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.
Hi all!
Our production lines are never idle, so once again we are bringing a total makeover for very old model we had in Contra.
Chemical generals Poisoner got brand new visuals, as well as additional ability.
Thanks to improved armor, new dozer like model fits him well.
He also got additional ability to deploy/build toxin barrels into the ground which are triggered when enemy unit comes near. Just like demo trap, chemical barrel will explode and deal toxin damage only.
This will help when fighting swarm of infantry units, as we all know, Toxin pumps are barely used because they require much micro with workers and are cleaned easily.
Poisoner still benefits from salvage upgrades, as well as Anthrax Gamma upgrade.
Wanna take a ride?
USA Super Weapon Conventional path introducing new commando unit Tanya.
In this short trailer we can see how C.O.L.D. acts on battlefield.
Contra team is looking for people who want to help with development.
Continued work on Contra X mod brings some of the updated models.
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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I was playing in Twilight Flame, my team was Tank General(me) and 3 GLA General against 4 Nuke General. I have tried 4-5 times but i couldn't playey because of "Technical Difficulties Error". I closed all the effect but still it happened.
I believe that its happening because of to much unit. The map becoming crowd and units don't move. Even i am trying to do it many times, i couldn't move them. There is no limit for creating unit in this game, so what we gonna do? Any remedies?
Play on smaller maps with less players. The engine struggles on large maps with many players.
Guys, i know au causes the error of missmatch or etc. I wish it would be a way for avoid it. Is it possible somehow?
AI is still causing mismatch at the moment but there is a chance that we will fix it in future releases.
Its really good to hear it man, and i believe that there is a chance for make AI better as well. Sometimes i am imagining that if all AIs play with their %90-0 capabilities. Because i know that most of AI play with their 10-20 percent of their capability. I tried all of them. As a player which i have played thousands of game, i can easily say this game has a future. People don't hear about this game(this mode i mean), if they would know, i believe that they would help you to develope.
Still, with your own, you guys have made a perfect game. Thanks for everything.
I often watch PredatoR's online games and have noticed that devs discussed demo Ratel's balance.
1. Maybe give demo Ratel a bunker with gun ports for a couple of soldiers (however demo has Battle Bus...)?
2. Give it AT mines, minesweeper, more armor or Diesel upgrade (if not already available)?
* * *
3. Slth's Ratel II is ok? Probably make a "big" version of Gun Buggy (be invisible while staying still & have some armor for attacks)?
If game engine supports that, implementing something like Spike Armor(Deal damage to enemy units which is attacking Demo Ratel) might be a good idea as it's salvage upgrade is on armor.
Yeah, As Juhziz's Rank 3 main battler, Demo Ratel's current ability and stats is really bad, much weaker than Kassad's Ratel II, suicide mode is not necessary in practice (we already have demolition upgrade so who needs that, also it's not bomb truck), hope it will be removed and get some buff on main cannon.
Hello Devs, I have a question about Superweapon Conventional Line. This line gets both two hazard cleaners: Ambulance and Bobcat, despite their functions are duplicated.
So is there any plan to replace SW Conventional's Bobcat to ARV as their mine cleaner? (Ambulance + ARV as Bobcat's counterpart, just like Laser General's Tech Tree)
Thanks a lot.
We are aware of role duplication and most likely we will remove Ambulance. The reason it was added was because we liked the idea of her having an infantry healing vehicle. ARV unit doesn't fit even though it solves the duplication issue. We'll see.