This mod uses the unofficial Patch 1.06 but you don't need to download 1.06, it is already included in the mod

Some main Features

- Reworked AI completely: Easy, Normal and Hard army are changed

- AI will use nearly every ability or unit in the game

- AI tries to build much more drop zones, black markets etc. so it even will be a challenge in late game

- Reworked waypoints on all maps, so the AI tries to be more sneaky now

- New sounds: Added some new sounds and changed how some sound are being played

- Many balance changes. For example Aurora bomber is weaker and tank general can use a non-upgraded infernal cannon

- Fixed many crashes and mismatches original Zero Hour had (Not all unfortunately)

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Download the new version here!

Many thanks to AGX750 for his .ini code which I used for the new reinforcement pad vehicles.

Installation:
1. Move all .big files to the root folder of your Command & Conquer: Zero Hour (Example: "D:\Origin\Command and Conquer Generals Zero Hour").
2. Delete the "Scripts" folder located in "Generals Zero Hour\Data".


Unfortunately this version doesn't feature a changelog. The highlights of this update are:

- Fixed a lot mistakes in .ini files which should help with stability

- New, exclusive vehicles for reinforcement pads (Credits for vehicles to AGX750)

- New strategies for AI and general improvements

- Many new maps compatible with this mod (Please keep in mind that the unofficial maps won't work 100% with the AI as many waypoints are missing)

Version 1.1 Changelog

Version 1.1 Changelog

News

Quick summary of recent changes

Version 1.0 Changelog

Version 1.0 Changelog

News

Quick summary of recent changes

RSS Files
Balance & AI Mod for Vanilla Zero Hour v1.3

Balance & AI Mod for Vanilla Zero Hour v1.3

Full Version 1 comment

Version 1.3 of Balance & AI Mod

Balance & AI Mod for Vanilla Zero Hour v1.2

Balance & AI Mod for Vanilla Zero Hour v1.2

Full Version 7 comments

Version 1.2 of Balance & AI Mod

Balance & AI Mod for Vanilla Zero Hour v1.1

Balance & AI Mod for Vanilla Zero Hour v1.1

Full Version 2 comments

Version 1.1 of Balance & AI Mod

Balance & AI Mod for Vanilla Zero Hour v1.0

Balance & AI Mod for Vanilla Zero Hour v1.0

Full Version 1 comment

Version 1.0 of Balance & AI Mod

Balance & AI Mod for Vanilla Zero Hour v0.9.3

Balance & AI Mod for Vanilla Zero Hour v0.9.3

Full Version 1 comment

Converts most 8 player maps to 4 and 6 player maps and AI updates.

Balance & AI Mod for Vanilla Zero Hour v0.9.2

Balance & AI Mod for Vanilla Zero Hour v0.9.2

Full Version

Initial release: Includes an english and german version. Localization might be a bit buggy. For now it doesn't include the Chemical General since he's...

Post comment Comments  (20 - 30 of 55)
wade789555
wade789555 - - 1 comments

Hello, I want to ask, About AI scripts, I tried to open only !BAIScripts.big and extract the three files inside, And put it into the \Data \ Scripts under the original path, The test found that no workers will be built in the GLA camp, And almost no GLA camp will be built the palace, Is there any other file besides \ Data \ Scripts that will affect the GLA AI?

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Boxhead78 Creator
Boxhead78 - - 162 comments

Some of the ini files also effect the AI. Mainly "AIData.ini" and some of the ini files within the "Object" folder.

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Guest
Guest - - 698,466 comments

Hey Mr Boxhead,

thank you very much for creating the Balance & AI Mod!!!

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Mizo_ROTR
Mizo_ROTR - - 150 comments

Oh hey, another AI scripter =D ?

Good because our kind is getting extinct in this community. The personalities aspect got me really interested as I also implemented that in Rise of The Reds.

It's rare to see AI scripters here nowadays :)

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Boxhead78 Creator
Boxhead78 - - 162 comments

Hi there,

yeah you're right when I was browsing some forums here and there, I rarely found any other AI scripters even though AI scripting is the most fun part in my opinion :D

I got the idea about the personalities when I played a bit Tiberium Wars lately and thought I can integrate it in my mod quite easily. Only problem I always have is copying stuff from other factions to their sub-factions. Really annoying :p

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Mizo_ROTR
Mizo_ROTR - - 150 comments

I looked over your scripts and the way you implemented personas via playing with the Escalation Counter to adjust the timings is pretty neat.

I implemented mine just using a randomized timer that sets flags to true if a timer stopped at a particular value, though that's probably the simplest way to do it.

And yes, AI scripting is very fun :D

Curious, do you have a discord account?

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Boxhead78 Creator
Boxhead78 - - 162 comments

Yup, it's Boxhead#0578

Reply Good karma+1 vote
veki2
veki2 - - 5 comments

Hey man, I got a crash report :S I was playing 1v1 on a 2 player map vs China AI Hard and this just popped and closed the game: Imgur.com Everything was running great, no lags no stutters only thing I did notice in my base is that one drop zone received a crate or 2 at best, the rest just waited in the mountains, bunching up every drop (couldn't pick it up with a unit). I'am guessing it's that? It was full late game, I tried to push him but he kept pushing me back lmao it was so much fun we couldn't kill each other, at least it looked like that. :D

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Boxhead78 Creator
Boxhead78 - - 162 comments

Can you write me on steam about it?
Steamcommunity.com

It's a general issue in zero hour that it crashes when a match goes longer than 20/30 minutes especially with AIs.
I fixed it for the most part in my installation but it needs more explanation which is just easier on steam :)

Reply Good karma+2 votes
veki2
veki2 - - 5 comments

Hey man your AI is really better than most out there pls keep working on this if you got time, I like this a lot. But one thing I noticed about it so far that looks like a "majorish" issue,
He goes to build one additional supply line (in his sense the closest one before the first one in his base) for additional income which is perfectly normal for Hard AI, now the problem is I managed to get to that position he thought was the closest one first. What happened is he >COMPLETELY< ignored the other supply pile that I didn't touch at all, nor was I guarding it with anything! I saw later he wasn't there, it was full. So what happened is I stomped him after some time because I had a clear advantage in money (honestly even then he kept his fight pretty good) but destroyed him totally in the end, he did try to assault that pile he wanted but spread his attack something like 35% on that pile 65% my main base.
You can re-create this even for yourself if you want, put setting like this in skirmish:
Map: Barren Badlands (2)
Teams: Blue Player - USA 1, Green AI Hard - GLA 2
Limit Superweapons: Check
Starting cash: 10000$
Put yourself left on the map and let him be on right side, rush UPPER supply pile on map and make few patriot turrets so they are facing down hill (down of supply pile), not right side of pile (even though he can attack from right he NEVER did) Otherwise this looks more than promising! Keep it up :D

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Boxhead78 Creator
Boxhead78 - - 162 comments

Thank you very much, I'm looking into the issue and improve the expander script eventually (I think the expander script only gets activated if AI has 2 supply buildings, so script got stucked).
I'm currently heavily working on the next version and created random AI strategies similiar as in C&C3;: Tiberium Wars such as Turtle, Guerilla and Rush tactics for the AI :)

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veki2
veki2 - - 5 comments

You're a real champ, I'am keeping this mod even if it doesn't get updated. I don't know how you did it but most of the time in other mods AI will keep his troops AFKing in base, here he does too but I don't think as much as in other mods. It's fun when you can watch and actually battle, not just use superweapons/abilities to win the game! (IMO)

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