Contra is a freeware modification for Command and Conquer Generals: Zero Hour real-time strategy game. It's a big project started in 2004. It adds many new units as well as numerous new upgrades, new general's powers and buildings. It also adds new sounds, maps, bug fixes, enhanced graphics, and other effects, as well as three new generals.

Report RSS Contra 009 work in progress - Update 9

Latest Contra 009 mod updates, showing some new stuff.

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Hi everyone!

This time, we made a special treat for all of you. Before showing renders with descriptions as usual, we put a bit more effort and made little trailer video about this update.

CAUTION!

Holding onto something while watching video is highly recommended, due to much awesomeness which causes your ass falling on the ground!



Now, let's explain what we saw.

- first, there is a new cool thing for Laser general. His Power Plant structures got unique upgrade, Laser Fences which can be upgraded from rank1. Laser fences will protect Power Plants from sabotage, and capturing by killing any infantry which comes very close. It also provides additional health to structure. But upgrade is not cheap, and drains one power point.

cores render

- defense cores are special vehicle units for Super Weapon general, which can be produced from Command Center. From left to the right, Patriot, Ion and Grendel. As we saw in video, they can be deployed in their respective defense structures. Their cost is equal to defense structure and half of the Dozer price. In balance order, they are vulnerable, and especially in deploying phase which takes around 7 seconds. Defense cores are great at reducing micro, and capturing more zones on map. Carrying them by Chinook and deploying multiple at the same time, is much easier than building each structure with one Dozer.

- Atlas defense structure is already shown:
Atlas defense
And now you saw it in game, with new weapon projectiles.

weather render

- Weather manipulation device, is actually replacement for Blackout Missile System. More or less, it acts the same, but more visual effect is given, and will be even more. It also deals a bit more damage.

- Thing which is not shown in video, is Gatling addon for Patria
gatling render


In order to balance Infantry vs. Airforce matchup, minigun upgrade for minigunners is moved to rank 3, while Gatling upgrade affects Machinegun Patria both visually and with firepower.

And last but not least, is visual improvement on all USA structures, thanks to PredatorBG who took some time and effort to improve them for all of us

textures

We would also like to thank Hecthor Doomhammer who gave great review of Contra mod.

Youtube.com

That's it for this update, see you soon!

Comments
albertliwagon25
albertliwagon25

nice stuff....

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VaRaMir
VaRaMir

Awesome!! Especially the defense cores. The way they transform into stationary turrets looks so cool :D And with atlas turret the SW general can withstand other super units much better. Laser fences for laser general looks like a novelty too.

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Zeke_Dlyoung
Zeke_Dlyoung

Yey more stuff for my favorite, and probably the most OP, general in this mod. Nice work on those defense core animations, they look really cool! It does bug me that the cores are a bit too big for the command center garage though. That laser fence upgrade was something I've been meaning to add to one of my mods as well, nice to see that the concept actually works! The atlas projectile looks a bit too small, and I'm not really liking the weather control device design, but all in all, nice update, love the editing that went into the video :)

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d-ce Author
d-ce

Thanks Zeke!
Dont worry, our "special department" works very hard and every day on balancing issues :)
Yeah, i know, they are just a little bit bigger than they should be.
As for laser fence, we encountered 1/10 situations where soldier is not killed when trying to capture it, but this can be adjusted with code i think.

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Damfoos
Damfoos

Nice idea with presentation videos, keep it up! I quite like the new superweapon and defence cores, though I'd prefer if they would deploy not into standard defences but into some special versions of them which would keep design elements of the mobile versions. Does the laser fence also kill infantry passing by, or only those who attempt to capture or infiltrate the building?

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d-ce Author
d-ce

It kills every infantry which comes really close. Something like china mine, but with super small radius and very high damage.

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Shadow_Micha
Shadow_Micha

Kool, new stuffs!

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Guest
Guest

Looking great! I love the defense cores!

Do you have any plans to change the way demolition general mine-laying works? Having multiple mine types spread among units in addition to the standard build-able mines is a bit confusing. Would it make more sense to have a single dedicated mine-laying unit that can place/build demo traps, minefields, cluster mines, AT mines, etc?

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d-ce Author
d-ce

Demo general gets more mines now, with dead units. When scorpion dies from enemy fire, he leaves ground demo charge, when quad dies, leaves AA mine, and maybe other units will leave mines too. So, you can spam battlefield with mines simply by playing normally with units.

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B.anthracis
B.anthracis

Looks great. Also i wanna give some feedback and suggestion but keep in mind im only playing single player.
+500$(half of dozer?) on defences a bit much much imo. It would be ok, if they can turn into vehichle mode back and deploy elsewhere. That also will give great base crawl opportunity.

SW is my most favored general in challange but ion energy plants really annoy me. You have keep spamming those whole game since SW one of most power hunger generals. So i got 2 different suggestions:

1)upgrade-able plants: pretty straightforward, for some bucks their output will increase in drawback of losing empower ability and explodes more violently

2)synergetic plants: when there is another plant near an ion plant, it will produce +1 energy more. This prob needs to be capped at +5 energy. Ex: if build 6 plants together they will generate 60 energy in total. So player have to choose whether he/she divide them for safety, empower coverage or stick them for more energy but more vulnerablity vs. Aoe strikes

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ThePredatorBG Creator
ThePredatorBG

Defense Cores are still being tested. However, they will definitely cost more than defenses built by dozers.

Ion Plants already produce more power than before. It was 3 points, now it's 4. After rank 3, Strategy Center generates 30 power points (60 in Beta 1) and you can buy the Solar Panels upgrade. That's enough considering power is one of Super Weapon's weaknesses. We did not like how easily she could maintain power, so not all changes are supposed to buff a general. On the other side, while producing less power, Ion Plants allow the player to build power faster (in case of low power). Multiplayer matches feel more balanced because she has more mobility than before and creating a strong defense line takes more time + money. All she could do before is turtle and hope the enemy did not attack undefended flanks early game because she could not recover. And there was the overpowered case where if she was not being attacked frequently enough, she became almost undefeatable by one enemy, and that encouraged passive gameplay, which is not supposed to be rewarding. So, she was either too weak or too strong.

Super Weapons was probably the easiest general to play with in Challenge because of her defensive play style. However, she's better in player matches now.

The second suggestion cannot be implemented in Generals.

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Noctis_Caelum
Noctis_Caelum

Awesome! I'm looking forward to the final version :)

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Guest
Guest

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Guest
Guest

contra009_beta2
im not able to play 1 full game
it keeps crashing
plz help me
i play with friends and bots combiined
it crashes

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ThePredatorBG Creator
ThePredatorBG

The next version will contain numerous fixes including some crash and mismatch issues caused by errors in the mod's code.

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Guest
Guest

I discovered a weird bug when I was playing the Stealth Challenge today. I used Jarmen Kell to snipe an enemy vehicle when that vehicle was right next to my super unit, and my super unit was sniped along with that vehicle as a result (i.e. the super unit became neutral). After that, the arms dealer allowed me to build another super unit, and after I used a soldier to enter the sniped super unit I ended up having two super units at the same time despite the supposed limit of one super unit in challenges. In that case, a player may be able to exploit the bug to have more than one super units at the same time. (Although it should be extremely difficult to carry out for generals other than Stealth and perhaps not so easy to execute in multiplayer games.)

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ThePredatorBG Creator
ThePredatorBG

That must be a very rare sight. It happened because Jarmen Kell's "Kill Vehicle Crew" weapon has a damage radius. It is already removed though. It wasn't good, because Jarmen could snipe multiple vehicles exiting a tunnel with one shot. From the next release on, you won't be seeing this happen.

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VaRaMir
VaRaMir

In the video at 2:07 the Saturn was shooting after the Weather Manipulation Device was activated, but there are no missiles to shoot like the Blackout Missile. So can enough Saturns or SDI cannons protect against this super weapon?

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ThePredatorBG Creator
ThePredatorBG

We noticed. This is a leftover from the Blackout Missile System concept. Lightning are still being spawned by missile objects which are now invisible. Saturn was trying to shoot down those missile objects. Weather Device is still being polished. Effects and code will change.

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