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Overview
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

Divisions:
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

Divisions:
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

Divisions:
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

Divisions:
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.

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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

WEA \
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
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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  (50 - 60 of 1,222)
Guest
Guest Dec 31 2013, 11:17pm says:

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Zeke_Dlyoung
Zeke_Dlyoung Jan 13 2014, 8:59pm replied:

Of course. There would be no point in having a ModDB page otherwise :P

+1 vote     reply to comment
Destoyer
Destoyer Jan 14 2014, 8:43pm replied:

also.... about the ai new difficulty... i think if there are 2 or more ai's on a team... the team up if not in the middle of an attack or not they/one then cause a diversion and the rest on the team strike and attempt to take out the player... sorry for all of the chit chat and thanks for your time and generousity for your team to make this mod :P

+1 vote     reply to comment
Zeke_Dlyoung
Zeke_Dlyoung Jan 14 2014, 9:27pm replied:

Better AI is something that's already planned for the future, however I will not make the AI "human-like" for three reasons: 1. It's very very hard to do. 2. Some people, like me, play against the AI, because we don't feel like fighting seriously with other people online, so making an AI that's smart and humanlike is counterintuitive. 3. The better the AI the more LAG, because ZH's AI was never meant to be "that" smart. This is one of the main reasons, from my observations, why ShockWave lags a lot.

At the very least, I will be fixing actual AI bugs such as: attempting to build units it doesn't have, failing to load infantry into transports causing the infantry to trail behind the transport, using the wrong units to attack a certain target. I will make the AI harder, but not necessarily smarter.

+1 vote     reply to comment
Destoyer
Destoyer Jan 14 2014, 10:20pm replied:

ok i understand but thats why i suggested it as a difficulty.... and i didnt realize it was very very very hard i thought it was just super tough... also... you gonna give us a release date for the first beta? #i doubt it

+1 vote     reply to comment
Zeke_Dlyoung
Zeke_Dlyoung Jan 14 2014, 11:01pm replied:

Beta will be released when it's done, that's the best "release date" you're going to get.

+1 vote     reply to comment
Destoyer
Destoyer Jan 15 2014, 1:32pm replied:

figured so :P

+1 vote     reply to comment
Destoyer
Destoyer Jan 14 2014, 9:36pm replied:

ok.......

+1 vote     reply to comment
Destoyer
Destoyer Jan 14 2014, 8:33pm replied:

Also............ becareful... antimalware programs when it comes to mods are sensitive.... carefull..... words of advice.....why am i doing this with these poor dots......

+1 vote     reply to comment
Destoyer
Destoyer Jan 14 2014, 8:26pm replied:

yay.... also... quick question.. this is more of a "the ai is to easy...." kinda comment.. but anyway... i think it would be cool if you implemented a new difficulty for the ai, which being player, which would do the things like learn what the player is trying to do and counter it with what they can... lets use usa vs china for example... the ai just seen that you built tons of paladin tanks and your attacking the ai with the paladin tanks... so what the ai would do is think like a player build infantry and put the into helix's... or would attempt to.... and would scout the bases with basic scouting units... and would time to time all in rush you/just rush you. I feel as if this would be really cool and would make the game much more interesting. I have high hopes for this mod. Cant wait to see when it's done, as i feel as if this can top shockwave and become mine & the communities favorite. And is there soon gonna be a date for the first beta? :D

+1 vote     reply to comment
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Platform
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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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Real Time Strategy
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War
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