Welcome to the Mod DB profile for Armageddon - The Final Hour

Currently at version 0.6.8 of the Beta Phase, with no final release date anticipated
It is compatible only with Command & Conquer Generals Zero Hour version 1.4
(the Community Patch is untested but it should work without issues)



  • The basic idea of this mod is essentially to allow the best of what is already available in Zero Hour to be accessible to a newly created faction, namely Armageddon. All original factions and generals are pretty much unchanged (there are a few changes for compatibility). There are also many additions, mostly my own concepts but includes a few others that I've come across over the years.

  • I've been working on this for some time now, not constantly, but nonetheless there is a good 14 years' worth of experience involved. I have made this mod on my own, no outside help except for a few concepts, models and bits of code that I've adapted, as well as the invaluable resources, tutorials and posts at Generals/Zero Hour related forums.

  • As well as doing the general coding that is involved in any modification, I have also taken great care in the layout of the files and their contents. If you are a modder, I recommend checking out the coding as it might provide for a good foundation in your own work.

  • Many thanks for viewing the profile and especially if you've tried the mod, even more so if you like it. Please post any comments, recommendations, bug reports or anything else you feel is necessary, the feedback is very important.

Follows a brief overview of what the mod has to offer


GENERALS POWERS - the experience menu is completely full of goodies to buy

DOZER - two command sets with which it can build pretty much anything and everything

COMMAND CENTER - provides several command sets with short-cuts to Generals Powers

DEFENCE TURRET - a base section for building a variety of defensive structures

WAR FACTORY - has two command sets which can produce lots and lots of tanks

TECH CENTERS - Strategy Center, Internet Center and Palace all available

RESOURCES - Supply Drop Zone, Oil Derrick and Hackers for printing gold

CHEMICAL REFINERY - required for advanced upgrades and special powers

NUCLEAR POWER PLANT - lots of power and required for advanced super weapons

TWO CUSTOM SDI CANNONS - the Pentogrim, an import, and also my own creation

SOYUZ MISSILE LAUNCHER - a very big launch pad and a very big detonation

SUPER SCUD STORM - an import which launches 25 potent missiles

STRATEGY CENTER BOMBARDMENT - new special power for its gun

GAS BOMB - produces a big plume of green stuff and kills garrisons

TERROR CELL - trained exclusively in Saudi Arabia by the CIA

IRON DRAGON - the Napalm Strike, being as deadly as the A-10s

BLACK MARKET NUKE - a lesser version of the Soyuz detonation

NUKE TRUCK - also known affectionately as the “Big Bastard Bomb

TELEPORT FACILITY - the Nuclear Bunker can teleport stuff, for real

SUPPLY DROPS - crates and a small supply pile can be useful for skint allies

BLACK HAWK - an import which can harvest, combat drop and fire rockets

HELIX - automatically built with tower, bunker, gatler and napalm bomb

FULCRUM - the MiG, can also make use of the tactical nuclear payload

MOBILE PATRIOT BATTERY - my own custom modification of the Tomahawk

LASER TANK - my own modification of the ECM Tank to fire a shiny laser instead

LASERLORD - the Overlord modified with laser guns, avenger and gatling turrets

EMPEROR - carries passengers and, like the Overlord, has a point-defence

TOPOL - a stupidly-long-range ICBM launcher with a big MOAB payload

HEROES - Burton, Jarmen and Lotus have additional abilities for causing mayhem


GLA MODIFICATION


  • While all other factions are pretty much unchanged, vGLA has been modified for the AI to use and has been designed to present a challenge to the player. They will build random units from the Armageddon faction, including helicopters. They will also make use of the Black Market Nuke and the Scud Storm is replaced with the Soyuz launcher. If playing as this faction you’ll notice that it’s completely imbalanced but it is not designed for the player to use, but rather to play against.

AUTO-SALVAGING


  • For GLA Mod, the AI will automatically collect salvage crates. As for the player, most tanks have a button available which can toggle the feature on-and-off. Be warned, though... a bug exists in respect of units being promoted and therefore the button disappears in such an event and the feature will be locked as on or off for that particular unit. Can’t do much about it, Zero Hour is retarded sometimes, but at least the feature exists in some kind of working order.

TWILIGHT FLAME REMAKE


  • This map has received a makeover. The four bases which had only one main entrance have had their central flanks opened up so that the AI can path-find their way in and out. This is a major problem on the original map, with severe FPS issues making it unplayable; this version should be free of such issues. The bridges have also been removed as they can also cause problems for the AI. In addition, there are some additional bunkers and guard towers dotted around and the oil derricks have been put back to the general positions they were in on the original Generals version. The supply docks have also been moved to better positions.
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RSS Files
Armageddon - The Final Hour (v0.6.8)

Armageddon - The Final Hour (v0.6.8)

Full Version 8 comments

Version 0.6.8 of Armageddon - The Final Hour. No major changes here, just a few undocumented fixes and minor tweaks since 2016. I can't even remember...

Armageddon - The Final Hour (v0.6.7)

Armageddon - The Final Hour (v0.6.7)

Full Version 3 comments

Version 0.6.7 of Armageddon - The Final Hour, dated 13th March 2016

Armageddon - The Final Hour 0.1

Armageddon - The Final Hour 0.1

Full Version 1 comment

Armageddon - The Final Hour 0.1.

Comments  (0 - 10 of 220)
jaret01
jaret01

Hello, just wanted to say thank you very much for all the hard work that went into this mod, just also wanted to point out that I am able to play the game no problem for quite a little while (30-60 minutes) and then all of a sudden it crashes and I am presented with the “ you have encountered a serious error” message. I’ve noticed this happens randomly and I have not yet been able to track exactly what is done to cause this error. Nevertheless I really enjoy this mod and I am really hopeful this bug can be squashed soon :) any information required from me would be available upon request, Just let me know what it is you need and I’ll be happy to oblige.

-Jared

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Free Radical Creator
Free Radical

No idea, sorry. Sometimes I can catch what has caught a crash, but a lot of the time it seems rather random. I weed them out when I can.

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HEO165
HEO165

только пожалуйста сделай русификатор русский

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tnting
tnting

I experience game crash whenever Artillery Barrage was used by the AI while playing with this mod

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Comanche_Prime
Comanche_Prime

well, probably this mod doesnt have a lore or any kind of story, but still, can you tell us more about Armageddon and Rebel sides? who are they, basically?

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tester111
tester111

how does DEFENSE TURRET work? , how much can I build and where do I have to build it, DEFENSE TURRET doesn't build the things I want

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Nightmarish_Fuel
Nightmarish_Fuel

You need to put the defensive building from the defence turret near it in order to work.

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FST-1
FST-1

Was really looking forward to this mod but cant install..i have no other mods installed, i have zero hour on Origin and is patched to 1.04. Help would be appreciated

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Free Radical Creator
Free Radical

Simply place Armageddon.BIG into the root Zero Hour directory.

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Nightmarish_Fuel
Nightmarish_Fuel

Any new unit or just the Armageddon and the Rebels...?

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Free Radical Creator
Free Radical

There are new units, but they're in the Armageddon faction (and a couple in Rebels).

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