The year is 2055, more than thirty years after the events of Zero Hour, Earth suffers a catastrophic collision with meteorites. The world is thrown into turmoil as large swathes of land are annihilated. Four factions, the ADF (Asian Democratic Federation), WEA (West European Alliance), WLF (World Liberation Front), and AC (American Confederacy) are at war for control of the remaining already harder to find resources as well as the preservation of their nations and geopolitical interests. Welcome to Deep Impact.

Report RSS DI Ogre Update Part 2

Hello everyone and welcome to part 2 of our Ogre Update series.

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Hello everyone and welcome to part 2 of our Ogre Update series.

If you remember a long looong time ago, in an update far faaar away (presumably filled with dead Photobucket links that Zeke cba to fix), we mentioned that we're scrapping sub-factions.

Because of this we're implementing a new system in the form of Module Upgrades, that way, you can still customize your army and pretend that there are still sub-factions in the mod

Modules are divided into 3 categories: Assault, Defense, and Support. Assault Modules give offense related upgrades like stronger guns or more guns, Defense Modules focus on armor and survivability, and Support Modules will either give your units new abilities that will help them perform their tasks better, or give them an entirely different role. Every unit can choose between 2 out of the three module types, however there are special units that can choose from all three module types. Modules are permanent and therefore cannot be changed, so choose wisely.

In this update we will be showing some of those module upgrades, starting with the good old Taurus!

WEA Taurus Modules



The Taurus gets 2 modules, an Assault Module that changes its cannon into a coyolgun and also gives it missile pods because why not, and a Defense Module at gives increased speed and durability.

Next up, we have the Centurion Ymir Cryo Tank!

WEA Ymir Modules



Getting a new name and also a visual upgrade, the Ymir is more than ready to kick some ice. The Ymir also now has a nice visual upgrade when [REDACTED] has been researched from the [TOP SECRET].Oh wait, you guys don't know about those yet ... Well, hopefully the security system was able to deal with that. Anyway, moving on!

Like the Taurus the Ymir can choose between an Assault Module and a Defense Module:



Its Assault Module gives the Ymir the ability to launch Cryo Mine Missiles, that burrow into the ground and freeze targets when enemies get close, while its Defense Module that also gives it increased speed and armor.

Well this is it for our update this month. We hope you enjoyed it. Stay tuned for our future updates.


Comments
Tleno
Tleno

When I first heard about modules I expected it to be more close to Laser General's researched from Remix Escalation, but this is also neat.

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Admiral*Alex
Admiral*Alex

IT LIVES, IT LIVES (again)!
*Cough* Very sweet, but could the Module System interfere with the standard unit upgrades because of the SAGE 125 Upgrade limit or are these Module Upgrades like spawning in a new unit on top of the base unit? *It's been too long since I touched Zh on a regular basis so pardon me if I don't make any sense*

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Zeke_Dlyoung Creator
Zeke_Dlyoung

nah, all modules use the same three upgrades, the only difference is how they affect each unit.

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Admiral*Alex
Admiral*Alex

Sweet!

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JurisDocta
JurisDocta

Good to see you back! This includes infantry too right?

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Zeke_Dlyoung Creator
Zeke_Dlyoung

Currently no, infantry just have their own specialized upgrades. The WEA does have something akin to module upgrades for their infantry. You'll have to wait to see what it is though :P

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Alex.N
Alex.N

i really appreciate all of ur work here guys
N thank u all bout this
itll be the best mod of em all :P

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