A simple mod to improve balance and especially the AI in Generals: Zero Hour. The AI has been completely rewritten in order to minimize crashes, mismatches etc.

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Quick summary of recent changes

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Balance & AI Mod by Boxhead Version 1.0 Changelog


# ADDITIONS

- Added Chemical General AI

- Added a new base builder script for the AI

- Added a random difficulty multiplier within the hard AI which gets applied at the start of the game (Sometimes it's harder, sometimes easier but mostly normal)

# AI CHANGES

- Made Medium Armies a bit stronger

- Made Hard Armies slightly weaker

- Fixed Helix/Chinook rushes sometimes flying horribly slow

- Fixed Demolition gen not building counter air units

- GLA factions will now wait until anthrax faded away when considering using a tunnel-sneak-attack

- Fixed GLA Demolition general building a supply stash instead of a palace as defensive building

- Stealth General on medium difficulty won't build a maximum of 4 Scud-Storms now

- Increased delay between superweapons so that AI don't fire all at once

- Changed attack priorities for stealth gen combat bike rush

- Changed attack priorities for nuke gatling harass

- GLA and Stealth gen will now build more hijackers if available

- Improved China hacker spread

# BALANCE

- All supply buildings now give 25% more money (Black markets, drop-zones, hackers)

- Tank General: Increased hacker costs from 500 to 550

- Tank General: Increased MIG costs from 1400 to 1500

- Rebalanced reinforcement pads

# MAP CHANGES

- Tournament Graveyard: Fixed AI at the bottom-right position

- Red Rock: Fixed AI at upper-left position

- Red Rock: Fixed AI at bottom-left position

# OTHER

- Improved Stability/Performance

- Made usa supply-zone-cargo-planes unattackable, greatly improves performance in late game with usa factions

- Removed Boss General out of skirmish script files

- Removed installer, using .BIG archieves now. Seems to be more stable like that

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C&C: Generals Zero Hour
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