Just some dumb PVE-Vanilla++ mod i made for myself to make playing Generals alot more fun. Just read the installation instructions carefully in the files section and hopefully it'll all work out. It was my intention not to release it to the public, but eh, minds change and makes me wonder what people think of my crap mod. It's not of quality and shows some basic to semi-advanced INI modding but really it's not much of quality; it's not much but it's honest work. But hey, at least it's playable, makes QOL improvements of the base game, and introduces a new faction into the game!
Making adjustments to units, some map edits, adding a entierly new original skirmish map, and fleshing out General Townes some more.
PLEASE NOTE: This mod was mostly meant for PVE, but PVP could be possible with this mod. It may not be recommended, but I would love to see some gameplay footage on it!
Extract the Data, Maps, and Art folders, plus the ControlBarPro BIG files, into your main C&C Generals Zero Hour Directory, as well as the Install_Final.bmp. Don't forget to install the custom font Romonov.ttf file and put said file in the main directory of the game folder too for the new hud font to show up too.
Oh and don't forget to back up those folders and Install_Final.bmp you're about to replace too as precaution due to the mod files not being big files yet. There is no launcher for this mod as well since i have no idea how to make one for it.
ALL Generals Challenge maps are compatible with the Ivory Specters. Plus the maps have been altered too to make playing on them more fun on harder difficulties. You may find some hidden eastereggs and secrets within the somewhat revamped GC maps, a time-traveling nuclear companion will sometimes lend you his aid in the battles!
I decided to leave the vanilla zero hour campaigns intact and still playable, nothing much needs to be changed there unless i want to make those maps prettier, fix up some issues, add easterggs, or give them some more civilian stuff.
Someday in the future, i'll make an official campaign map pack for this mod to supplement that as i've tried numerous times and failed to do that via through the menu and replacing and editing maps, so i'll make it being in the skirmish menu as maps you can add to your game.
Anyway there could be some easter-eggs here and there in some voice lines i took from other games that sounded perfect for an RTS unit, as well as guest appearances of my own shitty voice for some voices of units, a major one being the Ivory Specter "Hero Unit", Doug White. (Should change his voice sometime... sounds cringe.)
- Changed the Humvee's guard range to match the Attack Cycle's Guard Range.
- Removed Attack Move and Guard commands from Maintenance Drone.
- Lowered cost of Humvee to 1250
- Added seperate Heroic-veterency-varient of the Partisan Grenade luancher's projectile object for red fire fx since doing it in the weapon's entry wouldn't allow it for some reason.
- Made the Ivory Specialforce Agent, Engineer, and Stinger Soldier able to pickup salvage crates.
- Fixed Specialforce stinger sites where their stingersoldiers, when be killed by explosives, cause them to stay in place twirling in air and prevent more stinger soldiers from spawning in.
- Buffed the stinger site's infantry with a higher health pool to 200 HP so they can have more of a chance to reach their higher veterency.
- Made Ivory Specialforce Rocket Buggy able to pickup salvage crates.
- Nerfed the guard range of the Raider to match the Attack-cycle's guard range to prevent it running off all willy nilly.
- Made the guard ranges of the Battle Bus and Rocket Buggy Match.
- All USA Engineers no longer gain veterency like the Ivory Specter Engineers and give out a bit more EXP when killed.
- Added back Civillian-sided UN Soldier to CivillianInfantry.ini, also added back civillian-sided partisans after a long time to keep parody with assets of the old partisans and UN soldiers around in maps where their old civillian infantry entries arent replaced with their Ivory Specter Counterparts.
- Made the Laser general's pathfinders (now called "Railgunners") actually fire lasers. They can now attack buildings, aircraft, and vehicles. They have omitted stealth capabilities (both invisibility and stealth garrisons) since the laser attack would give their posistion away whilst cloaked.
- Fixed firing attack animations for the Laser Ranger and Laser Burton when attacking with their anti air weapons
- Buffed the range and damage of the laser ranger's weapons.
- ACTUALLY fixed laser paladin's attack voice lines not triggering due to coding typos. Me so stupid--
- Gave new text entries to the Laser generals Laser-based units commandbuttons to reflect changes and them being different.
- Changed Deathtype of the Laser Turret's, Laser Paladin's and Crusader's weapons to the Burned Deathtype to placebo them more effective against infantry.
- Fixed the Laser Uplink Cannon's firing pulse fx to be different than the same as the Particle Cannon's.
- Made it so the Command Centers start off with 8 units of power to power up the starting laser tanks in skirmishes. Also giving Townes an advantage in early base building.
- Adjusted attack routes in the map "Victory Valley", Powered the civillian propaganda tower in the city area, added tech nuclear/chemical bunkers/powerplants, and added 3 tech warfactories in the map, and added AI-garrison-tagged structures so the AI garrisons inside the city center
- Made some buildings in "Forgotten Forest" map use their night models.
- Added new "Official Map": "Blue Moon Highway".
Organized Map Cache file a little bit.
- Added more props and other stuff in the map "The Alamo".
THERE IS NO PLAY. YOU CANNOT START THE SKIRMISH
Er whaddya mean by that...?