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Generals zero hour maps mods
Generals zero hour maps mods






generals zero hour maps mods

General 362 Map Pack has four great Generals map conversions made for Zero Hour Skirmish.ĭescription: While going through C&C Generals map files, I noticed two unfinished maps that were never included in the actual game. forces are going through as they fight to remain in control of this hostile region. See if you can envision the purpose behind each aesthetic feature try to picture the struggle U.N. I payed a lot of attention to artistic detail when I created this map. As long as you have some spare funds, who knows how much havoc your remaining forces can wreak! Just be careful about building too close to those structures with the radiation symbols on the sides. If all else fails and the enemy keeps pushing you back farther and farther, I set aside a small region of the map on each side of the city where players can make a "last stand." Here, rivers provide only a small bottleneck for incoming ground forces to pass through. (I know, maybe not that realistic, but come on, falling towers are so much fun!) In addition to these unstable spires, other buildings are also carefully placed to provide players with certain tactical advantages (I won't give anything away here play the level and discover them yourself!). If a tower is fired upon from the correct angle, one can actually cause a devastating domino-effect of falling towers. The city is littered with countless low-armored towers which, when destroyed, can collapse and single-handedly take down several buildings as well as anything else in its path (such as passing tank division, perhaps?). Despite all the advantages that the city provides, trying to remain in control can be quite difficult.

generals zero hour maps mods

I worked very hard on this map to provide players with numerous strategic opportunities. With a surplus of supply crates and tech buildings situated in the heart of this dusty metropolis, he who controls the city will almost inevitably dominate the battlefield. The map is divided down the center by a large Middle-Eastern city, which is located atop steep cliffs with only three access routes on either side. I also tried capitalizing the 'H' in hacker for #6, still crashes on boot with the same error.From the Author: This map is the ultimate in building-crashing, tower-smashing warfare. Here's what it looks like: CommandSet ChinaCommandCenterCommandSetģ = Command_ConstructChinaNotAIVehicleListeningOutpostĦ = Command_ConstructChinaVehiclehackerOutpostġ8 = Command_ConstructChinaVehicleListeningOutpostĮDIT 2: I noticed there were two 12's, so I changed the first 12 to an 11, but still the same issue. I also never changed anything in that block of code. I then checked that line inside the file, and I don't see anything that looks wrong. Reason Error parsing INI file 'Data\INI\CommandSet.ini' (Line: 'CommandSet ChinaCommandCenterCommandSet ') The guide didn't mention needing to do that.ĮDIT: I just checked ReleaseCrashInfo.txt, and this is what is says: Release Crash at Thu Jan 23 16:06:21 2020 I didn't edit anything in that file, though. Seems like most of the missing stuff relates to new things implemented by the mod, and the generals.csf file, which I did put in \Data\English. I downloaded INI Checker 3.1, but it gives me like thousands of lines of stuff that says missing, and I'm not sure what to make of it. Once extracted, I edited them according to the tutorial and then placed in them in \Data\INI and \Data\INI\Objects. I used FinalBig to extract the INI files needed from the 0TEOD-094INI.big file.

#Generals zero hour maps mods mod#

Should I have done all this in the INIZH file? Or is there something else I have to change? Or does the mod not work if it's detected it's been edited, perhaps? I compared the INIZH.big file to 0TEOD-094INI.big, which looks to be like a copy of INIZH but with the changes for the mod made, thus being the reason I decided to edit 0TEOD-094INI instead of INIZH. I edited the INI for the mod, not the INIZH.big file.

generals zero hour maps mods

I followed the guide exactly, but when I went to test it, the game crashes immediately for Technical Difficulties.

generals zero hour maps mods

I have followed the tutorial on CnCLabs that walks you through giving China's Artillery Barrage to GLA, except I gave it to USA. However, I'm having an issue where the game won't launch after I've edited the INI.big file for the mod. So far, I've just tried to give a China power to USA in The End of Days Mod. That's actually exactly what I'm trying to do right now, though I haven't got to that point yet. I actually have a question about "modding a mod." You said you added abilities and units from other mods. I definitely am a "realism" fan, like you.








Generals zero hour maps mods