Post news Report RSS 1.0.0 Release Details: New Vehicle Content & Mechanics

This blog is about the upcoming full release of C&C Generals Zero Hour Enhanced.

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Ah yes, new year of 2024, the time of new exciting possibilities such as...the Anglosphere unleashing full-on fascism, the collapse of the neo-liberal world order and upcoming WW3.

Things aren't looking too good in all honesty, don't really look forward to it and I would be lying if I pretend otherwise. Times are tough and all we could do is to push forward for a better world and shared future for humanity.

You know, when I heard stories about US bombing in Bangkok a couple of blocks away from my home and my grandparents and parents hiding in a fucking underground bunker, it all seemed very faraway with the way the Western media portrayed the dissolution of the USSR as "end of history"; never I would have thought of the possibilities of experiencing such a thing in my lifetime. But oh boy, was it a BIG fucking lie lmao.

I mean I hope not but that maybe a wishful thinking at this point. Only Washington knows the answer.

Doom and gloom aside, in other news:

This blog will be a short one, I promies.

In vZH or other RTS titles in general, arguably one of the monke brain tactics the average player engages in is tank blobs; build a massive blob of tanks and just roll em over in two clicks.

Much like our ancestors, monke can grow some brain power and started to operate with somewhat more complexity.

Hence now your monke tank blobs will have some depth to them for the player to adapt and utilise in various situations at hand as an option to just outright committing to other units. Usually by the time, the newly built units get to where your vehicles were at, the vehicles would most likely already been pulverised by the enemy AKA the average Starcraft 2 match.


Another feature that makes a comeback from classic ZHE versions are the co-axial machine guns. Personally, I never liked the no MG tank designs in any games so I just added them even way back when MSN messenger was the new telephone.

While the machine gun can suppress the enemy infantry, it's still not the ideal weapon to deal with them. That's where anti-personel weapons e.g. anti-air guns, HE munitions, incendiary weapons, etc. comes in.

In 2003, Generals tank blobs might have looked revolutionary at its time but now, not so much. Many games released following 2003 have done a great job in developing a somewhat realistic and stylised vehicle combat in such a way that is amusing to look such as CoH. And that's just it, that's the only game series to do just that.

Well, this is just that but in Generals.

Btw, Generals and CoH is just 3 years apart, let that sink in.

So, what convoluted features I added this time to the vehicles and tanks that infers the so-called depth, you're just about to find out.


Tanks shells getting bounced off or penentrating the target


Armour Penetration System:
Well, sort of. Technically speaking, this is more like a glorified PDL system without the laser part. With the laser part being invisible, when incoming shells that are about to hit an armoured vehicle, there's a relative chance that the shell couldn't penetrate the armour and bounced off.

Depending on the armour in question of course, shells of various caliber and velocity at what angle will more or less get deflected by the armour.

General rule of thumb is:

IFV armour can relatively deflect light anti-tank and mortar shells. Other warheads, not so much.
MBT armour can easily deflect light anti-tank and mortar shells while relatively deflect anti-tank and tank shells. Others, not much.
Super-heavy Tank armour can easily deflect light anti-tank, mortar shells, anti-tank and tank shells and relatively high caliber tank shells. Cannot deflect artillery shells, rocket artillery or high explosives.
Aircraft munitions can't be deflected by any vehicle since they always hit the top part of vehicles (generally the weakest part)

Honestly, this is a rather experimental feature so I don't know whether how well this would received generally or how long it would last. It can look weird at times like when mortar shells getting bounced off since PDL is coded in such a way that it scans for shells in 360°.

But it looks super cool so maybe I'll just keep it in indefinitely.


PGZ-95 deploying its anti-air mode


Anti-Air & CIWS Deployment System:
Maybe a downgrade for some, an upgrade for others but for me personally, it had to be done. I had no other choices.

I ran out of weapon slots especially on PGZ-95 and PGZ-08 since they have smoke dischargers, the main cannon and missile launchers.

Obviously, there has to be two version of the main cannon and missile launchers; one for ground and the other for air. That's just how SAGE works. This makes it requires four and plus one more, making for five in total, which is impossible to be coded in normally as the hard limit per set is always 3.

Technically, it could be avoided by moving some weapons to an Overlord style invisible turret but it's rather buggy and ideally, I would wanna avoid it entirely.

There are two vehicles in the mod that I utilise the Overlord style invisible turret thing: the ZBD-04A and the UH-60M. The UH-60M works flawlessly. The ZBD-04A, however, can be buggy sometimes. How buggy? Well, I'll let you find out. It's kinda hilarious xD

Back to the deployment system, it's as said in the subtitle. You, the player, must deploy the anti-air system first before the unit can engage air targets.

Once deployed, the unit becomes stationary and switch to their anti-air set of weapons that could only engage air targets. If you want it to engage ground targets again, simply undeploy the unit and it could once again move out and operate as it once before.

But does that mean EVERY anti-air capable unit uses this system?

The answer to that would be no. The exceptions are usually solely mounted with heavy machine guns e.g. Technicals, Humvees, Warriors, HMG Gunners, etc. Otherwise, they use the anti-air deployment system for consistency.

But to compensate for the lack of mobility, anti-air range is extended considerably so it could stand up to enemy aircraft.


ZTZ-88A upgraded with armour skirt, HMG gunner and GP105 ATGM


Left: individual rocket pod upgrade (object upgrade)

Right: universal rocket pod upgrade (player upgrade),

affects current and future units unless explicitly said otherwise


IRL Accurate-ish & Individualised Upgrades:
Ranging from the BGM-71D 'TOW' ATGM on M2A3 'Bradley' IFV to GP125 ATGM on ZTZ-96B 'Tigress' MBT, by default, can be upgraded on individual unit level. Since they're supposed to kind of be limited special type of munitions, I think they need to be made into upgrades rather than just being installed by default.

"But does that mean that one would have to upgrade everything individually?" You may ask.

Not really in some cases.

For each faction, there should/will exist at least one upgrade you would expect to see from vZH i.e. TOW Missile Upgrade and Scorpion Rocket Upgrade. In ZHE, it works kinda the same as vZH i.e. every vehicle is upgraded plus the ability to upgrade units individually early on and even more options across many vehicles.

Even more, armour skirts and pintle-mounted gunners can be also be upgraded in some vehicles to even further increase their effectiveness. Maybe it's getting a little bit redundant at this point but hey, redundancy is the name of the game. Also, It's cool to see Battle-master Tank firing missiles while the HMG gunner's blasting the enemy and that's all that matters!

If you've played CoH before, you may know exactly what I'm talking about.


(no visual update yet here's an uwu helix)


Minor Air Rework:
So before we go any further, let's hear from today's sponsor: EmpireVPN! Just kidding. EmpireVPN isn't real and they aren't sponsoring me. I'm only getting paid in Xi bucks.

Let me rephrase that aircraft is getting some updates.

That's right! Even though the models haven't even been upgraded yet, the available aircraft both from vZH and 0.9.x will receive some mechanic reworks in preparation of future updates. It also has to play well with other stuff added.

That being IRL accurate-ish weapon set (having machine guns, accurate payloads, etc. like updated ZHE vehicles) and roles. Now this will be getting expanded whenever I get to actually modeling the things so consider this WIP (work in progress) so don't expect much from this.

Here are how things are so far:

Air Superiority Fighter - These are stealthed fighters specialised in fighting other aircraft in order to establish air superiority meaning friendly close air support and bombing run campaign can be carried out more effectively.
Close Air Support Attack Aircraft - Aircraft specialised in ground attack missions alongside friendly troops utilising a wide range of armanents including bombs, missiles, rockets, autocannons, machine guns or directed-energy weapons.
Stealthed Attack Aircraft - Aircraft specialised in ground attack missions much like close air support except rather than getting in close, instead missions are carried out further away to avoid enemy retaliation.
Super-Sonic Attack Aircraft - Aircraft specialised in ground attack missions equipped with advanced super-sonic capable engines enabling them to reach their targets intact deep within enemy territory.
Multirole Combat Aircraft - Jack of all trades. Can be refit into variety of roles i.e. attack aircraft, fighter, reconnaissance, etc.
Attack Helicopter - The helicopter version of the close air support aircraft. This class isn't required to return to airbase for replenishment of payloads like vZH.



Smoke Generators & Smoke Dischargers:
Perhaps a small recap, IFVs and MBTs by default in most cases will be able to generate smoke using its engine and in some cases, dischargers for range cover smoke capabilities.

Is it the most realistic thing ever? Probably not. Look, I'm not an engine nerd, I can't be bothered to look it up, so there's probably someone angry in the comments already saying "HOW COULD YOU DARE SAY X ENGINE CAN PRODUCE SMOKES WHEN IT SCIENTIFICALLY CANNOT??? ARE YOU STUPID???😡😡🤬"

To that I say, to Alsume I go! And naturally, vehicles without the dischargers can be upgraded with it with a small cost.



Vehicle Mine Clearance Upgrades:
Well, also sort of. Only two vehicles in ZHE have the ability to upgrade with the LEGENDARY Dozer Blade! (that being: the T-62M 'Marauder' MBT and the T-292 'Ravager' Improvised Superheavy Tank)

When upgraded, the vehicle now has the passive ability to automatically clear explode mines in front of the vehicle.

But don't get too cocky with the dozer blade as the vehicle might be able to clear said mines but they're not immune to them! Meaning there's a small your vehicle could rotate at a weird angle then exploded in comedic fashion.

And that's about it.

"But what of the other faction's dozer blades?" You may ask. Well, I can't be bothered to add them at the moment but I do intend to at some point. And that's the end of that.

Totally worth many sentences I've written!


Full-salvo rocket artillery barrage


Half-salvo rocket artillery barrage


Full-Salvo & Half-Salvo Rocket Artillery:
As the subtitle suggests, in place of the 0.9.x high-angle & low-angle barrage, SPMRLs now utilise full-salvo and half-salvo instead. Meaning that firing in full barrage will exhaust every single shell at its disposal then the vehicle will enter a long reload cycle.

However, when firing in half barrage will exhaust only half of the shells and then vehicle will enter a shorter reload cycle. Very useful when targeting soft targets, a short barrage will already destroy most if not all of the targets while full barrage will just waste ammunitions if you're not babysitting the thing.

I had to ditch the 0.9.x feature because it was buggy visually speaking and I need an excuse for this paragraph to exist.



Preattack & Reload System (Again):
Like infantry's system but there's no need to do any animations this time :D

Also taken into account each vehicle's IRL capabilities e.g. auto-loader, cailber of the gun, game functionality, ability modifiers, etc.

Is it 100% REALISTIC??? Probably not.

"How does this even affect vehicles?" You may ask. Well, I'm gonna save it for the faction overview next time where some war doctrines and GPs come into play!



Reworked Crusher Level:
Perhaps the most controversial ZHE change of all time.

When the new infantry being played in early game, it's rather comedically stupid that one fast moving vehicle could just wipe out a whole squad of infantry in a non-sweaty match between the average players. And then, nobody would want to ever build infantry ever again; just like in vZH!

And that's why I made every single wheeled vehicle (except Dozer and Bomb Truck) unable to crush infantry! Infantry can now be played without constantly trying to hide in buildings anymore.


And now it's time for me to hide in my basement from the mobs of angry sweaty ZHE players coming for my head with massive guillotines!

Next time, we'll covering the new doctrines and GPs for each faction in 3 separate blogs. Until then!


Post comment Comments
Radu273
Radu273 - - 1,453 comments

the effects and enhancements looks so good. i really thing this can be the new generals 2.

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sgtmyers88
sgtmyers88 - - 2,829 comments

Nice work. Lots of fun little features there. :)

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VectorIV Author
VectorIV - - 3,173 comments

Many thanks!

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Ronnin2011
Ronnin2011 - - 38 comments

Well, hello and happy new year, Vec!

Got to say, I read it all and I did enjoy reading it!
Although I don't have to say I have any complaints about the upcoming changes to some of the mechanics, I would like to ask about visual things.

First, it seems there is a bug after some explosions happen, that I first noticed in the trailer, where the US bomber drops a firebomb on the GLA, and I noticed it now again on the first GIF where the Chinese tank fires and blasts the NATO tank. It seems like the whole area, where the animation is taking effect, is flickering hard.. I hope we fix this.

Something that is not a bug but couldn't help but notice, is, in the trailer, the rocket soldier's missile does not leave behind the cool dark smoke trail any more but only a white thin line. I guess u removed it to prevent lag issues?, but it's sad to see it gone. TT

Anyway, a pleasant and awaited read, this was. Cheers, and much love as always, Vec! <3

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VectorIV Author
VectorIV - - 3,173 comments

Happy new year!

Damn, if you really enjoy reading, you probably gonna love the next three cause it's long as hell xD

I'm not sure what you meant by flicker. I'm guessing you you meant the smudge/heat effect after an explosion. That could be turned off in the game. It's also used by a lot of FXs like the Microwave tank but it's not that important. I just like it seeing it lol.

As for the rocket smoke trails, I decided to return to STREAK style of particle because there's a problem visually in 0.9.x when the rockets/missiles are moving really fast, the smokes would emit too faraway from each other and it looked bad to me.

In the new version, small rockets/missiles only use STREAK but in bigger versions like MRL, I use a combination of STREAK and normal particle as well.

Thank you for your comment! <3

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Ronnin2011
Ronnin2011 - - 38 comments

y0 Vec, thanks for the reply.
3 more? Oh I'm already lovin' it! Just like McDonald's xD

What I mean by flickering is, that the explosion FX itself is not steady. When the explosion occurs, the area that the FX takes place, leaps to random directions on the screen. If u go to 4:26 of ur trailer video, that I have personally seen like 30 times <3, u can understand what Im talking about.. Its defo a bug.

Sad to see the smoke particles go, and especially since I've never encountered any bugs from it. But if It's for the greater good, I cannot object!

Cheers! <3

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VectorIV Author
VectorIV - - 3,173 comments

Not sure if genocidal overpriced burger is the best comparison to use xD

Yep, that was the heat effect I was talking about.

The smoke particles weren't that great like in this screenshot: Media.moddb.com you can see tiny bits near the rocket exhaust.

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Ronnin2011
Ronnin2011 - - 38 comments

Yeah, the McDonalds part was a joke. Just like their food is.. xD
And tbh with u, I've only been once there, in my whole life.! I prefer ghyro for my fast food. XD

So, if this random movement is an effect, I guess it could use some polish in the future. But thanks for the clarification anywayzz. As for the smoke particles, I ****** adore them. xDDD those tiny bits u speak of are not even noticeable.

Ok got to go to work now, love u Vec <3

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flames09
flames09 - - 424 comments

Awesome stuff, love that thought is being put into new mechanics and not just throwing some random models and cool effects!

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Dr.Vector
Dr.Vector - - 553 comments

feels like a new game :) , great work as usual Vector!

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VectorIV Author
VectorIV - - 3,173 comments

Thanks!

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GDI_Amiya
GDI_Amiya - - 186 comments

It seems that a lot of game details have been updated. I hope the game will run smoothly and be fun. Many contents require actual experience to clearly grasp the key points.

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VectorIV Author
VectorIV - - 3,173 comments

Yeah, probably gonna take some time in the game to get used to the new features, I feel like.

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bishibosh
bishibosh - - 137 comments

"Btw, Generals and CoH is just 3 years apart, let that sink in."
what the ****....

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Strogglet15
Strogglet15 - - 1,329 comments

I like the concept of vehicles not being able to crush infantry, I'm not a good strategy player and when I see stuff like that, all I can think of is...Infantry is useless, I have a lot of cash, let's make Battle Tanks and Gatling Tanks.

I wonder how much of a change will this add, have you also made changes to the AI for that?

PS: Noticed your new avatar, I had quite a good laugh, thanks LOL

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VectorIV Author
VectorIV - - 3,173 comments

Yeah, I'm a pretty average player as well, believe or not. Managing just the macro and the new micro stuff is already overwhelming at least for me. Maybe the fast vehicle crushing could work well in a hyper-realistic game like MoW but the mod is not hyper-realistic. Or maybe I'm just too old already, haha.

Originally the AI will crush the player's infantry when it gets the chance to but I've long removed the feature ever since the first release because the AI was just too good at it.

General Kawaii uwu ready to crush you beneath his THICC double treads

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Zenn_.
Zenn_. - - 11 comments

This should be a standalone game. Even if it isn't, this mod with bigger maps will look so good and probably look like Wargame or Warno.

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VectorIV Author
VectorIV - - 3,173 comments

You wouldn't be the first person I've seen that would wanna play this mod in bigger maps xD

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marko.kara
marko.kara - - 13 comments

PLEASE consider to release LITE version of this mod,please. Just retex-remade normal game.Unit skin updates,effecs,terrain,no changes in gameplay just new graphic

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VectorIV Author
VectorIV - - 3,173 comments

I don't have enough time to do it and it's a very long and tedious task believe it or not.

My solution is the same as always that is to release a graphics SDK (tool kit) for other people to apply to their own mods.

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Guest
Guest - - 690,213 comments

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