This mod improves the Zero Hour game by fixing almost all bugs in the game, with tons of balances, improved AI, and many enhanced features. There are also additional stuffs for all factions and sub-factions including Civilians. This mod also including playable Boss General with fully functional AI.
New base defense for Superweapon General. Despite being a general specialized in turtling/defense, Superweapon General lacks of anti-personnel defense structure, so I give her the good old classic Pillbox.
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The Pillbox is base defense structure consisting of a steel bunker and a machine gun turret.
Pillboxes were cheap and were the ideal front-line defenses against enemy infantry. Despite the great and overwhelming power of GLA weapons such as Marauder Tanks and SCUD Launchers, it proved a valuable asset in the face of dangerous GLA infantry such as the Terrorists and the sneaky Saboteurs.
Combined with the Firebases and EMP Patriots, it could form a tough base defense system that was difficult to break. However, Pillboxes alone were still no match for tanks; they could destroy them easily. Regardless, Pillboxes are often good early on, as their armaments are sufficient to deal with infantry rushes.
Maybe add a Sniper upgrade to keep them useful mid to end-game?
Snipers deal with single infantry on big range. This one deal with masses of infantry on short range. Not the same proposal.
Also, if you want snipers, buy pathfinders. You also can use them on firebases.
I meant it as an add-on to the PB (stick it on top).
in 3.0 superweapon general planned to have sniper turret
In 3.0 Super weapon General planned to have sniper turrets
3.0:Is meaning version of the mod
Zeke! Of course!
Beautiful, now all the Superweapon General needs is Light Tanks, and more Super cool stuff :D.
Agree :D!
Btw, i love this one D:
A pillbox. Oh...yeah.
the best part is that diferent from the rest of the american base defences, these don't need power to work :D
you mean like the firebase? :P
and actually.. I made pillbox requires power, like in RA2. :trollface: :P
derp. give it some movement sensors or antennas to make it believable that it needs power
In RA2 it used power, but it still worked when the base was on low power. Just a small correction ;)
just give it some lights, THAT WILL EXPLAIN EVERYTHING!! XD
yup. :P
and like what dutchy said, it consumes power but not disabled when low power.
and he naver said id ged disabled of low power...
makes me want to play RA2 again xD
It looks like its from shockwave