Prepare to unleash the absolute latest in modern weapons technology against the world's most powerful Generals in Command & Conquer Generals: Zero Hour. In the next era of military strategy and might, you'll need to command a more technologically advanced arsenal to defeat new, more powerful enemies.
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Blog RSS Feed Report abuse Latest News: Frontline Chaos - May 2015 Update

About Frontline Chaos with 10 comments by Dutchygamer on May 26th, 2015

In today's Frontline Chaos update, we'll introduce two new Revenant units, which share one aspect: fire.

However, before we go there, first some behind the scenes info. I initially wanted to put out this update much earlier, but I kept drifting between various parts of the mod, delaying any real showable progress. One of the things that has been done is the trimming of the Revenant infantry arsenal. A couple of infantry's roles have been merged into a single infantry, for the sake of making them more different from their Legion counterparts, and also to give it a more overal fitting feel when looking from the lore of the faction.

An example is the merger of the Warrior and the Sapper. The Warrior is your basic infantry, good against other infantry, cannon fodder for all other things. The Sapper was Revenant's answer to the Legion´s (and Command & Conquer's) Engineer: it can capture structures, and as an extra, could deploy boobie traps and satchel charges. While both interesting units, it introduced two situations. First or all, it made Warriors rather obsolete as soon as the heavier infantry / weapons arrived on the field. Second of all, it was hard to make the Sapper unique enough from Legion's Engineer, or some of the other Legion infantry (spoiler: it involves an infantry with explosives).

On the advice of Comrade Crimson (one of the voice actor for Rise of the Reds), I decided to ditch the Sapper, and reintroduce the vGenerals capture system for Warriors. While at it, I also ditched the "two handcannons" / "two SMGs" weapon idea for Warriors for a single carbine rifle, both for realism's sake, and for lack of proper anims with the two-handed weapons that doesn't make it look like an Angry Mob (of which the original anim was based).

Another thing I've been working on is making damaged / destroyed models for all the currently skinned vehicle models, and implementing them ingame. For several of the units that have various effects on destruction (think Duke or the soon-to-be-introduced Pyradon) it was fun to make the destroyed model look like it went off with a bang.

Lastly, of which part will be shown later on in this update (I'll get to there soon enough, I swear), were some experimentations for campaign / prop only stuff. One thing I can reveal is a targettable airstrike by an A-10-esque plane, including gatling gun barrage and other weaponry being fired / dropped. The other one, is the Hammerhead. Currently, it is planned as campaign-only, with perhaps an appearance in skirmish / MP by means of a very conceptual Tech Structure.

Revenant Hammerhead Incendiary Howitzer

The Hammerhead is the result of a faulty self-propelled artillery design refurbished into a direct-fire support weapon. When it was scrapped by the main Revenant forces for having a faulty turret design, it was introduced to the Reaper Company who were in need for a siege weapon. Analysing the core of the problem, they simply made the gun fixed into position, and also limit its vertical angle of fire to one that can shoot directly forward or with a slight arc. They also incorporated their preference for incendiary weapons into the new platform, which saw the replacement of the default High-Explosive shell for a High-Explosive Incendiary variant.

The new Hammerhead design fitted into a niche for which the Reaper Company lacked any good weapon: a direct fire weapon that has larger range then most weapons, with which enemy positions can be assaulted without needing to get within range of their weapons. The large shells fired by the Hammerhead explode in a large fireball, incinerating anything nearby. Additionally, it has been observed that the shells have a slight cluster effect on impact, splashing burning napalm around the impact zone.

Revenant Pyradon Flame Tank

Incendiary weapons have been the bane of infantry since their first usage hundreds of years ago. While designated as inhumane, no-one can ignore their effectiveness and the terror they can cause. The Pyradon is one of the latest generations of incendiary weapons. Armed with twin flamethrowers, it excels at taking out infantry, whether in the open or inside of cover. Additionally, Pyradons are also highly effective against structures, and in groups can level a base in minutes.

However, as with all incendiary weapons, Pyradons are not to be used to engage heavy armoured vehicles. While their special heat resistant armour makes them more resistant to enemy missile weapons, it can be easier penetrated by a tank shell, which can cause a catastrophical explosion if it would hit one of the fuel tanks.

That is it for now. With some luck I can produce the next update
a bit quicker now I have some things in the pipeline.
Until next time, Dutchygamer signing off.

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Post comment Comments  (510 - 520 of 747)
Pop_Eye Feb 20 2010, 8:54am says:

I wonder how to patch generals zero hour to 1.04 if i installed to custom directory. please tell me how to patch...

+1 vote     reply to comment
christian2010 Feb 19 2010, 9:12pm says:

1 v 7 h.

+1 vote     reply to comment
christian2010 Feb 19 2010, 9:11pm says:

Windows 7

+1 vote     reply to comment
Commander_ZAR Jan 26 2010, 7:03pm says:

Anyone know where is the best place to download 1.04 patch for Zero Hour?

+3 votes     reply to comment
PForever Jan 29 2010, 10:22am replied:

and here:
patch size is 17.5mb

+3 votes     reply to comment
star_gun_destroyer Feb 18 2010, 3:54am replied:

Can anyone tell me where to put? and or download the patch,/ to and from?

I forgot where i put it in which file?

+2 votes     reply to comment
PForever Feb 19 2010, 9:06am replied:

Use one of those links to download patch. after download open it,
it ask you to patch and you choose yes and your game will update automatic. if it's doesn't work, you need to change instal path of your game to your real address that you instaled the c&c:zh in registry.

+1 vote     reply to comment
Commander_ZAR Jan 29 2010, 3:21pm replied:


+3 votes     reply to comment
Commander_ZAR Jan 24 2010, 9:52pm says:

I just got a 64-bit windows 7 computer and installed C&C Zero Hour on it. The problem is when i launch it, it always crash when the screen goes black at the beginning of the launch, and it never showed any "error" or "warning" messages afterwards. I had it on compatibility mode and I also reinstalled the game but it still didn't work. =(

Do you have any solutions to this problem???

+2 votes     reply to comment
AirborneSn1p3r Feb 17 2010, 2:30pm replied:

it does the same for me but if you have the firs decade it works like a dream... the odd time you may have to press the space bar to start it when it goes into the black screen

+1 vote     reply to comment
Mauserk98 Jan 28 2010, 4:22pm replied:

i like to instal the game on the Xp

+2 votes     reply to comment
Yanivvv Jan 26 2010, 12:54pm replied:

for what windows the comptability mode is?

+2 votes     reply to comment
Commander_ZAR Jan 28 2010, 8:25pm replied:

Windows xp and Windows vista I think

+2 votes     reply to comment
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C&C Generals: Zero Hour
Developer & Publisher
Electronic Arts
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Release Date
Released Sep 25, 2003
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Highest Rated (19 agree) 10/10

From modder's perspective, Zero Hour is the C&C game with the best modding capability and it's also easy to learn. It have a lot of nice additions from the classic C&C Generals.

Mar 9 2012, 8:49am by n5p29

Real Time Strategy
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