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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About Deep Impact with 5 comments by Zeke_Dlyoung on Apr 16th, 2014

We're back!

Greetings everyone, and welcome to the first actual update of this year... month... time... whatever!

The thesis monster has been vanquished and the start of summer break is just around the horizon, so it's time to get back in the game. As I mentioned in the previous mini update we will be using Sketchfab to show off our models instead of just renders. Whether or not we will continue to do so in the forseeable future will depend on how well they are received vs the work required to set them up, so if you like what you see and want us to continue doing things this way let us know by posting comments down below or giving a favorite in Sketchfab, and if you don't like the current setup or just don't care, well... screw you, j/k.

Anyway without further ado, let's get on with the update!

WEA "Eye in the Sky" Center

Click on the image to view the model in Sketchfab

After the meteor fallout, European authorities became obsessed with preventing another disaster. As if the energy crysis before the impact was not enough, now Europe was fighting large scale illegal immigrations and resource hungry super powers from all sides. As the only power left with a strong space program, WEA command comissioned a series of military satellites with the specific role to detect and destroy any hostile incoming space object. This time Europe was lucky not to get hit, but the next time the goddess Fortuna might not be so merciful.

As the war with the UAN went further from the east european border and closer to the great eastern wall that divided WEA territory from rest of europe, WEA command started using the same satellites for a different, darker purpose. The same satellites used to scan space in search for incoming object got repurposed to scan the battlefield providing WEA forces with great intelligence on enemy outposts and troops movement. The second type of satellite - the ones that were tasked with destroying the incoming space objects also got repurposed and were now used to bombard hostile areas of the map with their rocket assisted tungsten rods.

As a final step in militarizing what was to be human kind's most advanced defense against another doomsday disaster into another toy for the army to kill with, the WEA designed and built field space control centers. Known as "Eye in the Sky" Centers, once built, it gives WEA commanders access to the WEA spy satellite network which reveals all enemy positions across the entire battlefield once every couple of minutes. The center can be further upgraded to do more powerful scans that reveal stealth units and aid allies by designating targets within the scan area, as well as granting control over the Horus satellite network, armed with the tungsten rods.

WEA Nyx Gunship

WEA Nyx Gunship
Click on the image to view the model in Sketchfab

As the fast response task force of the WEA army, Mechanized Assault forces need mobility, firepower and flexibility. With that in mind, the Nyx gunship was designed. Fast yet lightly armored, the Nyx is armed with 2 HE missile pods that can deal with most light and medium ground targets as well as 2 air-to-air missiles to counter enemy aircraft. The Nyx can also forego its weapons in favor of a recon suite which makes it faster, permanently stealthed, and gives it a designator laser to support ground forces.

WEA Taurus MBT

WEA Taurus MBT
Click on the image to view the model in Sketchfab

After the development of the Spartan tank, most of the WEA were eager the finally retire the Taurus light tank in favor of the heavier, more powerful Spartan. The Mechanized Assault division went along with this plan for a while however the Spartan's need to deploy to be truly effective in combat, did not fit in with the MA's motto of flexibility AND mobility, and eventually led to the Taurus II project. The project aimed to combine the mobility of the Taurus with heavier armor relatively on par with the Spartan tank. The Taurus II has much more armor than it's predecessor, as well as a much bigger gun based on the Spartan's cannon. To seperate it further from the Spartan, the Taurus II was given a coaxial machine gun, making it much more effective against infantry, and removing the need to wait for anti infantry support, further increasing the MA's overall mobility.

Well that's all we have for this update.

Want more info? Head to our website!

Comments and suggestions? Post them in the forums!

Want to help out, but can't mod? Make us popular!

and we'll see you in the next update.

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Zero Hour Reborn v5.05 English Patch v1.05
C&C Generals: Zero Hour

Zero Hour Reborn v5.05 English Patch v1.05

Mar 24, 2014 Zero Hour Reborn Patch 11 comments

New english patch for Reborn v5.05, this time in .str format. I have deleted the old English patches for less confusion. The campaign, made by TipaIvan...

Peace Mission Patch No.997
C&C Generals: Zero Hour

Peace Mission Patch No.997

Mar 11, 2014 Peace Mission Patch 5 comments

How to use the patch? Take all of file and folder into your game path and replace the file of the same name. Coexistence of 00PMBeta997,00PMBeta998 and...

$1000 Challenge
C&C Generals: Zero Hour

$1000 Challenge

Mar 3, 2014 Colors Patch 3 comments

This edits the files slightly for a better shot at the challenge.

Colors Version 0.2
C&C Generals: Zero Hour

Colors Version 0.2

Mar 3, 2014 Colors Full Version 2 comments

The second release of the Colors mod. Double rainbows. It's beautiful :')

Colors Version 0.1
C&C Generals: Zero Hour

Colors Version 0.1

Mar 2, 2014 Colors Full Version 0 comments

This contains the first release of the mod with a small amount of new colors, and a new option for starting money.

Blitz 2 SC edition Design Document 1.0
C&C Generals: Zero Hour

Blitz 2 SC edition Design Document 1.0

Feb 17, 2014 Blitzkrieg II: The Finest Hour Other 10 comments

Design Document for the upcoming SC2 version of the Blitzkrieg mod

Post comment Comments  (510 - 520 of 611)
agostinho Dec 28 2008, 12:33pm says:

Is C&C Generals Zeo Hour available at european market?

+1 vote     reply to comment
Commander31 Dec 20 2008, 4:37am says:

reinstalled ZH and put in MEC mod. How can I make ShockWave and CWC run at the same time (no, not run simultaneously)?

+1 vote     reply to comment
BorgComander Dec 12 2008, 11:55am says:

lol i cant wait for EA to make C&C Generals 2!

+1 vote     reply to comment
Yanivvv Oct 18 2008, 7:31am says:

i have a problem:
i cant see the mod menu- it says there are no mods but just few weeks ago and it was fine

+1 vote     reply to comment
Shadow85 Oct 4 2008, 8:09am says:

Does Shockwave fix bugs from Zerohour rodrodenas?

+1 vote     reply to comment
rodrodenas Oct 5 2008, 9:33pm replied:

what kind of bugs are you having?

+1 vote     reply to comment
Shadow85 Oct 1 2008, 6:14pm says:

rodrodenas It says old file not found but there is a file with the same name. Yes I have a few mods

+1 vote     reply to comment
rodrodenas Oct 3 2008, 4:58am replied:

are we talking about shockwave 1.5? if so and if you have another kind of mod installed, try to delete the old mod and install shockwave.

+1 vote     reply to comment
Shadow85 Sep 27 2008, 9:27am says:

Do you have a serious error Kirkbak10

+1 vote     reply to comment
rodrodenas Sep 30 2008, 11:18am replied:

have you got the latest patch from ea? 1.04 patch? have you got another mod installed?

+1 vote     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 (18 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

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