Operation:Firestorm is a modification for Command and Conquer Generals - Zero Hour
The goal of Operation:Firestorm (O:FS) is not to redefine, but to enhance the C&C Generals multiplayer and skirmish gameplay experience. The core gameplay as well as the base factions will stay the same, but are both greatly extended and improved. This mod has been under development for a few years by Stalker and pWn3d, with recent support from No Life Studios, and we are proud to present our work to the public.
This mod features 9 playable Generals, 3 of each base faction. (China, GLA, USA)
The current release (Beta 02) features 8 of the following Generals:
General Assaf - Fortifications
General Juhziz - Terror (link to changelog)
Dr. Thrax - Biochemical Weapons (not yet available)
All playable generals will be able to use a large arsenal of new units, buildings, superweapons and
upgrades. The default tech-tree has been expanded by an additional structure to unlock advanced units and upgrades.
All generals will feature a unique tree of 23 available Generals-Powers, including usable abilities,
upgrades and unit-unlocks. Each general will have a number of abilities available to choose from at each rank. (3 at rank 1, and 5 at the ranks 2-5). After rank 5 (5-Star General) is reached, you will still be able to gain experience to unlock all the other Generals-Powers, up to Rank 21 (Supreme Commander).
Each side has a number of units or buildings that are unlockable by a Generals-Point. All Super-heavy tanks (Overlord, Mammoth, etc.) and Heavy Artillery (SCUD-Launcher, Nuke Cannon, etc.) require a Generals-Point at Rank 3 or higher. A lot of these units will also be limited to a certain number (All Super-Heavy Tanks, Aurora Bombers, Topol-M, etc.).
While all Generals are specialised in a certain field, all sides will have a complete arsenal of weapons.
That means all Generals have Tanks, Aircraft (GLA as well), and Artillery available, although with certain limitations.
A lot of unit-stats have been changed from default Zero Hour, to improve the balance in O:FS. A larger list of changes can be found here (note: this list is outdated)
Improved audio and video quality:
A lot of Zero Hour models, sounds and effects have been replaced by higher-quality ones. Overall this mod provides a better visual experience, while keeping the Generals-style.
High-Quality User Interface:
All parts of the UI as well as all button-icons now use high-resolution textures.
O:FS will provide UI textures for both 16:9 and 4:3 aspect ratio, allowing you to play Zero Hour in full HD.
This mod will be available in English and German language. This also includes all new unit voices.
Release & Update Schedule:
We try our best to keep you updated about O:FS and we still have a lot to show. While we have no fixed schedule, we aim to release a batch of informations and images in regular intervals.
A third release is planned (including Dr. Thrax), with no fixed date yet.
Is it december already? Thankfully, we have just the right batch of information to share with you. With the release of General Leang in this year's Beta 02 release, there is just one more General left to join the war:
"You smell something?"
Dr. Thrax will return from Zero Hour as every Chinese and US Soldier's worst nightmare. In Operation Firestorm, his arsenal of deadly toxins will be greatly expanded with versatile experimental weapons, capable of decimating all kinds of enemy military equipment.
As you would expect, Dr. Thrax' units are highly effective in spreading various kinds of toxic agents to combat groups of enemy units. To eliminate armored targets, Dr. Thrax prefers to use rockets and ballistic missiles for long range and precision attacks.
While his vehicles and defenses don't fall short in firepower, they lack Terror General's mobility and stealth capabilities and generally aren't as heavily armored as most other Generals' units.
Bio-chemical Weapons General specialises in Artillery and Infantry:
Dr. Thrax uses experimental substances to 'enhance' his
test subjects loyal follower's abilities. The extents of these questionable experiments have yet to be revealed.
Advanced missile technology and experimental warheads are used to provide excellent firepower at high ranges, rivaling even Tao's and Leang's artillery units. A variety of warheads provides just the right tool for most situations.
To provide some visual examples, we present three pieces of equipment from Dr. Thrax' arsenal.
Dr. Thrax' Hind is a more specialised version of the GLA Hind. While it has the same firepower vs. Infantry and aircraft, its rocket pods were replaced with guided anti tank missiles, providing more firepower against armored targets. In addition, this version of the Hind can drop toxin barrels to contaminate an area with anthrax.
The Sandstorm launcher is Dr. Thrax primary artillery unit. This is one of the more conventional units in his arsenal, firing volleys of missiles over long range. It can upgrade its damage and range with salvage crates. The Sandstorm Launcher's types of warheads are classified at this point. (A basic version of this unit can be constructed in Beta 02 from the Tech Secret Factory)
The Missile Site replaces both the AT Gun and the Stinger Site, serving as primary defence structure. While it provides more firepower than its counterparts, it cannot aquire both ground and air targets at the same time. Instead, its missiles need to be manually switched to change it's configuration to Anti-Air or Anti-Tank.
That's it for this update. Stay tuned for more. If you liked this preview and enjoyed this year's Beta 02 release, I hope we can count on your vote in this year's mod of the year awards.
Thanks for your support. See you next time!
"The suspense... it's killing you!"
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German language files for the Beta 02 Full Release / Deutsche Sprachdateien für die Beta 02. One language pack is required in addition to the main files...
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