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NEW TECH MOD FOR ZERO HOUR 'Release 3 Final'
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Written by Chris T Hill (May 4th 2004)

Note:

1) The Nuke Truck and Dual Paladin are by ChrisV80 and The Hunter
(christiaanlefering@hotmail.com)
from C&C RenEclips (http://www.cncreneclips.com)

2) The Double-barrelled Battle Master is by Creator (pestryakov@rambler.ru) from


C&C RenEclips
(http://www.cncreneclips.com)

3) The F35 JSF is by trex238 (chaser238@yahoo.com) from C&C RenEclips


(http://www.cncreneclips.com)

4) The Buggy (Scout) is by Vanguard from C&C RenEclips


(http://www.cncreneclips.com)

5) The US Marine (Paratrooper) and the Cluster bomb idea are based on the ideas
by Nuker (Zero Hour
Reborn Mod)

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Contents
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1. Install and remove


2. Multiplayer
3. Game changes
4. Changes to the Chinese side
5. Changes to the US side
6. Changes to the GLA side
7. Changes since last release
8. Problems
9. FAQ
10. Contact

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1. To install
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To install:

1) Ensure no other mods are installed


2) Ensure that C&C Generals is patched up to v1.07 and Zero Hour is patched up
to v1.02. THE MOD WILL
NOT WORK IF THE GAME IS NOT PATCHED UP!

3) With the 'New Tech Mod for Zero Hour R3'.zip unzipped you should be presented
with 2 folders, namely:
a) How to customise the mod: Explains how to customise the mod
b) The mod: The folder containing the mod

4) Open Windows Explorer (My Computer) and go to C: ----> Program Files ----> EA
Games ----> Command and
Conquer Generals Zero Hour (this is presuming you instaled C&C to the default
dircetory)

5) Open the folder called 'The mod'.

6) Inside should be 2 folders called 'Data' and 'Art'. Place these folders in
the 'Command and Conquer
Generals Zero Hour' folder (The C:\Program Files\EA Games\Command and Conquer
Generals Zero Hour
folder)

7) If it asks to replace any files during this process click yes (it doesn't so
don't worry but do press
yes)

8) Load up game

To remove:

1) Open Windows Explorer and go to C: ----> Program Files ----> EA Games ---->
Command and Conquer
Generals Zero Hour (this is presuming you instaled C&C to the default
dircetory)

2) There should be a folder called 'Art'. Remove it.

3) There should also be a folder called 'Data'. Open it.

4) In here should be a folder called 'INI'. Remove it.

5) Still in the Data folder there should be a folder called 'english'. Open it.

6) Inside should be a CSF file. Delete it but DO NOT delete the Movies folder.

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2. Multiplayer
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To use the mod in Multiplayer games BOTH sides will require the mod. I have not
tried the mod over the
internet (I'm a Uni student and can't afford Broadband ;o) ). However it has been
tried and tested on
Network games and it does work.

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3. Game Changes
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1) Scaling
The 'infantry units' (including civilians) have been scaled down to a more
releastic size (personaly
it bugged me that the men were all 10" giants. Now they're aprox about 6"5'
which is closer to
reality)

2) Rank points
You now recieve 12 Rank Points rather than 7(this allows the player to
purchase just over half of
the total specials). You recieve 2 Points for achiving 1st Rank, another 2
Points for the 2nd Rank
and another 2 Points for achiving the 3rd Rank. Then 3 points for the
achiving 4th Rank and another
3 Points for achiving the 5th Rank

3) Rank Experiance
As a result of the greater number of points available to the player after
each promotion I've
increased the amount of experiance needed to be promoted from rank to rank

4) Armageddon weapons
Such as Nukes, Particle Cannons, A10 strike etc have had there recharge time
increased by 50% (so now
for example the Nuke takes 9 minutes to reload instead of 6 minutes). This
is due to the greater
number of special weapons that are now available to the player in this mod

4) Colour changes
New 'military' colours have been added to the Multiplayer menu and the
default colours for the races
have been set to military colours

5) Camera
Max Zoom extended slightly

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4. Changes to the Chinese side
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1) Added a Chinese officer (essentialy hes a walking propaganda tower)

2) The Emperor Overlord


a) Can be built once it has been researched (it replaces the normal Overlord
once research is
complete)
b) Now carries a bunker which can hold 5 men (the Emperor also comes with
the default Propaganda
tower and the Gattling Gun upgrade)

3) Added the Nuke Tank which is similar to a Battlemaster but it:


a) Causes more damage per shot
b) Causes blast damage with each
c) Has a greater range
d) Carries less armour
e) Has a long reload time
f) Essentialy its a support unit which hides behind tanks softening up
incoming targets

4) Added the Nuke Shell upgrade


a) Allows the Nuke Tank shells to cause more damage per shot

5) Added the Dragon Armour upgrade


a) Inferno Cannons and Dragon Tanks gain +25% health

6) Added the Cannon Range upgrade


a) Massivly increases the attack range of the Nuke Cannons

7) Added the Helix Armour upgrade


a) Helix's gain +25% health

8) The Black Napalm and Gattling Cannon upgrades have been moved to the
Propaganda Center

9) The Assault Troopcrawler can be built once it has been researched

10) The Power plants can be upgraded to produce more energy via an upgrade

11) Bunkers have been tweaked, they


a) Can now hold 10 men
b) Cost more
c) Initialy have less armour
d) Can be upgraded with fortified armour

12) Added The Nuke Truck (much improved from the last New Tech Mod)

13) Added the Battlemaster Tank Autoloader upgrade

14) Added the Nuclear Isotope upgrade

15) Hackers build faster

16) Added the Commnad and Control Center


a) This can hold 9 hackers
b) Can call in a much improved Napalm Strike (now they use Napalm bombs)
c) Can call in 5 Elite Paratroopers

17) The Elite Partroopers


a) Have a Heroic rank
b) Carry Miniguns which can fire normaly (for all purpose killing) or in an
overcharged state. The
overcharged state fires a greatly increased number of rounds per second
which rapidly overheats
the gun allowing it only to fire for a few seconds in this mode (but it
can then be switched back
to its normal mode while the gun 'cools' down [60 second cooldown]).
However the advantages of
the overcharged mode is that it can often set infantry alight and it can
tear through vehicles in
a matter of seconds
c) Carry Timed Napalm charges (like the C4 you place it on a building but
instead of blowing up it
sets the building on fire)
d) Carry Timed EMP charges (agian like the C4 charges but this time it only
powers down buildings)

18) The Internet Centre has been tweaked


a) This can now hold 2 extra Hackers
b) The Hack Sattleite has gained 2 more levels

19) Added a new upgrade for the Migs


a) Allows them to use Napalm Bombs
b) Slightly increases armour

20) The Redgurad now carries 2 weapons


a) The Rifle, the Default weapon and unchanged
b) The Bayonet, an instakill (against infantry) melee weapon (should you
want to charge into your
enemy)

21) Added a Naval Dozer (which creates the Naval Yard)

22) Added the Naval Yard (no more constructing ships at the war factory ;) )
a) Constructs the Battleship
b) Researches the Sea Armour upgrade (increases the Battleships armour)
c) Researches the Sea Repair upgrade (allows the Battleship to repair while
at sea)
d) Researches the Battleship Engines upgrade (allows the Battleship to move
and turn faster)

23) Changed the Gattling Gun Upgrade, it now:


a) Costs $3000
b) Increases all gattling weapons by 50%

24) Added a Battleship


a) Similar to the version in the original 'New Tech mod' but this time each
shell causes a firestorm,
it is highly inacurate (ie it fires in the general area of the target
and often wiping out
everything in that area)
b) For those who don't know the old mod the Battleship is essentialy a
seabound long range artilary
platform which bombards an area with shells often destroying absolutly
everything in the targeted
area
c) Oh and the death animation rocks you have to kill one!

25) Changed the science abilities


a) The 'Red Guard Training' ability has been replaced for 'Infantry
Training' which promotes all
Red Guard, Tank Hunters and Officers to Veterans
b) Added the 'Battlemaster Training' ability which promotes all
Battlemasters and Nuke Tanks to
Veterans
c) Can now call in tank paradrops
d) The 'Cluster Mine' ability has:
- Been moved to a 5th Rank ability
- Given a longer reload
- Drops more mines over a much larger area
e) The Carpet Bomber has:
- Had its recharge time increased
- Given a larger payload of bombs (which cause more damage)

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5. Changes to the US side
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1) Completly changed the Stealth Fighter


a) It is now slower
b) More Expensive
c) Carries a very heavy, large area payload
d) Essentialy now its a serious bomber, appauling against air defences but
very destructive at
laying waste to large concentrations of units or buildings
e) It can no longer use the Laser missiles upgrade (its using Bombs,
something similar to the Daisy
cutter)

2) Added a B3 Spirit Bomber Upgrade


a) Once bought the B3 is available to purchase instead of the Stealth
Fighter
b) The B3 is similar to the new Stealth Bomber but gains a point defence
laser and a larger payload
(now the bomb is more similar to the MOAB)

3) The King Raptor can be built once it has been researched (again it replaces
the original once
researched)

4) Added an Alpha Bomber Upgrade


a) Once bought the Alpha Bomber is available to purchase instead of the
Aurora
b) The Alpha is similar to the Aurora Bomber but gains a point defence laser
and a larger payload

5) Added the A10 Thunderbolt

6) Added a Vulacan Cannon Upgrade


a) This increases the A10's Vulcan Cannon's damage by 50%

7) Added the Combat Chinook


a) This is similar to the one with the Air Force General but it gains a new
light machine gun and
costs $300 more

8) Added a Stealth upgrade for the Comanche

9) The Airfield can now build the A10, the Raptor, the Comanche and the Combat
Chinook as well as their
relevant upgrades

10) Added a new structure the 'Airstrip'


a) This builds the Stealth Bomber and the Aurora/Alpha Bomber as well as
their relevant upgrades
b) Also contains the MOAB upgrade
c) Allows the player to call in B52 Carpet Bombers occasionaly

11) Added an EMP Missile upgrade for the Patriot

12) Added a Laser Turret


a) This is very different from the Laser Generals Laser Turret (but don't
wory the Laser Turret the
Laser General uses is still unchanged)
b) It has no Anti-Air or Anti-Vehicle abilities but instead is very
effective at both killing infantry
and destroying any missiles fired at it, or close to it

13) Added the Laser Tank


a) Like the Laser Turret above this now has an Anti-infantry, Anti-missile
role

14) Added an Agent


a) Armed with a Pistol (for all purpose attacking but lacking any real
stopping power) and a Knife
(for killing infantry instantly in melee combat)
b) Has no body armor (this is an agent not a soldier)
c) Carries C4 (both Remote charges and Timed)
d) Can Hijack Vehicles
e) Can Sabotage Buildings
f) Has a build limit of 2

15) Added the Pilot


a) Built as heroic and can be placed into any vehicle
b) Is expensive
c) Is unarmed

16) Added the Paladin Sensors upgrade


a) Allows Paladins to fire from greater distances
b) Be more accurate when targeting infantry
c) Cause slightly more damage per shot

17) Added a Tomahawk damage upgrade


a) All Tomahawks including those in the Tomahawk strike (see below) cause
25% more damage

18) Added the Repair Drone


a) Has no weapons
b) Is fast
c) Is inteligence and seeks for damged buildings quickly repairing them

19) Added the Naval Yard


a) Constructs the Battleship
b) Constructs the Aircraft carrier
c) Constructs the Hovercraft
d) Researches the Sea Armour upgrade (increases the armour of all Naval
vessels)
e) Researches the Sea Repair upgrade (allows all Naval vessels to repair
while at sea)
f) Researches the Battleship Engines upgrade (allows the Battleship to move
and turn faster)

20) Added a Battleship


a) Similar to the version in the original 'New Tech mod' but this time it is
highly inacurate (ie it
fires in the general area of the target, and often wiping out everything
in that area)
b) For those who don't know the old mod the Battleship is essentialy a
seabound long range artilary
platform which bombards an area with shells often destroying absolutly
everything in the targeted
area

21) Added the Hovercraft


a) Almost identicle to the one in the old 'New Tech mod' but this time it
can carry a few more troops
(but it can no longer carry Battleships :P )
b) For those who don't know the old mod the Hovercraft is a large transport
vessel capable of
transporting large numbers of troops and vehicles over both land and sea

22) Added the Aircraft Carrier


a) Expensive and imobile
b) Carries 20 Raptors which can be launched at will against enemy targets
c) The carrier will re-arm, repair and rebuild any fighters damaged or lost
for free

23) The Carpet Bomb has been replaced for a model that doesn't look as tacky

24) Changed the science abilities


a) The 'Pathfinder' ability is now a 1st Rank ability
b) Added the 'Tomahawk Strike' ability. Once bought the player can order
Tomahawks to fly into
the map and destroy the desired target:
- Fires 5 Tomahawks for the first point spent
- Fires 10 Tomahawks for the second point spent
- Fires 15 Tomahawks for the third point spent
c) Now the US can upgrade the Spectre Gunship to stay onscreen longer (like
in the Airforce Generals
science)
d) The Paradrop ability now calls in Elite Marines instead

25) The Elite Marines


a) Hold the rank of Elite
b) Carry 3 weapons namely
- The Assault Rifle (MP5), this is an all round weapon similar to that
of the standard Ranger
rifle
- The Shotgun (M3), this is a close range and very devestating weapon
(basicly its half the range,
twice the damage)
- C4 both Timed and Remote
c) NOTE: this unit is based on the idea by Nuker (Zero Hour Reborn Mod)

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6. Changes to the GLA side
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1) All structures can purchase the camo netting upgrades

2) The suicide bomb ability has been added alowing all units and defensive
structures to detonate on
demand or on death causing widespraed damage to enemy forces close by (this
makes units like the
Terrorist utterly devestating!)

3) Added the Dirty Nuke (AKA the Black Market Nuke)


a) The same as in the old mod this is given to the player when the GLA
Palace has been built,
essentialy its the Nuke equivalent of the Anthrax bomb

4) Added the Anthrax 'Gamma' upgrade


a) Note the Antrax Beta upgrade is needed before the Antrax Gamma (and a few
other Toxin upgrades)
become available

5) Anthrax Beta is now researched in the Black Market

6) Jarmen Kell
a) Gains the Timed C4 Charge
b) Now costs $2000

7) Added the GLA Statue


a) Imagine this as a big Propaganda tower in that inspires all surrounding
it to fire faster and
heal sooner
b) Has a large effective rnge
c) Has a build limit of 1

8) Added the Hanger


a) This can build Toxin Planes
b) Can be guarisoned by up to 5 men

9) Added the Toxin Plane


a) Its a modified crop duster which sprays toxins. Very effective at
killing infantry
b) Can also Detonate itself to cause blast damage and spread Toxins over a
wide area

10) Added a Toxin Rebel Upgrade


a) Once bought the Toxin Rebel is available to purchase instead of the
Standard Rebel

11) Added a Toxin Tunnel Upgrade


a) Once bought the Toxin Tunnel Networks is available to build instead of
the Standard Network
tunnel

12) Added an 'Advanced Demo Trap' upgrade


a) Increases the damage caused by Demo Traps

13) Added a 'Toxin Demo Trap' upgrade


a) Causes Demo Traps to release Toxins when detonated

14) Added the Marauder Armour upgrade


a) Marauders gain +25% health

15) Added the Cannon Range upgrade


a) Quad Cannons can fire from greater distances

16) Added the Scud Launcher Refit upgrade


a) Allows Scud Launchers to move faster
b) Carry more armour

17) Added the Toxin Missile upgrade


a) When purchased all missiles carry a small amount of Anthrax
b) Requires the Anthrax Gamma upgrade before it can be bought

18) Toxin upgrades are now researched in the Scud Launcher (many Toxin upgrades
require the Anthrax Beta
upgrade before they can be purchased)

19) Added the GLA Dock


a) Constructs PT Boats

20) Added the PT Boat


a) Slightly changed from the last mod
b) Carries 2 weapons
- A Heavy machine gun useful for taking out air or land vehicles
- A Misile launcher which every 30 seconds or so will fire a bigger
version of the Scorpion
Missile useful for laying aste to ground targets (buildings, vehicles,
infantry)

21) Changed the science abilities


a) The 'Hijacker' is now a 1st Rank ability
b) Added the Terror Cell ability. This is similar to the Rebel ambush
however instead of placing
Rebels anywhere on the map this places Terrorists anywhere on the map
- Cargo planes drop 3 salvage crates for the first point spent
- Cargo planes drop 6 salvage crates for the second point spent
- Cargo planes drop 12 salvage crates for the third point spent
c) Added the 'Salvage Crate Drop' ability.
- Creates 4 Terrorists in an area for the first point spent
- Creates 8 Terrorists in an area for the second point spent
- Creates 16 Terrorists in an area for the third point spent
d) Changed the Rebel Ambush ability, now instead of getting Rebels you get
Partisans

22) The Partisans


a) Hold the rank of Elite
b) Carry a SG550 which can be fired in:
- Automatic, this is an all round weapon similar to that of the standard
Rebel rifle
- Single-Shot. Here the partisan carefuly takes aim to kill distant
targets. While it is
not a true sniper rifle (like Jarmen Kell's) the single shot mode can
be used effectivly
to cripple opponents from a distance before finishing them off with
Automatic fire, however
when the Partisans are in groups enemies don't usualy survive to get
close enough. An
adavantage the rifle does have however over the Sniper rifle is the
fact that it can target
vehicles and thanks to the AP rounds the rifle can be quite effective
in an anti-vehicle role
(providing their are enough Partisans firing at it). However due to
the long time it takes
for each shot to be carefuly fired, single-shot mode is not recomended
for short range combat
c) They also carry suicide packs and once selected the Partisan can run into
buildings/vehicles
blowing them up (this is not as powerful as the Terrorists suicide belt
though)

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6. Changes since last release
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Game Changes

1) Added more colours

2) Tweaked some of my old colours

3) You can now choose to start with $100,000

Changes to the Chinese side

1) Emperor Overlords and Helix's can now purchase Missile disablers


a) Missile Disablers if wanted can be purchased with either the Gattling
Cannon, Propaganda Tower
or the Bunker (note you can still buy those upgrades without the missile
disablers)
b) Missile disablers act in a similar way to the ECM tanks missile disabler
in that it deflects
some incoming missiles away

2) Added a High Yield Nuke upgrade


a) This costs $10000
b) Causes all Missile Silos to drain 10 more units of power
c) Vastly increases the damage and blast area of the Nuke

3) Altered the Tank Paradrop


a) Now takes 9 min to reload
b) Calls in Dual-barralled Battlemasters (note the model is by Creator
[pestryakov@rambler.ru])

4) Added a Cluster Bomb upgrade


a) Once purchased the Chinese Carpet Bomber drops Cluster bombs. Cluster
bombs cause more damage
over a wider area

5) Chnaged the Nuke Truck model


a) Now uses the model by ChrisV80 and Hunter
(christiaanlefering@hotmail.com)

6) Added the Patriotism upgrade


a) Alows a further boost to RedGuard Battlemasters etc
b) Requires the Nationalism upgrade first

7) Altered the Command and Control Center


a) Increased armour
b) Reduced health

8) Changed the Battleship


a) Costs more
b) Is slightly faster
c) Now carries Surface to Air Missiles as well. These missiles can not be
deflected or shot down
have a long range and always destroy their target. However Air targets
often have to be manualy
targeted and it only fires one missile at a time
d) The Battleship is now prone to going psycho. Not something I particualy
wanted but it does allow
the Battleship to occassionaly target aircraft by itself. Essentialy
normaly the battleship will
only target what it is ordered to target however if it is attacked it
imediatly tries to defend
itself by pretty much attacking any enemy unit that comes close, be they
aircraft, vehicle or
infantry. So in essence if you see one coming don't piss it off unless
you plan on sinking it
imediatly

Changes to the US side

1) Increased the cost of the Coutermeasure upgrade

2) Changed the Chinook


a) Reduced Armour
b) Reduced Cost
c) Now uses coutermeasures

3) Changed the Combat Chinook


a) Reduced Armour
b) Increased Cost
c) Now uses coutermeasures

4) Changed the Raptor (for cosmetic reasons)


a) Halved the number of missiles
b) Doubled the damage of missiles

5) Added the JSF (note the model is by trex238 [chaser238@yahoo.com])


a) This is a cheaper, less armoured version of the Raptor
b) Uses both the Laser Guided missile upgrade and the JSF Stealth Upgrade

6) Added the JSF Stealth Upgrade

7) Increased the cost of the Laser missile upgrade back to $1500 as the JSF now
uses it
8) Added the Paladin Mk II Production upgrade
a) Once purchased the Mk II varient will be available instead of the Mk I

9) Added the Mk II Paladin (note the model is by ChrisV80


[christiaanlefering@hotmail.com])
a) The Mk II is a dual Barralled Paladin
b) Costs slightly more to produce

10) Changed the Battleship


a) Costs more
b) Is slightly faster
c) Now carries Surface to Air Missiles as well. These missiles can not be
deflected or shot down
have a long range and always destroy their target. However Air targets
often have to be manualy
targeted and it only fires one missile at a time
d) The Battleship is now prone to going psycho. Not something I particualy
wanted but it does allow
the Battleship to occassionaly target aircraft by itself. Essentialy
normaly the battleship will
only target what it is ordered to target however if it is attacked it
imediatly tries to defend
itself by pretty much attacking any enemy unit that comes close, be they
aircraft, vehicle or
infantry. So in essence if you see one coming don't piss it off unless
you plan on sinking it
imediatly

11) Changes to the science abilities


a) Added the Saturation Drop ability. This is a 5th Rank ability, costs 4
Rank points and calls in
mass reinforcements from the air. In total it calls in:
- 20 Paratroopers (Marines)
- 2 Humvees
- 2 Crusaders
- 2 Laser Tanks
- 2 Mk II Paladins

12) Added the Saturation Drop Upgrade


a) This costs $10000 but increases the number of units that can be
paradroped in so that the
Saturation drop ability cals in:
- 40 Paratroopers (Marines)
- 8 Humvees
- 8 Crusaders
- 4 Laser Tanks
- 4 Mk II Paladins

Changes to the GLA side

1) Added the Scout (note the model is by Vanguard), this


a) Is fast and unarmed
b) Has a large range of sight and can detect hidden/stealthed units

2) Added the Scout Comflauge upgrade


a) Scouts become hidden when not moving
3) Moved the Combat Bike into the Barracks (no room in the Arms Dealer)

4) Changed the Stinger site


a) Stinger Missiles cause more damage (the Stinger sites are so large that
you can never provide
enough defence. In the space you can build one stinger site you can
build 3 Patriot missile
systems or one fortified bunker with a Gattling Cannon on each side!
This means they can never
fire that many missiles and due to the Paladin Mk II's, Avengers and the
new Chinese missile
disablers the GLA desperatly needed a defence platform with more of a
kick)
b) Now costs twice as much
c) Increased fire rate slightly
d) Increased health slightly
e) Fixed a stupid condition that EA put in. Before it was set up that if
you didn't have a Black
Market then only Stinger soldiers would be hidden when you purchased the
camoflage upgrade. Now
the whole site is hidden when the camoflage upgrade is purchased. I have
no idea why EA put that
string in? Seems bizare that you would give the GLA an upgarde that only
hides the Stinger
soldiers but leaves the site visable for all to see?

5) Changed the Toxin missiles upgrade


a) Costs more
b) Causes more damage

6) Changed the AP missiles upgrade


a) Costs more
b) Causes more damage

7) Changed the AP bullets upgrade


a) Costs more
b) Causes more damage

8) PT Boat now uses Toxin Missile Upgrade

9) Quad Cannons can only kill Stinger site infantry if they have salvaged scrap
to get them up to the
highest level

10) Added the Fanaticism upgrade. Allows all terrorists to:


a) Run faster
b) Absorb more damage

11) Increased the damage the Black Market Nuke does slightly

12) Added the Scud Launcher Explosives upgrade


a) Costs $10000
b) Each Scud launched from the Scudstorm causes more damage

13) Added the Anthrax Shards upgrade


a) Once purchased the GLA Anthrax Bomb blasts apart into many shards which
burst over a much wider
area causing mass anthrax contamination
14) Sneak Attack tunels can now use the camoflage upgrade

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8. Problems
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This mod has ben tested on several PC's and has had no problems and it does work
with World builder.

If its says: "Technical Fault every time you load it up" then the first question
is, are you using the
mod (namely INI file mods) in conjuction with the 'New Tech Mod'? If so that could
be your reason. Try a
fresh install if possible. I do know that C&C gets very upset if the files in the
INI folder (especialy in
the object folder) have any illogical components. Your best bet is a fresh install
and I hope that helps.

Second and this is VERY important ensure that your game is FULLY patched up. At
the time of writing this
the most up to date patch is v1.07 for generals and v1.02 for Zero Hour. Ensure
that you are patched up at
least to these versions

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9. FAQ (Frequently Asked Questions)
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1) I like some of your units but I hate others. Can't you remove X Y and Z
units?
> No but you can. I have written a short 'How to customise the mod'
tutorial which shows you how
to easily customise the mod to your own personal preference.
NOTE: Please see the Folder 'How to Customise the Mod' if you want to:
a) Remove the military colours from either Multiplayer or Singleplayer
b) Change/remove units
c) Change Superweapon load times
d) Change the Zoom
e) Change the number of Rank points you recieve
f) Alter weapon damage
g) Unit and building stats

2) I've modified your mod can I release it?


> Please don't

3) Can I host your mod?


> I am more than happy for any site to host my mod (providing obviously the
readme is left in)
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10. Contact
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You can contact me using my Hotmail account or MSN through the adress below:

ChrisHill_66@hotmail.com

You may e-mail me with any problems, balance issues, suggestions etc but I ask you
please to be patient
while waiting for a reply and while I will listen to any suggestion given to me I
will not necessarily
implement suggestions given to me (so don't be offended)

I hope you enjoy this mod

Chris

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