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That is planned (and in progress) actually, but I haven't really been able to finish it yet. We want to have a unique Superweapon for each General.
Last update was a week ago. Yeah, pretty sure it's dead :P
But we didn't remove the Guard command o.O
^ Exactly this. It's not gonna happen. This will stay a mod for ZH only.
Actually, it's based on the A129, which was also used as concept for the WZ-10 in Battlefield 2. The Real Life WZ-10 looks different, but I preferred this one.
Challenge mode is not supported at this point. We don't really have the resources to to do everything, so at the moment we focus on skirmish and multiplayer.
It is actually based on a real helicopter from the 80s :)
Wow. That looks great. Amazing work
Make sure the Data\Scripts folder is renamed/removed. Also Red Army generals should have the most challenging AI at the moment.
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 ?