Hello dear friends!
As usual we are bringing you some insight into our progress. It would be a shame if Summer would go without some new fancy update right!? So, without much intro, let's get to it.
USA Super Weapon general got long awaited and expected tank unit, Centurion tank!
Centurion is energy depending, rank 1 tank, which needs to be purchased through general's powers. This means, if you want him, you will need to spend one science point. Centurion consumes 2 energy points, and without energy he is shut down. His special hovering locomotor allows him to drive over water and cliffs. Fires energy shots which cannot be deviated by ecm. Centurion is good to deal vs. any rank 1 tank, but also, with upgrades at rank 3, he can improve his armor, and weapon. But, while improving weapon, he will need even more energy, specifically he will need 3 energy points in total to be online. So, be careful, this is a tricky unit. Standing near Ion Plant will give him additional +50% damage bonus, because he will consume energy directly from Ion Plant.
Depending on your enemy, you will be able to choose whether you go standard with defenses, or you purchase this fancy tank. Mostly recommended vs. generals who do not rely too much on infantry.
Demo general's Ratel
Ratel is a fine piece of technology designed for Demo general, available at rank 3. His main weapon can pierce through any rank 1 unit and deal significant damage to stronger units, for example Emperors. But, his main role is his secondary weapon, suicide pack, which is designed specifically to destroy huge vehicles like Emperors. Ratel's armor allows him to survive 2 Emperor shots, perform suicide attack and destroy Emperor. Additional ability is to transport 6 units (cannot fire from inside), which can survive suicide attack, and deal extra damage. Ratel is not a salvager, but he can be upgraded with many upgrades.
Stealth general's Ratel II
This ratel variant is made specifically for stealth general. Available at rank 3, Ratel II is a sneaky bastard who lures his targets into trap. Ratel II is stealth by default, while standing still and shooting. He reveals himself only when moving. His special ability allows him to fire a jamming beam which makes enemy unit unselectable, while remaining stealth he also fires primary machinegun and deals significant damage to target. Targeted vehicle is helpless, cannot return fire because Ratel II is stealth, and also cannot force fire because cannot be selected. Only scout unit, or another can help you if you find yourself in trap. Since he is smaller, he can transport only 2 units (cannot fire from inside). Also, he is not a salvager.
Another big thing, is change in Laser general's gameplay.
Laser general's units are no longer upgradeable through different lasers, they get better lasers with each rank. Basically, all laser units start with blue laser, while progressing through veterancy they improve to green, orange and finally red lasers. Advancing with laser units now pays off more than waiting and purchasing upgrades, I like to call this rampage gameplay. The more units your unit kills, the better weapon it gets. We all know each veterancy rank improved slightly weapon for each unit, but for laser units, this is very noticeable, both visually and gameplay-wise.
Some additional stuff is given to laser. New Laser Training power, available at rank 3, makes all laser units start with green laser. For this general, most important upgrade is Training upgrade from strategy center, which makes laser units gain experience twice faster.
Another small addition are generals flags on GLA Factory structures. No longer you will have to click on worker or factory to find out which general it is, you can simply look at flag.
I recommend you to follow Persun's youtube channel. He is our tester and he uploads videos of our games every week, as well as many other walkthrough videos. Our last 2v2 game will show you laser gameplay and Ratel in-game. It was a great game, take a look at it:
Thanks to our new members, Marakar and Teteros, we have more intense and mixed games. Before I end this update, Predator wants to leave a message too.
- Hi people, Predator here. Just want to keep you up to date on what's going on with other aspects of the mod, the ones which I'm responsible for. I have fixed some big AI issues, working on Challenge and Campaign as much as I can, and improving some cameos as well. Some people have requested new multiplayer maps, containing usable Boss technologies, but sadly, I don't have enough time in my hands for them... If you have interesting ideas in mind and would like to make cool maps like these, feel free to send me a PM. Show me what you've made and I may include it in the next release. I have a physical part done for an AOD map by the way (but no scripting). It's been sitting on my PC for years. Also, I would appreciate if anyone experiencing problems with the Contra Launcher (the "Could not launch Contra" error in particular) contacts me. I have made some changes to it, but need someone who had problems with it to test if it works for him now. Thanks guys.
There are some new features that are in progress, which will be shown in the next updates. Until then, stay tuned!
I always thought yellow lasers were the most powerful
In any case
the effects look fantastic, top notch work
You DO know that laser's efficiency in cutting different materials depends on its wavelength, right?
Do YOU know that in Contra, laser units use tri-specter-diode-pumped-solid-state-HQR lasers?
I did not... How does that work?
It is futuristic stuff which currently appears only in gen.Townes research centers. I myself dont know all the things, sorry.
I think that the lasers should be the other way around. Maybe even a violet laser. Remember that blue lasers have a shorter wavelength, meaning more energy.
Yeah, it might be changed.
Fantastic job guys! I'm blown away!
So, you've removed the carbon laser upgrade, but does the paladin have its additional turret pre-built or is it completely removed?
It is removed. It was experimental and causes some bugs.
Paladin turret is removed. Carbon Lasers upgrade isn't.
Sorry, didn't read properly... :)
I agree Paladin became too much of an all-round unit with additional turret installed
Next question: Will SW General have the tokamak or something?
SW Strategy Center will produce power.
SW new tank:
you have to purchase trough general point spedning
can deal with any rank1 tank
does hover and can go over cliffs
has additional upgrades
additional 50% damage when near power plants
verdict
consumes 2 energy point (upgraded 3)
shut down when power is disabled
this is how you implement more than just a gap filling unit..
bravo
awesome work guys keep it up
this is ain't my favorite mod for nothing . I always wait for your updates and I expect the final version will be completely the greatest
My buddy and I play this almost every week, vs AI
We almost always get mismatch error at late game, but we play it regardless - this mod is THE BEST!
Yeah, unfortunatelly AI causes mismatch late game, its not just Contra, its complete Zero Hour. I wish people like you join other players in multiplayer games and experience Contra different...much better and more excited.
I would really like to join multiplayer games and enjoy a real player fight, but I don't know how to do that...
Where's the download page?
Enough my class General Trying an easier Opponent
Pinpoint Townes
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how and where to download upd. 007???
Can you build multiple superweapon and superunit in challenge mode?it seem that you can build only one for each type,it like tournament mode in skirmish.how to change it?
no you can not. neither can you build more tham one epic unit. That's why it's called CHALLENGE mode
Ain't playin beta xd
Just waitin for new release, the mod is AWESOME xd
Hey, fantastic work, I'll be expecting more good things in the next updates, I really wait for the Trains and more SW General updates (Me fave General)
Also, BTW here are some Qs.
1. Since the Centurion requires power, does it mean EMP is not effective to this unit (Unless EMP comes to the freaking plants)
2. Is the hover ability of the Centurion automatic or it must be activated?
3. Will the new 009 map had many new maps or just a bunch of them?
4. In the Centurion model, I see something similar to a anti-missile/anti-infantry laser. Is it there for an eye candy or it serves an actual purpose?
5. Will the new updates finally add new voicelines?
1. EMP affects Centurion.
2. It's automatic.
3. New maps are being worked on. A few new maps will be coming in the next release.
4. Eye candies.
5. Centurion will have new voicelines. Others - not planned.
Also, one more thing. Can I make maps for Contra 009 after it's release? I might make plans for a small mappack for contra ;D
You are free to make maps and upload them here Moddb.com
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Can we hope for a new Beta before Christmas?
Yes, that is the plan.
Really love this mod, but for some reason every time I launch a superweapon (MOAB, Nuke, etc) the game crashes and gives me the "serious technical issue" notification. No other mod that I've used gives me this problem. I want to love this but every game crashes when a super weapon, large explosion is used. I'm currently running windows 10 with an i7 processor, 8gb of ram, and an nvidia gtx 1080, so I doubt it's truly a technical issue.
Yes, remove particle CAP in options, custom video settings.
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whoah.. i haven`t really read the update for the laser general.. i stay out of the argument about the colors^^
but aside from that.. nice idea.. contra gets more and more polished
I may have a clue regarding the crash on airforce challenge. I notice that the crash will not happen if I manage to destroy the enemy's command center, all of his dozers, strategic bombing tower, special levitation pad and strategy center before a certain stage, the crash will not occur, and destroying some of these has caused delay in the crash. Therefore I believe that the crash is caused by some of the possible actions of these buildings/units.
I think I may have fixed the crash. I tested the map a few times and the game didn't crash a single time. I think it was connected to the AI trying to build Coyote tanks without having a War Factory. Would you like to test the latest version of the map for crashes?
Yes, I would certainly like to. Where will I be able to find it?
I uploaded it here: Mega.nz
Extract and put the "Maps" folder in your ZH directory. The game will load the new map instead.
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This mod is so awesome and so much fun to play!!!!
Hahaha pure awesomeness!!
There are so many fantastic new units like the Demolisher or the big flame tank, and many of the standart units have been beautyfully reworked.
Video of the new demolisher, this unit is so awesome and so postapocalyptic and barbaric looking I just love it!!! I was really impressed seing... this thing in my game, wow just wow it fit`s perfectly to some crazed out wasteland general who creates his own crazy warmachine based on some postnuclear apocalyptic and Mad Max movie designs :D
The maps look different and superb enhanced - so much more beautyful, now with fog and rain and shadow effects, new shaders, more trees and vegetation (I could even find a Moon map related to Earth 2150 - The Moon Project).
This is a complete new Command & Conquer, better and more thrilling than any C&C ever made in the last decades.
I would recommend adding the possibility to construct walls to protect the base for even more immersion, because the new and superb enhanced and reworked A.I. is superb and challenging and now constructing base defenses (and walls) really makes sense thanks to the new superb A.I. :)
I noticed a problem with the Huo Qi Lin (heavy dragon tank) of the flame general that after purchasing some upgrade other than the bunker, it allows the player to purchase the bunker upgrade, but then the infantry cannot get into the tank after the second purchase is made.
Next version will have this bug fixed.
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The game alwys crashe :( . GLA is still doing nothing and if I´m playing against flame, cybernetic or the new Gla general , they buildings explode every round after 5 seconds. I can´t play against random general because the chance is too high for an not working generals.
I've had that problem too. Make sure to rename the 'scripts' folder (which is located in the 'data' map)to 'scripts1'. The Flame, Assault, and Cyber generals won't commit suicude anymore and all generals will be active
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Anybody have an issue with the 009 beta version not containing the new units, described in the articles Update 4-7? Like I don't see Cyber Dog under USA Cybernetics division etc.
Uhh, these are just news updates, not actual mod auto-updates. Any update articles published after the date of the latest release will be in the following release.
Sorry, I'm an idiot. Anyways, I'm excited for when the new tanks and units are added. I appreciate your hard work in making this mod possible! Thanks.