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I'm sorry for the lack of updates. Truth is, we've been busy with other stuff and didn't make much progress. The mod is still alive, but work is very slow at the moment. I hope we can speed it up again soon.
Edit: And of course thanks for your vote :)
It looks nice, but the it's way to bright imho, and the text is unreadable.
No, there seems to be a mistake in the english version. The support power is a actually a damage upgrade for helicopter missiles.
looks great :)
It should work, since our mod doesn't overwrite any files (except the splash screen image)
The Data/Scripts folder (=the default AI) has to be disabled in order for our scripts (which are located in the big files) to work. The .bat to activate the mod should actially do that, but might fail due to permission issues.
You have probably been playing vs. default AI which can't use most of our new units. When playing, make sure your Data/Scripts Folder is renamed to some other name (e.g. 'Scripts.OFF')
Challenge mode is not supported yet.
As for the AI: is your scripts folder renamed? Also which general?
Make sure your Data/Scripts folder is renamed before you start the game for the AI to work. The .bat should do it, but might fail because of lacking permission.
Any information about what was happening, or a way to replicate the crash?
It might take a while.
Like I said, this might be different if you play with 'Limited Superweapons' activated. Since Ion Cannon and Chronosphere both count as Superweapon. We will look into it and probably changed it for the next version
This is actually already included.
It's pretty much the same as RotR. Files are separate, so nothing but the Install_Final.bmp (which you don't have to use) gets overwritten. You activate/deactivate via .bat
Note: When playing this mod, make sure the Data/Scripts/SkirmishScripts.scb file (or the whole folder) is renamed.
This is required for the AI to work properly
The .bat file should actually do this, but apparently it doesn't work for everyone.
You should be able to build both. You can build multiple ion cannons, but only one chronosphere.
It might be different in 'limited superweapons' mode though, I'm not sure actually.
(And I still need to add more of those glorious FX)
No, but you can activate/deactivate the mod with a .bat
I'm afraid Campaign and Challenge mode are not supported yet.
There are no vanilla factions (USA, GLA, China) in this mod.
Also in this release there are 7 playable Generals.
Actually all of this is mentioned in the news :)
exactly. We like challenge mode too, but it's a lot of work to make it work properly
7zip (http://7-zip.org.ua/ru/) is required to extract the archive.
When did this problem occur? When starting the .bat or the game .exe ?
Thanks for the comments :)
The particles were mostly created by ourselves while some of them are public ones mostly from Chappi and IonCannon
I'll try to re-upload this tomorrow
soon, I hope
It's not possible to move a unit, with one button click. You could have it fire itself as a projectile and remove the original unit, but that wouldn't keep selection, grouping or veterancy.
I'm not sure if they would survive that. And there are definetly better options to kill 50 angry mods ;)
It is actually based on the Zone Trooper model, and uses the same animations.
1. Please stop the Contra hate. What you say is simply not true, they are not like that.
2. In both mods the named unit switches between walking and flying (iirc), which is not what I want. What I was talking about was an ability like the Zone troopers in CnC3 have.
No. I would have added a jumpjet ability, but that's not possible in ZH
That's sad to hear.
I wish you guys the best of luck.
Yeah, it's a great model. I guess I was inspired by it.
The radar is foldable and just fits under the missile tubes.
Isn't that M16A5 a bit huge though?