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Plok

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  1. Alexis Alexander USA Super Weapon General She is in control of probably the weirdest faction Zero Hour has on offer; it relies on defence. Because camping was widely frowned upon and she has always resided in the depths of mediocrity, many viewed her as just an inferior USA on 1.04 and preferred one of her counterparts instead. The Super Weapon faction has therefore remained rather unexplored. Her issue has always been the early game, where she struggled to fend off enemy attacks and often didn't even make it to late game, where her strengths lie. This changed in 1.05e where Alexander's early game has been improved and she turned into a very competent general. This is actually an understatement, as it turned out that her late game was devastatingly overpowered. It then comes as no surprise that 1.06 aims to nerf her late game, while keeping her early game on level. Cold Fusion Reactor power supplement increased from 5 to 6. Alexis' defensive capabilities are enhanced with the increased power supplement, so she can meet the power requirement of two Supply Centers, a War Factory or Airfield and an EMP Patriot straight off the bat with an unupgraded Cold Fusion Reactor. Cold Fusion Reactor price decreased from $900 to $800. Alexis' faction was just too expensive altogether and since her style of play requires lots of power, the price of her Cold Fusion Reactor is decreased. Particle Cannon price increased from $2500 to $4000. The sheer ridiculousness of $2500 Particle Cannons only came to light when Alexander's early game had been improved and she solidly managed to tech up. And ridiculous it was. Especially in team games, where Alexis got the chance to spam these like there was no tomorrow. But not anymore. Supply Drop Zone price decreased from $2500 to $1750. Having camping as your faction strength seems good on paper, but it was pretty bad in practice. While Alexis was stuck on a few supplies, her opponent collected from every other resource on the map. This resulted in a huge money disadvantage and she just got overwhelmed. A massive price reduction of her secondary economy helps to counter this problem, while also compensating for the big price increase of her Particle Cannons. Aurora Alpha Bomber Fuel Air Bomb weapon radius decreased from 70 to 20. Ever since this unit came into play in patch 1.02 it has been nerfed and it never seemed enough. Who needed super weapons when you have access to Aurora Alphas? This unit shouldn't be anti-everything, but it was. It decimated entire armies in one strike and refused to die. In this patch, Aurora Alphas have been brought down to earth and turned into support units. Use them to support your other units and EMP Patriots; you will likely fail when you try to fully rely on them. Comanche price decreased from $1800 to $1300. $1800 for a Comanche was ridiculous. Alexander already has trouble affording everything she needs and paying this much for a unit that's not going to do all that much doesn't help. It almost seems like she never had access to Comanches. With this huge price decrease, armour increases and increased viability for other aircraft, Comanches are good support units and going for a fast Air Field can actually pay off. Humvee price decreased from $850 to $800. Alexander only has the Humvee as a vehicle to rely on, which is hard to do when they're too expensive. At $800 they are not exactly game-dominating units, but they do their job better as supporting units for her EMP Patriots. Tomahawk Missile Launcher price decreased from $1400 to $1200. With the big nerf on Aurora Alphas, Alexis has to rely on a variety of other units to fill the void that Alphas left. The Tomahawk is one of these. As stand-alone units they don't have a very long lifespan and won't do much, but when being protected by EMP Patriots they're a force to be reckoned with as they make breaching through Alexis' defences exponentially harder. Though, like with a lot of her units, they were too expensive to be worthwile. Microwave Tank access requirement decreased from Strategy Center to War Factory. With the removal of Ambulance healing the Superweapon General lost her reliable Tunnel Network counter early game, and so GLA could take map control against her with little effort. This is where the Microwave Tank comes in. Not only does it do a good job of disabling Tunnel Networks, it can also clear out enemy garrisons, making it a strong option against defensive GLAs. Its utility is not limited to purely this though, as it performs incredibly well against the Gattling Tank/Troop Crawler combination early game, taking little damage from them and frying the Red Guard, leaving the Gattling Tanks to be destroyed by anti-vehicle weapons. It also makes a brilliant Patriot Drop counter against other USA factions.
  2. Original USA USA Vanilla The three base factions are intended to be 'jack of all trades, master of none'; while having no weaknesses, they don't particularly excel in any area. USA Vanilla already fitted this description well and could use a variety of approaches to great effect, or at least it could when it wasn't mass producing Humvees. Most of USA Vanilla's shortcomings applied to the other USA factions as well, so very few changes that exclusively change USA Vanilla have been made. The main difference from 1.04 is the much lower dependency on Humvees; apart from that USA Vanilla remains similar to its 1.04 counterpart outside of an improved air force. Paladin Tank Point-Defense Laser delay between shots decreased from 1000 to 850. A very minor boost to increase the Paladin Tank's survivability early game, quite important because USA Vanilla relies on them more than before. This change simply ensures that a single RPG Trooper or Tank Hunter will never be able to break through the Point-Defense Laser alone, and also helps the Paladin immensely when retreating from groups of rocket infantry.
  3. Global USA In the past, the United States factions were considered the hardest to play, with several people wondering why they should bother learning a USA faction when Chinas were easier to get to grips with and to win with. However, the United States rewarded good play with some insanely effective units and the best late game options by far, making USA a very rewarding experience. 1.04 changed all this though. Upon the discovery of Humvees being able to counter everything in the game, USA factions threw unit mixing out of the window in favour of Humvee spam. Nothing has ever dominated Zero Hour to the extent that Humvees have; they actually ended up ruining 1.04 by making Chinas obsolete and forcing GLAs into a more defensive playstyle. Not to mention Malcolm Granger, who combined Humvee spam with some atrociously strong aircraft and a gigantic amount of airstrikes to dominate any matchup, from 1v1 to 4v4. The first concern of 1.06 was to stamp out the domination of Humvees and airstrikes, but it must also be noted that the USAs have few effective options outside of these. Thus while Humvees grow weaker, many other aspects grow stronger, from tanks to defensive tenacity. USA now takes more skill to play, but ultimately much more interesting to play as, and against. Chinook price decreased from $1200 to $1000. Does not affect USA Air Force General's Chinook. Part of the reason USA is hard to learn is a high initial setup cost, leaving you with little money to work with after you get your economy established. In addition to this, Chinooks were very expensive to replace if destroyed, and USAs usually didn't recover if they lost one. This change gives the USAs a bit more room for error, while not reducing the importance of protecting their Chinooks. Avenger price decreased from $2000 to $1750. Does not affect USA Laser General's Avenger. Avengers are fantastic support units, and can effectively shut down units dependent on missiles and aircraft alike. However, the USA factions could rarely afford them due to cash limitations; making them cheaper gives them some much-needed accessibility. TOW Missile ground-based damage output decreased from 30 to 15. TOW Missiles are designed to give Humvees anti-air capabilities, yet they also boosted their damage output against ground units massively and served to be a potent anti-infantry weapon. This has been changed, meaning the USAs now need to place Rangers in their Humvees to efficiently kill enemy infantry units. Composite Armor upgrade research time decreased from 60s to 45s. Those USA factions that have access to tanks rely heavily on them. Needing them to soak up damage against a teched China in particular, the Composite Armor upgrade helps a lot, if only it didn't take so much time to research. Flash-Bang Grenades upgrade build time decreased from 30s to 20s. The USAs begged for faster research time for Flashbangs, since they are the most effective counter to massed infantry units early game. It was difficult to time when to get these, since too soon would result in you having not enough units to defend with, while too late leaves you vulnerable to infantry rushes. Pathfinder damage output decreased from 100 to 25. 'Cost effective' doesn't even begin to describe these. A $600 unit that nullified enemy infantry completely, even killing hero units in one shot more often than not. Their power has been severely weakened, to a point where it takes 2-3 shots to kill most infantry units, and 4 shots to kill a hero. Fai appreciates this more than anyone else: Pathfinders made his life a misery since he relies on infantry units all game. Ambulance vehicle healing ability removed. Ambulance price decreased from $700/600 to $500. This change had to be made to balance out Humvees: Ambulance healing made Humvees too dominant when attacking and was the main reason Humvees were considered uncounterable. Humvees are an integral part of USA's early game, so weakening them would cripple the USAs. However, Humvees function well without Ambulance healing for defensive purposes, and so Ambulances no longer heal vehicles. To compensate for them losing their main purpose, Ambulance price has been decreased to $500 across the board. They can still be used as a makeshift rocket infantry counter due to their resistances, and can also be used as infantry transports; being $200-$300 less expensive than Humvees can be very useful early game. Battle Drone healing priority increased from below 60% to below 80% health. Battle Drones are now the main way to repair USA Vehicles, and unlike Ambulances they are more expensive and die more easily to anti-air units, which are common against USA early game. However, their behaviour was a bit erratic and they chose to attack instead of heal at times, which this change helps to amend by giving higher priority to healing. Sentry Drone detection radius increased from 225 to 270. The main purpose of the Sentry Drone is to detect stealth, which it didn't do effectively enough with that pathetic detection range. With this increase, it can now detect Camo-netted Tunnel Networks without getting in range of their weapon; this helps the USAs out a lot against Prince Kassad in particular, whose camouflaged Tunnel Networks and Hijackers can give USA major trouble. They're also nice for spotting Demo Traps. Sentry Drone price changed to $800 for all USA factions. This only affects Alexander and Granger, whose Sentry Drones were more expensive than those of the other USA factions. The Sentry Drone has been made useful, but was overpriced for the two factions mentioned and so its price has been normalised to $800 for every USA. Sentry Drone Gun upgrade price decreased from $1000 to $500. This upgrade isn't as terrible as it may seem at first; it can turn Sentry Drones into decent RPG Trooper killers. With this price decrease, this upgrade becomes cost-effective. Although it will still be underused, it has some niche uses now rather than its previous uselessness. Raptor price decreased from $1400 to $1200. Raptor build time decreased from 20s to 15s. Raptor reload time decreased from 8s to 4s. Outside of General Granger's air force and Aurora Alpha Bombers, the USA factions almost never used their aircraft. In theory Raptors are useful in a large variety of situations, but they required too much investment and, more importantly, took too long to build and reload. With these changes they can be built faster and the halved reload time makes them more reliable. Stealth Fighter price decreased from $1600 to $1400. Does not affect USA Air Force General's Stealth Fighter. Even though the cost of the General Ability has been reduced to a more viable level, the price of the Stealth Fighter was still just a bit too high. These units are only effective against a select few units and structures and near useless against everything else, so a price decrease helps out a lot here. vs Stealth Fighter damage output versus ECM Tank increased from 100 to 185. Stealth Fighter missile invulnerability to ECM countermeasures added. This is probably the second biggest change to USA made in 1.06 after the removal of Ambulance healing. Previously, Stealth Fighers were only useful against static defences - which were uncommon apart from GLA Tunnel Networks, but now they have become a surefire ECM counter. These changes ensure a clean kill on even a veteran ECM with a Subliminal Messaging boost, meaning Stealth Fighters can destroy ECMs in any given situation. The applications of this change are huge. Firstly, General Granger finally gets something to reliably kill ECM Tanks with, and he doesn't even need to spend a General's point to do this. Perhaps more importantly, this counter is an air unit, keeping in theme with his aerial domination. General Townes also appreciates this change a lot, since not only can Stealth Fighters destroy ECMs, they can also target soft units that are protected by ECMs, such as Nuke Cannons. One Stealth Fighter can bring a Nuke Cannon into red health, scoring a kill if the Laser-Guided Missiles upgrade is researched. This is particularly useful when up against General Tao, who gives Laser a lot of trouble when he combines Overlords/ECMs with his long-range ground units. Of course, all USAs can use this against Chinas to differing extents, since they all need some way of dealing with ECMs later on. However, this change does not obsolete ECMs in the slightest. First of all, unless your strategy implicitly involves an Airfield, you will have to build one to access Stealth Fighters, and the fact it costs $3800 for an Airfield with 2 Stealth Fighters as any USA bar Granger means you'll either be getting these late game, or delaying your Strategy Center to build them. Secondly, Stealth Fighters have minimal usefulness outside of ECM destruction, not even destroying Supply Trucks in one run without Laser-Guided Missiles. Finally, China can take a variety of countermeasures to kill them, such as adding in stealth detection to his army, researching Chain Guns, or simply bringing surplus ECM Tanks. Comanche promotion criteria changed from 0/100/200/400 to 0/200/400/800. This change is mainly to keep Granger's Comanche spam under control, but applies to other USAs as well. Comanches are quick and fairly durable once Countermeasures is researched, so the fact they could gain elite or heroic status quite quickly made them difficult to kill, and in the case of Malcolm's Stealth Comanches, near impossible. Doubling the required experience to gain veterancy makes it harder for Comanches to become overly powerful early game, but they can be brought back to 1.04 levels later on thanks to the Advanced Training upgrade. Comanche vulnerability to... Does not affect USA Air Force General's Comanche. Comanches are another useful air unit, and unlike any other American aircraft, they never have to return to base to rearm. Add in the fact that they are effective against both infantry and vehicles, and Comanches look like an interesting option. Or they would be, if they weren't so vulnerable before being upgraded. ...small arms decreased from 120% to 90%. Comanches are already used in certain situations such as a counter to massed Technicals or Rocket Buggies. However, they are fairly expensive and die quickly to anti-air units before Countermeasures is researched, especially painful against Gattling Tanks and Quad Cannons. This change gives them some much-needed survivability before being upgraded, especially useful when your air units are first being used. ...explosions decreased from 130% to 95%. Mainly to help against Stinger Sites. Comanches still won't really be able to deal with them, but they can at least take some stray shots without being cripped. Even though these Comanches are really only used versus GLA, they still took too much damage from the likes of MiGs and TOW Missiles in the rare event of encountering these. ...infantry missiles decreased from 120% to 95%. This change helps make early Comanches a possibility. Alexis Alexander in particular can use this due to her cheaper Comanches. This also helps to take stray damage from garrisoned buildings, and certain unit combinations such as Technical RPG. Countermeasures upgraded Comanche vulnerability to... Does not affect USA Air Force General's Comanche. Due to the changes to initial Comanche armour, Countermeasures upgraded Comanche armour actually took more damage from certain weapon types, so these are fixes rather than balance changes. ...explosions decreased from 110% to 85%. While this may seem like an insignificant change from the initial Comanche armour, remember that a lot of the power of Countermeasures comes from making enemy missiles miss completely at times. This change ensures that any missiles that do hit don't deal accelerated damage. ...infantry missiles decreased from 100% to 85%. While Countermeasures upgraded Comanches will be taking less damage from rocket infantry in general, the fact that any rockets that hit would do increased damage makes no sense, and so this change remedies that. Patriot Missile System power requirement decreased from 3 to 2. Patriot Missile Systems can be useful, and they tend to fare better against Gattling Tanks and Quad Cannons alone than Firebases do. However, their power requirement was a little too high. With this change, USA Vanilla and USA Air Force General can build two Supply Centers, a War Factory or Airfield, and a single Patriot Missile System without needing to pay for any extra power (either through Control Rods or building a second Cold Fusion Reactor). Supply Drop Zone bug removed. For those who knew about this exploit, it doesn't work any more. For those who didn't, this change makes no difference. Ranger Drop changed to Paradrop. Paradrop 1 changed from 5 Rangers to 3 Rangers and 2 Missile Defenders. Paradrop 2 changed from 10 Rangers to 6 Rangers and 4 Missile Defenders. Paradrop 3 changed from 15 Rangers to 9 Rangers and 6 Missile Defenders. Ranger Drop was just plain unappealing in 1.04; Rangers weren’t bad units, but accomplished very little on their own. Add in the other Generals Abilities available to the USAs, and there was no reason to select Ranger Drop over obviously superior choices such as A10 Strike and Pathfinder. Even with the new Generals points system, Ranger Drop would remain unused due to the limited power of Rangers alone. For this reason, the composition of Ranger Drop was changed to include some Missile Defenders. This change makes the drop a lot easier to use effectively, as Missile Defenders can dispatch of several threats Rangers alone could never counter, such as aircraft and anti-infantry vehicles. Missile Defenders and rangers compliment each other nicely despite sharing common weaknesses; for example, Rangers can act as a meatshield for Missile Defenders while the Missile Defenders can take out enemy vehicles, and Rangers can kill off enemy infantry using a combination of their Machine Gun and Flashbangs. Spectre Gunship 1 hit points decreased from 600 to 400. Spectre Gunship 3 hit points increased from 600 to 800. Does not affect USA Vanilla's and Laser General's Spectre Gunship. The Spectre Gunship also fell victim to competition from other abilities; the level one Gunship could destroy key structures such as War Factories and Supplies on its own, making any further investment largely unnecessary. To offset this, the level one Gunship is now easier to destroy before it finishes its attack, making extra generals points investment much more useful against areas well defended by anti-air weapons. In contrast, the level three Gunship has had its health increased, due to the fact you could usually kill it before it completed its attack, making the extra investment largely worthless in previous versions of Zero Hour.
  4. General point system By destroying opponent's units or structures, you gain experience. When you have gained enough, you as a general will rise in rank. In previous patches, you started out with one general point and gain one for each rank you rise, with an additional two for being promoted to 5 star general rank. In patch 1.06, this has been changed: The amount of points you gain per general promotion has been tripled. You start out with three general points and gain another three for each rank you rise. You gain nine for being promoted to 5 star general. This change has obviously been made to balance out the general point system. There was a huge difference in general abilities in terms of effectiveness: some were borderline overpowered, while others were downright useless. And they all had the same cost of one general point, which made no sense and lowered the use of inferior abilities down to zero. Thanks to this change, a myriad of options present itself. Since you start out with three points and most abilities available from start only cost one point, you can choose more than one general ability straight off the bat, making for interesting new combinations. Also, abilities that were too strong have been upped in cost, meaning you will have to forego other abilities to afford them. To add to that, devastating ability combinations such as the China Bomber / Artillery Barrage 2 combo for example - which usually levels entire bases, especially GLA bases where the supply gatherers are boxed in - aren't available at 3 star general rank anymore, because the Bomber is too expensive for that; you'd come one point short. Not only does this make Zero Hour less based on skillless point & click-destruction, it also warrants more use for the less popular general abilities around. For the cost of each of them in specific, have a look below. Notice that all unit accessability-general points are lowered to the cost of only 1 point. They aren't too demanding to warrant use anymore, and going for both Marauder Tanks and SCUD Launchers or Paladin Tanks and Stealth Fighters is actually an option now. Other 1 point abilities such as Emergency Repair, Frenzy and even Artillery Training and the Vanilla GLA Hijacker have received an actual use; choosing between Frenzy and Artillery Barrage for example isn't that easy a choice to make anymore, since you can get Frenzy 3 for the same cost as only Artillery Barrage 1. It demands some more thought and makes the game much more interesting overall. USA Paladin Tank - 1 point Stealth Fighter - 1 point Spy Drone - 2 points Emergency Repair 1 - 1 point Emergency Repair 2 - 1 point Emergency Repair 3 - 1 point Pathfinder - 1 point Leaflet Drop - 3 points Carpet Bomb - 4 points A10 Strike 1 - 3 points A10 Strike 2 - 3 points A10 Strike 3 - 3 points Paradrop 1 - 2 points Paradrop 2 - 2 points Paradrop 3 - 2 points Spectre Gunship 1 - 3 points Spectre Gunship 2 - 3 points Spectre Gunship 3 - 3 points Spectre Gunship - 4 points Fuel Air Bomb - 4 points China Red Guard Training - 1 point Mini-Gunner Training - 1 point Battlemaster Training - 1 point Artillery Training - 1 point Nuke Cannon - 1 point Emergency Repair 1 - 1 point Emergency Repair 2 - 1 point Emergency Repair 3 - 1 point Cluster Mines - 3 points Carpet Bomb - 4 points Nuke Bomber - 4 points Artillery Barrage 1 - 3 points Artillery Barrage 2 - 3 points Artillery Barrage 3 - 3 points Cash Hack 1 - 2 points Cash Hack 2 - 2 points Cash Hack 3 - 2 points Tank Drop 1 - 2 points Tank Drop 2 - 2 points Tank Drop 3 - 2 points Frenzy 1 - 1 point Frenzy 2 - 1 point Frenzy 3 - 1 point Infantry Paradrop 1 - 2 points Infantry Paradrop 2 - 2 points Infantry Paradrop 3 - 2 points EMP Pulse - 4 points GLA SCUD Launcher - 1 point Marauder Tank - 1 point Technical Training - 1 point Emergency Repair 1 - 1 point Emergency Repair 2 - 1 point Emergency Repair 3 - 1 point Hijacker - 1 point GPS Scrambler - 3 points Rebel Ambush 1 - 3 points Rebel Ambush 2 - 3 points Rebel Ambush 3 - 3 points Cash Bounty 1 - 3 points Cash Bounty 2 - 3 points Cash Bounty 3 - 3 points Anthrax Bomb - 4 points Sneak Attack - 4 points
  5. Global changes Burning trees particle effect fixed. For a more involving playing atmosphere, trees can now be set on fire with flame weapons. Laserlock particle effect fixed. Red lock-ons are added while laser-locking an enemy unit, which looks awesome. Anyone playing as Random has his army revealed on the loading screen for all players. On previous patches in games where factions are chosen on random, only USA factions had the ability to identify their opponents before deciding on a strategy of play. The GLAs didn't, but then don't really need it thanks to their general excellence in adapting to any situation. The Chinese factions however, do need it. Their strategies of play are vastly different depending on the factions they are up against and even worse: China is horrible at adapting. Especially China Vanilla and Nuke, which were considered as the two worst factions of Zero Hour mostly for this reason. Tao thinking he plays safe with his first unit being a Battlemaster Tank, but then meeting up with an Infantry Helix is quite off-putting to say the least. But no more! Additionally, where GLA and China factions previously had to use generic build orders to suit every type of opponent or be risky and guess, more specified strategies can now be used with much less risk because of the knowledge of the opponent's faction. This results in a huge increase in variety and depth of strategies, but also a variety of maps since more are suitable for high-leveled play. Structure armour vulnerability to infantry missiles decreased from 50% to 40%. Nigh all of the units that excelled too great at base raiding were missile-based, and all of them extremely fast. Most notably Rockvees and Battle Buses with Thrax's Gamma variant in particular, but in rarer occasions units like Bunker-Helixes were too good at this as well. They could move in circles around base structures and while being quite hard to catch, they would do massive damage to everything that got in their path. To add to that, this also made it much too hard for especially China factions to attack the opponent, because while they would do their offence, enemy USA or GLA forces would take little stabs at their base and they could do nothing about it. So, again mostly to benefit certain China factions, the resistance of all structures in the game against infantry missiles has been increased to narrow down the losses suffered while trying to cope with such tactics. Tank armour vulnerability to... Most RTS-games are a bit too much about tanks. Zero Hour on the other hand, a bit too little. You would expect tanks to be the meat of most battalion compositions, but in truth aren't and units like the USA Humvee, China Gattling Tank and GLA Quad Cannon had much more general prowess than their tank variants do: they were, and still are, much more versatile overall with being effective against nigh everything and have higher speed. Zero Hour is a lot about rocket infantry too, which are also present almost everywhere, against which tanks fare horrible because they get destroyed too fast. The actual point is: tanks had too little armour and needed a boost. ...infantry missiles decreased from 100% to 80%. This change doesn't make tanks effective against infantry units in the slightest, but it ensures that they can actually retreat before getting destroyed. Overall this change benefits China Tank and Nuke the most, considering that they mostly use and are dependent on tanks. Kwai's elite Battlemaster Tanks and Emperor Tanks have received a much needed boost in survivability because they usually aren't fast enough to retreat, and Tao's nuclear tanks generally flee or kill infantry units with their radiation faster than they are getting killed by them. ...toxins decreased from 25% to 15%. Dr. Thrax's Toxin Tunnel Networks have always been a bitch to kill. Whereas regular Tunnels could be killed with a few tanks, Toxin's could not, which was rather imbalanced. On top of that, Thrax's Toxin Rebel Ambush was downright insane, leveling whole armies including even Overlords and Emperor Tanks with what seems like a few piss rays of toxin. Piss indeed; such imbalance. Again, this change is obviously mostly beneficial for the China Tank and Nuke generals. Infantry armour vulnerability to toxins decreased from 100% to 60%. This seems like a big change, but it actually doesn't change all that much. Previously, infantry units died within a milli-second after getting hit by a toxin weapon of sorts, as opposed to uranium, which was less lethal. They're far from immune after this change, but it ensures that they can actually do something back before they die, which evens out the playing field a bit. This change does not count for the China Infantry general; go to his section for details. Emergency Repair 1 moved from 3 to 1 star general rank. Emergency Repair recharge timer decreased from 4min to 2min. With almost all factions having access to Emergency Repair 1 straight off the bat, new strategies are born. Repairing that first Humvee, Gattling Tank or Technical for example can be a tide-turner. Do note that the use of this general point requires a Command Center, which actually ensures for even more variety since it was all too common to sell the Command Center after getting enough Dozers/Workers. This general point is more than worth keeping your Command Center for though. Since Emergency Repair now has a charge-up time of only two minutes, it's much more useful overall, and it's quite beneficial to upgrade to Emergency Repair 2 or 3 later on. As a whole, catching opponents off-guard with this little tool can be extremely rewarding.
  6. Maps ReLaX makes awesome maps, which can all be downloaded here. Tournament Desert Debugged: pathfinding issues when entering bunkers on the flanks are fixed. Winter Wolf Balanced: middle area has been made flatter to better allow for base building. Flash Fire Balanced: Supplies are repositioned. Unofficial maps added to the official list: Hard Winter (2) Lagoon (2) Melting Snow (2) Tropical Warfare (2) Sandstorm (4) Team Tropical Warfare (4) Venturous Lanes (4)
  7. Well of course, this was only for those who already have an activation key as a backup option.
  8. Plok

    Age Of Empires / Age Of Mythology

    I repeat: how can you miss something you can install and play right now?
  9. I don't even want to get this 3-guitar outro (which is not on the album version) out of my head...
  10. Sanctum 2 is free for 2 days on the Humble Store: https://www.humblebundle.com/store/sanctum-2?linkID=&mcID=102:5a14d83ed6ab4e76092950d5:ot:588f9c04f7bb513ff1ddf958:1&utm_source=Humble+Bundle+Newsletter&utm_medium=email&utm_campaign=2017_11_23_sanctum2_storefront&utm_content=Banner
  11. Another rapid-fire batch of recent news from the C&C community: C&C games that are on Steam (Tiberium Wars through Tiberian Twilight) are on sale until November 28th. Individually, they are 75% off, while the entire bundle of 5 games is 81% off. The Generals Evolution mod for Red Alert 3 released a trailer for the upcoming Release Candidate 2. The German C&C Saga had an interview with Slye_Fox on his Red Alert 3 mod Condition Red, which is available for reading in German and English. Dawn of the Tiberium Age, a standalone Tiberian Sun mod, is scheduled to be updated to version 1.16 on December 1st, with a changelog already posted. This was even covered by PC Gamer! The TiberiumRim mod for RimWorld is still being updated, with the latest version being Beta 18. Upcoming tournaments: Kane's Wrath: November R12 Tournament (November 26th) Red Alert 3: For The Win #51 (November 26th)
  12. In this week's Throwback Thursday, we remember a plot point in the Red Alert 2 Soviet campaign which has Yuri manipulating Premier Romanov to give him more power and launch more aggressive attacks against the Allies. While the promotional material for the game indicates that the Soviet invasion at the start of Red Alert 2 was a simple backstab by Romanov (who was an Allied puppet placed at the head of the USSR following the events of the original game), made as an act of revenge for the previous war, which caught the Allies completely by surprise. Although the Soviet campaign itself is non-canon, this might raise the question was the entire Soviet rebellion Yuri's plot the whole time. Either way, this strained Romanov's mind so much, alongside an assassination attempt made to frame Vladimir, that it eventually killed the Premier. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
  13. This week's pick for Music Monday is one of the fan-favourite tracks from Renegade - Move It. A short but sweet track that pumps up the adrenaline while playing, particularly in the singleplayer mission it appears in. A new track will be posted next Monday. And as always, don’t forget to share this on social media using the hashtags #CnCMusicMonday and #MusicMonday. Also be sure to follow our new C&C Radio feature on the main site for more C&C music!
  14. Considering how RTS in itself is a very simple genre, that's pretty much the only thing it can mean.
  15. Don't post in old threads, especially if you've literally just posted it elsewhere. https://forums.cncnz.com/topic/21048-download-lions-cncden-raden-mp-maps-missions-campaigns/ Thread locked.
  16. In today's Throwback Thursday, we feature the unit with possibly the biggest drawback in a C&C game - General Townes' Laser Tank from Generals: Zero Hour. This modification of the standard Crusader Tank was armed with a more powerful laser cannon, but not only did each Laser Tank drain 1 unit of power, they would all completely deactivate once the power of their owner's base went down, much like Robot Tanks from Yuri's Revenge. Considering this is Townes' only front line vehicle apart from the ever-present Humvee, players seem to be discouraged from massing Laser Tanks. The unofficial 1.06 patch prevents them from shutting down in low power situations, but retains their power requirement. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
  17. I advise you to do the same. The ZH players are fully aware of the imbalances of 1.04, and how Humvees trump everything, and how certain generals aren't viable. They are all aware of 1.06, but for some reason they don't use it. Just because something is played competitively doesn't mean it's balanced. Case in point: domination of the Black Hand subfaction in the Kane's Wrath meta. Source: I've been staff at GameReplays and C&C:Online in the formative years of the latter.
  18. Plok

    The Ultimate Free-to-Play PC Games List

    Now you're going to a completely wrong track, as there are (gasp!!!) multiplayer-only games out there. On Steam, PSN, and Xbox Live, no less!!
  19. The pick for this week's installment of Music Monday is the Counterstrike/Sole Survivor remix of Twin Cannon. It is a less ambiental and noticably heavier version of the track that is quite popular among the fans of the original Red Alert. A new track will be posted next Monday. And as always, don’t forget to share this on social media using the hashtags #CnCMusicMonday and #MusicMonday. Also be sure to follow our new C&C Radio feature on the main site for more C&C music!
  20. While others get only one superweapon for $5000, she gets two for that price. Stacking superweapons isn't easy to pull off with low eco, but since Alexis is a defence-oriented general and doesn't waste much cash on vehicles, and considering how devastating only one Particle Cannon is (particularly against GLA), I believe you underestimate her.
  21. New versions of Open Source HVA Builder (v2.14) and Open Source Voxel Viewer (v1.83) have been released over at Project Perfect Mod. They feature an updated version of the Voxel Engine, fixes for 360° rotation, the ability to cap the HVA Builder's rendering speed to 60 FPS (which is on by default), the ability to change between games and palettes, fix for the View Transform option, and restoration of HVA Builder options from v2.11 and v2.12 that were missing in v2.13. Click here for more information and download links.
  22. The Cyborg Commando takes far less damage from anti-infantry weapons than from anti-armour weapons, much like regular Cyborgs, so they're pretty much Hand of Nod vehicles in a way. And if they stand in the sacred green crystal... In TS, there's a stupid mechanic which allows you to sell your Tech Center but retain all the units and buildings it allows you to build. Not sure if it applies if the Tech Center is destroyed forcibly... The Superweapon General can build Particle Cannons at half the price. Alexis needs to calm her tits. Also, Airforce General op pls nerf From what I understand, the competitive ZH crowd favours Humvee spam to tank usage.
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