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.
Air Force general depends on speed and precision. He requires skillful
control and is heavy on micro management. While being a powerful general
the skill and experience required makes him difficult for many
beginners to play.
Laser is a versatile general strong in call situations. He is flexible and has
units to fill every combat role. As a result he has no weaknesses other
than being a specialist at nothing.
Advantage of this general is easy micro and very simple strategy. Almost the same
vs all enemies - build up around enemy until he dies. However, you
should not ignore other abilities.
The generic feature of this general is his mobility, which allows to move
an entire army very fast and create numerical superiority at desired
areas of the battlefield. His basic strategy is unstoppable maneuvering
along enemy base perimeter. If he finds a weak point in defense, he
moves there instantly and destroys the most significant targets.
Nuke General must rely on aggression to defend his base. He has no defenses
to hide behind while you wait for your nukes to load. The absence of
defense structures forces the player to be more active and aggressive.
Use your units to carry out counterattacks for defense and support your
main attack with super weapons.
Infantry is a volatile general given to decisive victories or defeats in the
early game. As expected, he relies on masses of infantry in the early
game, later reinforced by more infantry. In the late game he gains
powerful artillery strikes supported by the same infantry.
His strategy is easy to understand, but not as easy to implement:
build more tanks and attack. But everything has its details.
He has the same strategy as tank general, but another means for its
implementation and another battle tactics. His vehicles are not as
armoured as tank general's ones, so he has to use artillery and
different tactics and tricks, instead of forcing his way through.
Toxin General specializes in area attacks and damage over time. He is
especially effective vs mobbed units and hordes. If well played, you
will find all of your positions unapproachable for the fields of acid
He is a versatile and powerful general with demanding micro management needs.
Since almost all units are disposable, you must use them with care,
directing almost all kamikazes manually. The more assiduously you play -
the more complex it becomes for enemy to defend from your endless flows
of kamikazes. If you play properly, you can defeat any other general.
While at a glance his units are weak and poorly suited of combat, Stealth
General is a deceptively powerful general using infiltration and
surprise to his advantage. He has long range sniper units capable of
attacking with impunity against units lacking stealth detection. He is a
challenging general to play, but has a strong reward for the effort given.
Assault is a flexible general with flexible units. He requires low micro
management and is well suited for most players. While having
no spectacular abilities he also has no weaknesses.
Hello, dear Contra fans and Happy Easter to those who celebrate it today! It is ThePredatorBG this time.
As said before, Cybernetic general is under revision. This means changing and/or adding new units.
One new unit for Cybernetic general is Cyber Dog, which is anti-personnel.
Cyber Dog is fully mechanical, and produced in Barracks. It is very fast, and because of this, is mostly used as infantry hunter. With its sharp iron teeth, it rips enemy infantry into pieces with one bite. You can use it in early game to block tech structures from being captured by your enemy. It is very effective vs. GLA generals. Due to its mechanical body, machine guns cannot harm it seriously. But RPGs and all other armor-piercing weapons can kill it almost instantly. Since it is a pure robot, it is vulnerable to ECM. Can be upgraded with Exoskeletons and Advanced Data Transmission upgrades.
For the last few days, I've been busy with preparing some overview of what I've been working on lately. And I have them in video format.
Sequoia trees have a gameplay role. Destroying one sequoia tree will cause it to fall down and create a domino effect. The end result is pretty obvious - the middle area of the map is completely swept. Remember that you can always achieve a comeback when the enemy has middle control by destroying the trees.
The purpose of this video is to show that capturable trains are possible in multiplayer. Capturing the train engine transfers the entire train to that player. After being owned by a player, it starts following the railroad path, goes out of the map borders and comes back again until it's destroyed. The map is still in progress.
This is the map intro of a new challenger, USA Boss, who will be available in later versions of Contra. Also, an FPS Control button was added to all Challenge maps. Each click changes the game speed in real time. You may have seen this button in older versions, but this time it works!
We have a new member in the team - Josh Zemlinsky. He is helping with the creation of new maps, currently for Campaign. Thanks, Josh!
Yes, you read it right - Campaign. I want to remind you that our Campaign is still in progress and it will come out one day. I could have shown something in this update, but... I don't want to spoil it. You are free to speculate.
In addition, we are recruiting experienced mapmakers. This means you need to have good world building and scripting knowledge. Mapmaking background is a big plus! If you fulfill the requirements and are willing to help, contact me by PM. The more people we are, the faster we will complete and release Challenge and Campaign content!
Contains an unposted changelog of Contra 008 Final and the 009 Beta changelog.
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