AI SCRIPTS:-Fixed a few internal coding errors to accomodate the reintroduction of the AI.-Added fixes to the scripts to make it partially playable again.-This AI script fix is still in very alpha stage so don't expect it to work 100%.
Fix is provided by Sato-kun, the mod leader and author of the 'Condition Zero' Mod;
Check it out here: Moddb.com
If you have any bug reports regarding the AI, just drop us a message on our facebook page.
Changelog:
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GENERAL CHANGES & IMPROVEMENTS
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GENERAL FIXES AND CHANGES:
-Conducted minor art bug fixes, optimizations and improvements.
-Fixed minor hotkey issues.
-Fixed minor skirmish maps issues and bugs.
TECH MEDICAL LAB:
-Added the tech structure into more select skirmish maps.
TECH POLICE STATION & SWAT UNITS:
-Added the tech structure into more select skirmish maps.
-Swat unit- Shotgun:
;- Renamed from 'SWAT Member' to 'Breacher'.
;- Increased price from $200 to $350
;- Fixed bug where the burst-fire mode doesn't even work.
;- Burst-fire mode now matches the single-fire mode weapon range.
;- Reduced attack ranges for both single and burst fire mode from 120ft to 110ft.
;- Single-fire default mode doesn't follow targets anymore making this unit more of an close-ranged AOE damage dealer.
-NEW UNIT:
-SWAT - MARKSMAN:
;- Armed with a long-ranged and very-accurate assault rifle making it a very effective anti-infantry unit.
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FACTION CHANGES:
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GLOBAL USA CHANGES
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VALKYRIE:
-Fixed bug where it's weapon system doesn't pitch up or down.
-Fixed bug where it prevented from showing the turret scanning idle animations.
-Improved stealth detection scan rate from 0.6 seconds to 0.45 seconds.
RANGERS:
-Now stealthed when they're garrisoned inside structures.
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VUSA
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WARFACTORY:
-Tomahawk Launcher removed; unit moved to Superweapon General.
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USA SUPERWEAPON GENERAL
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WARFACTORY:
-Tomahawk Launcher can now be trained as an alternative to the legionnaire.
DADFINDER:
-Fixed major bug where it doesn't do any actual damage at all.
TOMAHAWK LAUNCHER:
-No changes since faction transfer.
LEGIONNAIRE HOWITZER:
-Increased vision range from 240ft to 250ft
-Increased price from $1550 to $1600.
-Increased weapon range from 400ft to 500ft.
-Increased HP from 200 to 220.
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USA LASER GENERAL
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AVENGER:
-Fixed major bug where it doesn't do any actual damage at all.
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CHINA GLOBAL CHANGES
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ARTILLERY BARRAGE SPECIAL POWER:
-Fixed major bug where the special power has no cooldown.
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6. GLA GLOBAL CHANGES
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TOXIN STREAMS FX:
-Fixed bug where weapons that shows toxin stream effects crashes the game.
FUNDAMENTALISTS:
-Now stealthed when they're garrisoned inside structures.
Stealth general is missing cammo-netting upgrade on his barracks.
I assume that is not an intended feature?
u can delete posts bro
I tried, but if I remove one of the posts all of them get deleted for some reason :V
The Phalanx Emplacement is spawned slightly damaged, for some reason.
The health, at completion, is at 99% or 98%.
So...........How to active the mod?
what the mod file name
"C:\Program Files (x86\Command and Conquer - Generals\Command and Conquer Generals Zero Hour\generals.exe" -mod ?
Cuz Shockwave and Rise of Reds have there Icon to play the mod
Never mind I already have figure it out
how i can activate the mod ?
You guys will never cease to impress your fans. Nicely done glad this unit made it in AMERICA **** YEAH! :D
"-NEW UNIT:
-SWAT - MARKSMAN:"
And where is?
that's the problem, we don't know where he is
does this mod work with LAN/multiplayer
normal AI is totally brain dead; it does nothing at all in any match i tried.
what are you? A pleb? :P
Liberator Cannon are not doing any damage when I use the 'Bombard Area' ability. The radiation pool does damage though. I don't know if that was intended.
Just checked, that was a bug.
world builder wont work now
to cool C&C: Untitled good work
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Finally that toxin motorcycle fix, now i can ambush and leave a toxic taste behind! :D
any fix for the pink textures, need help with it
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