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.

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Superweapon General Pillbox
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ShEsHy Jun 26 2011, 1:42pm says:

Maybe add a Sniper upgrade to keep them useful mid to end-game?

+3 votes     reply to comment
█Black/Brunez█ Jun 26 2011, 1:47pm replied:

Snipers deal with single infantry on big range. This one deal with masses of infantry on short range. Not the same proposal.

Also, if you want snipers, buy pathfinders. You also can use them on firebases.

+4 votes     reply to comment
ShEsHy Jun 26 2011, 2:25pm replied:

I meant it as an add-on to the PB (stick it on top).

+3 votes     reply to comment
n5p29 Author
n5p29 Jun 27 2011, 9:49am replied:

in 3.0 superweapon general planned to have sniper turret

+3 votes   reply to comment
ʇɐuʞɐʇǝp Jun 26 2011, 2:12pm says:

Zeke! Of course!
Beautiful, now all the Superweapon General needs is Light Tanks, and more Super cool stuff :D.

+2 votes     reply to comment
AlexZH Jun 26 2011, 2:21pm replied:

Agree :D!

Btw, i love this one D:

+2 votes     reply to comment
Keksz Jun 26 2011, 3:54pm says:

A pillbox. Oh...yeah.

+2 votes     reply to comment
WerewolfGeneral Jun 26 2011, 10:04pm says:

the best part is that diferent from the rest of the american base defences, these don't need power to work :D

+2 votes     reply to comment
Zeke_Dlyoung Creator
Zeke_Dlyoung Jun 27 2011, 2:47am replied:

you mean like the firebase? :P

+2 votes   reply to comment
n5p29 Author
n5p29 Jun 27 2011, 8:06am replied:

and actually.. I made pillbox requires power, like in RA2. :trollface: :P

+3 votes   reply to comment
Keksz Jun 27 2011, 11:49am replied:

derp. give it some movement sensors or antennas to make it believable that it needs power

+4 votes     reply to comment
Dutchygamer Jun 27 2011, 1:19pm replied:

In RA2 it used power, but it still worked when the base was on low power. Just a small correction ;)

+2 votes     reply to comment
Zeke_Dlyoung Creator
Zeke_Dlyoung Jun 27 2011, 10:34pm replied:

just give it some lights, THAT WILL EXPLAIN EVERYTHING!! XD

+5 votes   reply to comment
n5p29 Author
n5p29 Jun 28 2011, 11:17am replied:

yup. :P
and like what dutchy said, it consumes power but not disabled when low power.

+3 votes   reply to comment
Mernom Jul 26 2011, 4:16pm replied:

and he naver said id ged disabled of low power...

+1 vote     reply to comment
Red_Hawk Creator
Red_Hawk Jul 2 2011, 6:19am says:

makes me want to play RA2 again xD

+4 votes   reply to comment
AlliedGuardianTank Apr 10 2014, 10:44am says:

It looks like its from shockwave

+1 vote     reply to comment
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New base defense for Superweapon General. Despite being a general specialized in turtling/defense, Superweapon General lacks of anti-personnel defense structure, so I give her the good old classic Pillbox.


The Pillbox is base defense structure consisting of a steel bunker and a machine gun turret.

Pillboxes were cheap and were the ideal front-line defenses against enemy infantry. Despite the great and overwhelming power of GLA weapons such as Marauder Tanks and SCUD Launchers, it proved a valuable asset in the face of dangerous GLA infantry such as the Terrorists and the sneaky Saboteurs.

Combined with the Firebases and EMP Patriots, it could form a tough base defense system that was difficult to break. However, Pillboxes alone were still no match for tanks; they could destroy them easily. Regardless, Pillboxes are often good early on, as their armaments are sufficient to deal with infantry rushes.

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Jun 26th, 2011
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