Emblems 1

Your goal is simple: create an army to defend your building and destroy the enemies, while prevent them from doing the same. Don't think this is an easy task though, as you will find yourself with up to 40 different units to choose from, each belonging to one of the five factions in the game. and each having its own quirks and abilities that if used correctly, could turn the tide of the battle, and even bring you the hard-earned victory.

Choose from one of the five factions to play with. Storm the front swiftly as Solisia, dominate the scene as Vulkan, stand your ground as Fulgura, overwhelm your enemies as Lamina, or set the battlefield on fire as Infernus.



It all started with a simple idea of wanting to make tanks, then Zeke_Dlyoung from NLS - No Life Studios pitched in the idea of making a building to produce these units, paving way to the creation of the mod you are looking at right now.

This is C&C Power Play, a simple total conversion where your goal is to destroy a single building with your army, while stopping your enemies from doing the same, sort of like old flash games you found on the good old days of the internet, except in 3D form, allowing you to strategize your position and your army composition.

Your army will be built from a single building, whose survival is vital to your team. If you lose this building, it's game over. From there, you will be able to tier up, granting you access to more powerful units. Don't think you can just use a Tier X unit and win the game, though; each units have its own strengths and weaknesses, and in some case, even Tier 1 units will fare better than its advanced counterparts.

You will also regularly receive money in a fixed rate as time goes on. It's not a lot though, and the only way to change that is to capture supply docks across the map or kill enemies to earn more.

There are 5 factions in this mod:

  • Solisian units are agile and bursty, but they are lightly armored and expensive.
  • Vulkanic units are tough and powerful, but they are very slow and expensive.
  • Fulguran units are durable and generally has range advantage, but they are relatively weak in firepower, and slow to produce.
  • Lamini units are agile, cheap to produce, and can be easily spammed, but they are weakly armored and lack sustained damage.
  • Infernal units possess flame weapons and generally has range advantage, but they are fragile, slow in production, and their flame weapons can hurt themselves.

Special thanks to NLS - No Life Studios for helping me numerous times in terms of coding, as well as SWR Productions for letting me borrow a lot of their assets. The mod is built upon the SDK found here, so the credit goes to them as well. The mod also makes use of ControlBarPro, which is made by Xezon and Fas.

A lot of sounds, background cameos, and musics are taken from various sources, the credit goes to their respective owners.

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RSS Articles

Emblems

It has just hit me that there are unexplained mechanics of this mod that makes it somewhat different from vanilla Zero Hour. No, it's not the lack of buildings (that is fixed in the next update), or the fact that there are tanks with 8 barrels strapped onto the turret.

So let me just get into it then.

In vanilla Zero Hour, projectiles has no issues (generally) tracking and hitting even the fastest Rocket Buggies if it gets too close. This is not the case in Power Play.

Instead, all projectiles have differing speed and accuracy depending on the unit and faction it belongs to. Fulguran units are equipped with weapons that by default has faster speed and less "scatter radius", but none of their weapons can magically "track" moving vehicles, so it still has a smaller chance to miss its shots. The only exceptions are hit scan-based weapons like Bishop's laser, where it will still hit them with ease.

What does this mean?

Solisian and Lamini units generally have an advantage in not just being able to go from A to B faster than their counterparts, but due to their mobile nature, they also have easier time to "dodge" incoming projectiles. In contrast, other units have harder times to do the same, but they also have a lot of health to compensate for that fact (unless you're Infernus, in which case, it is one of your primary weaknesses that you get for trading it with superior firepower and generally cheaper production cost).

DodgeMechanic

Rats have no issues dodging slower attacks like above, as long as it's not turning...


This might not matter to you if you are the kind of person to spam like 100 units if not more onto an enemy force, but in a smaller scale where micromanagement is more feasible, positioning your units can make a big difference when it comes to finding a decisive winner in the battle.

In more recent versions of Power Play, you may also notice that the EMP effects are constant; whenever a vehicle is disabled, it will take roughly 2 seconds to resume operation, regardless of whether it's a Super Heavy Tank like Robus, or something small yet mighty like Termite. While "laser-based" disabler is no longer a thing (for now), disabling a vehicle this way will also require constant attention to it, as leaving the target unattended would instantly re-activate the unit and make it operational again.

If you have played Fulgura before, chances are you have seen the description saying "can attack at longer range than other units". This is an indication that the unit can attack at 250 unit distance (idk the unit being used here, so), compared to the (default) 200. You might be saying, "hold up, this is a very far distance for a regular unit", and to that I say, yes it is.

Units with such description not only attacks further than their counterparts, but they generally have better accuracy mentioned above as well. Artillery however beats that at 300, which makes them the furthest any units in Power Play can reach with its weapon. The only exception is Doomsday, whose detonation radius spans up to 500, basically your entire screen.

All these things may not seem like a lot, but it dictates what kind of units are suited for their roles, and what kind of units counters one another. If someone is sending a bunch of Rats to swarm you, Vulkanic units such as Robus generally has no problems dealing with them, but artillery units will get decimated due to its inability to reliably and quickly dispose of them. In contrast, slow-moving tank blobs make a perfect target practice for them due to their powerful AoE projectiles being something they cannot simply avoid.

SPVanguard

"Despite its name, the Vanguard is best used to bombard enemies from the backline due to its lackluster armor."


Some units aren't meant to be used alone, even. Vanguards for example, possess very little health (only 600 hp, which is nothing given even Fulguran units can hit up to 200 at a time) for being a Tier 3 unit, but thanks to its 250 weapon distance, it can safely engage away from enemy fire, as long as there is something to soak up damage in front of it (e.g. Harbingers or even Scarabs). Spamming Vanguards without these units can leave them vulnerable to anything that doesn't die instantly to their powerful cannons, making them an easy target to ambush and attack from the flank.

And that is all. If there are more mechanics I should explain here, I will either make a new article, or add some more text here.

I'll build anywhere...

I'll build anywhere...

News

I'm getting tired of playing around with a single building so...

V.1.6.1 Has been released

V.1.6.1 Has been released

News

A massive overhaul in aesthetics, and significant changes in gameplay features and balance.

Some lore probably

Some lore probably

News

An article regarding the thought process behind the lore of "Power Play".

Technical Difficulties...

Technical Difficulties...

News

An excuse (albeit a valid one) as to why the development of this mod is seemingly halted.

RSS Files
Power Play V.1.6.1 Fixed

Power Play V.1.6.1 Fixed

Full Version

A massive overhaul in aesthetics, and significant changes in gameplay features and balance.

Power Play V.1.5.3

Power Play V.1.5.3

Full Version 2 comments

Introduction of new units and overall refinements.

Power Play V.1.4.4

Power Play V.1.4.4

Full Version

An addition of Ambush ability for all factions, major gameplay tweaks and balance.

Power Play V.1.3.2

Power Play V.1.3.2

Full Version 2 comments

A variety of tweaks, updates on a few units' aesthetics, and an addition of Artillery Barrage for all factions.

Power Play V.1.2

Power Play V.1.2

Full Version 2 comments

An overhaul in aesthetics and some minor changes to certain units.

C&C Power Play V.1.107

C&C Power Play V.1.107

Full Version

Balance and tweaks to various units, AI improvements, new aesthetics for Command Centers and the change in functionality of Supplies throughout the map.

Post comment Comments  (0 - 10 of 33)
LavstorM
LavstorM - - 277 comments

How does this work with friends and AI? in terms of Mismatching?

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superfeatheryoshi
superfeatheryoshi - - 227 comments

The AI economy bonus could probably use some nerfing. Tried a game of vs 7 Brutal just for fun. They were building so much stuff that the game was running at like 10 frames per second, and the AI all have $999999.

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NeverLoseGuy Creator
NeverLoseGuy - - 137 comments

The absurd amount of stuff AIs build will be reduced and they will no longer have unlimited money (granted they will still have quite a lot).

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Alamnil-Of-Temple
Alamnil-Of-Temple - - 120 comments

Interesting mod. Simple yet eye-catching. Definitely will try it out once the 1.6 is out.

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Kabal_M11K
Kabal_M11K - - 194 comments

Power play, what could be worse than this?

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NeverLoseGuy Creator
NeverLoseGuy - - 137 comments

Technically speaking, pirated mod? I know for sure nobody likes those.

Reply Good karma+2 votes
Guest
Guest - - 693,568 comments

I'd like to make a recommendation for an addon to remove the memey audio aspect of the mod. hearing that one guy scream because a tank got hit by one of my tanks (not sure which one) is a little annoying after the first 10 times it happens.

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NeverLoseGuy Creator
NeverLoseGuy - - 137 comments

It will be removed in the next version, since I do think it can get a little annoying and makes the funnier one less funny.

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eil
eil - - 865 comments

So how exactly to launch the mod?? Simply extracting archive in game folder doesn't work. Yet half of archive are files that won't be used by mod at all, 'cause .gib files usually used with some launcher which renames them, but this mod has no launcher.

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NeverLoseGuy Creator
NeverLoseGuy - - 137 comments

You can either install this mod via GenLauncher, or you can rename the .gib files to .big so that it is read by the game.

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eil
eil - - 865 comments

Renaming .gib files doesn't solve the problem, mod still crashes on start.
Manual installation archive definitely is lacking some proper arrangements, possibly proper naming of files, and mainly working instruction = "extract whole archive in game folder and rename gib to big" doesn't work.

Somehow i suspect that archive is Not supposed to be used for manual installation, and mod is adapted solely for GenLauncher use = if that is true, then at least please state it, so players who don't want to deal with GenLauncher wouldn't bother, searching for errors source.

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NeverLoseGuy Creator
NeverLoseGuy - - 137 comments

I will admit I mainly launch this mod from GenLauncher for manually installing it is something that I haven't really tested. I would suggest using GenLauncher to install the mod while I figure out the issue.

edit: I might figure out why...the instructions may be unclear. Can you make sure that the files in the "version" folder are extracted to ZH folder?

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eil
eil - - 865 comments

Yeap, for sure i extracted everything from archive's folder "1.5.3 Fixed" into Generals game folder, and renamed all .gib into .big.
Just to be sure, game folder is the path where Generals.exe, Data folder, and all the original game .big files are.

So i would appreciate if you'd check exactly manual installation on your end and find why mod doesn't work this way.

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NeverLoseGuy Creator
NeverLoseGuy - - 137 comments

I managed to find someone who volunteered and did the testing for me. He got it working just fine.

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eil
eil - - 865 comments

Well, fine. Since All the famous Generals mods(Shockwave, TEOD, ROTR, Contra, WWII) work good for me, yet they don't demand use of GenLauncher(which was mainly created for "not smart" players who can't actually handle manual installation), i guess this mod is a real special case.
Will wait for better times, maybe in future it will be more available. BTW, the new structures models are cool.!

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Guest
Guest - - 693,568 comments

This comment is currently awaiting admin approval, join now to view.

Zeke_Dlyoung
Zeke_Dlyoung - - 4,471 comments

Hello, I am the guy who recently tested the manual download. Downloaded it a couple days ago, placed the files in a ZH folder, renamed gib files and it worked. There is no "demand to use GenLauncher" involved, also GenLauncher is not for "not smart" players, it is for everyone who wants more control over their mod files without having to copy the game multiple times and unecessarily eat up harddisk space. I know you're frustrated, but please don't blow up the issue bigger than it actually is. If you wish to get more support on this, visit our discord server: Discord.gg

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