Prepare to unleash the absolute latest in modern weapons technology against the world's most powerful Generals in Command & Conquer Generals: Zero Hour. In the next era of military strategy and might, you'll need to command a more technologically advanced arsenal to defeat new, more powerful enemies.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Related Articles

In today's update, a showcase of the remade Revenant Refinery,
and various other changes that have been made in the time between last update.


As is usual for projects like this one, things change over time. Back when I made the first (proper) iteration of various structure models, things were a lot less fleshed out for this mod then they are now. One of the major things that has changed since back then is how the resource works (both lore and gameplay wise). As a result, the old Refinery model I made for the Revenant faction didn't fit anymore. And to be fair, compared to the more recent structure models it looked... bad. Back then I was happy I found a design and texture style I liked, but nowadays it just doesn't fit anymore. Luckily, the invented something for that: remaking models.


Revenant Litensplant Refinery

After various fatal accidents with the first-generation Refineries, Revenant engineers were forced to redesign the blueprint for their Litensplant Refineries from scratch. To contain the complex chemical processes used to convert Litensplant into raw resources, a large concrete dome was used as the base for the new design. The remainder of the structures was build around this dome, with the Harvester docking hanger at the front, the storage containers for the gathered Litensplants in the back, and the remainder of the structure to the sides of the dome. The storage containers received additional protection, the smoke stack was redesigned and doubled, and the non-volatile part of the chemical process was moved to a large tower outside of the dome. Lastly, the hanger is now able to deploy new Harvesters, which have been removed from the Weapons Assembly Depot as a result.

As with the first-generation Refinery, it is a valuable part of any Revenant base. Without a Refinery, Revenant forces are unable to convert Litensplants into raw resources, thus depriving them from their primary income. While the second-generation Refinery comes with additional armour, it still needs protection from enemy assaults.


Besides that, Legion also needed some love. Model-wise they barely have anything that has a proper texture (besides what has been shown before), and 90% of it is made from before even the first iteration of Revenant structure models. Infantry-wise, they all used vZH infantry models, repurposed for whatever use I had in mind. Recently the Legion infantry roster has been revised, and now it's time to introduce their basic light infantry, the Enforcers.

Legion Enforcer

Enforcers form the core of the Legion infantry platoons. Drawn from the armies of their defeated foes, Enforcers are known for being highly trained and motivated soldiers. Each Enforcer is equipped with ballistic armour that covers most of the body, and a LE-2 Service Rifle which can fire accurate bursts even at medium-long distances.

Trained to handle most infantry combat situations, Enforcers can handle most enemy personnel in even numbers. Unlike their Revenant counterparts, Enforcers have neither the training nor the equipment to capture neutral or enemy structures. This role has been delegated to dedicated technical personnel according to Legion doctrines. Similarly, the usefulness of Enforcers against armoured vehicles is limited, and thus must rely their fellow soldiers trained to hunt down these armoured threats.


To provide a focal point on what to finish first, I've begun working on an actual mission I had planned out. Not a remake of an existing C&C mission as I attempted (and never finished) earlier, but an actual campaign mission. While I originally wanted to wait with this update until I had finished everything needed for this mission, I have come to the conclusion that at the rate at which I was progressing, it would be until next year before I had finished everything. It doesn't also help that I added some brand new things for that mission that I found would make it look better. Here are some sneak previews of the mission, which include some of those new things as well.

Mission preview
Mission preview
Mission preview
Mission preview

Lastly, I've also been dabbling a bit in modding for a little game called Doom (ye old one, not the 2016 one). Long story short: due to me making some fixes for a mod, and the owner not having the time currently, I now also have a Doom mod as one of my projects. You can check it out here if you are interested.

And with that, I conclude this update. Until next time.
Dutchygamer signing off.

Dr. Thrax Mutant/Zombie/Airship preview

Dr. Thrax Mutant/Zombie/Airship preview

Operation: Firestorm 7 comments

Preview of Dr. Thrax Mutant, Infected and Airship units.

Defenders of the Free World Part 3

Defenders of the Free World Part 3

C&C Generals Zero Hour: Enhanced 7 comments

This is an update about the new NATO infantry with some backstory.

Defenders of the Free World Part 2

Defenders of the Free World Part 2

C&C Generals Zero Hour: Enhanced 4 comments

This is an update about the new NATO infantry with some backstory.

Contra 009 work in progress - News Update 15

Contra 009 work in progress - News Update 15

Contra 66 comments

Another update for Contra mod 009 with a lot of visual improvements.

Add file RSS Related Files
Generals Frontlines Alpha v0.1

Generals Frontlines Alpha v0.1

C&C Generals: Frontlines Demo 5 comments

First alpha build release for C&C Generals: Frontlines

Deep Impact Beta v1.0

Deep Impact Beta v1.0

Deep Impact Full Version 12 comments

Press "Read More" to see the ReadMe. Now you have no excuse not to see it.

YOU'RE WINNER!

YOU'RE WINNER!

Simple change mod Full Version 1 comment

You must always be a winner! YOU'RE WINNER! The most WINNER game ever

UNSF H HOUR Space Forces - v0.2

UNSF H HOUR Space Forces - v0.2

UNSF H HOUR - Space Forces Full Version

Hi everybody, here you will find the second version of UNSF Space Forces mod

Additional Ai Mod v1

Additional Ai Mod v1

Additional AI Mod Full Version

Look summary. Installation guide - move INI and Scripts folders to the Data folder with the replacement.

C&C: Untitled Fixed China Campaign 0.06

C&C: Untitled Fixed China Campaign 0.06

C&C: AlieZ Demo 2 comments

Fixed China Campaign only mission 1 is available! Mission 2, etc. is Unavailable and not fixed yet.

Comments  (0 - 10 of 941)
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

How to download??

Reply Good karma Bad karma-1 votes
KeeanRaealera
KeeanRaealera

What download? Mod? Patch?

Reply Good karma Bad karma+1 vote
Keiria
Keiria

THIS IS AWESOOOOME!!

Reply Good karma Bad karma+2 votes
Falchion27
Falchion27

how do you guys even edit the window!?!?!?

Reply Good karma Bad karma+1 vote
virtualrealitylover
virtualrealitylover

Good! Mode is working!

Reply Good karma Bad karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Opolchenik
Opolchenik

Probably best RTS for modding !!

Reply Good karma Bad karma+7 votes
Guest
Guest

why when I use the end of the day mod, and play skirmish just about to begin it say "you are victorious"..Please help me :(

Reply Good karma Bad karma0 votes
mohmarDEATHSTRIKE
mohmarDEATHSTRIKE

Russian ai doesn't work
or you didn't delete the skirmish ai script

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
C&C: Generals Zero Hour
Platforms
Windows
Developer & Publisher
Electronic Arts
Contact
Send Message
Homepage
Ea.com
Release date
Game watch
Follow
Share
Community Rating

Average

9.4

1060 votes submitted.

You Say

-

Ratings closed.

Highest Rated (22 agree) 10/10

From modder's perspective, Zero Hour is the C&C game with the best modding capability and it's also easy to learn. It have a lot of nice additions from the classic C&C Generals.

Mar 9 2012 by n5p29

Style
Theme
War
Project
AAA
Boxart
Boxart
Embed Buttons
Link to C&C: Generals Zero Hour by selecting a button and using the embed code provided more...
C&C: Generals Zero Hour
Statistics
Last Update
Watchers
1,002 members
Mods
277
Addons
246
Files
765
Articles
906
Reviews
160
You may also like
Rome: Total War - Alexander
Rome: Total War - Alexander Real Time Strategy
Medal of Honor: Pacific Assault
Medal of Honor: Pacific Assault First Person Shooter
Battle for Middle-earth
Battle for Middle-earth Real Time Strategy
Battle for Middle-earth II
Battle for Middle-earth II Real Time Strategy
Napoleon: Total War
Napoleon: Total War Real Time Strategy
C&C: Yuri's Revenge
C&C: Yuri's Revenge Real Time Strategy