PATCH VERSION 1.44 RELEASED! Remember the original Command & Conquer? Remember all the units, characters and themes from the original C&C game? Remember the gritty feeling of RTS Warfare? Remember Tiberium? Well, that classic game from the early 90's that spawned over a dozen titles and revolutionized the RTS Gaming World has been reincarnated in the C&C Generals Zero Hour SAGE 3D Game engine and looks better than ever!
|May 20 2008 Anchor|
Welcome to the Frequently Asked Questions section of the Mod forum.
Q. IS this mod for both C&C Generals and the expansion C&C Generals Zero Hour?
A. No this mod is ONLY compatible with the expansion C&C Generals Zero Hour.
Q. Is this mod using stuff (e.g. models) from C&C Renegade?
A. Yes it is, I am still new to model making and/or being a 3D artist, I had used some W3D Models
Q. Why does the Tiberium Refinery and the Silos not hold and regulate Tiberium
A. I did not know how to find the proper coding to recreate that system.
Q. Why doesn't the MCV's work like they originally did in the classic game?
A. I had multiple reasons for this issue. I have not figured out the coding
Q. Why is the user interface and side bar not like the one in the classic game?
A. This is another issue that involves complicated coding and art modifications,
Q. Why are the engineers allowed to be re-used? Unlike in the classic game
A. This was another tough issue that was not completely resolved... I had to
Q. If this Mod will include a remake of the original missions, will the branching system
A. Unfortunately, it seems not possible to do such a method in the ZH campaign
Q. Has sgtmyers88 had any past or present affiliation with EALA or the former
A. Absoloutely not! (laughs out loud) sgtmyers88 is just a regular PC gamer
Edited by: sgtmyers88
|Sep 9 2009 Anchor|
Q. Do the Tiberian fields grow like they did in the original game?
A. It has been tricky to do a balance with making the Tiberium fields grow (and they indeed do grow if you leave them alone) its just ZH seems to not like a lot of Tiberium doing damage and creating particle effects and Lag ensues as a result. I have disabled the damage and particle effects for some Tiberium clusters while enhancing others to help with resolving this. Tiberium spread creation varies, but some will spawn new "clusters" in a time range of three minutes to an hour.
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