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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 08-25-2005, 12:19 AM   #1 (permalink)
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Default Modding C&C

Question... is Zero hour better for mods of C&C... what does it add that the regular C&C was missing for mods? Thanks for your information.
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Old 08-25-2005, 12:28 AM   #2 (permalink)
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If you mean generals over zero hour, ZH adds: damage types, frenzy & fanatcicizm states, avenger & helix code. And a few other things.
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Old 08-25-2005, 04:41 AM   #3 (permalink)
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you'd better say "more damaged types" maybe...
other things:
US supply line logic, GLA replace an object by upgrade logic (fake buildings), better UI design and shortcut placement, nearly every special power has a shortcut (included the radarvan scan), 14 (true, up to 18) CommdSet slots, instead of 12, games on a user map don't have influence player's statistics (in multiplayer mode), superweopn buildings (nuke, scud-storm, particle cannon) can be built only 1 time by each player if you like, weather code (snow, rain), ECM tank jammer logic, US leaflet logic (nearly the same as EMP but holds also infantry) and some new units of course...

I'd advise ZH instead of Generals, cause you can detect bugs faster and better. By opening the worldbuilder it will give you the exact ini file and line in which an error was found (in 99% of all cases)
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Old 08-25-2005, 09:18 PM   #4 (permalink)
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well zh definity has more stuff than generals to mod...but its also trickier
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