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Armageddon - The Final Hour 0.1.
Armageddon: The Final Hour is a modification for Command and Conquer: Zero Hour. It is NOT compatible with the original version of Generals and has only been tested on v1.02 of ZH.
I have been solely working on this for the past few years, albeit I have not had my PC available to me for about half of that time, so the total time committed isn't really much more than 6 months.
The basic concept of this mod is to allow for all technologies, including additions, to be accessible to one faction. A new faction has been set up, namely Armageddon, for which the player can select. At present, it can build the best of what is already available to each faction so far as units and special powers are concerned. The majority of buildings are of the US, but that is likely to change since I will probably be using civilian structures. Every object that the new faction uses will be cloned, it will not build existing faction objects. Also included will be a few additions, some pending permission from their respective authors (BlackHawk and Osprey, for example). I don't plan to include much new art, although certain things will require such. I will also be including additional superweapons, the Baikonur has already been adopted and is currently in working order, whilst the ScudStorm has been upgraded, it is totally devestating. I also have an effective PoW system so that the player can "capture" enemy infantry (actually, it destroys them and spawns a replacement), whilst a PoW can be delivered home to be exchanged for an otherwise non-buildable unit.
One might suggest that the faction will be over-powerful, making the game unbalanced. Whilst that is essentially true, for a start, ZH has a much improved AI than Generals and besides, the player can oppose several AI factions so as to balance the game.
As for unique maps, splash screens, anything that is not faction-specific, I'm simply not interested in. This mod will not include an installer, anybody who wishes to use it can basically backup any existing modifications and instead use the Armageddon files. Whilst this mod cannot be used alongside other mods, it can be used with the existing setup because I have not and do not plan to alter the original factions or generals in any way.
Developers are welcome to use any material in this mod, except where I have had to acquire permission from other authors (anything of the such will have credits noted, use any give contact addresses should you seek permissions). There may well be concepts that are of use and I would also like to make note of the formatting of the INI files, I honestly believe my coding skills (aside of knowledge) surpasses those at EA...for starters I have removed a half-megabyte's worth of comments and pointless code from the main INI files and have laid out the object files in a more readable fashion than how they normally look. Furthermore, each individual object is in its own file, no FactionUnit.ini or the likes, just Dozer.ini, CommandCenter.ini an so forth. Buildings will also have a seperate file for their art modules because they get in my way when coding the other modules (so what if WorldBuilder and Tib don't like this method of file management).
I endeavour to create a dedicated section on my website for this mod, but that can wait for the time being. On the website, I will include a full tech-tree and describe every object in detail.
Where the hell did this come from? It's covered in dust! The heck?
Good grief, I was still using RAR back then.
Covered in radioactive dust