its lasers.

Teleporter truck now cheaper to make ($800), and detects stealth to range 200.

Enemy Scud Storm missiles now show up on your radar whilst in flight and can be seen by you and shot down by concentrated AA fire from lasers, firebase, and teleporter truck with tow missile upgrade.

Comanche point defence lasers have been toned down, now they don't shoot down as many missiles.
However, Comanche now detects stealth to a distance of 200, making it useful for clearing demo traps or guarding against heros.

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Beng


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Registered 19th March 2006

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