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Command & Conquer: Generals Zero Hour

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Command & Conquer: Generals Zero Hour

Developer(s) EALA
Publisher(s) EA Games, MacSoft
Release date September 22, 2003 (NA)
Genre RTS
Mode(s) Single player, multiplayer
Age rating(s) ESRB: T
Platform(s) PC
Media CD
Credits | Soundtrack | Codes | Walkthrough

Contents

[edit] Gameplay

Zero Hour added several new abilities to each side, and a new mode of play called Generals' Challenge. The expansion also adds specific units and upgrades to each new faction and re-arrange some of the upgrades.

[edit] Twilight Flame Glitch

Through numerous gamer reports, it has been generally aknowledged that there exists a glitch on the Twilight Flame level, whereby when several computer controlled armies are incorporated into the game, the game lags early on, and continues to worsen throughout the game, making it at times unplayable. This problem is due to the badly programmed AI attack routes on the map(you might often notice enemy units trying to traverse unpassable cliffs in order to attack your base.

[edit] Online Multiplayer

Command & Conquer: Generals - Zero Hour includes online play through GameSpy on Windows, or GameRanger on Macs. The two services are not compatible. For the former players must first create a free GameSpy account in-game. Once in the main online lobby, players can choose from a number of options, including Quick Match, where players can have themselves matched up with other players of similar skill for 1 vs. 1 games, and Custom Game, where players can create their own games with the settings they want, and wait for other players to join them. The latter, though also free, is more so manual, and requires players to make, match, and start games without the benefit of an active central server to record stats, etc.

Custom games can have up to eight players playing in one online game. Performance may decline in games with large numbers of players, however, due to the computation, memory, and communication demands of larger games. It is to be noted, though, that the Zero Hour expansion has a noticeably more efficient engine than the original Generals, so games run more smoothly than compared to the original Generals. Lag and failed connections do, however, remain a problem online, as do mismatches when playing across ADSL and Cable internet. A common problem includes not being able to connect to anything ever at all times of the day. Some members of the community speculate that a fault in the coding of the game exists. This causes it to consume more and more resources over time causing low frame rates and multi player lag.

In order to allow for better performance in large matches online and over LAN, players are recommended to reduce their graphical quality settings. This heavily reduces the amount of lag, and the chance of a mismatch. In fact, failure in computers meeting the computational requirements of the game is the primary reason for lag and mismatches, as tests have shown that during battles with 2 or more people occupies only 5kB/s maximum of bandwidth.

[edit] Online Rule Sets

No rules - Assume that these are the default rules of all games unless otherwise noted by the game creator. No rules means that all play is OK within the game parameters of Zero Hour, except for bug exploits and hacks.

Universally any forms of cheats, hacks, glitches and exploits are still presumably not allowed in the no rules rule set, and are only acceptable if noted before the match is accepted and begins by the game's creator.


"Pro" Rules - Has different meaning to different people. Almost pointless to say this, as you still need to define individual rules so everyone agrees. Must be included in the title of a game, or noted before the match is accepted and begins by the game's creator. They outline the rules that are deemed necessary for a fair and fun game by restricting units and structures that are seen as too easily relied upon as a "one hit" unit, or a unit that a player could build exclusively to achieve victory rather than utilizing multiple unit types to win.

Unit and Structure restrictions:

No GLA Demo bikes and Combat cycles
No USA Both Aurora and Aurora Alpha bombers
Super Weapons(the buildable structures) are not allowed under any army.

Universally it is not allowed to use any form of cheats, hacks, glitches, exploits or anything else that the game creators wouldn't have wanted included in the game's release.


"Noob" rules - Rules used to learn how to build bases efficiently and to get settled into a particular army and how units function. Though the pretexts of rules can change per game, the following are what to assume if rules are not specifically noted by each individual game creator. (Note: Even in the game is represented as a "Noob" game, pro rules are assumed unless otherwise noted by the game creator)

Unit and Structure restrictions:(common rules, or "default" Noob rules)

No rush for 10 minutes
No GLA Demo bikes and Combat cycles 
No USA Both Aurora and Aurora Alpha bombers 
Super Weapons(the buildable structures) are not allowed under any army.

Unit and Structure limitations:(notable rules)

No rush (With an amount of time specified by game creator)
Limit on overall GLA Battle bus and USA Humvee unit count(number specified by 
individual game creators)

Universally it is not allowed to use any form of cheats, hacks, glitches, exploits or anything else that the game creators wouldn't have wanted included in the game's release.

Rush is typically defined as attacking an opponents main base, but varies wildly from player to player. Some players will expect no one to cross the center of the map with any units. Other players assume "rush" means no attacking any structure that is already taken control of or built by a player, while another take on this idea is that any structures built toward the center of the map are fair game for being attacked. The inconsistent gameplay and drama that result are a big reason why most seasoned players migrate to "pro" rules.


Universally notable rules

Even if the game creator specifies a rule set, additional limitations and restrictions can be implemented by the game creator before the match begins. Such as a limit to the number of Super weapon structures each player can utilize, or other limitations to units/structures.

Ground War: Forbids the usage of any air-born vehicles. 
Infantry War: Limits buildable structures and units to infantry only(Allows for 
necessary buildings and units such as workers, power plants, and supply depots).
Random: players must choose random army

[edit] Generals' Challenge

In Generals' Challenge the player takes on the identity of one of nine generals (three representing each faction). The player then does battle against six out of the nine generals and eventually confronting a powerful "boss" general, General Leang. General Rodall "Demo" Juhziz and General "Anvil" Shin Fai's with two boss generals, General Ironside and General Mohmar "Deathstrike", with theres generals challenges maps were removed from the final version of Zero Hour.

[edit] External Links