All the classic units and themes are back with changes and improvements over their originals, and one of the best video game soundtracks blasts in the background once again! And if that was not enough, the full motion videos of the mission briefings are here and the intense story campaigns are back and are looking better than ever with over 30 playable missions in total! But once that is finished, you can dish it out in a skirmish or multiplayer game to your hearts content with the all new skirmish AI developed exclusively for this Mod!
As a special bonus, this C&C Generals Zero Hour Total Conversion Mod also adds several all new campaign missions loosely based off of the Covert Operations missions from both the PC and console versions of the classic game while adding two all new fully functioning subfactions, GDI's Task Force Talon and the Black Hand of Nod. They both feature exciting new units, buildings, and gameplay strategies.
Nod Base with several new models and all new terrain.
WHATS FOUND IN VERSION 1.5:
Both GDI & Nod story campaign missions completed and debugged with their respective videos
A SPEC OPS campaign with a few bonus missions based on console ports of the original C&C
Completely new terrain textures, shaders, water, & shrubbery for the skirmish maps & campaign missions
Enhanced & updated particle effects
Button icon cameo images have been mostly redone
New sound effects
New repair/build cursors with keyboard shortcuts enabled to make building/repairs less tedious
New guard & follow ability. You can now order units to guard and follow a specific unit or structure
Added special build range indicators for ConYard constructed buildings
Nod Artillery vehicle speed slightly decreased, also deploys before firing with a 2 second delay
Updated Grenadier model and animations
Updated GDI & Nod Commando model and animations
Updated GDI & Nod Engineer model
Technician finally has a visible pistol & shooting animation with its new model
Splash damage radius reduced for most weapons
Engineers now have a special "repair" range indicator
APC's now have a special "heal" range indicator
Adv. Mammoth Tank now has a RailGun upgrade
Adv. Abrams Medium Tank now has an autoloader (faster firing rate)
APC machine gun firing burst rate decreased (does not apply to Assault APC)
APC HP/Armor increased (does not apply to Assault APC)
Artillery/MRLS HP & Armor increased
GDI GunBoat missile weapon damage & range slightly reduced
GDI GunBoat can deploy anti-ship mines
All base defenses rebalanced with similar weapon/vision ranges (except Obelisk and AGT)
Game economy reworked, both Tiberium $ value and Harvester holding value reduced
New Bradley (Light Tank) Model
New Humvee Model
New C-130 Transport Aircraft Model
New C-17 Transport Aircraft Model
New A-10 Warthog Model
New MRLS Model
New Guard Tower Model
New Hovercraft Transport Model
Reworked Tiberium Refinery & Tiberium Silo Models
Special logos added to Talon and Black Hand ConYard's for easier identification
Several other existing unit & structure models have been reworked & retextured with new details
New Nod Missile Submarine
New Tech Naval Yard that can build either a Hovercraft Transport, GDI GunBoat, or Nod Missile Submarine
Red Alert Era Attack Dog included as an Easter Egg
Battlefront Temperate Skirmish Map rebalanced along with being increased to 4 players
Coral Beach Skirmish Map rebalanced & restored to 4 players
Dynamite Dunes Skirmish Map rebalanced
AI & Framerate improvements to the Tiberium Gardens Skirmish Map
AI & Framerate improvements to GDI SPEC OPS #1
AI & Framerate improvements to GDI Mission #8
AI & Framerate improvements to GDI Mission #15
AI & Framerate improvements to Nod Mission #13
Rescripted Nod SPEC OPS #1 (AOD mission) to not last as long and reduced the number of attack waves
The GDI GunBoat is now buildable and can also deploy mines.
The Brotherhood of Nod's stealthy Missile Submarine which can also fire torpedoes at enemy naval forces.
Another little detail was also added to the ConYard's of the Black Hand and Talon Subfactions which helps with easier identification of who you are up against. Their respective logo will be displayed on top of the roof. (homage to the C&C pre-release imagery)
New Skirmish/Multiplayer Community Maps:
Island Conflict (2p)
Krakatau Island (2p)
River Warfare (2p)
Small Villages (2p)
Eastern Front (2p)
Power Play (4p)
Skirmish/Multiplayer Maps that now include Naval Warfare:
Bombardment Beach (2p)
Coastal Carnage (2p)
Cold Shores (2p)
Island Conflict (2p)
Island Defense (2p)
Krakatau Island (2p)
Seaside Mutiny (2p)
Flash Effect (3p)
Atlantic Boardwalk (4p)
Coral Beach (4p)
Dark Mountain (4p)
Tournament A (4p)
Tournament B (4p)
Tournament Continent (4p)
Tournament Island (4p)
Armored Fury (6p)
ConYard Build Radius Demo Clip - Mod DB
C&C Tiberian Dawn Redux: New Guard, Heal & Repair Abilities Demo - Mod DB
©2022 sgtmyers88 & the C&C Tiberian Dawn Redux Development Team
After three years of off and on work (thanks pandemic) C&C Tiberian Dawn Redux v1.5 will be releasing this spring! Here is a demo video featuring one...
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nothing seems to work, I have it installed in the zero hour directory, i even tried using the force mod option and it just plays regular zero hour, I am using origin
Might be worth checking out this or the GenLauncher Tool also found on ModDB. Moddb.com
Moddb.com
Holy cow! this was the kind of mod i was looking for in order to play the original command & conquer, and it doesn't reach more than 20gbs of hard drive space. Loved the original, but some mechanics are sadly way too outdated (crazily enough the original red Alert that came a year after plays way better somehow).
Thanks for the feedback. :) Be on the lookout for another patch coming soon that will add further polish as I also develop RA Redux.
Since I am still getting requests, this is a repost from another page:
Finally got word for those wanting remastered Music and FMV's:
RE: Remastered content: EA does not allow remastered content to be used.
Ea.com
"It is not permitted to redistribute any of the C&C Remastered Collection assets. Therefore, redistributing the assets you mention (which would be in the region of ~10GB) would mean your project would be breaking the C&C Modding Policy terms and leave you wide open to a possible Cease and Desist."
Sorry Folks!
i have play this mod long time ago 1.44 Tiberium silo use to generate extra income.
but now in 1.5.11 [OPEN FORMAT FILES] it no longer generate income but still have sound what happen to them ?
They do but just very slowly. However a patch is being worked on to restore the rate.
Hello Developer. I can concur that silos ain't generating periodic income. I was playing Skirmish and the frequent $200 didnt pop up like it did in campaign.
Also, like to ask if Nod Black hand allows its engineers to capture enemy harvester? I observe the enemy doing it. Could we do so too?
For naval yards, once all the yards are taken by friendly co-op computers, we are unable to capture it and build ships nor have assess to it when our comrades too it.
For your inspection please. Sgtmyers. Great work sir.
Its being looked at. And yes all Engineers can capture Harvesters. This was done as a compromise since the game engine wont allow docked vehicles to be captured when the parent building is captured as you could in the older games that this Mod emulates.
Does this mod will have the iconic Commando for both factions? Just curious about it.
Yes along with the campaign missions. Several videos on it can be found on YouTube.