Contra is a freeware modification for Command and Conquer Generals: Zero Hour real-time strategy game. It's a big project started in 2004. It adds many new units as well as numerous new upgrades, new general's powers and buildings. It also adds new sounds, maps, bug fixes, enhanced graphics, and other effects, as well as three new generals.
009 FINAL + ALL PATCHES - ModDB
009 FINAL PATCH 3 - ModDB
009 FINAL PATCH 2 - ModDB MEGA
009 FINAL PATCH 1 - ModDB MEGA
009 FINAL - ModDB MEGA
009 BETA 2 - ModDB
009 BETA - ModDB
008 FINAL - ModDB
008 BETA 2 - ModDB
008 BETA - ModDB
007 - ModDB Revora
006 - ModDB FileFront
005 - ModDB FileFront
004 - ModDB FileFront
003 - ModDB FileFront
002 - ModDB FileFront
Air Force general depends on speed and precision. He requires skillful
control and is heavy on micro management. While being a powerful general
the skill and experience required makes him difficult for many
beginners to play.
Laser is a versatile general strong in call situations. He is flexible and has
units to fill every combat role. As a result he has no weaknesses other
than being a specialist at nothing.
Advantage of this general is easy micro and very simple strategy. Almost the same
vs all enemies - build up around enemy until he dies. However, you
should not ignore other abilities.
The generic feature of this general is his mobility, which allows to move
an entire army very fast and create numerical superiority at desired
areas of the battlefield. His basic strategy is unstoppable maneuvering
along enemy base perimeter. If he finds a weak point in defense, he
moves there instantly and destroys the most significant targets.
Nuke General must rely on aggression to defend his base. He has no defenses
to hide behind while you wait for your nukes to load. The absence of
defense structures forces the player to be more active and aggressive.
Use your units to carry out counterattacks for defense and support your
main attack with super weapons.
Infantry is a volatile general given to decisive victories or defeats in the
early game. As expected, he relies on masses of infantry in the early
game, later reinforced by more infantry. In the late game he gains
powerful artillery strikes supported by the same infantry.
His strategy is easy to understand, but not as easy to implement:
build more tanks and attack. But everything has its details.
He has the same strategy as tank general, but another means for its
implementation and another battle tactics. His vehicles are not as
armoured as tank general's ones, so he has to use artillery and
different tactics and tricks, instead of forcing his way through.
Toxin General specializes in area attacks and damage over time. He is
especially effective vs mobbed units and hordes. If well played, you
will find all of your positions unapproachable for the fields of acid
He is a versatile and powerful general with demanding micro management needs.
Since almost all units are disposable, you must use them with care,
directing almost all kamikazes manually. The more assiduously you play -
the more complex it becomes for enemy to defend from your endless flows
of kamikazes. If you play properly, you can defeat any other general.
While at a glance his units are weak and poorly suited of combat, Stealth
General is a deceptively powerful general using infiltration and
surprise to his advantage. He has long range sniper units capable of
attacking with impunity against units lacking stealth detection. He is a
challenging general to play, but has a strong reward for the effort given.
Assault is a flexible general with flexible units. He requires low micro
management and is well suited for most players. While having
no spectacular abilities he also has no weaknesses.
Welcome back to another update! It took longer than we expected. This time we don't have any new fancy model renders to show, but we did some progress on the HD interface and visual effects. But that's refreshing, right? Let's get into it!
We based our interface on Control Bar Pro by FAS and xezon. We did our own little adjustments to fit our theme and expanded the control bar to hold 4 buttons extra, which was already standard to Contra. Small buttons are extra crisp as well! We are trying to raise the bar and make Contra X as polished as possible - better looking and more stable than 009 in all aspects!
Time for the promised new visual effects. We hope you find them more appealing, as we do. There's more in progress, but we cannot show them yet, as they are at a very early stage. The person behind them is Sagittarius, who keeps aiming high!
Below we present the new bullets. They are now clearly visible and travel in a straight line rather than in a curve. Shells are very similar, just bigger.
Ion Cannon beams are not static as before, but animated and with proper fading.
Toxin streams have become concentrated mists.
And just a random screenshot of the new laser turret model in-game, with better laser visuals as well.
Four more units have been voiced by Haubibban who's a new voice actor in our team:
The Skirmish AI fix which we mentioned in some comment replies in the past is still in our plans and will probably be released as Hotfix 3, but we don't have a date. We realize that Skirmish AI broke in Patch 3 leaving a big cut in the overall quality of the mod and we will try to patch it up as promised.
Last but not least, we also want to announce that Contra will be featured in the Zero Hour Anniversary event on the 24th (this Friday)! There will be a tournament. If you want to participate, read the details and sign up here: Gamereplays.org The games will be streamed live.
Contra 009 Final Patch 3 Hotfix 2 changelog (part 24) Fixed errors.
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