Remember the original Command & Conquer? Remember all the units, characters and themes from that game? Well, that classic 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!

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F.A.Q. Overview (Games : C&C: Generals Zero Hour : Mods : C&C Tiberian Dawn Redux : Forum : Frequently Asked Questions (F.A.Q.) : F.A.Q. Overview) Locked
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sgtmyers88 Lead
May 20 2008 Anchor

Welcome to the Frequently Asked Questions section of the Mod forum.
In the following posts, I will give some examples of questions I have been asked before during the development of the Mod...


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
from C&C Renegade that were mostly bug free, I did like several of the models used and that is
why I wanted to stick to using some of the Renegade Models. However, other models were
from various sources or were actually made by myself.


Q. Why does the Tiberium Refinery and the Silos not hold and regulate Tiberium
collected like they did in the classic games?

A. I did not know how to find the proper coding to recreate that system.
(Concluded that it is not possible in the ZH SAGE engine.) So to
make up for that I made the buildings act like the Supply Drop Centers and Oil
Derricks in C&C Generals and Zero Hour ...periodically generating extra income.
Also, the Tiberium Silos will give you a large financial bonus when captured
by an Engineer.


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
system that makes the old Construction Yard system work, and I do know that
C&C All Stars Mod has managed to crack this issue, I would consider taking
lessons from them, but until I decide whether to go through with adding that
system in... the C&C Generals and ZH format using dozers and whatnot
(which I have come to like) will remain.


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,
but just like the peon and base layout that C&C Generals has, I also had come to
like the User Interface to be on the bottom of the screen, so I kept it as is
and focused on the basic gameplay.


Q. Why are the engineers allowed to be re-used? Unlike in the classic game
where they can only be used to capture buildings once and only once?

A. This was another tough issue that was not completely resolved... I had to
use a combination of the C&C Generals capture building system and the GLA Hijacker
system for buildings, since I have kept the tech buildings and Hijack cannot be used on neutral
or non enemy buildings, I had to do it in this way. I also used the Kill Pilot
system that Jarmen Kell uses so harvesters can be captured as well, since there seems
to be a conflict between hijack and capture building being used for the same unit or target.


Q. If this Mod will include a remake of the original missions, will the branching system
that enables the player to be able to choose the mission/story path?

A. Unfortunately, it seems not possible to do such a method in the ZH campaign
system... I am still exploring this issue and I hope a development will be made.


Q. Has sgtmyers88 had any past or present affiliation with EALA or the former
Westwood Studios development team?

A. Absoloutely not! (laughs out loud) sgtmyers88 is just a regular PC gamer
and modder who also happens to be a hardcore Command & Conquer fan!

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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