This mod adds some great new gameplay to the game. Virtually everything have been tweaked and modified and around 80 new units and 20+ new structures have been added. In combination with new generals, super weapons and powers. New music and sounds for some units. This mod will take the fight to the sea in huge naval battles between submarines, destroyers, battleships and gunboats. It will take fighting in the sky to new levels with a broad variety of aircrafts and helicopters. The GLA can now participate in these fights. But the real battle will take place on the ground, engaging mammoth overlords, light vipers and specialized infantry units. With tons of new and improved units to play with, Destructive Forces will keep you busy for hours! Skirmish is supported. "This mod does what Zero Hour did to Generals, to Zero Hour! Each side is even more diverse than before, some Generals may be absolutely horrible against others, and some may be a fair fight. The only units that are shared...
So, six years after the first release of Destructive Forces, I just had to give this project a proper closure. And what could be better than a working Skirmish AI? I fixed that, as good as I could and did some other things along the way, adding two new factions for example. This is for manual installation. Please read included README for installation instructions. Or use the automated installer instead. **Please note that you need to rename the Scripts-folder ("<ZH>\Data\Scripts") in order to activate the custom DF Skirmish AI**. I forgot to mention this in the included README.
All previous generals will use their (one)SW and most of them will also use all their special-powers. All generals will actually build a base and attack with faction-specific units (note though that they will not use ALL units available to them), please see the info for the Artillery General since that one is a little special. Note that the above is true when playing with/against a HARD difficulty AI, Easy difficulty was not possible to address within this projects timeframe (even though easy and medium might still work somewhat ok..) AI will NOT build any naval units (that probably requires custom made maps with custom made scripts for DF, takes too much time).
The AI has been tested on HARD difficulty only, and only on official maps (even though custom made maps probably works too) and with starting cash above $20 000.For obvious reasons some generals will pose a greater challenge than others (no it's not unbalanced). Please read the README for further information.
---------Changes since version 1.3---------
General changes:
-Worldbuilder is now functional (just ignore the two errortypes and it'll start)
-All previous factions/generals now has working Skirmish AI.*
-Added two new generals (MOAC ang UG) along with units and structures...
-Lowered science cost for the B3 from two to one
-All sniper rate of fire was decreased
-Lowered cost and build time for the security fence (wall)
-Decreased threshold for general power upgrades
-All China generals can build a maximum of 2 propaganda centers
***China EMP&Naval***
-Screamer - Missile damage bug fixed
-Detractor SW shortcut now working
***USA Tech&Naval***
-The GP heavy airstrike cost lowered to two
-Mammoth tank now requires strategy center
***GLA stealth&naval***
- Militia tank cost lowered from 500 to 300
- Jinjan reinforcements and GPS scrambler shortcuts fixed
***United Arabs***
- T-72 HP and weapon damage increased
- SAM-site no longer requires power
- Cannon defence no longer requires power
- Changes made to the Airship-unit. It now has a very powerful implosion-bomb
***China Infantry General***
- Increased cost for the nuclear missile launcher vehicle
***USA Assault General***
- Pentalaser cost and buildtime increased
***China Artillery General***
- Nuke cannon cost increased by 1000
- Nerfed the SU-34
***USA Commander in cheif***
- Drafted pathfinder now requires pathfinder science
- Can now build drafted colonelBurton and commander
- Fixed non working leaflet drop
***GLA Terror leader***
- Reloadtime for the dirty nuke lowered to 4 minutes
- Reloadtime for the truck-terrorcell increased to 4 minutes
- Terrorwing shortcut now works
- Mig-21 cost and build time decreased, weapon damage increased
***USA Airforce general***
- Readded helicopter reinforcements special power
- Removed particle cannon SW
- Added new Neutron ICBM SW
- Saturation bomber science cost increased to 3
- B1-bomber bomb count decreased
***GLA Toxic warfare general***
- Acid storm SW now also requires the toxinfactory in order to be built
- Acid storm no longer counts as a Superweapon (if you play with restrictions)
- Armoured transport got a huge health increase, also lowered cost
- Acid thunderstorm missing shortcut fixed
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
B1 bombs decreased? aww! But I liked the insanely overpowered bombers that could cripple a base with only two or three of them!
(Glad to know AF General will require a slight amount of effort now.)
Ай ,напоминает Reborn V5,V6 ,всё тоже самое ,наземная техника ,воздух (самолёты ,вертолёты)
+ большой минус ---нету музыки ,и мультиплеера
An update? Holy hell it's been a while...
There was a bug in the first release that made the assault general unplayable (thanks to YourGeezuz for pointing that out). It has been fixed now and I'm uploading the new version now. The working version will have the filename "Destructive Forces V1.4b.zip", notice the "b" after V1.4. Sorry for the inconvenience.
Just noticed that the game actually loads the Default AI-scripts. To load the DF custom scrips you have to rename the Scripts folder named "Scripts" located in "<ZH root directory>\Data\". Rename it to anything, eg. ScriptsBCK. Now the game will load the DF custom AI Scripts. If you do not have this folder in your ZH\Data directory, then the custom AI scripts will load automatically. You can double check this by choosing the United Arabs as an HARD AI opponent. If they build the powerplant (should take max 4 minutes) then the DF Skirmish AI is loaded.
Thanks for this valuable tip Xit. I'll link to it on my blog later
very fun i tried out the UG last nite and wanted to try MOAC but fell asleep x_x so i tried MOAC this morning and wow is all i got to say. I RAN OUT OF ROOM FOR BUILDING STUFF!!! nothing like watching overlord artillery pound the comps to dust. say why did u change the airship? it was epic before now its ok but not as epic
If you play against the artillery general on hard you can be the one being pounded by the overlord artillery, hehe ;). To answer your question, I got some e-mails from ppl complaining about it being too long and causing the game to lag too much, that's why I changed it. But if enough ppl want to have it back the way it was, It can be arranged for another release. Maybe I should release it as an addon for those who want it?
That sounds like a good idea
yeah there was nothing like watchin an airship drop like a fly and blow the comps to hell >:D but yes very good mod keep up the good work.
i noticed something else. when u go to play skrimish as assault gen u get GLA stealth n naval txt. hen u select the stealth and naval u get deathstrikes info. intended or mega typo?
mixed up text strings, not intended :).
i see.
china naval does not get naval yard y?/is mine not right?
You need to build it with the dozer ;)
Ive tried to install this but when the game begins to load, I get a technical difficulties error then the game closes :S. I have no other mods installed, I use Command and Conquer The First Decade and Windows 7, any ideas on how to get it to work. It works normally and after I remove the mod
cancel this didn't realise the second readme, its working now thanks, good mod btw
Finally downloading the mod
It looks quite nice after the first tests. Too bad all generals dont have AI
Now we need some Destructive forces game rooms on Hamachi! Who can host a number of those rooms there? I can only create temporary rooms...