Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
|Posted: Wed Aug 31, 2022 3:32 am Post subject:
Zero Hour Enhanced Updates: New & Improved Structures Part 7
Subject description: Now with an ultra scientific formula applied in a news about buildings!
VectorIV, the leader of Zero Hour Enhanced, has been busy recently working on it and shared its progress report with us. For those unfamiliar with it, Zero Hour Enhanced is a modification for Command & Conquer Generals: Zero Hour that enhances the gameplay experience of the game according to VectorIV's visions. Here is what was posted about it:
On shiny buildings episode 2000, a few drastic design changes have been made to accommodate consistency.
"How drastic?" you may ask. If you have noticed, vZH GLA and Chinese supply center's design doesn't accommodate Chinook's drop-off mechanic, and lore-wise, it doesn't have to since neither have supply helicopters. Meanwhile, the USA supply center has no fence to protect the drop-off zone. Sure, it's the only one that could accommodate both air and ground supply gatherer, but why would the USA ever need to lore-wise?
The supply officers have finally noticed that many of their supplies have gone missing due to this architectural design flaw. Numerous reports have shown that GLA workers and Chinese supply trucks have been caught on security tape, leeching off the supplies while the officers were busy eating donuts!
To combat this easily avoided mistake, the high command has commissioned $10M state-of-the-art fencing from Am*zon to block any undesirable supply theft. This fence may look easy to cross over, but anyone attempting to steal supply (or escape) will get electrocuted, resulting in a 69% fatality rate.
In other news, the researchers in the ZHE team have finally come up with an ultra scientific formula for an advanced war factory design. This design looks organic, like the golden ratio to nature's designs. Trigger warning, very advanced math ahead:
Spoiler (click here to read it):
sunshade canvas + expanded room + chimney + fans = advanced
And the final drastic change; the vZH artillery remote turret in Strategy Center has been removed. It's been replaced by the M119 light field howitzer made in the britbonger god save the queen land.
Game mechanic-wise, the bombardment battle plan now grants the player early light artillery support similar to CoH in the sense that it doesn't auto-fire anymore. The player would have to fire manually at a target location.
Both hold the line, and search & destroy still function like in vZH, but values have been changed to better match ZHE's gameplay.
NATO Supply Center The same old USA Supply Center with new pad texture, shiny roofs, rounder fans, better fencing, warehouse doors, and more clutter.
NATO War Factory The same old USA War Factory with shiny roofs, rounder fans, rounder smoke stacks, better fencing, better crane mesh, 3D doors, and more clutter. Also added new fancy lights show while it's being active.
NATO Strategy Center The same old USA Strategy Center with shiny roofs, 3D roofs, rounder fans, better vents, 3D doors, and proper window placement.
Bombardment BP: all-new artillery piece model with animated crews
Hold the line BP: better sandbag placement and window shields
Search & Destroy BP: rounder shiny dishes and roofs
Crew animation video:
That's all for this update.
You can find more information about Zero Hour Enhanced by visiting the ModDB Profile. And this is all we can offer for today regarding Zero Hour Enhanced!
Key Words: #News #ZeroHourEnhanced #Generals #ZeroHour
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