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CnC Generals Downloads > Zero Hour > Mods:
Souped Up Superweapon General Mod (1.3)
Filename: soupedupsupermod13.zip

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Zero Hour > Mods

Average User Rating: 8.4
Number of Votes: 22
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Souped Up Superweapon General Mod (1.3) - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!

This is a mod intended primarily so you can play the General's Challenge and the Skirmish versus computer games as a modified Superweapons General. It has not been tested for online play.

In the General's Challenge you get to play against all the Generals including the Superweapon General.

Be sure to follow the installation instructions.

So, when you go ingame by the included shortcut, you'll be able to play as an even super-er Superweapon General!

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!

Souped Up Superweapon General Mod (1.3) - Screenshots  
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Souped Up Superweapon General Mod (1.3) - File Download Options  

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Download from Worldwide Mirror by FileFront Download Souped Up Superweapon General Mod!

Souped Up Superweapon General Mod (1.3) - Readme  
Readme File:
Souped Up Superweapon General Mod
Ver 1.3
by beng

This is a mod intended primarily so you can play the General's Challenge and the Skirmish versus computer games as a modified Superweapons General. It has not been tested for online play.
In the General's Challenge you get to play against all the Generals including the Superweapon General.


This mod requires at least version 1.01 of Zero Hour to work. It was tested on 1.04.

Put the file SoupedUpSuperMod.big in your Zero Hour data folder, normally:
\My Documents\Command and Conquer Generals Zero Hour Data\

Put the shortcut "ZH Souped Up Superweapon Mod" on your desktop. If your game path is not
C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\generals.exe
Then you have to right-click on the shortcut, select "Properties" and edit its Target field to make it right.

Basically the shortcut starts the game with the command:
generals.exe -mod SoupedUpSuperMod.big

Double click that shortcut to run the game using the mod.

Changed units:

Superweapon general's dozer can build the Cruise Missile silo and the Neutron ICBM silo.

Cruise Missile explodes with 2 warheads, the first does 2000 explosive damage to a radius of 50 (like high explosive bomb truck), and the second is a MOAB warhead. It also has EMP pulse effects. The missile is not strong and can be shot down by concentrated AA fire.

Neutron ICBM Missile kills all infantry within the target circle, and makes all vehicles, including aircraft, unmanned. It clears out tunnel networks too. Only the GLA palace can protect infantry from it. It has a small radius EMP effect that will incapacitate the thing it hits for 30 seconds.

Superweapon's War Factory can build the Teleporter Truck. Developed using top secret technology from the Philadelphia Project, this truck can transport up to 10 units instantly from one truck to another, or to a tunnel network. If two of these trucks are commanded to enter each other at the same time, they will vanish into thin air but can be retrieved from a third truck. The truck comes armed with a gattling gun, which can be upgraded to a better model via the Tow missile upgrade, and further upgraded to a faster rate of fire with the ChainGuns upgrade (bought from strategy centre), and it is stealthed when not moving too fast. The composite armour upgrade improves its armour and also makes it auto heal. It detects stealth to a range of 175.

Superweapon's Aurora bombs now pack a small nuclear warhead. Aurora jet has more health (similar to normal Aurora).

Superweapon's Stealth fighter gets a button to fire one missile only so it can engage 2 targets per sortie. It has longer range missiles too.

Superweapon's Airfield build an A10 instead of the raptor. The A10 comes with patriot missiles and a long range gun, and the laser missiles upgrade changes its missiles to EMP patriots.

Superweapon's Rangers have long range machine guns, they can kill stinger sites without getting hit.

Superweapon's Pathfinders have very long range quick firing Jarmen Kell sniper rifles (fire at twice the rate of normal Pathfinder rifle). The range is almost infinite when garrisoned. They can detect stealth even when garrisoned and inside chinooks and other vehicles.

Superweapon's Burton can detect stealth.

Superweapon's tomahawk vehicle now launches 2 kinds of missiles. The standard tomahawk missile, and an Ordos Deviator missile (selected using the toxin warhead button). The deviator missile uses nerve gas to gain control of enemy vehicles. It can also clear out garrisoned buildings.

Superweapon's Avenger can shoot down shells and bombs and scud storm missiles.

Some things to try:

Use the neutron ICMB to nuke Granger's circling planes and helicopters (but don't aim right in the middle of them as the helo's lasers will down the missile).
Use the neutron ICMB to clear out Kassad's tunnels.
Use the neutron ICMB to unman those big bunches of Ta Hun Kwai's tanks and then use paradrop to take them over.
Use the neutron ICMB to clear out Shi Tao's garrisoned buildings.
Use the deviator to steal enemy vehicles, useful against tank general.
The A10 is a good Tank Buster, especially with the laser missiles upgrade, and can also engage enemy planes. Use it to guard the battlefield in front of your base.
The Teleporter Truck is a good anti-air vehicle, especially when the Tow missile and Sentry Gun upgrades are bought.
Ragers can take out GLA base defences safely from a distance.

V1.1 changes
The ranger's rifle changed back to the old one when the flashbang upgrade was bought, this has been fixed.
Player-built A10 modified to fly lower and use guns on air targets, guns do more damage with chain guns upgrade
Teleporter truck guns upgraded by chain guns upgrade now
Superweapon's Comanches have point defence lasers and can shoot down scud storm missiles.
Dozer will clean up toxins and radiation when it is near the hazard field.

v1.2 changes
Teleporter truck armour changed so that Jarmen cannot snipe it, otherwise the game crashes if he does.
Colonel Burton given the ability to capture buildings.

V1.3 changes
WHen the teleporter truck becomes unmanned the game crashes. So i changed the Chinese neutron weapons to no longer unman vehicles.
The blue neutron mines will drestroy vehicles instead of unmanning them.
The Chinese nuke cannon neutron shell has bunker buster (like stealth jet), EMP, and radiation effects. When used against tunnels, the vehicles come out and are EMP frozen for 30 seconds whilst the radiation damages them.
The Neutron ICBM will not unman your own units, just damage them a little.
The Superweapon general's Aurora bombs have been improved to increase the fuel-air explosion rate and decrease the dud rate.

Souped Up Superweapon General Mod (1.3) - User Comments  
The following comments are owned by the user that posted them. Command & Conquer Files is not responsible for their content.

Total comments: 4 | Last comment: 10-22-2006 at 23:10

 #1 - 10-19-2006 at 22:34
Joined: February 24th, 2006
Posts: 553
id so download this mod if i was into generals still

 #2 - 10-20-2006 at 14:57
Joined: February 24th, 2006
Posts: 553
actually id download it if it was on modtoaster...

 #3 - confused - 10-21-2006 at 14:15
From: (ohio)
Joined: March 13th, 2006
Posts: 212
I'm really confused, ok downloaded, i get the three things, shortcut, .big file, and read me. the read me says put the .big file into "documents/generalsZHdata" did you mean c:/program files/eagames/generalszh/data or what? the my documents thing doesn't sound right, help?confusedconfusedconfused

 #4 - 10-22-2006 at 23:10
Joined: February 24th, 2006
Posts: 553
did you try putting it in my documents?

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