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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.

Deep Impact (formerly European Conflict) is a total conversion mod for zero hour started by the EC Team and now developed by No Life Studios. The mod will add four new factions with two playable divisions:

The AC - American Confederacy

1. Armor Command - Heavy ground vehicles. Strong air support. Limited infantry, defenses and air-to-air.
2. Airforce Command - Advanced drones. Heavy air units. Strong defenses. Limited ground units.

The WEA - West European Alliance

1. Continental Defense - Heavy defenses. Deployable defensive units. Heavy infantry. Strong gunships. Limited assault units.
2. Mechanized Assault - Strong defenses. Strong infantry and vehicle combos. Limited air units.

The ADF - Asian Democratic Federation

1. Ballistics Command - Powerful artillery. Heavy base defenses. Limited infantry and air units.
2. Electronic Warfare Command - Heavy use of hacking, electronic disruption, and tesla weapons. Weaker individual units.

The WLF - World Liberation Front

1. Cobra Cell - Toxins and status effect weapons. Strong in numbers and combined arms. Weak as individuals.
2. Scorpion Cell - Suicide and stealth/ambush tactics. Weak in direct engagements.

For more information, click on the buttons below.

Copyright 2007-2013 No Life Studios

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WEA Taurus MBT WEA Nyx Gunship WEA "Eye in the Sky" Center
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10 comments by Zeke_Dlyoung on Apr 16th, 2014

We're back!

Greetings everyone, and welcome to the first actual update of this year... month... time... whatever!

The thesis monster has been vanquished and the start of summer break is just around the horizon, so it's time to get back in the game. As I mentioned in the previous mini update we will be using Sketchfab to show off our models instead of just renders. Whether or not we will continue to do so in the forseeable future will depend on how well they are received vs the work required to set them up, so if you like what you see and want us to continue doing things this way let us know by posting comments down below or giving a favorite in Sketchfab, and if you don't like the current setup or just don't care, well... screw you, j/k.

Anyway without further ado, let's get on with the update!

WEA "Eye in the Sky" Center

Click on the image to view the model in Sketchfab

After the meteor fallout, European authorities became obsessed with preventing another disaster. As if the energy crysis before the impact was not enough, now Europe was fighting large scale illegal immigrations and resource hungry super powers from all sides. As the only power left with a strong space program, WEA command comissioned a series of military satellites with the specific role to detect and destroy any hostile incoming space object. This time Europe was lucky not to get hit, but the next time the goddess Fortuna might not be so merciful.

As the war with the UAN went further from the east european border and closer to the great eastern wall that divided WEA territory from rest of europe, WEA command started using the same satellites for a different, darker purpose. The same satellites used to scan space in search for incoming object got repurposed to scan the battlefield providing WEA forces with great intelligence on enemy outposts and troops movement. The second type of satellite - the ones that were tasked with destroying the incoming space objects also got repurposed and were now used to bombard hostile areas of the map with their rocket assisted tungsten rods.

As a final step in militarizing what was to be human kind's most advanced defense against another doomsday disaster into another toy for the army to kill with, the WEA designed and built field space control centers. Known as "Eye in the Sky" Centers, once built, it gives WEA commanders access to the WEA spy satellite network which reveals all enemy positions across the entire battlefield once every couple of minutes. The center can be further upgraded to do more powerful scans that reveal stealth units and aid allies by designating targets within the scan area, as well as granting control over the Horus satellite network, armed with the tungsten rods.

WEA Nyx Gunship

WEA Nyx Gunship
Click on the image to view the model in Sketchfab

As the fast response task force of the WEA army, Mechanized Assault forces need mobility, firepower and flexibility. With that in mind, the Nyx gunship was designed. Fast yet lightly armored, the Nyx is armed with 2 HE missile pods that can deal with most light and medium ground targets as well as 2 air-to-air missiles to counter enemy aircraft. The Nyx can also forego its weapons in favor of a recon suite which makes it faster, permanently stealthed, and gives it a designator laser to support ground forces.

WEA Taurus MBT

WEA Taurus MBT
Click on the image to view the model in Sketchfab

After the development of the Spartan tank, most of the WEA were eager the finally retire the Taurus light tank in favor of the heavier, more powerful Spartan. The Mechanized Assault division went along with this plan for a while however the Spartan's need to deploy to be truly effective in combat, did not fit in with the MA's motto of flexibility AND mobility, and eventually led to the Taurus II project. The project aimed to combine the mobility of the Taurus with heavier armor relatively on par with the Spartan tank. The Taurus II has much more armor than it's predecessor, as well as a much bigger gun based on the Spartan's cannon. To seperate it further from the Spartan, the Taurus II was given a coaxial machine gun, making it much more effective against infantry, and removing the need to wait for anti infantry support, further increasing the MA's overall mobility.

Well that's all we have for this update.

Want more info? Head to our website!

Comments and suggestions? Post them in the forums!

Want to help out, but can't mod? Make us popular!

and we'll see you in the next update.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
UAN Beta Patch

UAN Beta Patch

Nov 8, 2010 Patch 21 comments

Patch for the UAN Beta. Requires the original UAN Beta to be played.

UAN Beta

UAN Beta

Aug 27, 2010 Demo 86 comments

This beta contains only one of the new playable factions the UAN.

Post comment Comments  (40 - 50 of 1,222)
paradig124 Feb 20 2014, 1:32am says:

Hey Zeke
I'm loving the direction I was just wondering about overall faction strengths
I understand the divisions reflect this but I'm guessing:
AC are much unchanged from EC- Heavy ground units supported by CAS air units
WEA- Firepower and defences with drones
ADF- Mass numbers and Artillery saturation as well as industrialization
WLF- Tricks and tactics- Corrosives and fast attack (Is it possible that General Ironside is leading them from the Lore)
Can't wait for AC and WEA ;)

+1 vote     reply to comment
paradig124 Feb 20 2014, 1:41am replied:

Also I love the idea of the AC
Because many people in their mods and games make the US the most advanced faction- whereas EC and from the description Deep Impact focused on an America that used Heavy assault forces that hit hard but were slow and I loved that idea
PS are you guys gonna use a pattern similar to the one in the AC render in the first update for DI or are you gonna go with the old Euro conflict render
Good luck guys

+1 vote     reply to comment
Zeke_Dlyoung Feb 20 2014, 3:15am replied:

The AC will use the new blue texture style if that's what you mean.

+1 vote     reply to comment
paradig124 Feb 21 2014, 3:04am replied:

Yeh thanks looking forward to it
Will we see the return of some of the old AC, WEA and ADF (UAN) models such as the Sabretooth, Arbiter, Devastator, Scorchersetc.
Good luck and sorry to ask so many q's

+1 vote     reply to comment
Zeke_Dlyoung Feb 21 2014, 7:57am replied:

We will add most of them,

+1 vote     reply to comment
paradig124 Feb 22 2014, 2:56am replied:

Great looking forward to it

+1 vote     reply to comment
Thelord444 Feb 14 2014, 3:22pm says:

Give me this, and Shockwave, and ROTR, and i want no more games ever. and btw. Next month??? Too long...!

+1 vote     reply to comment
MrTaxikiller Feb 8 2014, 1:35pm says:

I like the radar, got that GDI TS look of it.

+1 vote     reply to comment
Guest Jan 2 2014, 10:02pm says:

Best looking mod for ZH ever!

+1 vote     reply to comment
TaShadan Jan 1 2014, 9:57am says:

Looks awesome! Looking forward to it!

0 votes     reply to comment
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C&C Generals: Zero Hour Icon
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Release Date
Released Aug 24, 2010
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Highest Rated (4 agree) 10/10

Just one Word:
Nice XD

Jan 6 2011, 8:28am by delcrosta

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