This mod improves the Zero Hour game by fixing almost all bugs in the game, with tons of balances, improved AI, and many enhanced features. There are also additional stuffs for all factions and sub-factions including Civilians. This mod also including playable Boss General with fully functional AI.

The NProject Mod main features:

  • Almost perfect Zero Hour. It is what Zero Hour should have been in the first time, keeping the game's original look while greatly improving its content. Tons of bugs and exploits were fixed, the balance has been improved and retoned and the AI has been improved sightly. NProject Mod is the best patch mod you can get for Zero Hour.
  • Enabled Boss General to be played in skirmish and multiplayer with balance and playability added so it is not overpowered.
  • More than 35 new units, structures, upgrades, and special abilities. These new things were added to give each specific General more choices in tactics and preserve the balance among all factions.
  • More than 15 new maps for skirmish and multiplayer with improved AI. All existing maps also have been improved with better pathfinding, enhanced AI, and less lag. The Generals Challenge missions also have been enhanced, including the new Demolition General mission.
  • Small changes that makes big things. Several minor fixes and improvement have been applied as well. From the things like destructible props and trees, several improved explosion particles, to necessary model improvements.
  • Additional features for Zero Hour:
    - Expanded option menu, enabled the anti-aliasing, language filter, and draw cursor settings.
    - Integrated WorldBuilder Mesh Mold Tool, with several template shapes help the mappers.
    - Added the missing Generals Challenge missions, the Infantry General (soon) and Demolition General.
    - Complete Generals-Zero Hour campaigns, added with some extra missions. (soon)


Download NProject Mod v2.8

ModDB mirror: ModDB.com (no-install version)
MediaFire mirror: Mediafire.com




Affiliates Mods:
Recolonize -- Tidal Wars

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RSS Articles

NProject Mod Spoopy Update

News


As stated in the previous update, this mod is actually "finished", but that does not mean the development stopped there. There are several things that maybe I forgot to add, or changes that might improve the game as whole. Something like code improvements, minor art fixes, and other boring stuffs like that. Maybe not as fancy as the other mods, but that is not the purpose of this mod anyway.

So let's move to the extra spoopy contents that you may or may not notice! Although there's nothing halloween themed, maybe these changes will spook you so you won't see them the same way again ingame.



Did you see the changes? No? Alright, here's some more noticeable stuffs.

When I was checking on the buildings, I noticed numbers of them are actually off-centered, messing up their footprints and collision boxes. Most of them are still okay, but the USA Supply Center is just terrible. And due to the code limitation there is no way to shift the collision box to fit the building, so here I added expansion to the building to balance out the misaligned building.

Same goes with the Nuclear Reactor. Although not as bad as the USA Supply Center, it is also a bit off-centered, leaving some space on its back. So I give it some additional bits to fill in the void.

USA Supply Center Nuclear Reactor

Next is a new SCUD Storm animation. Nuke Silo and Particle Cannon have ready-to-fire animation, it is just odd that only SCUD Storm that is immediately reloaded after launched although you still need to wait for the countdown. So now the SCUD Storm will only reveal the missiles when it is ready to fire. This will help the players to identify which SCUD Storm building is ready to launch. Check this video for the full animation:

Last but not least, don't forget to like and follow our Facebook fanpage to keep in touch because there are more things to come, and you also can see some exclusive contents of this mod, like the complete preview of the Fixed Cameo Pack for ZH and such. That's all for now, see you next time!



We are on Facebook!

We are on Facebook!

News 1 comment

We now have launched our official Facebook fanpage! Like and follow us!

NProject Mod Unexpected Update

NProject Mod Unexpected Update

News 4 comments

A faulty line in patch 2.8.1 has been found, here come the hotfix.

NProject Mod 10-4 Update

NProject Mod 10-4 Update

News 2 comments

NProject Mod 2.8.1 Patch Lives! Unleash the horde!

NProject Mod Snakes on Cargo Planes Update

NProject Mod Snakes on Cargo Planes Update

News

No worries, no snakes here. Just the planes. New renders for all factions Cargo Planes.

RSS Files
NProject Mod 2.8.1

NProject Mod 2.8.1

Patch 37 comments

Patch for NProject Mod 2.8 with its main feature the completed Generals Challenge with the new Infantry General stage.

NProject Mod 2.8 - No Installer

NProject Mod 2.8 - No Installer

Full Version 12 comments

No-Installer Version of NProject Mod 2.8. For Mac users, and also for people who cannot use the mod installer and launcher for some reason.

NProject Mod 2.8

NProject Mod 2.8

Full Version 29 comments

The third installment of NProject Mod. This version 2.8 has made another achievement in that each of the generals has received all of their new toys...

NProject Mod 2.7.1

NProject Mod 2.7.1

Patch 18 comments

Patch for NProject Mod 2.7 that adds the missing features in version 2.7 as well as several other tweaks, balances, and fixes as always. Requires NPM...

NProject Mod 2.7

NProject Mod 2.7

Full Version 49 comments

The new NProject Mod release. This new version further improve the game much more compared to the previous version. Almost all bugs in ZH have been fixed...

Shoop Da Whoop Mini-Mod

Shoop Da Whoop Mini-Mod

Demo 23 comments

This is n5p29 Shoop Da Whoop Mini-Mod for ZH. This mod includes Shoop Da Whoop Guy in Xmas Outfit for all factions. NOTE: This mini-mod is for fun only...

Comments  (0 - 10 of 542)
Threestepsfromhell
Threestepsfromhell

I know this might be annoying, just FYI, I found some stuff whic hdoesnt makes sense.
YOu have commented out the "damage" bonus on the shells in WeaponObjects, like Battlmaster-
What this does, I presme, is that tanks like BMs dont really gain damage bonus from Uranium shells.

Soem really weird stuff is also with the poison fields. They all do the same amount of damage, regardless of type, also found in vanila.

Same for overlord and WG uranium shells overlord.

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n5p29 Creator
n5p29

the entries in the projectile objects were removed because they already defined in the unit objects. it is to prevent them gained the bonus twice from what they supposed to get. about poison fields, it is purely for balance reasons.

Reply Good karma+1 vote
Eduardo82
Eduardo82

Voted!!

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Threestepsfromhell
Threestepsfromhell

Voted too.

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Threestepsfromhell
Threestepsfromhell

I would like to report a bug, specifically with your mod.

On some challenge maps, the AI just stops "working" correctly.
Against the tank general, the AI will generally send a bunch of tanks, then a few emperor tanks and then basically the AI will do nothing any more.

The mission becomes a cake walk compared to the vanila mission.

I think the same happens with other maps, like with the stealth general, nuke general. The newer challenge maps also have the same issue.
So
Laser: fine
SW: fine
Airforce: easy
Tank:easy
Nuke: easy
Infantry: easy
Thrax: fine
Stealth: easy
Demo: easy
Boss: fine

Removing the maps big you provided did not help, so its either some script thing or something else.

Its a shame really.
Its aclean installation. No other mods present. I even removed my own INI files I had from your mod.

Sad really, as your mod is the best I have seen when it comes to sticking to the OG zerohour feel.

Another bug, Demo Marauder tank damage is bad, weapon ini had two primary damages.
Another bug, boss nuke launcher has commandset issue when upgraded with mines. I think one of the upgrades disappears.


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Threestepsfromhell
Threestepsfromhell

Mod is the latest version

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n5p29 Creator
n5p29

Hi, thanks for the reports.
About the missing upgrade on BossGen Nuke Silo, it is already reported a few times before and will be fixed in the upcoming release. Not really sure what do you mean with the Demo Marauder though.
About the challenge AI, it has nothing to do with the gameplay changes this mod brings. It just nothing much can be done until we got ourselves a good AI scripter.

Reply Good karma+1 vote
Threestepsfromhell
Threestepsfromhell

Let me copy from the ini:
Weapon REDMarauderTankGun
PrimaryDamage = 60.0
PrimaryDamageRadius = 5.0
PrimaryDamage = 15.0
PrimaryDamageRadius = 8.0

The last two lines should be "Secondary"
This makes Demo gens marauder Damage like a nerf gun,lol.

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n5p29 Creator
n5p29

oh yeah sorry, looks like it really is like that in the current release build. I just forgot I already fixed it long time ago. xD
so yeah, this issue will be fixed on the upcoming release.

Reply Good karma+1 vote
Threestepsfromhell
Threestepsfromhell

Damn, im so happy u decided to fix the scud storm reload/recharge.

Its has been a petpeeve of mine since forever

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Threestepsfromhell
Threestepsfromhell

Whens the releasse for the new version?

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n5p29 Creator
n5p29

releasing when it's done is too overrated, so I'll release it whenever I feel like it. :P

Reply Good karma+1 vote
Guest
Guest

Thats fine. Take as much time as you need.
I like your mod because its dedicated to fixing bugs and has playable balanced boss general.

Other mods didnt pay nearly as much attention to bug fixing. As a result, your mod comes closest to "zero hour as it should have been".

I cant really enjoy other mods seeing some glaring bugs, especially the obvious ones.
Like seeing the scudstorm spew green toxins, despite having the upgrades...

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C&C: Generals Zero Hour
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Highest Rated (6 agree) 10/10

a very good mod over all

Oct 19 2010 by sgtdumbass

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