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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):
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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.


Contents

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, tenatively 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 GLA 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

Below is a list of all of the new units, stuctures, upgrades, and Generals' Powers which have been added to the game as of ShockWave 1.1. Please note that the following list only mentions features and changes which were added to each faction in ShockWave (ex. units which were already present in Zero Hour are not mentioned here).

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

"Vanilla" USAEdit

  • Marine infantry

---

  • Decoy drone
  • Exosuit
  • Missile Avenger
  • LOSAT Humvee

---

  • Little Bird recon helicopter

---

  • Pillbox

---

  • Crusader hover engine upgrade
  • Burton's special equipment (HE Grenades)
  • Ambulance Repair Crew upgrade
  • Tomahawk Waypoint Targeting upgrade

---

  • Carrier Airstike power

USA Air Force General (Granger)Edit

  • Pave Low supply helicopter
  • Skycrane base constructor

---

  • Airborne Ranger
  • Airborne Missile Defender
  • Minigun Col. Burton

---

  • Sheridan light tank
  • Missile Avenger
  • Hurricane artillery

---

  • King Raptor
  • Hypersonic Aurora
  • King Stealth Fighter
  • Tornado bomber
  • King Commanche
  • Combat Chinook
  • Medivac Blackhawk
  • Acolyte Drone

---

  • Helipad
  • Advanced Patriot Missile System

---

  • Sheridan Anti-Tank Rocket upgrade
  • Commanche Stealth upgrade
  • Aircraft Ammo upgrade
  • Burton's Special Equipment upgrade (Airstrike beacons)

---

  • Aircraft pilot Veteran training power (Does not apply to helicopters)
  • Carpet Bombing power
  • HALO Drop power

---

  • All aircraft start with advanced countermeasures
  • No heavy tanks

USA Laser General (Townes)Edit

  • Laser Ranger
  • Laser Missile Defender
  • Laser Col. Burton

---

  • Laser Crusader
  • Laser Paladin
  • Laser Humvee
  • Laser Avenger
  • Advanced Microwave Tank
  • Railgun Artillery

---

  • FB-22 bomber
  • Laser Stealth Fighter
  • Laser Commanche

---

  • Advanced Cold Fusion reactor
  • Laser Defense turret
  • Laser Designator base
  • Laser Uplink Cannon

---

  • Humvee Laser upgrade
  • Aircraft Laser Point Defense upgrade
  • Battle Drone Laser Point Defense upgrade
  • Focusing Crystal upgrade
  • Ambulance Repair Crew upgrade
  • Burton's Special Equpment upgrade (HE grenades)

---

  • Carrier Airstrike power
  • UAV Airstrike power

---

  • Tanks no longer require power (as in the official Zero Hour release)

USA Super Weapon General (Alexander)

  • Marine infantry
  • EMP Missile Defender
  • Biohazard tech

---

  • Robot tank
  • Mortar Humvee
  • Enforcer tank
  • Shatterer tank
  • Plasma Avenger
  • Plasma Tomahawk
  • Lockdown MLRS artillery
  • Medic drone
  • Repair Drone
  • Microwave Humvee

---

  • Support Stealth Fighter

---

  • EMP Patriot Missile System
  • Fortified Fire Base
  • Popup Patriot Missile System
  • Advanced Partile Uplink Cannon

---

  • Advanced Control Rods upgrade
  • Infantry Combat Vest upgrade
  • Tomahawk Waypoint Targeting upgrade
  • Burton's Special Equpment (HE Grenades)

---

  • Turrent Paradrop power
  • Rods from God power
  • Hypersonic Cruise Missile power

---

  • Particle Cannons cost only 4000 funds to build (instead of 5000 funds)

USA Armor General (Ironside)Edit

  • Supply Truck

---

  • Armor Rangers (Use machine guns instead of assault rifle)
  • Javelin Soldier
  • Blue Arrow Defender
  • Sniper Col. Burton

---

  • Wraith Tank
  • Mammoth Tank
  • Gladiator AA
  • Vulcan Tank
  • Bradley IFV
  • Tank Destroyer
  • Howitzer
  • Stryker repair vehicle
  • Predator Drone

---

  • Black Widow air-to-ground attack plane
  • F16-XL bomber
  • Starlifter transport

---

  • Radar Dome
  • Concrete Slab
  • Vaporizer Vulcan Turret
  • Guardian Defence Turret
  • Gazer Aircraft Detection Turret
  • Phalanx AA Turret
  • Cluster Missile superweapon

---

  • Sabre Missiles upgrade
  • Burton's Special Equipment upgrade (HE sniper rounds)
  • Mammoth Tank Energy Shields

---

  • B-52 Cruise Missile Strike
  • Bradley Paradrop
  • ADMG Greneade Barrage

---

  • All infantry start with Combat Vest upgrade
  • No Flash Bangs upgrade
  • No Commanches
  • No Raptors or air-to-air fighters
  • No Chinooks or aeral supply gatherers
  • Command Center does not begin with radar (radar dome must be built seperately)

"Vanilla" ChinaEdit

  • Siege Soldier

---

  • Bullfrog scout
  • Hack Van
  • Propaganda Truck

---

  • MIG Bomber
  • Tiger gunship

---

  • Flame tower
  • Listening Post
  • Mine Dispenser

---

  • EMP mines upgrade
  • Troop Crawler Autocannon upgrade
  • MIG Afterburners upgrade
  • Helicopter Armor upgrade
  • Battlemaster Mass Production upgrade
  • Inferno Cannon Anti-tank shells upgrade
  • Black Lotus System Hack upgrade

---

  • Red Army Veteran training power
  • Neutron Cluster Mines power
  • Napalm Strike power
  • Neutron Bomb power

China Tank General (Kwai)Edit

  • Large Supply Truck

---

  • Advanced Battlemaster Tank
  • Advanced Gattling Tank
  • Light Troop Crawler
  • Warmaster Tank
  • Reaper Tank
  • Advanced ECM Tank
  • Hack Van

---

  • Razor Bomber
  • Transport Helix

---

  • Industrial Plant
  • Ramjet Turret
  • AP Gattling Cannon

---

  • Helicopter Armor upgrade
  • Reactive Armor upgrade
  • Autoloader upgrade
  • Black Lotus System Hack upgrade

---

  • Neutron Cluster Mines power
  • Neutron Bomb power

---

  • Tanks are no longer cheaper off-the-bat (but builing an industrial plant lowers their cost)
  • No artillery
  • No MiGS or air-to-air fighters
  • Infantry are more expensive

China Nuke General (Tao)Edit

  • Nuclear Red Guard
  • Nuclear Tank Hunter
  • Nuclear Siege Soldier

---

  • Nuclear Hacker
  • Nuclear Black Lotus

---

  • Bullfrog Scout
  • Nuclear Battlemaster Tank
  • R.A.D. Tank
  • Devastator Tank
  • Nuclear Overlord Tank
  • Siege Cannon

---

  • Nuclear MiG Bomber
  • Nuclear Research Plant
  • Fallout Bunker
  • Advanced Gattling Cannon

---

  • Neutron Mines upgrade
  • Overlord Tactical Nuke upgrade
  • Radiation Warheads upgrade
  • Chemical suits upgrade
  • Siege Cannon SSNR Warhead upgrade
  • Black Lotus System Hack upgrade

---

  • Neutron Cluster Mines power
  • Nuclear Artillery Barrage power
  • Neutron Bomb power

---

  • No napalm weaponry

China Infantry General (Fai)Edit

  • Double Barrelled Tank Hunter
  • Siege Soldier
  • Red Guard Squad
  • Minigunner Squad
  • Tank Hunter Squad

---

  • Bullfrog scout
  • Tiger Shark light tank
  • Gattling APC
  • Battle Fortress
  • Berzerk MLRS
  • Hack Van

---

  • Fortiried Gattling Cannon
  • Mortar Pit

---

  • EMP Mines upgrade
  • Tiger Shark Propaganda Upgrade
  • Sattelite Hack II upgrade
  • Black Lotus System Hack upgrade

---

  • Marksman Training power
  • Neutron Cluster Mines power
  • Napalm Strike power
  • Neutron Bomb power

---

  • Red Guards are built in groups of 3
  • No heavy tanks

China Special Weapons General (Leang)Edit

  • Supply Helicopter

---

  • MG Red Guard
  • Grenadier Tank Hunter (Use a MM1 Grenade Launcher insead of Rocket launcher)
  • Pyro

---

  • Bullfrog Scout
  • Ravage Tank
  • Advanced Dragon Tank
  • Dual Gattling Tank
  • Support Crawler
  • Hack Van
  • Grinder Cannon
  • TOS-1 Buratino artillery
  • Hammer Cannon
  • Anvil Tank

---

  • KA-50 Blackshark gunship
  • Phoenix bomber

---

  • Coal Power Plant
  • Repair Station
  • Weapons Research Plant
  • Temple of Gaia superweapon
  • Sentinel Cannon
  • Hellstorm Cannon

---

  • Helicopter Armor upgrade
  • Beetle Targeting Computer upgrade
  • White Napalm upgrade
  • Ravage Armor upgrade
  • Ravage Tank Ramjet Assisted Shell upgrade
  • Phoenix Stingray Missiles upgrade
  • Black Lotus System Hack upgrade

---

  • Red Army Veteran Training power
  • Artillery Veteran Training power
  • Neutron Cluster Mines power
  • Napalm Strike power
  • Concussion Bombing Run power

---

  • Starts with Black Napalm and Chain Gun upgrades
  • Starts with MiG Afterburners upgrade
  • No heavy tanks
  • No propaganda units, structures or upgrades
  • No nuclear weapons, structures or upgrades

"Vanilla" GLAEdit

  • Mobile Anti-tank Gun
  • Mobile Demo Trap

---

  • Chameleon Tank
  • Quad Bike
  • Balloon

---

  • Airpad

---

  • Rebel RPD machine gun upgrade
  • Jarmen Kell KSVD Sniper Rifle upgrade
  • Extra Salvage upgrade

---

  • Recon Vehicle Training power
  • Mine Trap power
  • Salvage Drop power

---

  • Units can gain a 3rd salvage upgrade level after the extra salvage upgrade has been purchased

GLA Toxin General (Dr. Thrax)Edit

  • Toxin Rebel
  • Toxin RPG Trooper
  • Toxin Terrorist
  • Toxin Grenadier
  • Toxin Jarmin Kell
  • Mobile Anti-Tank gun

---

  • Toxin Scorpion Tank
  • Toxin Techincal
  • Python Flak Tank
  • Advanced Toxin Tractor
  • Scourge artillery

---

  • Toxin Tunnel Network
  • Toxin Demo Trap

---

  • Nerve Gas upgrade
  • Antrhax Scorpion Rocket upgrade
  • Viral Weapons upgrade
  • Jarmen Kell KSVK Sniper Rifle upgrade

---

  • Recon Vehicle Training Power
  • Nerve Gas Bomb power
  • Viral Strike Power

---

  • All explosive and bullet weapons are armed with toxins
  • No stealth base defenses
  • No air units

GLA Demolitions General (Juhziz)Edit

  • Demolition Rebel
  • Demoliton RPG Trooper
  • Demolition Angry Mob
  • Demolition Terrorist
  • Demolition Saboteur
  • Demolition Fanatic
  • Demolition Jarmen Kell

---

  • T-55 Mantis Tank
  • ZSU-57 flak tank
  • Camel
  • BDRM-1
  • Demolition Battle Bus
  • Topol-M Launcher

---

  • Rocket Tunnel Network
  • Advanced Demo Trap
  • Battle Bus Demo Trap
  • Demolition Scud Storm

---

  • Nuclear Bomb Truck upgrade
  • High Explosive RPG Rockets upgrade
  • HE Shells upgrade
  • Demolitions ability upgrade
  • Jarmen Kell KSVK Sniper Rifle upgrade

---

  • Recon Vehicle Training power
  • Salvage Drop power
  • Terror Cell power
  • Demo Trap Para-Bombing power
  • Black Market Nuke power

--

  • No stealth base defenses
  • No toxic weapons
  • No air units

GLA Stealth General (Prince Kassad)Edit

  • Stealth Rebel
  • Stealth RPG Trooper
  • Rocket Sniper
  • Assassin
  • Stealth Hijacker
  • Fundamenatalist
  • Mobile Anti-Tank gun

---

  • Cobra light tank
  • Sniper Quad Cannon
  • Radar Truck
  • FROG-7 Launcher
  • Mobile Supply Stash

---

  • Machine Gun nest

---

  • Jarmen Kell KSVK Sniper Rifle upgrade
  • RPG Trooper Stinger Rockets upgrade
  • Structure cameo netting upgrade

---

  • Recon Vehicle training power
  • Salvage Drop power

---

  • Base defenses start as stealth
  • No heavy tanks
  • No air units

GLA Salvage General (Mohmar "Deathstrike")Edit

  • Flash Trooper
  • Grenadier Terrorist

--

  • T-64/72/80 Scarab Tank
  • BDRM-2
  • Quad Tank
  • BDM-1 Krait
  • Basilisk Tank
  • Combat Buggy
  • Radar Tank
  • Latrun artillery
  • Katyusha artillery
  • Gadfly AA
  • Scrap Car

--

  • Mi-8 Hip helicopter
  • Desert Fly

--

  • Airpad
  • Scrap Yard
  • Hornet Nest
  • SA-2 SAM Missile Site
  • Soyuz Missile superweapon

--

  • Flash Trooper Barrage Rocket Launcher upgrade
  • Desert Fly Phosphorous Bombs upgrade
  • Scavenging Salvage upgrade
  • Junk Armor Upgrade
  • Jarmen Kell KSVK Sniper Rifle upgrade

--

  • Armored Vehicle Training power
  • V1 Strike power
  • Phosphorous Airstrike power
  • Salvage Drop power

--

  • Vehicles reach a 3rd level salvage upgrade (or equivalent) in only two upgrades
  • No stealth base defense upgrades
  • No Anthrax Beta upgrade
  • No Junk Repair upgrade

New Tech BuildingsEdit

  • Repair Pad
  • Radio Station
  • Airport
  • Machine Gun Bunker
  • Flak Bunker
  • War Fortress

Other changesEdit

  • 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, abd 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.

GlitchsEdit

The following are notable glitches still present as of the final announed 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.
  • Townes' initial taunt is cut short during the opening cinematic. Does not taunt the player regularly unless they build specific structures, destroy Townes' structures or capture tech buildings.
  • 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. His only source of income after his lone resource pile is used up are 3-4 hackers. 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, like Townes, Leang never uses any of her taunts throught the entire battle, except for the 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 fire at a location completely off of the game map, and will never 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.

MiscellaneousEdit

  • USA battle drones (deployed by vehicles) will auto-fire on enemy buildings without the player giving attack orders. This can be inconvienient, 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 Commanche, however the Commanche does not receive the pilot's veterancy.
  • In some Skirmish games, the computer AI will build a huge amout of units (ex. 50+ Tiger Gunships) but net 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 can not 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 regarless 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.

External LinksEdit

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