BetaMod is designed to add units and abilities locked away inside of the Zero Hour files and to include new ones for a more interesting gameplay experience without taking anything away that makes Hero Hour what it is.

If you want to add any media, that's fine by me, just make sure it's appropriate!



Current changes to the Mod

All Generals
custom command Centers with unique Flags

USA Vanilla
B3 Bombers are stealthed
MOAB causes EMP effect
Detention Camp Re-added to game (only in World builder, currently useless)
Snowmobile unit (only in World Builder)

Airforce General
Advanced Patriot Batteries
Fuel Air Auroras

Laser General
Laser Comanche
Laser Ranger
Laser Burton
Laser Stealth Fighter
Laser Paladin (only in World Builder)
Missile Defenders in Firebase can use Laser guidance

Superweapon General
Tomahawk Storm (incomplete, only in World Builder)
Hypersonic Aurora
Ordinance Air Burst Munitions upgrade for Hypersonic Aurora (prone to bugs)

America Boss General (incomplete, not available for play)
unique units and structures

Predator Tank
Mammoth Tank

China Vanilla
Nuke Cannons can deploy as a static base defense
China Agent: similar purpose to GLA Saboteur (very incomplete, only available in World Builder)
Speaker Tower can upgrade Mines

Infantry General
Has Generals Challenge Level (Made by: Vocux: Cnclabs.com
Infiltration General Power: Drops 5 Footmen by plane to target
Footmen: Powerful Heavy Armour Commandos

Nuke General
Nuke Hunters
Neutron Tipped Rockets upgrade for nuke hunters
Nuclear Carpet Bomb General Power
Nuclear Artillery Barrage General Power
special models for Nuke Cannon and Helix

Tank General
Conscript instead of Red Guard (no bones=no animations)

China Boss General
Available for Multilayer
Stealth Bomber instead of Aurora
AA Scorpion instead of Gatling cannon (no turret bone)
Predator instead of Paladin
Large supply Truck (broken wheel bones)

GLA Vanilla
Snowmobile unit (only in World Builder)

Demolition General

Stealth General
Toxin General

Warlord General (incomplete, not available for play)
Structures need power
Airfield
unique Marauder
Scorpion APC

Civilian and other
more buildings, props, and a few vehicles
tech structure Radio Station: capture to reveal entire map (subject for change)
cave: workes like tunnel network (prone to crashing if not on players side)

Image RSS Feed Latest Screens
Super Weapon General's Tomahawk Storm Super Weapon General's Tomahawk Storm Super Weapon General's Tomahawk Storm
Blog RSS Feed Report abuse Latest News: Work on BetaMod is speeding back up!

3 comments by BionicleManFanatic on Mar 5th, 2011

XAaronX has agreed to help me, but currently we've been having communication problems, he claims i'm not working hard enough, but when i try to get his help he's busy.

anyway, let me list the things i think are the most important in order to give you an idea on how progress will continue.

1. Life in general
2. Playing ZeroHour
3. Scripting for BetaMod
4. Fixing broken or missing Models for BetaMod (this might take a while considering i have no money to buy the needed programs, and my internet likes being a jerk, disconnecting when 3 minuets left in downloading 3DSmax...)

Downloads RSS Feed Latest Downloads
BetaMod 0.4

BetaMod 0.4

Nov 10, 2012 Demo 4 comments

since 0.3... Footmen Infiltration now works properly- Nuke Hunters now have normal rockets that leave radiation, but a new upgrade, Neutron tipped Rockets...

BetaMod 0.3

BetaMod 0.3

Oct 6, 2012 Patch 2 comments

I noticed my motivation for Betamod was dropping recently, so I decided to add a bunch of content before my motivation fizzled out completely. These changes...

BetaMod 0.2.1

BetaMod 0.2.1

Jul 30, 2012 Patch 3 comments

sorry for the delay between the media update and the download update, my computer was acting up. after getting a few complaints about 0.2 not working...

BetaMod 0.2 +RadBomb(and others)

BetaMod 0.2 +RadBomb(and others)

Sep 12, 2010 Patch 0 comments

Because I felt like it, and I want to test it online if anyone wants to play.

BetaMod 0.2

BetaMod 0.2

Aug 26, 2010 Patch 0 comments

I've noticed i have been procrastinating on my modding, so I quicly did some stuff and will now release patch 0.2! to install: delete the 0.1 if you have...

BetaMod version 0.1

BetaMod version 0.1

Aug 17, 2010 Demo 0 comments

To install: place the INI folder in your Zerohour/Data directory. known issues: china Boss does not have AI, USA boss' buildings don't have proper script...

Post comment Comments  (50 - 60 of 69)
BionicleManFanatic
BionicleManFanatic Aug 22 2010, 2:47pm says:

I'm pretty sure the files for the alpha build are for the original Generals, not Zero Hour. However, I still think the brown USA team looks cool, and will add it. (But I don't like it that there is only night models for the USA buildings, day models look normal)

+1 vote     reply to comment
BionicleManFanatic
BionicleManFanatic Aug 22 2010, 2:51pm replied:

I will try to make it possible to capture infantry.
USA: Iteragates POWs creating "phantom dots" (flashing orange units that will need to be confirmed by checking out with a unit/detector) on the map.
China: Converts units into there side (or into conscripts, I can't decide).
GAL: executes POWs. only useful with cash bounty.

+1 vote     reply to comment
ʇɐuʞɐʇǝp
ʇɐuʞɐʇǝp Aug 22 2010, 5:50pm replied:

The Battlemaster is actually a GLA Tank.
Also the Alpha Build can be slightly modified for Zero Hour. You can use some INI files, W3D ETC. to put in A unit from Alpha Build into ZH easily also.

+1 vote     reply to comment
BionicleManFanatic
BionicleManFanatic Aug 22 2010, 5:59pm replied:

I know the files work just as well for ZH as they do for Generals, The models just look like they belong to an early version of norm. Gen.

I think you mean the Scorpion because the Battlemaster is for china, or do you mean the Militia tank is GLA? It does resemble the Battlemaster, you probably got confused. The battlemaster is a T-55 tank, the Militia tank though technically doesn't exist for no tank i know looks like that, and I know tanks!

+1 vote     reply to comment
ʇɐuʞɐʇǝp
ʇɐuʞɐʇǝp Aug 22 2010, 8:24pm replied:

No, I'm serious. The Battlemaster was originally coded to be a GLA Medium Tank. The Militia Tank was their Light Light Tank. In the ZH coding, they never changed the Battlemaster's object Status. It's still called GLATankBattlemaster. The Scorpion(NV Scorpian with an A) used to be a GLA APC. The GLA also used to be called the Fundamentalists, and there was different sound/music tracks.

+1 vote     reply to comment
xAaroNx
xAaroNx Aug 22 2010, 1:15am says:

hate to break it to you bro but theres already a mod that does that , infact it was the first mod , called Progen mod for ZH.

+2 votes     reply to comment
ʇɐuʞɐʇǝp
ʇɐuʞɐʇǝp Aug 22 2010, 2:23am replied:

Actually, Progen only adds the non beta things that they left out right before they released the final game. ;) The Militia Tank actually used to be the Light Tank For GLA or China or something.

+1 vote     reply to comment
n5p29
n5p29 Aug 22 2010, 12:23pm replied:

nope. ProGen added all cut BETA Generals stuffs such as POW logic and such.
Mammoth Tank, Hover Crusader, Militia Tank, etc. are ALPHA Generals stuffs.

+1 vote     reply to comment
ʇɐuʞɐʇǝp
ʇɐuʞɐʇǝp Aug 22 2010, 2:07pm replied:

So this mod is actually AlphaMod? Nice!

+1 vote     reply to comment
ʇɐuʞɐʇǝp
ʇɐuʞɐʇǝp Aug 21 2010, 11:41pm says:

Will this add the long awaited Propaganda Trooper(Found in certain files) and the Propaganda War blimp that were never coded in?

+1 vote     reply to comment
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