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Installing Zero Hour Command and Conquer and this mod!

tr1age

Administrator
Staff member
I am installing Zero Hour Generals and this mod:

DOWNLOAD LINKS

1. http://www.moddb.com/mods/rise-of-the-reds/downloads/rise-of-the-reds-version-185

2. http://www.moddb.com/mods/rise-of-the-reds/downloads/swrnet-update-1001

3. http://www.gentool.net/

4. https://www.evolvehq.com/client

5. GameData.ini : https://mega.nz/#!hMNU0BDS!P4iJRqXZqTa895SqpUWrJ-yw1v584v38X0260o_pi8Y
Put it here: C:\Program Files (x86)\Origin Games\Command and Conquer Generals Zero Hour\Command and Conquer Generals Zero Hour\Data\INI

6. If you have origin you need this: http://bibber.eu/downloads/cnc-ultimate-collection-launchers

Seems like a lot, but it is quick and super fun!

GLA_Armsdealer.jpg


Continuing with our improvement of the GLA tunnel models, the Arms Dealer now invokes the appearance of a more permanent facility thanks to its walled base and the elevator superstructure on top of it.
GLA_Hideout.jpg


The humble Hideout also looks more interesting now after we added some communications equipment and a camouflage net above the entrace. Keep in mind that these changes are strictly visual, as the GLA's access to the minimap and General Powers is still their Mobile Command Truck.

The previous two and these two new structures are now availible in the latest test build here. (remember that you need a forum account to access this)

As always, we would like to remind all of you out there that there will be another 1.851 test build live stream on this Sunday:


DOWNLOAD LINKS

1. http://www.moddb.com/mods/rise-of-the-reds/downloads/rise-of-the-reds-version-185

2. http://www.moddb.com/mods/rise-of-the-reds/downloads/swrnet-update-1001

3. http://www.gentool.net/

4. https://www.evolvehq.com/client

5. GameData.ini : https://mega.nz/#!hMNU0BDS!P4iJRqXZqTa895SqpUWrJ-yw1v584v38X0260o_pi8Y
Put it here: C:\Program Files (x86)\Origin Games\Command and Conquer Generals Zero Hour\Command and Conquer Generals Zero Hour\Data\INI

6. If you have origin you need this: http://bibber.eu/downloads/cnc-ultimate-collection-launchers

Seems like a lot, but it is quick and super fun!

http://www.moddb.com/mods/rise-of-the-reds/downloads

New Faction: Russian Federation.
Fight or join the Russian Federation, a nation whose history has been beset by betrayal, upheaval and economic strife. In Rise of the Reds
the Russians will have some of the most expensive and powerful vehicles in the game. Infantry are cheaply trained and are
most effective in numbers and their versatility with their own specializations will help you and your forces to march onward to a
great victory! Upgrades are plentiful and will substantially reduce costs and increase firepower for your units and aircraft.
Close helicopter support and aircraft are also available. While hard to master, they are invaluable in your effort to control the field.
New Faction: European Continental Alliance.
Fight or join the ECA, a powerful military alliance born out of the ashes of the European Union in the aftermath of the GLA attack. In Rise
Of the Reds, the Europeans rely heavily on defenses and impenetrable fortifications, allowing them to cling to their ground more effectively
than any other faction. Even though their aircraft technologies are limited, the European VTOLs and helicopters excel at providing close air support
and their units can hold their ground against overwhelming odds. Deploy cutting edge experimental weapons, including the Manticore super-heavy tank
and the devastating Pandora artillery platform and use advanced micro-management to get the best out of some of the most versatile units in the game.
Updated Factions: USA, China and GLA.
These three factions have been given new units, upgrades and gameplay tweaks to better prepare them for a new age of warfare.
New units like the Chinese Hopper Tank, American Bradley IFVs and GLA Demo Track will substantially enhance the gameplay elements for these factions.
There are more units and upgrades to explore, learn them and use them against your foes!
New Tier Based Tech tree.
We have added a new Tech tree structure for all factions in which you have a primary and secondary "Tech" structure
such as the Weapons Bunker (Russia) and Detention Camp (USA) as primary tech structures which unlock the more standard vehicles like tanks
and better infantry and secondary Tech structures such as the Breeder Reactor (China) and Industrial Plant (Russia) which unlock the highest
and most advanced tech.
New Scout System.
We have made many gameplay tweaks but this is one of the more memorable and important changes. We've reduced the sight range
for a lot of ground units to encourage the use of Scout units. These units will be available from your Command Center for
minimal cost and each of them have their own unique features that will aid your advancements in the field. Use these Scouts to
spot for your artillery and venture into unknown territory without risking more costly forces.
New Anti-Aircraft Tier System.
We gave also changed a big deal on how aircraft should work in Rise of the Reds 1.8 . In this mod, jet aircraft will
have better survivability due to this change. Allow us to explain:
Tier 1:
AA Infantry, Low Tier AA vehicles (Tunguska, Gattling Tank, Gepard Tank, Quad Cannon & Avenger). These units will be more effective against helicopters.
They are able to hit jets but are not as effective as higher Tier anti-air.
Tier 2:
Heavy Anti-Air Vehicles. We've included new Anti Air units which are able to take down aircraft quicker than Tier 1 units can.
Units of this caliber are the Grumble, Chaparral,Twin-Fang, Wotan Array and Ural Trucks. These units are meant to
take down Fighters and Bombers with ease, can take down helicopters but are not as effective due to the ammunition limits
these units carry. Each of these units have a limited amount of salvos. After each salvo is shot, the unit must spend time reloading.
With this, a smart player would spam helicopters and send them towards your unit where it would not be able to take them out
effectively. They can however annihilate Fighters and Jets with one or two shots and have incredible splash damage.
Finally, Tier 3:
Self explanatory, Fighter Jets that can engage other aircraft are your best counter against these units.
This sums up the new Anti-Aircraft Tier system. This will allow for more interesting gameplay from what you knew from Zero
Hour, making aircraft deadlier and helicopters a vital role in strategy.
New Maps: We have added a plentiful amount of maps to ROTR themed around the storyline. We will add more maps as patches will
become available shortly after the release. Stay tuned for more information.
AI:
We've included new AI for every faction in Rise of the Reds, the Russians included, so you can fight it out against the computer with a new challenging
level of difficulty. The new Hard Mode has been overhauled and will be a new threat to you with the new units and strategies added to the game.
Players expecting a quick fight against the hard AI are in for a nasty surprise!

This sums up this version of ROTR 1.85 We hope you will enjoy it as we have and stay tuned for more information
on the next version as we continue to develop it!


Feel free to join me!
 
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