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.
  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Articles

No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

RSS Files
Armageddon - The Final Hour (v0.6.8)

Armageddon - The Final Hour (v0.6.8)

Full Version 11 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 2 comments

Armageddon - The Final Hour 0.1.

Post comment Comments  (70 - 80 of 221)
Guest
Guest - - 698,458 comments

Please let the 0.6.3 download Available. i still wanna play this mod

Reply Good karma Bad karma0 votes
Free Radical Creator
Free Radical - - 151 comments

I shan't be uploading 0.6.3 now, but I might put up the update when I feel like it. If you want the download, try a web search as there are several sites hosting the file.

Reply Good karma+1 vote
ZhFan2012
ZhFan2012 - - 25 comments

dead ?

Reply Good karma Bad karma+1 vote
delarakyle
delarakyle - - 93 comments

not yet........

Reply Good karma Bad karma+2 votes
Guest
Guest - - 698,458 comments

This is Vystein from over Steam and i am actually an old player of this mod, i do rather enjoy the Armageddon faction tho as a whole there's just afew things that bother me. Mostly with the two super weapons it has which is that large ICBM it has that takes 10 minutes to charge and the Super Scud Storm that takes around about 12 to 13 (i forgot the exact number) my issue is simply this, for such unreal charge times on both weapons you'd expect these to do something outright overkill but in truth the ICBM thing is just stupidly powerful tho the blast radius is around the same as a nuke effectively making it a flashy super weapon more so then effective and the Super Scud Storm doesn't quite have the radius to destroy an entire base.

Reply Good karma Bad karma0 votes
LaserGeneral324
LaserGeneral324 - - 20 comments

Good game!!!

Reply Good karma Bad karma+1 vote
Armazd
Armazd - - 107 comments

it just 1.92 mb?
where is iran.israel.usa and....

Reply Good karma Bad karma+1 vote
Free Radical Creator
Free Radical - - 151 comments

The next version will be smaller still. However, it expands to 10mb. Bear in mind that there are few custom models, that is not where this mod is focused. I could honestly care less about including Israel and Iran since they will have very few unique units, they'll just use American and Russian technology respectively. If ever I was to include a new faction, it would in fact be Russia, but that is unlikely to happen.

Reply Good karma+1 vote
Guest
Guest - - 698,458 comments

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

SCUDStorm11208
SCUDStorm11208 - - 62 comments

Found a bug:

In vanilla China, tank hunters cannot fire when garrisoned inside the fortified bunkers.

Reply Good karma Bad karma+1 vote
SCUDStorm11208
SCUDStorm11208 - - 62 comments

Found another one:

In vanilla USA, Stealth Fighters and Raptors can't attack anything!

By the way, also about the tank hunters, they can't fire at anything when garrisoned inside buildings to be specific.

Reply Good karma Bad karma+1 vote
SCUDStorm11208
SCUDStorm11208 - - 62 comments

Again, for the tank hunters in vanilla China, they can't attack anything! They can only plant TNT charges.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X