Member of C&C Generals: Zero Hour Contra mod team.
Some errors with Granger Challenge were fixed. We hope the crash is gone. But it needs to be tested a lot before we can confirm.
Juhziz and Ironhand Challenge maps have static Battleships, but they are not meant to be used. Simply, maps look better with them.
This is a news article. You can't download it, it's not a patch.
You can install Contra manually, so you don't need to use the launcher. Click on "Read more..." Below the red "Download Now" button. You will see instructions for manual installation there.
If you look up in the comments section here, my first post is an answer about mismatch errors. As any new version, the next one will come with bug fixes as well. This time there will be much more AI fixes.
Sadly not. Moving naval units can not be implemented in Generals without bugs.
1) We have to achieve balance between the local player and the AI in Challenge. The other method is to make AI build more super units if the player does. In Skirmish, you can uncheck Tournament Mode and you will be able to build unlimited super weapons and super units.
2) All versions since 003 use rank restrictions. It is nothing new to Contra.
3) We've achieved balance without defensive structures and an unique gameplay. If you don't like how this general plays, you have 11 other generals to choose from. All of them have defensive structures.
Copy/paste from another comment:
"We are trying to detect and fix mismatch errors as we play online matches. I know for sure that certain errors in the INI code can trigger a mismatch (have experienced, tested and fixed some errors). But there is no permanent fix for mismatch in Generals as most of the time it occurs randomly. Ask any Generals competent person with modding experience, you'll get a similar answer. Whether AI increases the chance of mismatch, I can't tell, maybe it's true. What you can do is be patient and wait for future versions where mismatch chances may be lowered."
That Barracks preview sound. :D
Good work on Challenge, keep it up!
I've added this detail to the cash steal descriptions.
It should work on Factory.
Thanks, WWB. Useful feedback. We'll check these problems.
The latest version is 009 Beta 2. All the installation instructions are in the file download page's description.
Super Weapon challenge mission difficulty will be reduced on lower difficulties.
Units with guard area larger than vision range will make them attack targets in the fog of war. I tested it with ground artillery and B-4 Chimera bomber. It's not good for ground artillery, but Chimera can be an exception. Players risk wasting its ammo on insignificant targets if using guard area. Artillery units with large guard area will be more of a cheat. Attack Move will remain the better choice for artillery.
Sounds like corrupted save games. Either from previous Contra versions, or old map files. Start a new challenge.
Answered you on Discord.
I'm working on Easy difficulty for the next version.
Just extract to Zero Hour folder. To make sure it's the correct folder, look for Contra's .ctr files there. It's the same folder. All the required subfolders are already in the archive and have the correct path.
1. Open "009Beta2_AirChallengeFix.rar".
2. Drag and drop "Maps" to the Zero Hour folder where Contra is installed.
If you can't load saved games, that's ok. It means the map has been changed.
Bertha's model wouldn't fit Nuke Cannon. Bertha looks stronger, more armored and has no legs for deploying.
We are trying to detect and fix mismatch errors as we play online matches. I know for sure that certain errors in the INI code can trigger a mismatch (have experienced, tested and fixed some errors). But there is no permanent fix for mismatch in Generals as most of the time it occurs randomly. Ask any Generals competent person with modding experience, you'll get a similar answer. Whether AI increases the chance of mismatch, I can't tell, maybe it's true. What you can do is be patient and wait for future versions where mismatch chances may be lowered.
There is no connection between the launcher and the game crashing. What the launcher does is just automatically renaming the required files. In this version, there is one thing you have to avoid - building Squid Drones. They are exclusive to Laser general, so you should also avoid Laser AI (game will crash when a Squid Drone is built).
I've lowered the rate of fire bonuses AI gets on Easy. Easy AI will have lower rate of fire than you (75% of it). I think it's already a big nerf. However, removing the rank system, as you suggest, will not only take a lot of time (editing map scripts and map.ini files will be required), but also mean that human players will be able to build a super unit in about 10 minutes. It will break the player-AI balance in Challenge. Everything in Contra was made with the rank system in mind. Basically, sounds far from doable to me. I won't be taking a few more years to restructure the Challenge AI just to make the unhappy people happy, and the happy ones unhappy, because many people like Contra as it is. I know the urge some players have when playing their first hours. They want to have an easy time and check everything. I don't recommend Challenge for this. Challenge is meant to have aggressive AI and take some experience to deal with. Easy is easy enough. But it's not sandbox. World Builder is a good way to test things. I'll say once again that I accept the difficulty feedback. Easy Challenge will get easier and Hard Skirmish AI will become Easy in the next version.
Nemesis may be changed once again, but I don't think infantry + drones will be a good solution. First, we don't want Nemesis to be just an annoying aircraft and second, infantry drones will probably keep following Nemesis at low speed (I'm not sure how and whether there is a workaround for it). We'll keep testing late game Cyber.
RotR is fine.
I'm not familiar with Atlas and Firestorm's launching methods, but ShockWave is okay since it comes with its own launcher. If running generals.exe starts up vanilla Zero Hour, your folder is clean to install Contra, but if a mod starts instead, you'll need to delete that specific mod, or move its files out of the ZH folder temporarily when you want to play Contra.
There can be a few reasons for this error. If your Zero Hour is not patched to v1.04, download and install it. If there are other mods launched via generals.exe, delete them.
Challenge missions on lower difficulties are getting easier with each new version.
Hmm... I'll test it.
We would have to increase the vision radius then, because guard area radius depends on vision radius. We can't make it depend on weapon range.
If you choose to play Challenge, you must expect a real challenge. Challenge mode in Contra is supposed to be challenging, as the name suggests. In fact, much more challenging than in Zero Hour. We do test all the missions and our tester, Persun, has walkthroughs against all challengers on Hard. Youtube.com
Having an equal start with the challengers was never the idea. I get your point, but giving the enemy the same amount of money and rank from start is just too easy (we can't teach the AI human behavior to do smart decisions and spend its money properly).
Of course, we don't want new players to give up, so with every new version, challenge missions get easier on Easy difficulty. If you can't do it on Normal, switch to Easy. All difficulties will seem harder for players with less experience with Contra.
Contra and Remix share some models because their leaders sometimes worked together. These two mods have many common things. I see you've noticed. The worst models will be replaced, but I'm sure we can do it ourselves. Remix seems to be dead. If someone decides to revive the mod, I may help with SkirmishScripts. I still have a lot of content to deliver to Contra fans.