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> NProject Mod 2.7
Posted by n5p29 - 08-19-10 23:52 - 0 comments
File Name: NProject Mod 2.7
File Submitter: n5p29
File Submitted: 20 Aug 2010
File Updated: 20 Aug 2010
File Category: Zerohour Mods



(version 2.6: http://www.cncmaps.com/index.php?automodul...p;showfile=591)

Version 2.7 Change Log -- Release Date: Aug 20, 2010

==============================
1. GAME/MOD FEATURE RELATED
==============================
Changes applied to non-gameplay features

- Fixed the language compatibility issues. Now this mod can be used in all languages (but still use English texts)
- NProject Mod credits shown in the game Credits roll, click Credits button of the game main menu to view wink.gif
- NEW MUSIC TRACK for USA! "Main Menu Theme Metal Remix" by Bill Brown
- Updated the button descriptions. Some become more informative, also fixed several spelling and grammar errors.


General Challenge
------------------------------
- Fixed Superweapon General Challenge mission loading error that was existed in version 2.6.1
- Fixed no victory bug on AirForce General Challenge mission when you play as Boss General
- The enemy on Laser General Challenge will never attack their own buildings with their Particle Cannon again (hopefully)
- Changed the owner of Chemical Bunkers in Toxin General Challenge to prevent enemy build forces at irregular speed


Skirmish Maps
------------------------------
- New map! Unused EA "Mountain Mayhem (4)" that supposed to be the "Mountain Fox" map in classic Generals
- New map! "Four Corners (4)"
- Expand the "Scorched Earth" map size. Now both player starting base/build area almost twice larger
- Return the oasis on each starting positions in "Golden Oasis" that removed in Zero Hour version


Skirmish AI
------------------------------
- Fix scripting error that makes vGLA AI activate GPS Scrambler when their Sneak Attack is ready instead the right one
- For amusement, the AI won't sell their buildings even they are in pinch. Go hunt every of their single buildings! >:D
- Improvement on some generals attack forces (they will attack with more units)
- Hard GLA AI sometimes will build more Black Markets
- Fix the bug that makes Demo General AI didn't build more than one Black Markets
- Improved Boss General AI behaviors
- Fix minor scripting error that makes any China AI build light vehicle counter team when a wrong time
- Fix expansion dozer scripts that told the AI to build wrong dozer on each subfactions
- Improvement for Superweapon General AI. She will build less Particle Cannon but build an extra Airfield
- Fix the bug that makes Easy USA AI not properly upgrade their Cold Fusion Reactor
- Easy AI will build forces sooner compared to the old AI
- Fix AI problem that sometimes ignore tech/neutral buildings that owned by their enemies



=================================
2. NEW FEATURES
=================================
The new additions in this version

GLA Sniper - NEW UNIT!
------------------------------

Added GLA Sniper for Stealth General. GLA Snipers are similar to USA Pathfinders, but they are less camouflaged so they requires more time to regain stealth and also reveal themselves when firing unlike Pathfinders. Requires Palace and need to be unlocked on 1 Star General.


Heavy Toxin Tractor - NEW UNIT!
------------------------------

first salvage: http://img238.imageshack.us/img238/4123/ch...ytractorup1.jpg
second salvage: http://img193.imageshack.us/img193/7556/ch...avytractor2.jpg
Toxin General now gets Heavy Toxin Tractor that have bulkier armor and stronger toxin compared to normal Toxi Tractor. Replaces his Toxin Tractor.


Twin-Gattling Tank - NEW UNIT!
------------------------------

Added Twin-Gattling Tank for Tank General. It's a Gattling Tank variant with two barrels instead of one. Fires faster to do more damage per second compared to the normal Gattling Tank. Replaces his Gattling Tank.


Infantry Training protocol
------------------------------
Replaces Infantry General Minigunner Training. This revamped and rebalanced version makes Minigunners, Tank Hunters, and Flamethrowers start as veterans (instead just make Minigunners start as elite). Other subfaction Red Guards, Tank Hunters, and Flamethrowers also affected with this training. With this, when enemy capture an Infantry General Barracks they will not get any veteran infantry.


Tank Training protocol
------------------------------
Replaces Tank General Battlemaster Training. Instead just make elite Battlemasters, this protocol makes Battlemasters, Twin-Gattling Tanks, and Dragon Tanks start as veterans. Also affects other subfactions Battlemasters, Gattling Tanks, and Dragon Tanks. With this, when enemy capture an Tank General War Factory they will not get any veteran tanks.


Light Vehicle Training protocol
------------------------------
Replaces Technical Training, exclusive for Stealth General. Makes not only Technicals, but also Rocket Buggies start as veterans. Also affects other subfactions Technicals and Rocket Buggies.


Fake Stinger Site
------------------------------
All GLA factions can build realistic replica of Stinger Site. They can be upgraded to real building or detonated. Have decoy Stinger Soldiers that can attack with no damage. Good for distraction. Even they do no damages, enemy will still take caution when moving around their aircraft if you place them correctly.


Fake Tunnel Network
------------------------------
All GLA factions can build realistic replica of Tunnel Network. They doesn't come with free RPG Troopers. Can be upgraded to real building (and gives you the free RPG Troopers) or detonated. The turret can attack like the real Tunnel Network, but with no damage. Good for distraction. This building not connected to the network, so if you're worried about Bunker Busters or Nuke Cannon Neutron Shells attacks that kill the units inside the tunnel when they're still under construction, you can build the fake version first, and upgrade them to real structure.

Fake SCUD Storm
------------------------------
All GLA factions can build realistic replica of SCUD Storm. Can be upgraded to real building or detonated. Can launch fake SCUD Storm superweapon to scare your opponents. Except the lower building healthpoint, your enemies can't tell are this building real or fake because this building also have the superweapon countdown and also revealed to all players, but when the fake superweapon launched, they will realize that this building do no damages. When upgraded to real version it will reset the countdown, don't think you can cheated the timer with this.

PROTIP: Use this fake structure for trolling or as drama-generating technique, for the lulz!



=================================
2. MAJOR CHANGES
=================================
Major changes applied to current units, but might not related to balances or fixes. Revamped units or abilities.

BOSS GENERAL:
- All Boss General infantry (except Angry Mobs) can use combat bike! The new weapon sets of Boss General Combat Bike:
> Ranger >> Machine guns
> Tank Hunter >> Missile launcher
> Terrorist >> Suicide bike
> Hacker >> unarmed
> Pathfinder >> Sniper turret, stealthed while not moving
> Black Lotus >> unarmed, stealthed
> Colonel Burton >> Colonel Burton weapon, stealthed
> Jarmen Kell >> Sniper turret (faster than Pathfinder one) + kill pilot ability, stealthed
- Now Boss General can build Terrorist from the Barracks!

LASER CAPASITORS UPGRADE:
- Laser General Battle Drone also gain Laser Capasitors upgrade effect! Their MG replaced with laser with this upgrade
- Laser General Ranger now starts with laser gun, as the response to veterancy loss issue when their weapon replaced
- Laser Capasitors upgrade no longer affects Humvees, now they use separate upgrade to upgrade their weapon

MISSILE DEFENDER LASER LOCK:
- New and rebalanced Missile Defender Laser Lock ability (hopefully better)
> NO MORE MISSILE DEFENDER BUG! Now AI will never fire these ability without initial delay again
> Laser Lock ability maximum attack range reduced, now it's smaller than artillery weapon range
> New Laser Lock effect/animation! The laser now attached to the model to reduce particle usage
> The infantry no longer unanimated when performing this ability

BATTLE BUS JUNK BUNKER:
- Battle Bus will convert itself into a defensive bunker if destroyed once EVEN WITH NO INFANTRY INSIDE!
- Now Battle Bus receives additional armor in this state
- Infantry still can attack from the inside or exit the bus WITHOUT DESTROYING THE BUS BUNKER
- If the Bus Bunker destroyed, the infantry inside will be killed instantly however

TROOP CRAWLER:
- All Troop Crawlers now are amphibious! This unit might be the only buildable amphibious unit so far in the game!

TREES and ROCKS:
- Trees can be damaged/killed by more kind of weapons! Try destroying trees with explosions or poisons!
- Burned/destroyed trees will disappeared after a while
- Rock named "RocksG01" missing model issue fixed! Now it appears correctly on maps and Worldbuilder.



==============================
3. BUG FIXES
==============================
- Negative power bug/exploit fixed! In return, all power plants can't be disabled when under construction
- Fix Support Van bug that makes loaded Hackers stop hacking after the Support Van disabled by ECM or similar weapons
- Fix coding error from version 2.6 that makes Scud Storm model partially disappeared when sold at night condition
- Battle Drone now repair their master correctly (sometimes they attack/move to the enemy while repairing, which is fail)
- Fixed the minor bug of Demo General Technical behavior that when manually detonated the turret turns before detonating
- Fix Battlemaster horde bug that doesn't allow Battlemasters from different subfactions hording each other
- Fixed the Spy Plane special power issue that didn't allowed to be deployed from the special power shortcut bar
- Fixed ECM Tank behavior that sometimes just standing still while guarding an area
- Fixed armor bug for Fortified Structure upgraded Stinger Site where it can't be targeted for certain garrison clearing weapons
- Fixed the Composite Armor upgrade effect for Crusader Tanks that gives too many healthpoint bonus



==============================
4. GAME BALANCES
==============================
- All buildable aircraft and artillery units guard range sightly increased, makes them can guard areas more effective
- A-10 Thunderbolt and Napalm Strike MiG missiles now can't be lasered by Avenger PDL
- Laser Crusader and Paladin, and Sentry Drones no longer disabled when low power due to unfixable bug (thanks to Mucip999)
- Nuke Cannon no longer crushable by Overlord tanks
- Cargo Planes called from Tech Reinforcement Pad no longer attackable
- Certain build cost changes for Toxin General vehicles. They're now more expensive compared to vGLA vehicles.

MISSILE DEFENDER:
- Rebalanced Missile Defender rocket fuel time, now matching their counterparts (RPG and TankHunter)
- Missile Defender skin changed back to blue from green. This have been applied in original Generals, but removed in Zero Hour

SENTRY DRONE:
- Sentry Drone now can attack while moving
- Sentry Drone build cost reduced to 650 from 800 (but AirForce and Superweapon Generals Sentry Drone just reduced to 700)

MORTAR:
- Mortar infantry weapon damage reduced to 63% for balancing reason (thanks to GeneralCamo)
- Improved Mortar infantry attacking behaviors

POINT DEFENSE DRONE:
- Point Defense Drone can't use their laser to enemy infantry anymore, they will just attack them with their guns

SPECTRE GUNSHIP (all):
- Spectre Gunship health increased to 125% (based from v2.6)

NUCLEAR REACTORS:
- Nuclear Reactor Overcharge ability will never kill the building again because overcharge self-destruction is retarded

TANK HUNTER:
- Infanty General Tank Hunter no longer starts as veteran (due to the new Infantry Training)

BLACK LOTUS:
- Black Lotus now are stealthed while garrisoned

BATTLEMASTER:
- Tank General Battlemaster build time reduced to 83%, standardized with vanilla China faction
- Tank General Battlemaster no longer starts as veteran (due to the new Tank Training)

GATTLING TANK:
- Tank General Gattling Tank no longer starts as veteran (due to the new Tank Training)

DRAGON TANK:
- Dragon Tank attack range increased to 130% to increase weapon effectiveness and its survivability
- Tank General Dragon Tank no longer starts as veteran (due to the new Tank Training)

MIG:
- MiG Black Napalm and Tactical Nuke MiG weapons reload time increased to 200% to prevent MiG attack spamming

ECM TANK:
- Increased ECM missile jammer weapon effectiveness
- Tank General ECM Tank no longer starts as veteran

INFERNO CANNON:
- Inferno Cannon healthpoint increased to 150%

FLAMETHROWER:
- Flamethrower healthpoint increased to 135% for higher survivability
- Infantry General Flamethrower no longer starts as veteran (due to the new Infantry Training)

SUPPORT VAN:
- Support Van no longer can be disabled by ECM or similar weapons

SPY PLANE:
- Spy Plane movement speed increased to reduce the reveal delay if the target is located across the map

MINIGUNNER:
- Increase Minigunner build cost from 350 to 400 for each pair because it's highly spammable in previous versions
- Increase Minigunner build time to 12 seconds each pair for the same reason
- Increase Assault Troop Crawler build cost to 2200 from 2000 because the increased Minigunner build cost
- No longer starts as veteran (due to the new Infantry Training)

FORTIFIED BUNKER:
- Fortified Bunker build cost increased to 800 from 700
- Fortified Bunker healthpoint increased to 200%
- Fortified Bunker no longer start with Land Mines due to its buggy nature

ASSAULT TROOP CRAWLER:
- Now you will get small experience points when killing enemy Assault Troop Crawler (not affects the normal Troop Crawler)

SUPER HACKER:
- No longer starts as veteran
- Their Internet Hack ability are better than normal Hackers:
> Private : $6
> Veteran : $8
> Elite : $10
> Heroic : $12
- Super Hackers now are stealthed while garrisoned

SUPER LOTUS:
- No longer starts as veteran
- Super Lotus now are stealthed while garrisoned

EMPEROR OVERLORD:
- No longer starts as veteran. It's already powerful even without free veterancy.

SCUD STORM:
- Demo General SCUD Storm weapon damage reduced to 90% so it cannot destroy a superweapon building in one-go again

DEMO TRAPS:
- Under construction Demo Traps now can be selected, so resuming unfinished Demo Traps construction are much easier

WORKER:
- Worker healthpoint increased to 140% (this have been applied in original Generals, but removed in Zero Hour)

STINGER SITE:
- Stinger Site soldiers respawn faster if they killed, Stinger Soldier respawn delay reduced to 60%

ANGRY MOBS:
- Angry Mob squad member movement speed increased a bit and will not reduced when injured, so they catch the nexus faster

DEMOLITIONS UPGRADE:
- Remove Demolitions suicide ability from Demo General base defenses because it's too useless
for a base defense

TOXIN TUNNEL NETWORK:
- Toxin Tunnel Network build cost increased to 1000 from 900 due to expensive Toxin RPG Trooper build cost

HIJACKER (Stealth General):
- You cannot build Stealth General Hijacker if you didn't unlock it on the Generals Promotions
- If you play as Stealth General, you can build other subfaction Hijackers correctly

CAMO NETTING (Stealth General):
- Camo-netted Palace will reveal itself when the garrisoned infantry attacking

KING RAPTOR (Boss General):
- Now you also require Boss General War Factory to build Boss General King Raptor

REPAIR DRONE (Tech Repair Bay):
- Repair Drone build cost reduced to 500 from 700



==============================
5. MINOR FIXES/CHANGES
==============================

Models
------------------------------
- China and Boss Supply Center models swapped! I've got too many nitpick comments from people to the Supply Truck size sad.gif
- New model for Firebase!
Based on The_Hunter's Firebase model, modified to be compatible with old code, and return the deploying animation.
- Improved Avenger model:
> Fix UV Mapping errors on the model
> Remove the annoying "strange thing" (looks like a small rock) that sometimes appeared when the Avenger moving
> If Bomb Trucks disguised into Avenger you will harder to see the difference
> Avenger didn't need to turn to attack with its designator laser, the turret will turns!
- Better appearance for Advanced Particle Cannon building at night maps
- New (and bugfixed) skin for Nuke General Nuke Cannon
- Fixed the shadow bug and UV Mapping errors on Laser Crusader model
- Better model for Comanche, now it show the rocket pods and missiles model correctly
- Fixed the Sentry Drone model UV Mapping and texture errors, also the shadow bugs
- Fixed the shadow bugs in Overlord model
- Fixed Emperor Overlord model shadow bugs and bad UV Mappings, and now with better skin!
- Fixed the shadow bugs on Paladin and Microwave Tank models
- New model for Microwave Tank. with new turret animation, compatible with turret logic
- New constructing animation for Internet Center. Now it have unique scaffolding (not using the Supply Center anymore)
- Fixed the Battlemaster model issue where the treads didn't move while the tank is moving
- Fixed several issues on Humvee models. Also removed the shadow bug on Laser General Humvee model.
- Fixed Paladin model that the treads are bit off-centered
- New model for Laser Paladin
- Resized Combat Chinook model. Now it's as big as normal Chinook, not a fat ass anymore
- Fixed missing fireport bones from Combat Chinook model
- Fixed several SCUD Launcher model issue like bottomless chassis and missing wheel faces (thanks to Jordan for his SCUD Launcher model fix)
- Fixed several China Airfield model issue like the tower scaffolding error and missing inner walls
- Fixed the shadow bug on China War Factory model (the repair dock crane)


Animations/Particles
------------------------------
- Fix missing model issue on Firebase when sold/constructed on reallydamaged condition
- Improved Helix Gattling Cannon attacking animation
- Improved Helix Napalm Bomb detonation effects
- Emperor Overlord uses the right model when destroyed, not turn into normal Overlord again
- Fixed Nuke Cannon Nuclear Shells explosion effect that bit off from the center of the explosion
- All Anthrax Gamma garrison clearing weapon will make the right toxin splash color effect when clearing garrison
- Fixed EMP Patriot model that use wrong model when constructing or being sold
- New wave color for ECM Tank missile jammer weapon!
- Improved China War Factory repair crane animation
- Fixed China Flamethrower attacking animation
- Fixed minor bug where Overlord and Helix structure addons didn't affected by Frenzy visual effects


Graphics/Cameos
------------------------------
- Fix minor art error that Dr.Thrax picture (at Generals Challenge selection) background is not green toxin clouds
- Fix minor art error that General Fai picture (at Generals Challenge selection) background infantry lost their guns
- Several fixes on Firebase, Patriot Missiles, Listening Outpost, GLA Barracks, China Airfield, and Toxin Rebel cameos
- Fix Scorpion Rocket upgrade cameo that have wrong tank body paint
- New cameos for Comanche Rocket Pods upgrade and Rocket Barrage ability
- Cleaned up the UV Mapping errors that appeared in USA Dozer cameo
- New Cameo for Laser Paladin

Sounds
------------------------------
- Fix minor issue that makes Sneak Attack when activated is totally silent except for the player that activate it
- Fix minor bug that makes Terrorist death voice played when any Demo General units use their Suicide ability
- Fix "You Are Defeated" voices in skirmish and multiplayer that sometimes not played if you are GLA or China factions
- Fixed the bug that makes Gattling Tank keep silent when attacking air






-----
This mod discussion thread at CnCMaps.com: http://www.cncmaps.com/index.php?showtopic=3534
ModDB Profile Page: http://www.moddb.com/mods/nproject-mod


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> 01 Prison (ZH version)
Posted by Beng - 08-14-10 06:57 - 8 comments
File Name: 01 Prison (ZH version)
File Submitter: Beng
File Submitted: 14 Aug 2010
File Updated: 19 Aug 2010
File Category: Zerohour Missions

01 Prison (ZH version) ver. 1.1
Single player mission for Zero Hour
Requires Zero Hour version 1.04

This map was made by madiba127 for the Shockwave mod, this version is modified by beng for use with Zero Hour without mods.

You win by destroying all GLA things on the well defended hill across the river. There are many ways you can play this - you can try a ground attack, pure air power, a special forces heli insertion, or a mixture of different strategies.



Some hints:
  • The GLA attacks will get harder as you tech up, for example when you build a war factory or airfield or base defences, they will start using new types of attacks.
  • Leaflet drop makes angry mobs.
  • If you buy the carpet bomb science you can deploy a carpet bomber from your strategy center.
  • You get napalm bombs for aurora bombers.
  • Stealth jet missiles have a small neutron blast effect.
  • Cargo planes are armed, so build your supply dropzones such that the planes coming from the nearest map edge will overfly the GLA base and damage it.
  • Avengers can shoot down tank shells. Paladin tanks have improved anti-missile lasers.
  • Colonel Burton can call in long range artillery support from the strategy center cannon to target enemy objects (you must use the bombardment plan).
  • The GLA will rebuild their scud storms 5 times.
  • The GLA command center, and also the tech repair bay, repair all the buildings of the player who owns them.
  • If you have a slower computer and experience lag, destroy the water tower in the bottom right corner of your base. This will delete all the trees, which may help a bit, but otherwise play with trees on - it's more fun.


Version 1.1 changes:
  • Imrpoves the train scripting. It will now respawn even when destroyed twice. GLA will try to board it.
  • Train quad cannons will no longer get target fixated on only one thing.
  • Chinooks get missile jammers.
  • Fixed flak explosion damage FX for tomahawk missiles and chinook


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> DUNE (BeYoNd ThUnDeRdOmE)
Posted by Metal Sniper - 08-14-10 02:34 - 0 comments
File Name: DUNE (BeYoNd ThUnDeRdOmE)
File Submitter: Metal Sniper
File Submitted: 14 Aug 2010
File Category: CnC3 Tiberium Wars Maps

I wanted to make a cool Desert map for CnC3 and this is wat i came up with.
6- player map.
AI is enabled .
6- tiberium spikes.
2- EMP's.
Blue tiberium in center of map.(with extra growth rate).







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> Oasis of Nomads
Posted by {LP}Admiral-(NL) - 08-8-10 08:38 - 3 comments
File Name: Oasis of Nomads
File Submitter: {LP}Admiral-(NL)
File Submitted: 8 Aug 2010
File Category: ZeroHour Maps

~Oasis of Nomads~

Oasis of Nomads is a map set in, surprisingly, an Oasis/desert setting. It's been designed for either Free for All play or 2v2 in any form possible (North versus South or East versus West)
Each base has access to a single supply depot with another supply depot at the frontlines near the middle lake.
Between the northern and southern bases stands an Oil Derrick and between the western and eastern bases stands an oil refinery.
The middle island has been connected to the mainland through the use of bridges which span the width of the lake. It also has a house which can be garrissoned with soldiers to prevent passage in the early-game.
Near the southern and northern bases are both "landbridges" and normal bridges spanning the river.

Here are a couple of images to show you what the map looks like in-game.





This image down here is the original concept of the map, drawn by MDW, also known as Rayburn, in 2007 for the Mapper Guild.


You can download this map from the cncmaps.com servers or, alternatively, here.

Credits:
  • Nem, who has helped me with the lighting of the map
  • Chyros, for some help with map balance.
  • Playtesting: Zhen, Aaron, Brad and Nem.


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