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*/*/*/*/*/*/*/*/*/*/*/*/*/*
*||||||||Assassin|||||||||*
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This is the Assassin mod for Generals: Zero Hour By Wise_Man aka Posthuman If you find any problems (besides the ones listed),
e-mail me Colten_Weiss@hotmail.com. This was released April 9th, 2005. I don't know how to
take screenshots, so I don't have any. This mod adds a new
faction in the game known as the Assassin. He has powerful units
and few working upgrades. His generals abilities are the US's,
except for one.

Installation: Copy all the files to the Zero Hour Directory
in the proper folders (ex. Install_Final in the main direct,
everything else in Data/INI/ or Data/INI/object)
Additional units/structures for the Assassin:
A new Command Center (Provides RADAR and power, builds dozers)

Advanced Nuke Reactor (20 power supplied)
Barracks that train; Mercenary (stealthed, five shot per clip rebel)
Hunter (Like tank hunter, but trains faster & no horde bonus)
Biohazard Techni (sprays biotoxins)
Sniper (Pathfinder that doesn't stealth when he attacks)
Jarmen Kell

Supply Center; starts with 2 supply trucks
War factory: builds Flak Truck (Powerful ground unit) and
upgrade (faster rate of fire for Flak Truck)

Airfield: Builds HellStorm jet (creates inferno & nuke), stealth
fighter (now with AA Missiles!), & chinook

Strategy Center: Allows battle plan (I think) and supply drops
& nuke silo.

Supply drop/nuke silo are the same as before

Flak Cannon: Powerful ENCLOSED (you don't see garrisonned soldiers)
base defence

Sniper Camp: Stinger site with snipers

bugs!!!!!:

*If too many hellstorms attack at once, the infernos will cause
the terrain to turn black & make objects appear & disappear randomly
*There is no ai, so the computer won't play as the assassin.
*I was too lazy to put the new objects names in on the control
bar, so if your about to build a Flak Cannon, it will call it a fire
base until you start building it.

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