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Shockwave (Mod)

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C&C: Shockwave
DeveloperSWR Productions
Version1.1, March 16, 2011
Release DateNovember 22, 2010
GenreReal Time Strategy (mod)
EngineSAGE
PlatformsMicrosoft Windows, Macintosh OS
RequirementsGenerals: Zero Hour
InputKeyboard, Mouse
DamagedNukeReactor
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Shockwave (Mod) has been marked for cleanup. Reason(s):
Reorganize the New features section!
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ShockWave, or Command and Conquer: Generals - ShockWave is a modification for the RTS game expansion pack Command & Conquer: Generals – Zero Hour, originating from 2004. There have been six released versions to date, 1.1 being the latest. It is quite critically acclaimed and is played competitively online by fans. In February 2008, it was one of the ten mods to receive the Mod DB Editor's Choice Award. It also has dual platform support for both Windows and Macintosh operating systems.


OverviewEdit

ShockWave adds a number of new units and abilities to each of the nine Zero Hour generals and their normal 'vanilla' factions. Many of the additional units are based upon ideas that were clearly intended to be included in Zero Hour's original release.

Numerous unit voices, sounds and art references to these missing units can be found within the game's . BIG files. Barring very few exceptions, nearly all of the missing upgrades, units and buildings have been introduced in some form within the ShockWave modification.

Among these include the Laser Comanche for Townes; the Hypersonic Aurora for Granger; the Advanced Particle Cannon for Alexander; Fusion Reactor and Weapons-Grade Uranium shells for Tao's tanks; the Demo Battle Bus for Juhziz and the toxin Scorpion for Thrax.

In addition to the extra units, Zero Hour originally intended to present the player with three (not merely one) boss generals in the Generals' Challenge, and include missions featuring General Fai and General Juhziz (which were missing from the final release). Playing the Generals' Challenge mode in unmodified versions of the game will eventually see the player stand off against a Chinese General named Leang, who commands the technology of all three factions at the end.

However, the boss Generals Ironside (of the USA) and Mohmar 'Deathstrike' (of the GLA) were eliminated before the game's release, although their voiceovers and portraits are contained in the game files (but lacking a challenge map). In addition, General Fai's (of China) challenge mission was also removed. However, General Juhziz (of the GLA) still had a partially complete challenge map. All three of these boss-generals have been modified and included in 'ShockWave', utilizing the tactics and abilities for which they were supposedly originally intended to command. The Generals' Challenge mission featuring General Juhziz was completed and added back into the game (but General Fai's mission was not).

ShockWave is a partial conversion and thus aims to not change the feel and backstory of the original game. It is comparable to most expansion packs for RTS games in its initial setup, but without patches to the hard-coded executable. SWR productions staff have stated that they wish for the ShockWave to be thought of as what Zero Hour may have been, had Electronic Arts not cut short the development time.

FutureEdit

ShockWave has one scheduled release remaining, tentatively declared by SWR mod-leader The_Hunter to be 'sometime before Christmas 2010.'

  • 0.96 was originally slated to be released shortly after the 0.951 patch; this additional patch would've seen further model and texture updates as well as the inclusion and replacement of units for particular factions - notably, an update to Alexander's Enforcer and the addition of an anti-air upgrade for Tao's Overlord. With more than a year passing between official announcements, 0.96 as an external release was stated to have been trashed in favor of expedience on the final release.
  • 1.1 is the final announced release for the Shockwave mod. Due to stated difficulties in properly testing their addition - together with a lack of available time and manpower - the oft-touted addition of naval warfare has been confirmed to be cancelled. This last update will feature as many new textures, models and programming fixes that can be managed, though whether SWR plans to support Shockwave with further bug removals and error corrections after this release is currently unknown.

Although SWR originally halted the 0.96 release to concentrate on quickly releasing a version of their Rise of the Reds mod that included both the Russian Federation and European Union as playable 'vanilla' sides, this goal did not come to pass. Work on Rise of the Reds was ultimately put on hold to see a final update made to Shockwave. In Summer 2012, work on Rise of the Reds restarted.

New featuresEdit

  • Several in-game vehicles can now move over water. These includes the Crusader (with hover engine upgrade), Shatterer, Troop Crawler, BDRM-1, BDRM-2, and Krait.
  • USA Spy Drones (deployable via a Generals' Power) can now be given move orders, unlike in Zero Hour.
  • The Generals' Challenge campaign has been reworked, incorporating each factions' new units and features, and allowing the player to play as the three new generals (Leang, Ironside, and Deathstrike). In addition, General Juhziz's mission (which was partially complete but scrapped from the final release of Zero Hour) is now available in Generals' Challenge.
  • In-game taunts (unquie to each unit and faction) can now be accessed from each faction's Command Center, or from specific units.
  • Skirmish mode now has every map from the original C&C Generals and Zero Hour available to play, and also includes modified "ShockWave" versions of the default maps, which make use of the new tech buildings unique to Zero:Hour.

A complete guide each faction's units, structures, upgrades, strengths, weaknesses, etc - can be viewed on the Fallout Studio wiki.

GlitchesEdit

The following are notable glitches still present as of the final announced release (version 1.1). Some of the glitches are specific to Shockwave, while others are left over from the official Zero Hour release:

Generals' ChallengeEdit

  • In General Grangers' mission, Granger starts out with low power and will never bring his power back online (unless the player destroys enough of his buildings to reduce his power usage). This means that his particle cannon and Patriot base defenses will never fire.
  • In General Kwai's mission, Kwai runs out of money very early in the mission and will stop attacking and building new units completely after just a few attacks, making the mission incredibly easy. This is because his AI is changed to build less infantry, which results in his only source of income after his lone resource pile is used up being a mere 3-4 hackers who don't even go inside the Internet Center. This glitch was not present in the original Zero Hour release.
  • In General Kwai's mission, Kwai will often build multiple nuclear missile silos on top of each other.
  • In General Leang's mission, she never uses any of her taunts throughout the entire battle, except during the player's victory or defeat (as well as the opening cinematic).
  • In General Leang's mission, Leang will fire her Temple of Gaia only once, and will never fire it again.
  • Dr. Thrax will sometimes call in his Viral Strike and Nerve Gas bomb strikes off the game map, usually toward either the bottom right or top left corner of the map.
  • In Prince Kassad's mission, Kassad's Scud Storm will often fire at a location completely off of the game map, and usually will not hit any units or buildings; if the player watches the top right corner of the map, it is possible to see the Scud Storm firing into the "black" at the edge of the screen.
  • In General Tao's mission, all civilian structures that aren't garrisoned by Tao's infantry and the convoy trucks appear yellow (the player's color) on radar.
  • General Tao's mission will sometimes fail to load, forcing the player to beat the previous mission again.
  • In General Leang's mission, any TOS-1 Buratinos built from her War Factories by the player will not move, staying inside the structure after completion. Also, any captured Hammer Cannons will not move.
  • In General Townes' mission, the laser turrets surrounding his base remain powered down, save for the ones at the entrance that activate during the intro.
  • Some of the challenges glitch after a certain number of challenges are completed, causing a loop on the latest challenge (for instance, playing as General Juhziz loops at General Townes' challenge (6), and playing as Tao loops at Granger's (7)). This glitch doesn't seem to affect the challenges when playing as the boss generals.

MiscellaneousEdit

  • USA battle drones (deployed by vehicles) will auto-fire on enemy buildings without the player giving attack orders. This can be inconvenient, because the drones may destroy a building (such as an enemy oil derrick) that the player is trying to capture. A particular example is during Dr. Thrax's General's challenge; Thrax possesses several toxin bunkers which can be destroyed, and doing so releases toxins which can harm the player's units - if the player stations vehicles with battle drones near the bunkers, the drones may destroy the bunkers, causing the toxins to severely damage or destroy any units the player has nearby.
  • USA pilots may be loaded into a Comanche; however the Comanche does not receive the pilot's veterancy.
  • In some Skirmish games, the computer AI will build a huge amount of units (ex. 50+ Tiger Gunships) but not attack with them unless provoked, which causes the game to lag on lower-end PCs.
  • When playing as the GLA, if a game is saved, exited, and loaded - then all Workers will be considered "idle" (meaning clicking the Idle Worker button will select any of the player's Workers, even those that are not idle). This glitch has been present since the official Zero Hour release.
  • Vanilla USA Decoy Drones cannot be force-fired upon when they have disguised themselves as an enemy vehicle - in particular this allows them to run over GLA Workers without any method of stopping them.
  • General Alexander's Skirmish AI will build 4-5 Particle Cannons early in the game, while other AI's will only build 1 super weapon regardless of their difficulty (with the exception of Tao, who usually builds two silos). While it is not known if this is an actual "glitch", it leads to significant imbalance between the difficulty of Alexander's AI and other faction AI's.
  • General Kwai's AI rarely builds any infantry, which extends to Hackers. This means that he will usually only build 3 or 4 of them, making defeating him very easy once all of his supply piles run out as he has a very low income.

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