Remix Escalation is an Expansion Pack styled mod focused on bringing an entirely unique feel to every general. Hundreds of new units, powers, buildings, and three new Generals have already been added. Remix has been hosted on Revora for several years and is being added to ModDB to share with the wider community.
This version is now obsolete. Please use the Beta 0.90 version.
Remix Beta 0.75
This is a Bug-Fix release. Over the past week I’ve gotten more feedback than the whole year together. I appreciate the huge community response. For my part I’ve fixed a great many of the issues that creeped out during the 0.72 while making minimal changes to the game play.
VERSION NOTES 0.75
The following is a line item list of the changes in Beta 0.75:
The installer has been improved with the addition of a backup feature and uninstaller.
The Remix core .Big files now start with a “!” instead of “_” to resolve compatibility issues with certain releases of ZeroHour.
Small Drone units for Micro can no longer build drones of their own. This was exploitable in PvP.
Stealth Monument now has stealth, but has a longer reload, 90 seconds.
All Tier1 and Tier2 tech buildings have the same build times for all generals. Assault is the exception. He can hit T2 20 seconds sooner, but but reaches Tier3 30 seconds late. This is because he upgrades one structure instead of building a new one each time.
Cobra Tank, I deleted the camo netting entirely, so it shouldn't display when dead.
Cybr Reserve Strategy Center now uses correct command sets after toggling a strategy.
Cybr Mech Factory now has proper build time for a tech center.
Removed “SharedTimer” from Stealth Missile Silos. They now have independent timers with correct behavior.
Cybr Strategic Reserve command sets and buttons fixed
Fixed Game crash when changing Strategies while SpiderWeb is built.
Fixed Cybr Macro builder command sets when changing to/from drone command set.
Fixed Aslt Oil Refinery game crash.
AirF A10's now fly "Low and Slow" all the time and drop their payload faster. They will now always make 1 pass only, unless their target dies before they unload fully.
AirF A10's no longer have the "Guard Air" command.
Assault's MLRS trailer now has the same build requirements as the defense site.
Strategic Reserve centers no long grant the wide vision radius of a real Strat center with Search and Destroy.
AirF C27 Spartan now has correct description and tooltip
Demo and Aslt Biker lists now match their infantry choices correctly. Build times and costs of Bikers have also been corrected.
Chemical exports upgrade moved from "Powers Selector" to Black Market to fix band-select problem on dozers near the command center.
Assault GLA super Cannons now create GLA hole when destroyed
Demo GLA Bomber, Interceptor, and suicide plane tooltips and mouseovers fixed
Removed excess "subtlety upgrade" from Demo command truck. It is now at the palace only.
Demo Suicide plane behavior fixed. it now attacks and dies correctly.
Leonidas Mech no longer shoots while being built, no longer shakes, and the main cannon has been rebalanced with shorter range (still long, but not super) and less splash radius (still large, but not super)
All ground units (except walkers and infantry) can now move backwards
Laser General Artillery units now have less shroud clearing
AirF B4 icon fixed.
AirF LongBow guided missiles upgrade will no longer say "Air Field full"
Infantry General Dragon troop uses correct flame thrower
Infantry General Officers grant frenzy less often, but it lasts longer. This will reduce the impact on mini-gunners
All advanced dozers can build power plants.
Fixed labels for Su47 R&D buttons
added Mouseover text for SU47 black
SU47 Black now drops missiles faster and in a more narrow field of fire, they should hit more consistently now.
Heavy command tank *should* no longer have accelerated animations after combat.
Laser General super tank treads should no longer bounce.
AirF Designator base defense has corrected tooltip, name, and mouse over. The Air strike is determined by your escalation level.
Stealth GLA purchased powers prices cut in half.
Tank general ECM Uplink (and all other Subdual_Unresistable damage sources) should no longer play a damage FX on structures
Chimera tanks, health Raised and cost lowered.
All ground units now include "AirborneTargetingHieght" to prevent ground weapons from targeting them while parachuting or blasted into the air by a large shockwave.
GameData.ini has been edited to improve performance on systems lagging due to video problems with “DrawEntireTerrain”
VERSION NOTES 0.72
First off, some of you may wonder “Why Beta 0.72?” Beta 1.0 will have all 12 Generals at their prime and ready to play with every intended feature and full AI support. 72% is my estimate of how much of that work has been done. When you consider AI is a hefty chunk of what’s left that should make it clear this is very close to the final product in the game-play department.
There were far too many changes over far too long a time give a line-item list of changes. Instead rather I’m going to point out some highlights to check out and a few things to expect in future versions.
At this time there are 3 working AI factions. Air Force America, Tank China, and Demolitions GLA.
Tank’s AI is fairly well rounded. For new players the Passive AI should give an appropriate, if perhaps too simple, experience. Tank General’s Aggressive AI is extremely aggressive and considerably more challenging than the old Robot General Hard AI. Tank General’s Insane AI is properly insane. There is no semblance to “fair”. The Insane is only intended to play against with friends for a multi-player “Comp-Stomp”.
Demo’s AI is less polished than the others, but he still gives quite a good fight on the right setting. Demo’s Passive AI is truly passive. It builds no units and will not attack or defend itself. It can be a great test bed for trying a new army without fear, but serves little other purpose at this time. Demo’s Aggressive AI gives a steady an unrelenting onslaught. Its base building is less prolific than Tank’s but his steady stream of units will give any player a healthy challenge. Demo’s Insane AI is challenging to defend against, his attack is just as steady as the Aggressive’s, but he tech’s up considerably faster.
Air Force General -
Air Force is a beast. On Passive he has the potential to challenge most players. On Aggressive he is nearly unstoppable, plowing through Tank General Insane AI’s with ease. A single AirF Aggressive AI is only suitable for a Multi-player experience. AirF Insane AI is unstoppable. If you can beat him, save a replay, I want to see it, seriously.
Faction Progress has been good in other areas. AirF, SupW, Robo, Tank, Nuke, Infa, Flam, Demo, and Slth are all “done”. There will be little to no change in these generals in the coming versions with the exception of a very few planned units that will be added. Chem, , and Aslt will receive a little bit more, but nothing too dramatic; 2-4 new units each and possibly powers or upgrades. Laser General will be completely and totally overhauled in the next release.
The self-extracting EXE will automatically point to your ZH installation folder. Click next to Install. The installer will take a backup of the ZH files overwritten during the install. If you have an older version of Remix Escalation installed it will be overwritten automatically.
To Uninstall the mod run the Uninstall.exe created in your ZH folder. It will restore the files backed up prior to the mod install and delete all mod files.
Make sure no other mods or previous public releases of Remix are installed.
You can run the installer in a different folder and hand copy the needed files into place.
For futher assistance, check the forums for Q&As.
Thanks for reading