Posted: Sun Nov 18, 2012 6:51 pm Post subject:
List of Generals
Subject description: for the next dev...
Before I start working again, here is the list of the Generals that will be included.
It is not final yet on the New ones but to give you guys idea on what will be done on the mod.
Allied:
Airforce General
Laser General
Super Weapon General
Armor General *New - Utilizes heavy armor combatants and units the allies can produce.
Assault General *New - Utilizing unmanned vehicles and super soldiers.
Soviets:
Infantry General
Nuke General
Tank General
Special Weapons General *New - will use experimental weaponry and systems against their enemies.
Cyber General *New - not new but it is now returned. Soviet Forces will be Armed with powerful demolitions and fanaticism at its finest.
Yuri:
Toxin General
Stealth General
Psychic General
Rogue General *New - a soviet general in Yuri's side that will featured some modified or refitted Soviet and Yuri units with both technologies.
Demolition General *New - this General will utilize the maximum efficiency and weaponry flexibility of its units.
Vanilla Sides:
Allied
Soviet
Yuri
*The new tags in the list will be changed until further notice or any mod imbalance will occur. _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/ https://www.moddb.com/mods/yr-zero-hour QUICK_EDIT
Awesome idea! I suppose for Yuri Demolitions faction that generals should use terrorists since Yuri is master at cloning technology, its much more easier to clone and train clone brainwashed terrorists that Soviets do. Also, adding some type of MAD tank or something would be useful too.
Soviet Special Weapon General should include much more Tesla Technology and EMP since you do not have Tesla General now. And maybe more Iron curtain effects, something like that. Also, in manner as Nuke General, Nuclear missile silo's cost should be decreased.
How do you mean super soldiers for Assault General? As genetically modified infantry or simply this general is kinda of reincarnation of old Infantry General plus something more? _________________ PPM Halloween Season 2021 QUICK_EDIT
The Assault General will be something like that old infantry general for allies. Then some UAV's and good intelligence units. _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
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Yeah. and regarding that Armor General. Maybe you should ass Titan, Wolverine and Juggernaut at his disposal as heavy units.
Or if you keep just RA2 feel, then Abrams and some other units. Avenger tank as AA tank would be fine. Yes of course, starting veteran units Grizzly tank, battle Fortress, Mirage Tank and Prism Tank. _________________ PPM Halloween Season 2021 QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Nov 25, 2012 11:08 am Post subject:
Taunts are only supported for 16 countries, keep that in mind. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
yes, the development will be with my 15 countries.
the 3 Vanilla sides, 4 allied, 4 soviet, 4 yuri.
I mention the other extras like Soviet Mechanized, Yuri Psychic, and Allied Assault because I'm hoping that in future versions of Ares it may increased. _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
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Posted: Sun Nov 25, 2012 4:19 pm Post subject:
[Yuri] Stealth General
General ????
Rank: ????
Cell: Cobra Command
Tactical Overview: Camouflage
******************************
Army Modifications coming soon! _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/ https://www.moddb.com/mods/yr-zero-hour Last edited by - geno - on Sun Mar 19, 2017 2:50 pm; edited 2 times in total QUICK_EDIT
Posted: Sun Nov 25, 2012 4:19 pm Post subject:
[Yuri] Demolition General
General ????
Rank: Unknown
Cell: Terror Cell
Tactical Overview: Explosives
******************************
Army Modifications coming soon! _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/ https://www.moddb.com/mods/yr-zero-hour Last edited by - geno - on Sun Mar 19, 2017 2:50 pm; edited 2 times in total QUICK_EDIT
Posted: Sun Nov 25, 2012 4:20 pm Post subject:
[Yuri] Rogue General
General ????
Rank: 4-Star General (???????? ??????)
Branch: Unknown (former Soviet Liberation Army)
Tactical Overview: Salvaged Weapons
Story:
Former General of the Soviet Union and Yuri's most loyal General. During the Soviet occupation of U.S., he commanded one of the Psi-Corps division and captured some of the west coast states. But, his forces was drive back by the Allied counter-attack and retreated. Returning to the seas, a fleet of Soviet anti-retreat forces open fired and killing his retreating army. Captured by the Soviet barrier fleet, he was sentenced to imprisonment for being a traitor as he deserted the battlefield. During Allied counter-attack in Russia, Yuri infiltrates all of the Gulag Camps in Russia, freeing him and now recruited soldiers for World Domination. Specializes in salvaged weaponry, he now possesses technologies from Soviets and Yuri, he even recovered some of the junk scraps of destroyed allied tanks and scattered weapons in the battlefield.
Infantry:
Defector
Prerequisite: Yuri Barracks
RPG Trooper
Prerequisite: Yuri Barracks
Attack Dog
Prerequisite: Yuri Barracks
Tesla Trooper
Prerequisite: Yuri Barracks, Air Control Tower
Sniper
Prerequisite: Yuri Barracks, Air Control Tower
Vehicles:
Scorpion Tank
Prerequisite: Yuri War Factory
- replaces Lasher Tank
Quad Cannon
Prerequisite: Yuri War Factory
- replaces Gattling Tank
Yak Transport
Prerequisite: Yuri War Factory
- replaces Transport Disc
Burst Drone
Prerequisite: Yuri War Factory
- replaces Chaos Drone
Tesla Tank
Prerequisite: Yuri War Factory, Air Control Tower
Mammoth Tank
Prerequisite: Yuri War Factory, Yuri Battle Lab
- replaces Mastermind
Kirov Gunship
Prerequisite: Yuri War Factory, Yuri Battle Lab
- replaces Floating Disc _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/ https://www.moddb.com/mods/yr-zero-hour Last edited by - geno - on Sun Mar 19, 2017 2:52 pm; edited 2 times in total QUICK_EDIT
Posted: Sun Nov 25, 2012 4:20 pm Post subject:
[Yuri] Toxin General
General ????
Rank: Unknown
Cell: Bio-Corps
Tactical Overview: Biological and Chemical Weapons
******************************
Army Modifications coming soon! _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/ https://www.moddb.com/mods/yr-zero-hour Last edited by - geno - on Sun Mar 19, 2017 2:51 pm; edited 2 times in total QUICK_EDIT
Updated, just to give idea what does Rogue General will be. Ideas are all welcome, this is a Soviet/Yuri unit combination with some allied tech like lasers and some stuff.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Nov 29, 2012 7:59 pm Post subject:
Could be interesting, tho dunno how do you plan to balance stuff out. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Yeah, I like this one too!
I suggest this General to have access to cloned terrorists (since brainwashed clone is much better and logical than constantly finding and hiring fanatics), and MAD tanks, maybe siege troopers, some sort of V3/ boomer launcher vehicles etc... _________________ PPM Halloween Season 2021 QUICK_EDIT
I suppose here is going to be lot of poison and hallucinogenic gases and clouds around. Chaos bomber should be must here. _________________ PPM Halloween Season 2021 QUICK_EDIT
Posted: Sun Dec 02, 2012 12:01 am Post subject:
[Allied] Laser Commander
Branch: Allied Army
Tactical Overview: Laser Weaponry, Laser Assisted and Energy Weapons
This Commander is an early champion of laser technology in the Allied Forces, this general has developed comprehensive offensive and defensive strategies all around laser-based weapons. It is only in recent years that powerful lasers became cheap enough and light enough to mount on battlefield weapons and deployed them throughout its forces. It has the most devastating laser weapon systems, in this Commander's point of view, everything is accurate and the word "miss" is obsolete in its vocabulary. Upgrading the Prism technology gives this Commander a cutting edge superiority in med-long range assaults. The laser weapons and its ever reluctant use of the technology named this Commander 'The Crimson of Prisms'.
Modified Buildings:
[ No Image ]
Advanced Power Plant
Cost: $1000
Prerequisite: Allied Construction Yard
Power: 400 (Standard Allied Power Plant is 200)
- Can be upgraded with Power Turbines
Modified Defenses:
[ No Image ]
Laser Turret
Cost: $700
Prerequisite: Allied Construction Yard, Allied Barracks
- replaces Pillbox
[ No Image ]
Laser Fence Post
Cost: $500
Prerequisite: Allied Construction Yard, Barracks, Battle Lab
- wall is powered
[ No Image ]
Laser Defense Node
Cost: $500
Prerequisite: Allied Construction Yard, Battle Lab
- Intercepts incoming projectiles and missiles.
[ No Image ]
ATHENA System
Cost: $1200
Prerequisite: Allied Construction Yard, Allied Barracks
- replaces Patriot Missile
[ No Image ]
Advanced Prism Tower
Cost: $1600
Prerequisite: Allied Construction Yard, Allied Airforce Command HQ
- increases the tower weapon damage
- can now be energized by prism legionnaires
[ No Image ]
Grand Linear Cannon
Cost: $2500
Prerequisite: Allied Construction Yard, Allied Battle Lab
- can now fire a high velocity shell that will hit the target in a pinpoint accuracy.
- cost more to produce
- consumes more power
- Shells now do not have Explosive Warhead
Modified Superweapon:
[ No Image ]
Prism Cannon Uplink
Cost: $5000
Prerequisite: Allied Construction Yard, Allied Battle Lab
Timer: 10:00
- fires a high-energy laser to an Allied space reflection satellites, which then directs and storms an area of laser beams.
- replaces the Weather Control Device
[ No Image ]
Guardian G.I.
Cost: $400
Prerequisite: Allied Barracks
- when deployed, the Missile Launcher now equipped with automatic laser lock, fires more faster than other Guardian G.I.'s
Strong Against: Light Vehicles, Tanks, Aircraft
Weak Against: Anti-Infantry Vehicles, Infantry
[ No Image ]
Rocketeer
Cost: $600
Prerequisite: Allied Barracks, Allied Airforce Command HQ
- equipped with a high-powered laser
Strong Against: Infantry, Light Vehicles, Aircraft
Weak Against: Anti-Air
[ No Image ]
Sniper
Cost: $700
Prerequisite: Allied Barracks, Allied Airforce Command HQ
- equipped with a laser scope
- increased weapon range when deployed
- increased damage and accuracy
Strong Against: Infantry
Weak Against: Anti-Infantry Vehicles, Infantry
[ No Image ]
Prism Legionnaire
- equipped with a hand held prism cannon
- increased rate of fire and accuracy when deployed
- replaces the Chrono Legionnaire
Prerequisite: Allied Barracks, Allied Battle Lab
Strong Against: Infantry and Buildings
Weak Against: Scouts, Anti-Infantry Vehicles, Helicopters, Aircraft
Laser Grizzly Tank
Cost: $750
Prerequisite: Allied War Factory
- Old Grizzly Tank turret is now replaced with a portable laser turret
Strong Against: Light Vehicles
Weak Against: Anti-Tank Infantry, Helicopters, Aircraft
[ No Image ]
Ray Copter
Cost: $1200
Prerequisite: Allied War Factory, Allied Airforce Command HQ
- replaces the Longbow
- fires a continuous laser beam on ground and air targets
Strong Against: Light Vehicles, Aircraft, Infantry
Weak Against: Anti-Air
[ No Image ]
Nighthawk Transport
Cost: $1000
Prerequisite: Allied War Factory, Allied Airforce Command HQ
- Mini-guns are now replaced with small arms laser turret
Strong Against: Light Vehicles, Infantry
Weak Against: Anti-Air
[ No Image ]
Advance Mirage Tank
Cost: $1200
Prerequisite: Allied War Factory, Allied Battle Lab
- Extended Range for the Mirage tank HEAT Incendiary Cannon
- Improved tank armor
Strong Against: Infantry, Light Vehicles, Tanks
Weak Against: Anti-Tank, Helicopters, Aircraft
Advanced Prism Tank
Cost: $1400
Prerequisite: Allied War Factory , Allied Battle Lab
- Improved tank armor, lasers do more damage against tanks, more spreadshots when attacking.
Strong Against: Infantry, Buildings
Weak Against: Tanks, Helicopters, Aircraft
[ No Image ]
Battle Fortress
Cost: $2000
Prerequisite: Allied War Factory, Allied Battle Lab
- Autocannons are now replaced and now mounted with a portable laser turret
Strong Against: Infantry, light vehicles, (Depending on Infantry inside)
Weak Against: (Unmanned) Tanks, Helicopters, Aircraft
Modified Naval Units:
[ No Image ]
Laser Destroyer
Cost: $1200
Prerequisite: Allied Shipyard
- Destroyer canons are now replaced with hi-powered lasers
Strong Against: Vehicles, Ships, Naval Artillery
Weak Against: Helicopters, Aircraft
[ No Image ]
Athena Cruiser
Cost: $1500
Prerequisite: Allied Shipyard
- Replaces the Aegis Cruiser with hi-powered Anti-Air lasers
Strong Against: Aircraft
Weak Against: All Submarine and Anti-ship Surface Weapons
Modified Aircraft:
[ No Image ]
Harrier
Cost: $1200
Prerequisite: Allied Airforce Command HQ
- upgraded with laser guided targeting, now have Improved weapon damage
Strong Against: Aircraft, Tanks, Light Vehicles, Ships
Weak Against: Anti-Air, Fighter Aircraft
[ No Image ]
Black Eagle
Cost: $1400
Prerequisite: Allied Airforce Command HQ
- upgraded with laser guided targeting, now have Improved weapon damage
Strong Against: Base Defenses
Weak Against: Anti-Air, Fighter Aircraft
[ No Image ]
Fortress Bomber
Cost: $1700
Prerequisite: Allied Airforce Command HQ, Allied Battle Lab
- now armed with a single laser guided bomb
Strong Against: Buildings, Infantry
Weak Against: Anti-Air, Fighter Aircraft _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/ https://www.moddb.com/mods/yr-zero-hour Last edited by - geno - on Thu Sep 02, 2021 2:21 pm; edited 5 times in total QUICK_EDIT
Maybe you should make them "energy weapon general" or something similar instead so not every weapon is some kind of laser. Most weapons simply being insta-hit lasers is, well, lazy and not very interesting. Plus it really doesn't make sense that the lasers have different effects on different amour types when they look almost identical (such as Grizzly, Tank Destroyer, Prism Tank, they all have the same laser weaponry and yet effect targets differently for no reason). QUICK_EDIT
This general is really having an almost insta-hit weapons, I'm ditching out every AoE weapons.
Since its lasers, most of the new laser weapons may not affect some structures or vehicles.
And there are types of lasers as well depending on the type of surface it will hit.
Grizzly Tank's weapon are good on light vehicles and building
the Tank Destroyers, its weapon charges and reload, definitely good against all types of land targets
Prism Tank's weapon have spreadshots but it has little damage on heavy vehicles. But good on buildings. _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/ https://www.moddb.com/mods/yr-zero-hour QUICK_EDIT
Posted: Sun Dec 02, 2012 3:56 pm Post subject:
[Allied] Air Force General
General ????
Rank: 4-Star General
Branch: Allied Air Force
Tactical Overview: Air Force
This general is a master of air strategy and specializes in this area. The even-tempered, yet uncompromising, He gets the bonuses of more powerful air units as well as more powerful air based General's powers. He is now specializes in advancing the role of Allied military aircraft division. He has more aircraft at his disposal than any other general and all of his aircraft are advanced in comparison to their standard Allied aircraft versions. He is now able to show his air supremacy, though his ground forces are weaker they are not to be left dormant that easy.
Modified Buildings:
Aircraft Pad
Cost: $500
Prerequisite: Allied Construction Yard, Air Force Command HQ, Allied Battle Lab
- Provides additional Aircraft space
- Low Cost
- No radar ability, cannot be spied
Modified Defenses:
[ No Image ]
Vulcan Gun
Cost: $500
Prerequisite: Allied Construction Yard, Allied Barracks
- replaces Pillbox
- cannot be mind controlled and does not gain veterancy
[ No Image ]
Advanced Patriot Missile
Cost: $1200
Prerequisite: Allied Construction Yard, Allied Barracks
- missiles do more damage, faster rate of fire
[ No Image ]
Light Tank
Cost: $700
Prerequisite: Allied War Factory
- Lighter armor, more faster
- replaces Grizzly Battle Tank
Strong Against: Light Vehicles
Weak Against: Anti-Tank Infantry, Helicopters, Aircraft
[ No Image ]
Robot Copter
Cost: $600
Prerequisite: Allied War Factory, Allied Robot Control Center
Powered By: Allied Robot Control Center
- Lighter armor, more faster
- will crash if unpowered or if robot control center is destroyed
- cannot be mind controlled
- replaces Robot Tank
Strong Against: Light Vehicles
Weak Against: Anti-Air
[ No Image ]
King Longbow
Cost: $1200
Prerequisite: Allied War Factory, Allied Airforce Command HQ
- guns and missiles do more damage
Strong Against: Infantry, Light Vehicles, Aircraft, Tanks
Weak Against: Anti-Air
[ No Image ]
Assault Nighthawk
Assault Nighthawk
Cost: $1400
Prerequisite: Allied War Factory, Allied Air Force Command HQ
- Passengers can fire outside
- now only 3 passengers can be transport
- Nighthawk guns are now upgraded, increase more damage.
Strong Against: Light Vehicles, Infantry, (Depending on Infantry inside)
Weak Against: (Unmanned) Anti-air, Aircraft
[ No Image ]
LOSAT Battle Fortress
Cost: $2000
Prerequisite: Allied War Factory, Allied Battle Lab
- Battle Fortess can now fire anti-tank missiles
Strong Against: Infantry, light vehicles, Tanks (Depending on Infantry inside)
Weak Against: (Unmanned) Tanks, Helicopters, Aircraft
Modified Naval Units:
[ No Image ]
Missile Destroyer
Cost: $1200
Prerequisite: Allied Shipyard
- Destroyer canons are now replaced with missile tubes
Strong Against: Vehicles, Ships, Naval Artillery
Weak Against: Helicopters, Aircraft
[ No Image ]
Advanced Aircraft Carrier
Cost: $2000
Prerequisite: Allied Shipyard, Allied Battle Lab
- Aircraft Carrier's hornets can now fire in the air
- Hornets now have 2 ammo and fires missiles instead of the old Hornet bombs
- Now carries 4 Hornets
Strong Against: Aircraft, Buildings, Tanks, Infantry, Ships
Weak Against: Submarines
Modified Aircraft:
King Harrier
Cost: $1200
Prerequisite: Allied Airforce Command HQ
- radar Invisible among players.
- Do more payload damage.
- now carries 2 ammo
Strong Against: Aircraft, Tanks, Light Vehicles, Ships
Weak Against: Anti-Air, Fighter Aircraft
[ No Image ]
Stealth Black Eagle
Cost: $1400
Prerequisite: Allied Airforce Command HQ
- upgraded with laser guided targeting, now have Improved weapon damage
- can instantly kill garrisoned infantry
- now carries 2 ammo
Strong Against: Base Defenses, Infantry
Weak Against: Anti-Air, Fighter Aircraft
[ No Image ]
Hypersonic Fortress
Cost: $1700
Prerequisite: Allied Airforce Command HQ, Allied Battle Lab
- fires a single powerful bomb
- faster than ordinary Fortress Bomber
- ordnance cannot be effectively aimed at targets
Strong Against: Buildings, Infantry
Weak Against: Anti-Air, Fighter Aircraft _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/ https://www.moddb.com/mods/yr-zero-hour QUICK_EDIT
Posted: Sun Dec 02, 2012 10:17 pm Post subject:
[Allied] Armor General
General ????
Rank: 4-Star General
Branch: Allied Army
Tactical Overview: Armored Units
Pioneered in the development of heavy arsenals and weaponry used in the advanced Allied Coalition Forces, this general specializes in armored units and power packs and every vehicles have its single purpose, his vehicles are very specialized to do the job. They are indeed good to do its tasks well but since it was specialized it lacks in certain areas.
Modified Defenses:
[ No Image ]
Gun Turret
Cost: $700
Prerequisite: Allied Construction Yard, Allied Barracks
- replaces Pillbox
- fires Armor Piercing Shells instead of machine guns
[ No Image ]
Phalanx CWIS
Cost: $1000
Prerequisite: Allied Construction Yard, Allied Barracks
- replaces Patriot Missile
[ No Image ]
Advanced Gap Generator
Cost: $1600
Prerequisite: Allied Construction Yard, Allied Airforce Command HQ
- increases the gap generator radius twice as normal Gap Generators
Modified Superweapon:
[ No Image ]
??????
Cost: $5000
Prerequisite: Allied Construction Yard, Allied Battle Lab
Timer: 10:00
- ??????
Modified Infantry:
[ No Image ]
G.I.A.P.U. (Government Issued Armored Personnel Unit)
Cost: $300
Prerequisite: Allied Barracks
- now equipped with more heavier machine guns
- cannot deploy
- cannot be crushed by tanks
Strong Against: Infantry, Light Vehicles
Weak Against: Anti-Infantry Vehicles, Helicopters, Aircraft
[ No Image ]
Atlas Heavy Tank
Cost: $900
Prerequisite: Allied War Factory
- a more heavier variant of the all the standard Allied Battle Tanks (bear variants)
- do more damage.
Strong Against: Tanks
Weak Against: Anti-Tank Infantry, Helicopters, Aircraft
[ No Image ]
Bradley I.F.V.
Cost: $800
Prerequisite: Allied War Factory
- heavy armored IFV
- slower than other IFV
- replaces the standard IFV
Strong Against: Light Vehicles, Infantry
Weak Against: Anti-Tank Vehicles, Aircraft
[ No Image ]
Vulcan Tank
Cost: $1000
Prerequisite: Allied War Factory, Allied Airforce Command HQ
- replaces Longbow
Strong Against: Light Vehicles, Infantry
Weak Against: Anti-Tank Vehicles, Helicopters, Aircraft
[ No Image ]
Stryker ICV
Cost: $1000
Prerequisite: Allied War Factory, Allied Airforce Command HQ
- no longer equipped with chain guns and missiles
- replaces Nighthawk Transport
- can carry 5 passengers, but cannot fire outside
Strong Against: Tanks, Aircraft
Weak Against: Anti-Tank Vehicles, Missiles
[ No Image ]
Heavy Tank Destroyer
Cost: $1000
Prerequisite: Allied War Factory, Allied Airforce Command HQ
- a more heavier armor tank destroyer
- weapon is still the same
- more slower
Strong Against: Light Vehicles, Tanks
Weak Against: Helicopters, Aircraft
[ No Image ]
Heavy Mirage Tank
Cost: $1200
Prerequisite: Allied War Factory, Allied Battle Lab
- more heavier armor
- weapon is still the same
- more slower
Strong Against: Infantry, Light Vehicles, Tanks
Weak Against: Anti-Tank, Helicopters, Aircraft
[ No Image ]
Howitzer
Cost: $1500
Prerequisite: Allied War Factory , Allied Battle Lab
- replaces Prism Tank
Strong Against: Infantry, Buildings
Weak Against: Tanks, Helicopters, Aircraft
[ No Image ]
War Fortress
Cost: $2000
Prerequisite: Allied War Factory, Allied Battle Lab
- More heavier variant of the standard Battle Fortress
- More armor and slow movement
- can now fire 40mm tank shells instead of 20mm shells
Strong Against: Infantry, light vehicles, (Depending on Infantry inside)
Weak Against: (Unmanned) Tanks, Helicopters, Aircraft
Modified Naval Units:
[ No Image ]
Destroyer
Cost: $1000
Prerequisite: Allied Shipyard
- Destroyer doesn't have ospreys anymore
- loses sensor ability
- Now have turrets
Strong Against: Infantry, Vehicles, Ships, Naval Artillery
Weak Against: Helicopters, Aircraft, Submarines
Modified Aircraft:
[ No Image ]
Kestrel
Cost: $1000
Prerequisite: Allied Airforce Command HQ
- Prototype version of Harriers, replaces Harriers
- Can only attack Land Targets
Strong Against: Tanks, Light Vehicles, Ships
Weak Against: Anti-Air, Fighter Aircraft
[ No Image ]
Starlifter
Cost: $1000
Prerequisite: Allied Airforce Command HQ
- can carry 6 Passengers, can carry vehicles
- can force fire to paradrop or land to evacuate
- replaces Black Eagle
Strong Against: Unarmed
Weak Against: Anti-Air, Fighter Aircraft _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/ https://www.moddb.com/mods/yr-zero-hour Last edited by - geno - on Sun Mar 19, 2017 2:52 pm; edited 1 time in total QUICK_EDIT
oooh that's nice but I know that there are two colors in each VXL. For example the first color is yellow how can I make the second color vary? Sorry to confuse. Actually, what I meant is how can I make the second color depend on the color that you will choose from a certain house? QUICK_EDIT
Posted: Wed Dec 05, 2012 6:06 am Post subject:
[Allied] Superweapon General
A name feared by countries and generals around the world. This general will be satisfied once and brings the ultimate defeat enemies. The extensive use of advance weaponry proved that to be more of a Boss General and strategies that can and will destroy your base in no time. This general uses airstrikes, a more powerful lightning storm, fuel air bombs, and a familiar set of powered up defenses. One can say that this general was the tyrant from the past that took over a large patch of the world. Its weapons are named 'The Titanium Super weapons as no one can match this general's power.
Modified Upgrades:
Fusion Turbines
Cost: $600
Prerequisite: Allied Power Plant, Allied Construction Yard, Allied Battle Lab
- Adds more Power by 300
Modified Defenses:
Fortified Pillbox
Cost: $700
Prerequisite: Allied Construction Yard, Allied Barracks
- Pillbox more armor, heavily fortified
[ No Image ]
Aegis Missile
Cost: $1000
Prerequisite: Allied Construction Yard, Allied Barracks
- Loaded with Aegis Missile instead of normal Patriot Missile
- replaces Patriot Missile
EMP Grand Cannon
Cost: $2500
Prerequisite: Allied Construction Yard, Allied Air Force Command
- EMP shells instead of HE Shells
- Lower Range
- Disables Vehicles
Modified Superweapon:
Advanced Weather Controller (Picture not updated, this was supposed to be Pink)
Cost: $4500
Prerequisite: Allied Construction Yard, Allied Battle Lab
- Weather Storm duration increased.
- Clouds are now scattered.
Modified Infantry:
Mortar G.I.
Cost: $300
Prerequisite: Allied Barracks
- Replaces the old primary weapon M60 to m249 Para
- Replaces the old secondary deploy weapon m249 to 60mm mortar
Strong Against: Infantry, Buildings, Light Vehicles
Weak Against: Anti-Infantry Vehicles, Helicopters, Aircraft
Modified War Factory Vehicles:
[ No Image ]
Kodiak Hover Tank
Cost: $800
Prerequisite: Allied War Factory
- Hover version of the Grizzly Tank
Strong Against: Light Vehicles
Weak Against: Anti-Tank Infantry, Helicopters, Aircraft
[ No Image ]
Advanced Robot Tank
Cost: $1000
Prerequisite: Allied War Factory, Allied Robot Control Center
- can now fire machine guns at infantry
Strong Against: Light Vehicles, Infantry
Weak Against: Anti-Air
[ No Image ]
Plasma Tank
Cost: $1200
Prerequisite: Allied War Factory, Allied Airforce Command HQ
- Tank Destroyers are now equipped with Plasma weapons
Strong Against: Light Vehicles, Tanks
Weak Against: Helicopters, Aircraft
[ No Image ]
EMP Mirage Tank
Cost: $1400
Prerequisite: Allied War Factory, Allied Battle Lab
- HEAT Incendiary Cannon disables tanks and buildings for a short period
Strong Against: Infantry, Light Vehicles, Tanks
Weak Against: Anti-Tank, Helicopters, Aircraft
[ No Image ]
Athena Cannon
Cost: $1500
Prerequisite: Allied War Factory , Allied Battle Lab
- lighter armor
- fires a particle beam to an allied reflection satellite
Strong Against: Infantry, Buildings
Weak Against: Tanks, Helicopters, Aircraft
[ No Image ]
Battlecrawler
Cost: $2000
Prerequisite: Allied War Factory, Allied Battle Lab
- can travel at sea
- carries 8 passengers
- replaces Battle Fortress
Strong Against: Infantry, (Depending on Infantry inside)
Weak Against: (Unmanned) Tanks, Helicopters, Aircraft
Modified Aircraft:
[ No Image ]
Harrier II
Cost: $1200
Prerequisite: Allied Airforce Command HQ
- More Faster and maneuvers quickly
- Fires an AoE payload and do more damage.
Strong Against: Aircraft, Tanks, Light Vehicles, Ships
Weak Against: Anti-Air, Fighter Aircraft
Fortress Alpha Bomber
Cost: $1800
Prerequisite: Allied Airforce Command, Allied Battle Lab
- Carpet bombs an area when fired. Good for base demolitions.
- Fuel bombs are dropped instead of normal bombs
- Weak against anti air weapons.
Strong Against: Buildings, Infantry
Weak Against: Anti-Air, Fighter Aircraft _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/ https://www.moddb.com/mods/yr-zero-hour QUICK_EDIT
Posted: Fri Dec 07, 2012 10:38 am Post subject:
[Soviet] Specialweapons General
General ????
Rank: 4-Star General (???????? ??????)
Branch: Soviet Liberation Army
Tactical Overview: Experimental weaponry and Artillery
This general equips the most of the Soviet War Machine with all kinds of experimental weaponry and utilizes most of the technological advancements that Soviet Scientists can think off. This general doesn't use Nuclear Energy as will all goes wrong it might be destroyed and radiation will be messy and unstable. This general looks for other energy alternatives that will be more efficient and clean and as for the strategies that this General used is also different, this General prefers to bombard enemies with Air and Artillery strikes and only engage in close range when have the upper hand.
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Modified Buildings:
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Advanced Tesla Reactor
Cost: $700
Prerequisite: Soviet Construction Yard
Power: 200 (Standard Tesla Reactor is 150)
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Cold Fusion Reactor
Cost: $1000
Prerequisite: Soviet Construction Yard, Soviet Battle Lab
Power: 600
- no more nuclear melt downs
- replaces Nuclear Reactor
Modified Defenses:
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Napalm Gun
Cost: $600
Prerequisite: Soviet Construction Yard, Soviet Barracks
- replaces Sentry Gun
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Advanced Tesla Coil
Cost: $1800
Prerequisite: Soviet Construction Yard, Soviet Air Defense Command
- Heavily armored
- Provides power for itself, still powered even in low power state
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Shockwave Cannon
Cost: $2000
Prerequisite: Soviet Construction Yard, Soviet Battle Lab
- Artillery building fires tesla shells
- replaces Speaker Towers
Modified Superweapon:
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?????
Cost: $5000
Prerequisite: Soviet Construction Yard, Soviet Battle Lab
Timer: 10:00
- ?????
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Storm Trooper
Cost: $600
Prerequisite: Soviet Barracks, Soviet Air Defense Command
- Tesla Troopers with rocketpacks
Strong Against: Infantry, Light Vehicles
Weak Against: Anti-Air
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Master Terrorist
Cost: $1200
Prerequisite: Soviet Barracks, Soviet Air Defense Command
- Can now travel at water
- Cannot Disguise
- Can now cloak
Strong Against: Infantry, Light Vehicles, Buildings
Weak Against: Defenses, Helicopters, Aircraft, Scouts
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Mad Ivan(im thinking of MadHQ or MAD AG or someones name here)
Cost: $800
Prerequisite: Soviet Barracks, Soviet Battle Lab
- Ivan Bombs now carries incendiary bombs making explosion more powerful
Strong Against: Buildings
Weak Against: Defenses, Helicopters, Aircraft, Scouts, Infantry
Modified War Factory Vehicles:
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Elefant Tank
Cost: $900
Prerequisite: Soviet War Factory
- replaces Rhino Tank
Strong Against: Light Vehicles
Weak Against: Anti-Tank Infantry, Helicopters, Aircraft
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Advanced Flak Track
Cost: $600
Prerequisite: Soviet War Factory
- still Carries 5 Passengers
- flak cannon fires in burst of two
- more armor
Strong Against: Light Vehicles, Aircraft, Infantry
Weak Against:
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Advanced V3 Launcher
Cost: $1600
Prerequisite: Soviet War Factory, Soviet Air Defense Command
- Launcher now have two missiles
Strong Against: Ground Units, Buildings
Weak Against: Infantry, Light Vehicles, Tanks, Helicopters, Aircraft
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Minelayer
Cost: $1500
Prerequisite: Soviet War Factory, Soviet Air Defense Command
- deploys special demo trap mines
- replaces Demolition Truck
- violently explode when destroyed
Strong Against: Unarmed, Ground Units (Mines)
Weak Against: Infantry, Light Vehicles, Anti-Tank, Helicopters, Aircraft
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Hammerhead Artillery
Cost: $2500
Prerequisite: Soviet War Factory, Soviet Battle Lab
- long range cannon same as grand cannons
- fires a special tesla magnetic shells that will shaken the ground and disables buildings and nearby buildings caught in radius
- replaces Tesla Tank
- slow movement speed and rate of fire
Strong Against: Ground Units, Buildings, Defenses
Weak Against: Infantry, Light Vehicles, Anti-Tank, Helicopters, Aircraft
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Inferno Siege Chopper
Cost: $1100
Prerequisite: Soviet War Factory, Soviet Battle Lab
- incendiary shells will be fired instead of HE shells
Strong Against: Infantry, Buildings, Defenses
Weak Against: Light Vehicles, Anti-Tank, Tanks, Helicopters, Aircraft, Anti-Air (undeployed)
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Seismic Tank
Cost: $1200
Prerequisite: Soviet War Factory, Soviet Battle Lab
- when deployed, it triggers earthquake disabling tanks and structures
Strong Against: Unarmed
Weak Against: Infantry, Tanks, Helicopters, Aircraft
Modified Aircraft:
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?????
Cost: $????
Prerequisite: Soviet Air Defense Command
- ?????
Weak Against: Anti-Air, Fighter Aircraft _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/ https://www.moddb.com/mods/yr-zero-hour QUICK_EDIT
Posted: Sat Dec 08, 2012 4:23 am Post subject:
[Soviet] Nuke General
General ????
Rank: 4-Star General (???????? ??????)
Branch: Soviet Strategic Rocket Forces
Tactical Overview: Nuclear Energy
Ah the wonders of science is beyond this general's view. His view is power and to achive such power one must let it loose. Nuclear shells, rockets and bullets are what his army packs and efficient and low costs gives him a good amount off funds to destroy his opponents. His tanks are powered by nuclear reactors making them lethal when they die. His overuse of his Nuclear Arsernal gives shivers down the spine of UN officials whenever who mentions 'Nuke'. We might like it as if he is our comrade in battle, but as an enemy... well let's just say your base will be crampled by several nuclear warheads. Resistance is Futile. Another name for this superior generals' Nuclear Arsernal is 'The Golden Fist of Destruction'
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Modified Buildings:
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Fusion Reactor
Cost: $700
Prerequisite: Soviet Construction Yard
Power: 300 (Standard Tesla Reactor is 150)
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Nuclear Research Plant
Cost: $1000
Prerequisite: Soviet Construction Yard, Soviet Battle Lab
Power: 2000 (same as old)
- replaces Nuclear Reactor
- gains additional hitpoints
- holds prerequisite to some nuclear based units
Modified Defenses:
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Rocket Battery
Cost: $1500
Prerequisite: Soviet Construction Yard, Soviet Air Defense Command
- fires radiation tipped rockets
- replaces Tesla Coil
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Fallout Bunker
Cost: $600
Prerequisite: Soviet Construction Yard, Soviet Barracks
- Heavily armored
- same as standard bunkers, can occupy 5 infantry
- bunker takes less damage to explosive weapons
Modified Superweapon:
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Nuclear Missile Silo
Cost: $4500
Prerequisite: Soviet Construction Yard, Soviet Battle Lab
Timer: 10:00
- cost less to produce
Modified Infantry:
Conscript
Cost: $250
Prerequisite: Soviet Barracks
- fires nuke tipped bullets
- can damage vehicles more
- can travel into any nuclear desolated areas
Strong Against: Infantry, Light Vehicles
Weak Against: Anti-Infantry Vehicles, Helicopters, Aircraft
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Flak Trooper
Cost: $350
Prerequisite: Soviet Barracks
- can travel into any nuclear desolated areas
Strong Against: Infantry, Light Vehicles, Helicopters, Aircraft
Weak Against: Anti-Infantry Vehicles, Infantry
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Engineer
Cost: $550
Prerequisite: Soviet Barracks
- can travel into any nuclear desolated areas
Strong Against: Unarmed
Weak Against: Ground Units, Aircraft
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Attack Robo Dog
Cost: $200
Prerequisite: Soviet Barracks
- can travel into any nuclear desolated areas
- replaces conventional Dogs
- can be EMP
Strong Against: Infantry, Disguised Infantry
Weak Against: Ground Units, Helicopters, Aircraft
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Tesla Trooper
Cost: $550
Prerequisite: Soviet Barracks, Soviet Air Defense Command
- can travel into any nuclear desolated areas
Strong Against: Tanks, Light Vehicles
Weak Against: Infantry, Helicopters, Aircraft
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Pioneer
Cost: $750
Prerequisite: Soviet Barracks, Soviet Air Defense Command
- can travel into any nuclear desolated areas
- can now plant tactical nuke mines
Strong Against: Infantry, Garrisoned Buildings, Buildings
Weak Against: Defenses, Helicopters, Aircraft
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Nuclear Terrorist
Cost: $1200
Prerequisite: Soviet Barracks, Soviet Air Defense Command
- can travel into any nuclear desolated areas
- armed with nuclear charges
Strong Against: Infantry, Light Vehicles, Buildings
Weak Against: Defenses, Helicopters, Aircraft, Scouts
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Irradiator
Cost: $700
Prerequisite: Soviet Barracks, Soviet Air Defense Command
- can damage tanks more
- releases radiation at default
Strong Against: Infantry, Light Vehicles, Tanks
Weak Against: Defenses, Helicopters, Aircraft, Scouts
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Nuclear Ivan
Cost: $800
Prerequisite: Soviet Barracks, Soviet Battle Lab
- Ivan Bombs now carries timed nuclear dynamites...
- can travel into any nuclear desolated areas
Strong Against: Buildings
Weak Against: Defenses, Helicopters, Aircraft, Scouts, Infantry
Boris
Cost: $1500
Prerequisite: Soviet Barracks, Soviet Battle Lab
- can call Tactical Nuke Bombers
- can travel into any nuclear desolated areas
Strong Against: Infantry, Tanks, Light Vehicles, Buildings (Airstrike)
Weak Against: Defenses, Helicopters, Aircraft, Scouts
Modified War Factory Vehicles:
Rhino Tank
Cost: $1200
Prerequisite: Soviet War Factory
- Increase damage against vehicles and building
- Explodes when destroyed
- Shells are now nuke tipped
Strong Against: Light Vehicles, Tanks, Infantry
Weak Against: Anti-Tank Infantry, Helicopters, Aircraft
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V3 Launcher
Cost: $800
Prerequisite: Soviet War Factory, Soviet Air Defense Command
- rockets are now Nuclear Tipped
Strong Against: Buildings, Defenses
Weak Against: Infantry, Tanks, Helicopters, Aircraft
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Black Widow
Cost: $700
Prerequisite: Soviet War Factory, Soviet Air Defense Command
- Terror Drones can now deploy and release radiation in small radius
Strong Against: Ground Units
Weak Against: Helicopters, Aircraft
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Advanced Demolition Truck
Cost: $1800
Prerequisite: Soviet War Factory, Soviet Air Defense Command
- carries a more powerful nuclear charges
Strong Against: Unarmed, Ground Units
Weak Against: Light Vehicles, Anti-Tank, Helicopters, Aircraft
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R.A.D. Tank
Cost: $1200
Prerequisite: Soviet War Factory, Soviet Battle Lab
- replaces Tesla Tank
- can kill garrisoned infantry
Strong Against: Infantry, Garrisonned Infantry, Light Vehicles
Weak Against: Tanks, Anti-Tank, Helicopters, Aircraft, Defenses
Siege Chopper
Cost: $1200
Prerequisite: Soviet War Factory, Soviet Battle Lab
- incendiary shells will be fired instead of HE shells
Strong Against: Infantry, Buildings, Defenses
Weak Against: Light Vehicles, Anti-Tank, Tanks, Helicopters, Aircraft, Anti-Air (undeployed)
Apocalypse Tank
Cost: $2000
Prerequisite: Soviet War Factory, Soviet Battle Lab
- Increase damage against vehicles and building
- Explodes when destroyed
- Shells and Missiles are now nuke tipped
Strong Against: Ground Units, Helicopters
Weak Against: Aircraft
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Kirov Airship
Cost: $2500
Prerequisite: Soviet War Factory, Soviet Battle Lab
- free fall bombs now tipped with nuclear warhead
Strong Against: All
Weak Against: Anti-Air, Aircraft
Modified Aircraft:
Tactical Nuke MIG
Cost: $1400
Prerequisite: Soviet Air Defense Command
- fires a small tactical nuke missiles
- Weak against anti air weapons
Weak Against: Anti-Air, Fighter Aircraft _________________
Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/ https://www.moddb.com/mods/yr-zero-hour QUICK_EDIT
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