It's about time boys! new pro:gen version boys!!!!
new version of pro:gen boys!
this version has new skins,sound,ost and bugfixes
How to install: put the files where is your progen 2.6
THIS IS A PATCH
it also fixes the timers
thanks to:
GrandMaztahAce -For the skins of units
ÐetroyT[RU] - for explosion effects
VectorIV -for graphics,ost and sounds
Charlie Lockwood - for ost
is there any new units ?
nope,just new skins for units,ost etc
OK so the GLA production is slower than I remember it was before the update...
Also, you didn't enable the timers on the enemy nukes.
Nukes are classified as "Neutron Missile"
that means that it didn't work for you
for me,i got an AI VS AI battle and saw the nuke timer from up right corner
this is a patch for 2.6 so....
Weird. I copied the files directly into the folders for Pro:Gen and when I went to face off against General Kwai in the Challenge Campaign, his nuke timer wasn't visible until I enabled it in the .INI folders.
And somehow it felt like Workers were taking longer to build than Construction Dozers.
yep, weird
workers are humans,dozers are machines XD
Yes but one thing the GLA is supposed to have is a pretty high build rate so you can get your pesky units all around the map and prevent General Kwai from steamrolling you the moment he sends his forces out because everything is taking significantly longer to build.
have many workers construct your base,that is my tactic
Workers cannot help other workers build the same structure faster. This isn't Warcraft :P
i know,i know,but that's how i do it,one 5 workers building 5 arms dealers :P
Where did you enable the enemy counter?
be more specific
I cannot see enemy Super Weapons counters on General Challenges.
When I played as SW General the game could not properly show my own counters. It showed: Missing_SW_ParticleCannon...
where you playing against general ironside?
I was playing whole challenge campaign with SW General and I have seen enemy counter only against Laser General but there where 6 timers, 3 of which where frozen at 4:00.
Because he didn't had power
Ok but all the sudden he has 3 timers that are stuck on 4:00 and extra three that start running when he gets particle cannons back online.
As I have come to play against deathstrike, it shows his Scud Storm counter, counting down already in the cutscene. There are a lot of bugs with super weapon counters.
This mod is still incomplete because Deezire didn't have a time to fix it
That is a pitty because I like this mod a lot.
forgot to said
His last mod is RA2 And YR Deezire
its a mod for Red Alert 2 And Yuri's Revenge
It was his last work and then he disappear without information(Missing in action)
i had this mod downloaded so many times cause all my laptops i had were trash and kept crashing unable to salvage any memory, cnc is my favorite game series and this mod amps it up by 100x.
it's still crashing for you?
and thanks for the kind words :)
Hello there
How to activate the mod and to know when it is activate
it's easy,after you install pro:gen 2.6 on your zero hour folder then put this patch where did you put pro:gen
you can activate the mod like how normally you play normal generals
and you know that the mod worked if you get in skirmish and see the boss generals
Hmm IDK what I did wrong
After I copy paste the patch
AI DEAD
Try running it as a administrator and/or put your windows combatibily to Windows XP service pack 3
What is this mod for? Bringing back units that were only mentioned in the missions from Cnc Gen?
this mod is for command conuqer generals zero hour
it brings back unused things from zero hour
I don't have buildings' models,most from GLA,and little from China,and Little-little from USA.
GLA buildings dissapear from everywhere I built!All the GLA!And if I will choose "Sneaky-breaky and v damki" and make an invisible upgrade it will just be destroyed.
USA and China only from special(or not)Generals and they're just invisible.JUST INVISIBLE.
In the previous part I had not seen this problem.
(By Allah answer me pls)
pro:gen 2.7 is a patch for 2.6
and tutorials here:
Moddb.com
Moddb.com
Moddb.com
I noticed that supply trucks for China seem to be messed up.
Normally in CNC Generals they just drop their supplies off once they reach the supply center. However I am playing the Nuke general in challenge mode and the supply trucks decide to do laps around the supply depo before returning the goods. This makes the mission impossible to do on brutal cause even with 3 trucks its possible they load up with supplies and get stuck trying to return for nearly 30 seconds.
is there any way to fix this?
On supplies, I noticed that the AI in team games tends to create a supply center at your starting supplies and then proceeds to flood it with workers preventing you from generating cash.T his can make playing small maps very hard when you suddenly have no money and see you still got supplies, but the AI is taking it before you can.
don't put the supply center RIGHT NEXT to the supply station,leave some space man!
AI now it's harder,as you can tell,destroy his construction!
I decided to do some testing on this. Nuke General and all the other generals' supply depos work just fine in skirmish. In Challenge mode all depos work fine EXCEPT for nuke general (at least on the first challenge with the Laser General).
Seems like no matter where you put the depo and regardless of rotation the trucks have to do some weird movement before they can drop off supplies. Putting the depo southwest of the supplies with the entrance facing away from the supplies (with or without space between them) causes the trucks to
1. stop at the depo
2. turn and circle around the depo until they do a near full circle
3. then they drop the supplies off
it gets weirder when you add more supply trucks as they seem to break this process and sometimes just stop in place for a long while doing nothing.
I tried placing the depo northeast or northwest as well. The trucks seem to deliver more reliably, but they still do the weird thing by reaching the depo, stopping, and then running to the side of it to deliver.
You don't see the trucks behaving like this with the other generals or in skirmish.
From the looks of it, this is either a map issue with the laser general challenge map or the nuke general in challenge mode.
To repeate bug: Just play nuke general in challenge mode, place the depo, and watch your supply truck movement
as i said.leave space between the supply center and the supply dock
Can't play with nuke general at all
what is the problem do you have? the 2.7 version is a patch for 2.6 i you didn't know
sooooooooooooo.................did you installed it like this?
This is not a good update. Please change the aesthetics back to how they were. I love the mod but this is just really really bad. Don't go into too much detailing mate.
the looked much more good in the alpha mode,sooooo i am trying to make the graphics like in the alpha version
This comment is currently awaiting admin approval, join now to view.
man. i downloaded the newst version and still have no idea how to install it:/
This is a patch,install the 2.6 version first then this
Plus, you may need to upgrade some specs,this introduces some new graphics
My first rival in the Challenge mode is not finished. Trax killed everything but the game does not end. What should I do ?
did you install the 2.6 version,THEN this version?
because the 2.7 version is a patch
This comment is currently awaiting admin approval, join now to view.
Does this fix the superweapon timer though? That is the only problem this mod has.
it will be fixed in the new version
Please do not touch the timers of the superweapon! Their absence brings tension and danger into the game, makes you really think. Better make AI generals bosses, because editing the file AIData.ini and adding boss generals in this file did not work. And please do not touch the schedule. let it be the same as in the release. And now - will the working fleet for the players be added to the mod? Or will it remain as a unit for controlling AI in the campaign?
super weapon timers will appear in the 2.8 version(can be set off or on pretty easily),AND AI is the almost the hardest thing to do,i already remaked the AI for the normal generals,i ran into a couple problems,so that is why i didn't release the new version
Fleets will become available in skirmish and campaign in the 3.0 update