If you like the feel of the base game, but want to spice it up with extra content that isn't too crazy, this is the mod for you! Gen+ is a mod that seeks to preserve the vanilla flavour of Zero Hour, but makes small unit additions & cut-content restorations, as well as visual and gameplay improvements.
Current Features Overview:
- Campaign & Generals Challenge Compatible
- Skirmish Compatible
China & All China Subfactions (excl. subfaction specfic changes):
- Visual improvement to Red Guard and Tank Hunter
- 2 New infantry: Flametrooper & Recon
- All China subfactions have access to Isotope Stability to allow safe use of Nuclear Tanks upgrade
- New upgrade: Bunker Armor, purchasable at Propaganda Center
- Build limit of Internet Center increased to 3, capacity increased to 10
- Nuclear Missile damage and damage radius increased
- Bunker spawns 2 Tank Hunters and 3 Red Guard when built, with price increase (excl Infantry General)
- All troop crawler variants have speaker tower, troop crawler health improved
- Flame weapons clear toxins
USA & All USA Subfactions (excl. subfaction specfic changes):
- Visual improvement to Ranger, Missile Defender and Humvee
- Removed Ambulance
- 2 New infantry: Medic and Biohazard Tech (replace ambulance function, medic to heal, biohazard tech to clean, use battle drone to repair vehicles)
- Humvees spawn with 4 Rangers and 1 Medic, price adjusted
- Firebase spawn with 2 Missile Defenders, 1 Ranger and Medic
- Medics and Missile Defenders now included with Paradrop, making the ability far more useful
- Comanche now fire rockets from wings instead of front turret. Rocket pod upgrade also extends Comanche rocket capacity by 2 (to 6).
- Sentry Drone no longer has setup and teardown time.
GLA & All GLA Subfactions (excl. subfaction specfic changes):
- Visual improvement to Rebel and RPG Trooper
- New infantry: Partisan
- Technicals spawn with 4 Rebels and 1 RPG Trooper
- Rebel ambush also spawns RPG troopers
- Sneak Attack Tunnel spawn with and can train Partisan
China Nuke General:
- New unit variations: Radtrooper (replace flametrooper), Radtank (replace dragon tank), Fallout Cannon (replace Inferno Cannon)
- New Upgrade: Volatile Emissions, improve damage of radiation weapons, replace Black Napalm
China Infantry General:
- Minigunner anti-air range reduced, price reduced slightly
- Assault troop crawler health increased, spawn with 2 Tank Hunter and 6 minigunner, contain gattling turret
- Assault Helix can carry vehicle when not upgraded with Bunker
- Fortified Bunker start with Bunker Armor by default, no longer spawn with mines
- Recon are cloaked by default
China Tank General
- New variations of the 3 basic tanks listed below, with altered models:
- Advanced Battlemaster Tank. Comes with ERA armor that reduces rocket and explosive damage slightly.
- Advanced Gattling Tank. Dual barrels, slight health improvement.
- Advanced Dragon Tank. Slight damage and health improvement.
USA Laser General
- Laser variants of Ranger, Medic, Missile Defender, Humvee, Sentry Drone, Comanche, Battle Drone
- New Vehicle: Beam Tank, artillery unit
- New Upgrade: Improved Capacitors, raises laser damage on Laser Tank, Turret, Defender, Comanche
- Particle Cannon is red :D
USA Superweapon General
- New Infantry: Marine Recon, replace rangers.
- New Vehicle: Rhino, heavy APC with fireports
- New Superweapon: Tomahawk Storm
- New Upgrade: EMP Tomahawks, affects Tomahawk Launchers and Tomahawk Storm
- Chinooks bring $675 per run
- Hold the Line strategy is more powerful
USA Airforce General
- Comanches detect stealth
- New Upgrade: Titanium Plating. Improves health of King Raptors and Comanche.
- Strategy Center bonuses affect aircraft as well.
GLA Stealth General
- New Unit Variation: Quad Tank, replaces Quad Cannon
- New Vehicle: Mobile Barracks
- Partisans are cheaper
GLA Toxin General
- All rockets leave toxin residue
- Toxin damage against buildings raised slightly.
Greetings friends.
I'm posting to assure that this mod has not been abandoned. However, I do have to disclose that this is a very casual project, and I am definitely no pro modder.
At the moment, the latest release suffers from a few issues, the most important being an unknown crash that occurs when playing or facing Superweapon General. I am investigating which units/changes is causing the crash. Other issues I am aware of include incomplete animation sets for minigunners and marines.
The next release aims to address these issues, and also improve the skirmish scripts and continue to add changes and refinements to our factions. Currently, I have no ETA, but if you like this mod, stay tuned as I assure you, slowly but steadily, content is being made.
Thanks for your patience.
Current status of mod progression, future plans to be implemented with the next release.
First full version release, containing massive updates
Version 0.3 release, new unit updates and major bug fix.
Version beta 0.2 release, various updates and new units.
Version beta 0.1 release, with a few fixes, updates and now has infantry re-skins for all factions.
The first alpha release containing simple reskins for US infantry and a new Medic unit for USA
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Hi there!
Will be there any future updates for this??
Howdy. I work on this mod very casually since I'm no pro by any means, but I do plan to continue working on it. Stay tuned, it will get updates over time :)
I think it would be cool to bring back the other cut superweapon and the original one of superweapon general: the cruise missile silo and the advance particle cannon
Can you add Boss Generals it would be epic game Challenges ever
Maybe in a future version on the condition that balance would be viable, but currently that is not within scope of the vision for this mod
Any chance to integrate this with genlauncher?
If I can get in touch with Genlauncher's creator, maybe that can work