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, superweapons 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 specialised 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 even between the countries are the supply gatherers, and sometimes even that's not the case!"

Here are the new generals you get to play around with.

-Airforce General
-Tech & Naval General
-Commander in Chief
-Assault General

-Tech & Naval General
-Commander in Chief
-Artillery General
-EMP & Napalm General

-Stealth & Naval General
-United Arabs
-Terror Leader
-Toxic Warfare General

-Mother of all coalitions (MOAC)
-United Generals

14 new generals, more than 85 new units, new Generals powers and plenty of Naval units, what more could you ask for?

Designed for multiplay with unique strength and abilities for all different generals. A general superior in one type of game may be useless in another....

NOTE: This mod is for Zero Hour only, and for the English version. IF you have another version all in-game text will not display properly. To fix this : copy the contents in the English folder to your language-folder located in "gamedir/Data".

Download available through moddb

Version 1.4 is now available for download (as soon as it has been approved by moddb).

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Nuclear final Nuclear beginning Some explosions
Blog RSS Feed Report abuse Latest News: Destructive Forces V1.4 released

7 comments by XitArS on Feb 11th, 2012

About six years from initial release of this mod (that means about three weeks ago), I heard about C&C Generals 2 (release date late 2012). So I just had to once again play some Destructive Forces to relive some fun LAN moments. Now, since this was a Skirmish-endeavor I couldn’t help but notice the lack of AI in this mod. And even though I know that I’ve said to myself in the past that fixing the AI was too complicated, I couldn’t resist starting up World Builder and play around. So I decided to start this last™ project with DF, codenamed “Make the AI use the SW for all sides, and add in some other AI enhancements like building units and attacking”. Now, I am nowadays a busy guy so the time-budget for this project was at max 2h/day for a period of two or so weeks (I like to “finish” things I start). Now, 40 or so hours later, with 80% of that being skirmish game-time, I hereby give you version 1.4 of Destructive Forces with working* AI, two new generals and some smaller changes.

You can grab the latest version here

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Destructive Forces V1.4 Automated Install

Destructive Forces V1.4 Automated Install

Feb 12, 2012 Full Version 41 comments

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...

Destructive Forces V1.4 FULL

Destructive Forces V1.4 FULL

Feb 11, 2012 Full Version 42 comments

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...

GameData.ini  (improved performance)

GameData.ini (improved performance)

Aug 7, 2010 Other 8 comments

This is the same file as include din the 1.4b full installation archive.

Destructive Forces for MAC (ZIP archive)

Destructive Forces for MAC (ZIP archive)

Aug 7, 2010 Full Version 4 comments

This is the exact same version as DF 1.3 but instead of embedded in an installer it is contained in a ZIP-archive. So MAC users should be able to extract...

Destructive Forces V1.3 (OLD)

Destructive Forces V1.3 (OLD)

May 5, 2009 Full Version 81 comments

**VERSION 1.4 now available** Ok, so I found the piece of data that I worked on for about a year ago, on a forgotten USB-stick. So I give you the latest...

Full DF soundtrack

Full DF soundtrack

Apr 29, 2008 Full Version 6 comments

This music-file contains all tracks used in Destructive Forces.

Post comment Comments  (410 - 420 of 426)
bareto Jun 15 2006, 5:25pm says:

napaka ganda nitong mode na ito

+1 vote     reply to comment
vetteguy Jun 5 2006, 7:21pm says:

cant wait 4 the patch, ummm... homepage?(i dont mean to sound like an ignoranious)

+1 vote     reply to comment
XitArS Creator
XitArS Jun 5 2006, 6:36pm says:

Yes, I've mentioned that bug on the homepage. Check the homepage for a link to a fix whitin two hours or so ;). Sorry for the inconvenience until then... BTW, new patch coming up soon too...

+1 vote   reply to comment
vetteguy Jun 5 2006, 2:32pm says:

the backbird is AWESOME! USA!

+1 vote     reply to comment
vetteguy Jun 5 2006, 2:30pm says:

my computer was just overheated, it works fine now. I uninstalled your mod, but when i did and i was back on reg. generals zh my cursor was gone. for some reason once the mod is gone and i didnt uninstall the game, it corrupts the cursor file! i give your mod a 9- if the new units u made where better looking you'd recieve a 10. thanks

+1 vote     reply to comment
XitArS Creator
XitArS Jun 5 2006, 1:21pm says:

Please make sure you have tried all the steps in troubleshooting section of the readme (you can find it in your gamedir and/or in the ZIP installation file).

Does it always happen, no matter how many AIs you battle and does it happen no matter which general you play? Does the crash occur after building a specific unit or just random?

Once again, please read through the readme. Also, remember that the AI code is NOT properly configured yet. So playing against many hard AIs may result in a crash. Some generals have a better working AI than others... Try fighting them on medium instead. I will make a full AI support eventually, even though this mod was made for multiplayer and not skirmish ;)

+1 vote   reply to comment
jkinho May 23 2006, 8:31am says:

What an unbelieveable upgrade to "C&C reborn V5 the last stand" I have no words to describe it, you guys did just what I wanted to be added!!! its almost like you read my mind!!!

+1 vote     reply to comment
namman2 May 22 2006, 3:48am says:

could post some some pictures please?

+1 vote     reply to comment
drakon2k May 14 2006, 3:35pm says:

Is not as good as I expected it.

A few points:

a) It should do more damage.
b) Different shockwaves, so GLA buildings can be totally destroyed as well.

There's another 16min nuke which perfectionally handles this. Here is the Link to it :) Maybe you could use it or create something similar to it.

+1 vote     reply to comment
XitArS Creator
XitArS May 14 2006, 9:12am says:

I appreciate your feedback. When it comes to the size of certain units it's an easy fix to rescale them. When i ran a test of the naval units i used a non included map that had about 90% water on it so size didn't matter then :P. I do have a range of superweapons, but they are not fine-tuned enough to be implemented ..yet. When it comes to stability, try to pinpoint why/when they occur and maybe they can be fixed. Also be sure to read throug the troubleshooting section in the readme. If you're playing against hard AI players you would most probably encounter a crash eventually since I havn't modified the AI code properly.

The "Uber-nuke" is extremley powerful, and thus the extreme countdown. If detonated over a base, pretty much everything will be wiped to ash. I may want to degrade it a little though....

I am aware of the GUI bugs, will fix them all in the next release.

C&C Generals ZH has a limit of 14 generals, so adding a new would be equal to removing another.

Anyways, please continue to report your experience ;)

+1 vote   reply to comment
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C&C Generals: Zero Hour Icon
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Released Apr 21, 2006
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Highest Rated (3 agree) 10/10

The Best Mod available, because in it the missile ranges are longer than the original and also it has many new weapons(not robotic, because they make games fictional).

Nov 21 2010, 10:29am by SteelTwist

Real Time Strategy
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