C&C: ShockWave is an enhancement mod for C&C Generals: Zero Hour. The main goal of this mod is to make Zero Hour a more interesting game with more diversity between the generals, making you think twice before you select a certain general, and overall provide more choices, diversity, and strategic freedom than in Zero Hour - while keeping the spirit and design direction of the original Generals game and storyline.
I Added Tech Buildings To All Factions , Update: ALSO I ADDED TO CHALLENGE MOD
Although some would say this is unnecessary, I still very much appreciate you going through the effort to implement those very neat n' new tech buildings up for construction, those Flak Cannons in particular are actually quite effective, even doing well against lightly-armored vehicles. ^^
Again, thanks a lot for going through the effort to put all of this together, I really do appreciate it. :)
maybe you are pro but the most like to try tech buildings :)
Pro...? Far from it, if I was facing human-controlled opponents in an online match then i'd definitely fail BIG time, as I am a massive turtler, so yeah... ^^; But I agree that those tech buildings are very useful when managed correctly, and it's even better when you can place them in places unlikely for the enemy to reach them easily, such as defended well inside one's base of course. :P
will you do one for rotr?
I added :)
thx
any help on how to get this?
It would be absolutely EPIC if you could have this addon be compatible with WARthogBasilius's Single Player Experience addon mod that adds the remaining three cut generals Mohmar Deathstrike, Ironside and Shin Fai to the Gen Challenge list since I can't face those three when combined with this addon and the other one unfortunately... :( It also adds both vanilla Generals AND ZH campaign missions back in for each respective faction as well, VERY nice indeed! <3 You can take a look at it here: Moddb.com
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Drive.google.com
try it i did not test with all generals :)
just replace !!!0Shw_Tech_Addon.big with downloaded file
campaing works, i was just lazy to change names
The link doesn't work for some reason, can you use Mediafire to host the file?
Nvm, managed to get the file after a while, I combined the two mods, but apparently, like before, only the tech mod addon takes effect whereas the three main campaign missions are relabeled "mini-game" once more instead of the SPE addon that readds them in, damn... :<
Tried a "double check" and apparently, even though it still reads as "mini-game" for all three factions it still applies the changes brought by combining the SPE addon, though apparently the Ironside/fourth Chinese ZH mission (Burning Skies) don't have the "Tech Dozer" buildable in them, strange I know but that's just the way it is.
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I tested it but it doesn’t work anymore a new one (tractor) appears for example in the US just to build these constructions
I imagine it is something to do with the ROTR units that interfered with the appearance of Tech Buildings or something I am unaware of.
note: I installed the game + mod + patch 3 days ago so I imagine it is not a problem with the patch (v6) but maybe there is something
Damn, these Tech buildings really upped the ante! I suggest restricting some Tech Buildings to specific Generals (E.g Infantry General had Fortress exclusive for him)
it int work for me..any solution please?
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it seems this dose not work, nothing shows in game
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Bassically ¿what does?, ¿add tech buildings to SHW mod?.
op, what's with the TechOilDerrickVar_3 in the .big file, and why does it instantly crash the game whenever i try to add it in the TechDozer's command set?