Contra is a freeware modification for Command and Conquer Generals: Zero Hour real-time strategy game and one of the first mods for this game. 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.
PredatoR, dce, Marakar, Jundiyy, PeRSuN
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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 different means for its implementation and different 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 and poison.
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.
Version X Beta is the next major standalone Contra installment. For us, this is a special day. A day in which we present our product, a day to enjoy it together, and a day of rest from development. We believe this day is also special for many of you.
Previous Contra versions are not required. However, this is a Beta version. Encountering new issues and non-polished content is possible. So, with that short intro passed - let's get into the details!
- Revised Super Weapon general. She now has to choose between two Technology Paths: Conventional and Futuristic. Visual inconsistencies have been fixed and balance has been improved while adding back iconic arsenal such as Crusader Tanks, Tomahawk Launchers and Fire Bases. Introducing all-new MARP super unit for Conventional Path, as well as new weapon technologies for Futuristic Path - sonic waves, lightning bolts and more cryo weaponry, including new infantry death effects.
- Rank 1 artillery units (Chinese Howitzers, GLA Dana, US Libra and others) no longer need to deploy and undeploy when shooting. This change makes artillery more viable early on, as well as fixes artillery getting stuck (especially in tunnels). Their armor is also more resistant to small arms, AP shells, poisons, radiation and flame.
- Stationary AA defenses have less range but more damage against aircraft. This makes them acquire aircraft consistently. Previously, because of an original game bug, they could not acquire air units further than the anti-ground weapon's range, which made them weaker than intended.
- All traps can be now detected and cleared by engineers, and damaged by conventional weapons.
- Removed minimum attack ranges of non-artillery vehicles to allow for more responsive battles. Finally we were able to achieve this while keeping the same projectile speeds and not triggering mismatch errors.
- Improved stats of less used arsenal such as Fuel Trucks, Fuel Tubes, GLA BTRs, Rig Launchers, Hijackers, Saboteurs, etc.
- Super Weapons are stronger against super units and GLA buildings upgraded with Fortified Structure upgrade.
- Vehicles with build time of 7 seconds and lower no longer get produced faster than intended because of the door closing delay time bug.
- Many stats tuned.
- Reduced mismatch occurrences, meaning more fluid PvP games than ever before.
- Performance optimizations on particle effects, object count and Skirmish AI.
- Each challenger has a unique color.
- Super weapon and super unit limits are now tied to Difficulty. Easy - unlimited, Normal - 2 SWs and 2 SUs at a time, Hard - 1 SW and 1 SU at a time.
- Full Demo and China Boss challenge map revision.
- Implemented measures to make the AI more active on maps with no trigger areas and waypoints defined.
- Fixed attack priorities. Anti-air units now stop to engage aircraft; dragon tanks focus on buildings and infantry, etc.
- AI sometimes clogged their base with units from complementary teams. Fixed.
- All AI have new building placements. Important buildings are built in the back away from the base front which means they have a higher chance to get built/rebuilt.
- Added 8 new colors: Claret, Brown, Lime, Lochmara, Dodger Blue, Slate Blue, Aquamarine and Roman. They were carefully chosen so that they stand out from other colors on the minimap.
- Updated map previews.
- Fresh new interface.
- Refactored old code and fixed bugs.
- More customization options:
Disable Extra Building Props for extra performance;
Set max particle count;
Set texture resolution;
Switch between Standard, Contra and Pro Control Bar;
Switch between Standard and HD Cameos.
- Anisotropic Filtering implementation, allowing to see the true texture quality of every surface.
For now, we will take a break and enjoy watching players try out the new version. Then naturally, comes a time where we re-imagine existing stuff, discuss and ask ourselves - "Can we implement this new idea?", trying to expand boundaries and find new ways to make the mod better and more interesting.
Contra team is looking for people who wants to help us in further X version development!
Contra X Beta changelog. Fixed errors, Balance changes, Challenge mode changes, AI changes, Maps, etc.
Announcing the Contra X Beta Release Event hosted by Marakar.
Command & Conquer Generals Zero Hour - Contra X mod presents new Superunit for Super Weapon generals convention path.
CLICK ON "Read more..." TO SEE THE INSTALLATION INSTRUCTIONS.
CLICK ON "Read more..." TO SEE THE INSTALLATION INSTRUCTIONS.
Contra 009 Final Patch 3 Hotfix 4 is live! CLICK ON "Read more..." TO SEE THE INSTALLATION INSTRUCTIONS.
Contra 009 Final Patch 3 Hotfix 3 is live! CLICK ON "Read more..." TO SEE THE INSTALLATION INSTRUCTIONS.
Contra 009 Final Patch 3 Hotfix 2 is live! CLICK ON "Read more..." TO SEE THE INSTALLATION INSTRUCTIONS.
Contra 009 Final Patch 3 Hotfix is live! CLICK ON "Read more..." TO SEE THE INSTALLATION INSTRUCTIONS.
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Are Bulldozer good at destroying buildings better then artillery?whats the tactical value for this unit?
Is there any use for APC in GLA?demo and stealth could use those tunnel digger more then the apc.And assult gets two tunnel digger but the range one is better for him.it should be available from start,then no need for the other one.
Did Marauder tank got nerfed in contra x.in version 9 they cost 1300 and now 850.
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can suan ni have more infantry to its inside? thats would be massive :D
I see no reason to do that. Suan Ni is already strong enough with the slots it has.
well i think because of atgm operator takes 2 slots?
That's normal considering their range and damage when upgraded and trained.
and also i wanted to ask i hope new challange maps will come in the next version? some of generals maps are very bad and should be redesigned
then why atgm operator taking 1 slot in bunker? its should be 2 to be equal if we want a balance?
We make Challenge map changes in every version. Next version will not be an exception. We work as much as the free time of our team allows.
It is impossible to make soldiers occupy more than 1 slot in buildings in Generals. On the bright side, it is more acceptable because buildings are stationary and therefore are less threatening - only used defensively.