Dow-Host: Red Phoenix Rising is a total conversion of CNC zerohour. The mod aims to deliver a more realistic battlefield experience. Also, this mod will transform Zerohour to a more demanding strategy game while keeping some arcade touches to make the game enjoyable. The following playable factions will be included: USA, Russia, China, EU, and the GLA

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Arios
Arios - - 233 comments

Looks very impressing.

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t95blackeagle
t95blackeagle - - 687 comments

awesome work
u got high skill with coding :D
keep more good working :)

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Super-Flanker Author
Super-Flanker - - 319 comments

Thanks :) im trying my best

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TheCeLL87
TheCeLL87 - - 803 comments

we are going to need bigger and flatter maps to accomidate those impressive airfields.

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Comanche_Prime
Comanche_Prime - - 1,926 comments

It worth it

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Super-Flanker Author
Super-Flanker - - 319 comments

Bigger maps, indeed. Flatter maps, only in some areas such as near player bases and some key points in the map. Airfields need protection, so they are better stationed in your base or at the edges of the map. I am not sure if this airfield will be allowed in a skirmish because it can house 30 aircrafts and that will cause an imbalance especially for the GLA. poor GLA

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TheCeLL87
TheCeLL87 - - 803 comments

GLA can has their own landing strips :PP

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GLALeaderDaDon
GLALeaderDaDon - - 120 comments

This thing looks more for conventional warfare rather than guerilla thing. If its for reality's sake it's better to make this big airfield unreasonable on cost, maintanance & time to destroy GLA. I think there's plenty ideas to fix the imbalance.

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((;^GrimReaper^;))
((;^GrimReaper^;)) - - 563 comments

I am highly impressed with this mod. so many things i have wanted to see in a RTS finally coming to light. Keep up with the good work.

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BossGeneral
BossGeneral - - 440 comments

I like the idea of a modular approach to the airfield. However splash damage should somehow be worked in to the immediate vicinity in the form of shrapnel/cratering.

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GLALeaderDaDon
GLALeaderDaDon - - 120 comments

Impressive job man. Is each hanger rebuildable?

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Super-Flanker Author
Super-Flanker - - 319 comments

I can make every building rebuild-able. Also I can decide when the ability to build planes is lost. I mean after losing one hangar or both or when every building is destroyed. Moreover, the aircraft lined up on the apron wont be select-able until they take off or reach the main runway. Only the two aircrafts on the main runway and aircarfts in the air can be selected. This is to prevent some bugs with the takeoff process.

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GLALeaderDaDon
GLALeaderDaDon - - 120 comments

I got the picture.

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LORDxOFxWAR
LORDxOFxWAR - - 28 comments

omfg omggggggggggggggg gooooooooood :'( plz dont give up and finish plz

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TheCeLL87
TheCeLL87 - - 803 comments

I just noticed... what's with that random diagonal runway that leads to nowhere? :o

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Super-Flanker Author
Super-Flanker - - 319 comments

which??! there isnt any diagonal runway that leads to nowhere! There are 3 runways, 2 major intersecting runways and 1 small runway on its own. One of the intersecting runways is used for takeoff while the other is used for landing. The small runway acts like a normal airfield. That is used to speed up the process of building and launching aircrafts.

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TheCeLL87
TheCeLL87 - - 803 comments

u know how theres one runway leading into hangars, and one diagonal one leading to not any building? I was wondering what that one is used for... I see now, that it kinda goes to the hangars through that little pathway :P

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Super-Flanker Author
Super-Flanker - - 319 comments

yeah my mistake. The size of that taxi to hangar path should be larger. That is planned, however I was more into fixing the behavior of the airfield than fixing the model cuz fixing the model is easy and I know how to do it but only several days ago i found a way to fix some bugs with this airfield.

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happi
happi - - 50 comments

very nice my friend, keep up the good work.

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Description

jft = just for testing. That airfield is not final, i dont have time to fix the model and the textures, as I am busy with modeling new units, creating new fx, coding, game mechanics, and finding new ideas / enhancing older systems like the IRMTS. Version 3 of the IRMTS (final) might be ready soon (withing 2 weeks). It will use 75% less code and will be more effective, faster and bug free. Also, IRMTS v3 can be applied to all units in the game :) no more SAGE engine limitation.