A modification for "Command & Conquer Generals: Zero Hour" that hopes and aims to bring RTS Base Building & Command of Units, ranging from Infantry, Tanks, Aerospace, Battlemechs and more from the "Battletech Universe" while still retaining modern elements of Command & Conquer, to create a new warfare style for the Mod (as opposed to the traditional "Force Overwhelm" tactic aka Tank Spamming) This Mod / Semi-Total Conversion will see games where expanding your base is expensive, both in supplies and logistics, hence the need to plan, strategize and protect your Conquest Plans / Infrastructure whilst capturing key districts (Tech Elements) that will allow better map control to enhance your war engine and its endgame. In essence more realistic and akin to the readings of the Battletech Novels of Campaigns and the core inspiration for this mod, "Mechcommander"

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No matter how long the Exodus may take, we will journey, grow and return to hopefully give "The Modders Sphere" a fresh new take on Battletech RTS Base Building and Force Commanding.

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I have decided to have a go at creating my own mod for "Command & Conquer Generals: Zero Hour". At the moment, the stage is Pre Alpha, more a testing phase of concepts and coding as I learn how to mod the game.

I encourage fan input, and if you want to be a part of the team, please do not hesitate to contact me.

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Commander_PRYDE Author
Commander_PRYDE - - 23 comments

The Exodus Road...

Goals for the next 2-3 months include:

Learning how to edit simple in game code so the Vision / concepts of Mechcommander: Zero Hour can be show cased in a very basic "placeholder" fashion.

The setting up of units and tech trees, such as infantry and tanks

Better visuals for the website and in game unit tiles

And testing of custom maps

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