Hello. This is the well recommended AdvancedAI mod 0.98/by Lion&r42/, improved by AEI - v2.5 The aim of the mod and my improvements is to create the greatest AI available for ZH. The improved /revived/ mod supports both the 1.04 and 1.06 ZH patches. There are a lot of new fixes and improvements added by me, and the AI will use more humanlike tactics as well.
Some of the new improvements:
Fixed scripts and improved behaviour for tech terror and battle bus
attacks, and added more of them.
Tech rpg attacks.
AI dozer hunting.
The AI will MD drop the enemy and use the combat chinook.
Enabled MOAB for all USA's.
Enabled Carpet bombing for all China factions.
Enabled the neutron artillery for China and Nuke.
GLA factions will finally use carbombs.
They will now be able to utilize the 50+ types of cars, trucks and buses
available on the battlefield. Sometimes the carbombs will attack in
packs.
China's finally will use their Helixes, loaded with Tank Hunters, to
rush the enemy.
China factions will now target with cluster mines enemy units/tunnels, instead of mindlessly droping them in their own base, even if it has mines.
USA's Auroras will attack enemy powerplants with primary priority if they see that the enemy is low on excess power.
Stealth and vanilla GLA's will send technicals loaded with saboteurs to reset the enemy's SW.
Stealth General will now build a powerplant when he hijack a dozer.
GLA's will use more demo traps.
The AI will now consider having enemy patriots and tunnels in its base a base invasion, and it will build high priority base defence teams to deal with the threat. The AI will also have initial defence team to guard its base against early patdrops and tunnelbuilders.
Tank general will now be able to build his "hidden" airfield and will attack with aircraft as well. Initial Helix rush is also added for the general.
1.06 note
- USA's Stealth fighters will have higher priority for ECM tanks.
- The AI will take advantage of the new general points system, so now some generals will purchase more and different general powers than before.
- Fixed an issue with the 1.06 patch, where Demo was unable to use General Power Rebel Ambush, due to its changed name in the patch /now Demo Rebel Ambush/.
- The speed of the carbombs is the same as in the 1.04 patch, so that the AI can take advantage of them.
- Be aware that some of the maps that come with the 1.06 patch are not AI optimized, so playing against the AI on them is not recommended.
Check the Readme of the mod for all the fixes and improvements.
To install, backup your INI folder and Scirmishscripts.scb file, then replace them with those from the mod.
C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\INI
C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\Scripts
For ZH 1.04/1.06
Special thanks to:
Lion
r42
C&C Labs community
Have a nice play. :)
guys i wana know if theres any battleships in shockwave i mean some kind of patch to add naval fight...please let me know ...thanks
This mod is AI only. Scripting the AI to use the Nano Core system to build shipyards is impossible.
Back on topic: Yay an update! Thanks AEI! :D
Hello. This is not the Shockwave mod and i don't have in dept knowledge about this mod.
i see...i hop so..any best patch for this mod?
You could always check the ShockWave mod here on Moddb for news and updates.
Link:
Moddb.com
can we use this in any mods? just saying.
It will work only with mods that does not modify AI or add new factions.
Also you should use the latest 2.7 version, since this one - v2.5 is obsolete.