After being upgraded, modded, and expanded, the games of the Command and Conquer universe have withstood many of the tests of time. For years, gamers have bickered over which game was truly the best. Now, you can have a bit of each. The CnC: All Stars mod for Zero Hour features a uniquely combined array of units and structures from every Command & Conquer title. This modification loosely relates various C&C titles for the sole purpose of creating an interesting, unique, and fun experience on the battlefield. The mod has been released, and was downloaded more than 20000 times in its first two weeks.

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All Stars Buildings (Games : C&C: Generals Zero Hour : Mods : CnC: All Stars : Forum : Planning Pages : All Stars Buildings) Locked
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Mar 27 2006 Anchor

Tiberian Coalition

    No Prerequisites:

  • Construction Yard: Builds MCV and deploys General's Powers. Cost 2000
  • Power Plant: Provides 10 units of power. Cost 1000
  • Barracks: Trains Infantry. Cost 500

  • Requires Power Plant:

  • Tiberium Refinery: Drop-off point for Harvesters. Cost 2000. Comes with a free Harvester
  • Communications Center: The Comm Center provides radar and can be upgraded to link with the Ion Cannon Satellite. Cost 750

  • Requires Barracks:

  • Turret: Good anti-tank defense. Does not detect stealth. Cost 800
  • Guard Tower: A tower with riflemen inside the guard tower. Good against infantry and light vehicles. Detects Stealth. Cost 500

  • Requires Refinery:

  • Airstrip: Flies in vehicles. Cost 2000
  • Helipad: Builds aircraft. Cost 400

  • Requires Airstrip:

  • Tech Center: Equivalent of a Propaganda Center. Used for upgrades. Cost 2000

  • Requires Tech Center:

  • Obelisk: Possibly the Best CnC defense ever. Kills infantry in 1 shot (except for heroes). Cost 1500
  • Weed Refinery: Provides money like black market ($25 every 2.5 seconds). Cost 2500

Red alert Army

    No prerequisites:

  • Construction Yard: Builds MCV and deploys General's Powers. Cost 2000
  • Tesla Reactor: The basic power plant. Provides 5 units of power. Cost 600
  • Barracks: Trains Infantry. Cost 500

  • Requires Tesla Reactor:

  • Slave Miner: Deploys slaves to collect supplies. Cost 1750
  • AA Gun: Exclusive anti-aircraft defense. Cost 900

  • Requires Barracks:

  • Flame Tower: Good Anti-infantry defense. Fires two balls of flame. Cost 800.

  • Requires Slave Miner:

  • War Factory: Builds vehicles. Cost 2000
  • Air Force Command: Provides radar. Builds Aircraft. Holds 4 Harriers on pad. Cost 1000

  • Requires War Factory:

  • Battle Lab: Equivlent of a Propaganda Center. Does not grant Force Shield. Cost 2000

  • Requires Air Force Command:

  • Tesla Coil: Good all around (except air) defense. Cost 1200

  • Requires Battle Lab:

  • Supply Purifier: Taking supplies already collected, and purifying them again and again, the Supply Purifier gives $50 every 5 seconds. Cost 2500
  • Nuclear Reactor: Dangerous but effective, the Nuclear Reactor provides 50 power. Creates a huge explosion when destroyed. Cost 1200
  • Nuclear Missile: A nuclear missile launcher. Cost 5000

Generals Elite

    No Prerequisites:

  • Command Center (China Version): Similar to Generals, but comes with free radar.
  • Cold Fusion Reactor: Same as Laser General's from ZH.
  • Barracks (China Version):Same as from Generals.

  • Requires Cold Fusion Reactor:

  • Supply Center (US version): Same as from Generals.
  • Patriot Missile System: Same as from Generals.

  • Requires Barracks:

  • Tunnel Network: Same as from Generals.
  • Bunker: Same as from Generals.

  • Requires Supply Center:

  • Arms Dealer: Similar to Generals, but cost decreased to 2000.
  • Airfield: Same as from Generals.

  • Requires Arms Dealer or Airfield:

  • Strategy Center: Same as from Generals.

  • Requires Strategy Center:

  • Internet Center: Same as from Generals.
  • SCUD Storm: Similar to Generals, but shuts down when player has a shortage of power.

Edited by: CommieDog

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