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''Command & Conquer Generals: Contra'' is a GameMod of ''VideoGame/CommandAndConquerGenerals: Zero Hour''. Much like ''VideoGame/CommandAndConquerGeneralsShockwave'', this mod aims to improve the depth and variety of ''Generals'' by taking its Generals mechanic and essentially turning it Up to Eleven. Whereas in Zero Hour, each general is a specialist who primarily follows the faction template with a handful of unique weapons and upgrades, Contra functionally turns every single general into its own faction, with wildly-different unit types, tech trees, and special abilities. It alsoadds several new features, including three new generals and "super units" - Vehicles unique to each faction that are extremely powerful and difficult to destroy.

Despite lacking a real campaign, (the ones from Generals and Zero Hour aren't compatible), the Generals Challenge mode is intact and fully compatible with the mod's new features. And in addition to revamped versions of the challenges from the already-existing generals of Zero Hour, there are also several challenges from new generals who were created exclusively for this mod.

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''Command & Conquer Generals: Contra'' is a GameMod of ''VideoGame/CommandAndConquerGenerals: Zero Hour''. Much like ''VideoGame/CommandAndConquerGeneralsShockwave'', this mod aims to improve the depth and variety of ''Generals'' by taking its Generals mechanic and essentially turning it Up to Eleven. Whereas in Zero Hour, each general is a specialist who primarily follows the faction template with a handful of unique weapons and upgrades, Contra ''Contra'' functionally turns every single general into its own faction, with wildly-different unit types, tech trees, and special abilities. It alsoadds also adds several new features, including three new generals and "super units" - Vehicles unique to each faction that are extremely powerful and difficult to destroy.

Despite lacking a real campaign, (the ones from Generals ''Generals'' and Zero Hour ''Zero Hour'' aren't compatible), the Generals Challenge mode is intact and fully compatible with the mod's new features. And in addition to revamped versions of the challenges from the already-existing generals of Zero Hour, ''Zero Hour'', there are also several challenges from new generals who were created exclusively for this mod.
mod.

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* BilingualBonus: An option is added to give China and the GLA native-language voice lines for all their units.


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* SemperFi: General Alexander's infantry units are based off the US Marine Corps.

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this is nothing mechanically unusual


'''Command & Conquer Generals: Contra''' is a GameMod of ''VideoGame/CommandAndConquerGenerals'': Zero Hour Expansion Pack. Much like ''VideoGame/CommandAndConquerGeneralsShockwave'', this mod aims to improve the depth and variety of Generals by taking its Generals mechanic and essentially turning it Up to Eleven. Whereas in Zero Hour, each general is a specialist who primarily follows the faction template with a handful of unique weapons and upgrades, Contra functionally turns every single general into its own faction, with wildly-different unit types, tech trees, and special abilities. It alsoadds several new features, including three new generals and "super units" - Vehicles unique to each faction that are extremely powerful and difficult to destroy.

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'''Command ''Command & Conquer Generals: Contra''' Contra'' is a GameMod of ''VideoGame/CommandAndConquerGenerals'': ''VideoGame/CommandAndConquerGenerals: Zero Hour Expansion Pack. Hour''. Much like ''VideoGame/CommandAndConquerGeneralsShockwave'', this mod aims to improve the depth and variety of Generals ''Generals'' by taking its Generals mechanic and essentially turning it Up to Eleven. Whereas in Zero Hour, each general is a specialist who primarily follows the faction template with a handful of unique weapons and upgrades, Contra functionally turns every single general into its own faction, with wildly-different unit types, tech trees, and special abilities. It alsoadds several new features, including three new generals and "super units" - Vehicles unique to each faction that are extremely powerful and difficult to destroy.



* MechanicallyUnusualFighter: Compared to the other generals, the Cybernetic General has TWO super units with unique strengths



* ShoutOut: The lines of each General's super unit contain a variety of pop-culture references.

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* ShoutOut: The lines of each General's super unit contain a variety of pop-culture references.references.
* TacticalSuperweaponUnit: Super Units, the most powerful of all units in ''Contra'', are all either incredibly fast or tough, and can run over any other unit, even heroes. On the flip side, they're limited to one per player, have long build times, and are the most expensive units in the game, costing anything from 5000 to 9000 credits, meaning that they need to pull their weight and losing one can be disastrous.
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* DivergentCharacterEvolution: Arguably the mod's biggest selling point. Not only are each of the main factions made much more distinct in terms of gameplay and aesthetics, but this also extends to the playable generals, some being more radically different than others.
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** As a faction as a whole, Shi Tao, China's Nuke General counts as this. His Nuclear Storm is ''''THE'''' most damaging super weapon in the game, and many of his units are also [[Glass Cannon Glass Cannons]] as well, but he doesn't have any defensive structures at all, forcing him to rely on landmines, Attack Outposts, and guarding key locations with units to defend his base.

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** As a faction as a whole, Shi Tao, China's Nuke General counts as this. His Nuclear Storm is ''''THE'''' most damaging super weapon in the game, and many of his units are also [[Glass Cannon [[GlassCannon Glass Cannons]] as well, but he doesn't have any defensive structures at all, forcing him to rely on landmines, Attack Outposts, and guarding key locations with units to defend his base.

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** Missile Defenders, Tank Hunters, and RPG Troopers no longer have the ability to shoot at aircraft, something that's [[AntiFrustrationFeatures explicitly stated in their descriptions]] in the mod, as to not confuse the player, and instead, their role of anti-air infantry are given to Red Arrows and Stinger Troopers, with the USA not having an anti-air infantry unit anymore.

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** Missile Defenders, Tank Hunters, and RPG Troopers no longer have the ability to shoot at aircraft, something that's [[AntiFrustrationFeatures explicitly stated in their descriptions]] in the mod, as to not confuse the player, and instead, their role of anti-air infantry are given to Red Arrows and Stinger Troopers, with the USA not having lacking an anti-air infantry unit anymore.completely.



* GlassCannon: Malcolm Granger's super unit, the Wyvern, is incredibly powerful, yet is the most fragile out of all the super units. It makes up for this by being both stealthed and blindingly fast.

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* GlassCannon: GlassCannon:
**
Malcolm Granger's super unit, the Wyvern, is incredibly powerful, yet is the most fragile out of all the super units. It makes up for this by being both stealthed and blindingly fast.fast.
** As a faction as a whole, Shi Tao, China's Nuke General counts as this. His Nuclear Storm is ''''THE'''' most damaging super weapon in the game, and many of his units are also [[Glass Cannon Glass Cannons]] as well, but he doesn't have any defensive structures at all, forcing him to rely on landmines, Attack Outposts, and guarding key locations with units to defend his base.

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* AdaptationalWimp: General Kwai's Emperor Overlord Tanks no longer have anything capable of dealing with aircraft but make up for it by being able to be upgraded with bunkers, radars, long range sniper cannons, and flamethrowers, all while still having their pre-installed propaganda towers.

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* AdaptationalWimp: General AdaptationalWimp:
**Missile Defenders, Tank Hunters, and RPG Troopers no longer have the ability to shoot at aircraft, something that's [[AntiFrustrationFeatures explicitly stated in their descriptions]] in the mod, as to not confuse the player, and instead, their role of anti-air infantry are given to Red Arrows and Stinger Troopers, with the USA not having an anti-air infantry unit anymore.
**General
Kwai's Emperor Overlord Tanks no longer have anything capable of dealing with aircraft aircraft, but make up for it by being able to be upgraded with bunkers, radars, long range sniper cannons, and flamethrowers, all while still having their pre-installed propaganda towers.

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* AttackDrone: USA's Cybernetic General makes extensive use of these in place of normal aircraft.
* {{Cyborg}}: USA's Cybernetic General's infantry, including his version of Colonel Burton, are all these.

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* AdaptationalWimp: General Kwai's Emperor Overlord Tanks no longer have anything capable of dealing with aircraft but make up for it by being able to be upgraded with bunkers, radars, long range sniper cannons, and flamethrowers, all while still having their pre-installed propaganda towers.
* AttackDrone: Algrin Ironhand, the USA's Cybernetic General Cybernetics General, makes extensive use of these in place of normal vehicles and aircraft.
* CoolOldGuy: Most of the generals count as this, due to them being in their 40s to 60s, but the most exceptionally awesome of them is General Ironside. You know he means business when his literal first words to the player character are him refusing to give an elegant speech and immediately declaring he's going to kick your ass.
--> "I ain't gonna give no speeches, so let's just get this on!"
* {{Cyborg}}: Algrin Ironhand, the USA's Cybernetic General's infantry, including Cybernetics General as well as his version of Colonel Burton, infantry units, obviously, are all these.



* FragileSpeedster: The Cybernetic General's Widow is quick to move and attack, but is very lightly armored.
* GlassCannon: The Air Force General's super unit, the Wyvern, is powerful and fast, yet is still very vulnerable after it drops its payload.
* HumongousMecha: The Cybernetic General's Angel-class units are all these.
* MasterOfAll: The Toxin's General's super unit, the Karakurt, is effective against all types of units, including infantry, ground vehicles, and even aircraft!

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* FragileSpeedster: The Cybernetic General's Widow is quick Spider units belonging to move General Ironhand's are this, as they're much faster and attack, mobile than the Angel units, but is very lightly armored.
are fragile to balance them out.
* GlassCannon: The Air Force General's Malcolm Granger's super unit, the Wyvern, is powerful and fast, incredibly powerful, yet is still very vulnerable after it drops its payload.
the most fragile out of all the super units. It makes up for this by being both stealthed and blindingly fast.
* HumongousMecha: The Cybernetic General's Algrin Ironhand's Angel-class units are all these.
* MasterOfAll: The Toxin's General's Most of the super units count as this with a few exceptions, and even then, it's simply because they're unable to target aircraft on their own.
** Dr. Thrax's
super unit, the Karakurt, Karakurt is effective against all types of units, including infantry, ground vehicles, and even aircraft!aircraft!
** General Kwai's Guan Yu, as their twin gatling cannons are capable of dealing with all targets not to mention they're able to be equipped with propaganda towers, essentially making them the vanilla version of the Emperor Overlord Tank on steroids.
** General Fai's Suan Ni, due to it being able to be loaded with up to 12 infantry and also having a pre-installed propaganda tower.
** However, the real crown jewels of the MasterOfAll trope is the Leonidias, exclusive to General Ironside, who even lampshades it in one of it's quotes upon being selected.
--> "Infantry, vehicles, aircrafts: I can take everything!"



* MightyGlacier: Certain "super units" like the Suan Ni, Guan Yu, and the Omega Cannon are quite slow, but they make up for it by having an absurd amount of health and devastating firepower.
* OurAngelsAreDifferent: The units of the Cybernetic General's Angel production line, which are all humanoid robots that vaguely resemble the creatures in question. While they do have "wings", however, they cannot fly.
* SpiderTank: The Cybernetic General's Spider-Class units. Also, the USA Boss General's Super Unit, Leonidas.

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* MightyGlacier: Certain "super units" super units like the Suan Ni, Guan Yu, and the Omega Cannon are quite slow, but they make up for it by having an absurd amount of health and devastating firepower.
* OurAngelsAreDifferent: The units of the Cybernetic General's Ironhand's Angel production line, which are all humanoid robots that vaguely resemble the creatures in question. While they do have "wings", however, they cannot fly.
* SpiderTank: The Cybernetic General's Ironhand's Spider-Class units. Also, the USA Boss General's The exclusive Super Unit, Leonidas.Unit of General Ironside, Leonidas is one of these as well.
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'''Command & Conquer Generals: Contra''' is a GameMod of Command & Conquer: Generals: Zero Hour Expansion Pack. Much like ''VideoGame/CommandAndConquerGeneralsShockwave'', this mod aims to improve the depth and variety of Generals by taking its Generals mechanic and essentially turning it Up to Eleven. Whereas in Zero Hour, each general is a specialist who primarily follows the faction template with a handful of unique weapons and upgrades, Contra functionally turns every single general into its own faction, with wildly-different unit types, tech trees, and special abilities. It alsoadds several new features, including three new generals and "super units" - Vehicles unique to each faction that are extremely powerful and difficult to destroy.

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'''Command & Conquer Generals: Contra''' is a GameMod of Command & Conquer: Generals: ''VideoGame/CommandAndConquerGenerals'': Zero Hour Expansion Pack. Much like ''VideoGame/CommandAndConquerGeneralsShockwave'', this mod aims to improve the depth and variety of Generals by taking its Generals mechanic and essentially turning it Up to Eleven. Whereas in Zero Hour, each general is a specialist who primarily follows the faction template with a handful of unique weapons and upgrades, Contra functionally turns every single general into its own faction, with wildly-different unit types, tech trees, and special abilities. It alsoadds several new features, including three new generals and "super units" - Vehicles unique to each faction that are extremely powerful and difficult to destroy.
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* MasterOfAll: The Toxin's General's super unit, the Karakurt, is effective against all types of units, including infantry, ground vehicles, and even aircraft!

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* FragileSpeedster: The Cybernetic General's Widow is quick to move and attack, but is very lightly armored.



* MightyGlacier: Most of the generals' "super units" are quite slow, but they make up for it by having an absurd amount of health and devastating firepower.

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* MechanicallyUnusualFighter: Compared to the other generals, the Cybernetic General has TWO super units with unique strengths
* MightyGlacier: Most of the generals' Certain "super units" like the Suan Ni, Guan Yu, and the Omega Cannon are quite slow, but they make up for it by having an absurd amount of health and devastating firepower.firepower.
* OurAngelsAreDifferent: The units of the Cybernetic General's Angel production line, which are all humanoid robots that vaguely resemble the creatures in question. While they do have "wings", however, they cannot fly.

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* GlassCannon: The Air Force General's super unit, the Wyvern, is powerful and fast, yet is still very vulnerable after it drops its payload.



* SpiderTank: The Cybernetic General's Spider-Class units. Also, the USA Boss General's Super Unit, Leonidas.

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* MightyGlacier: Most of the generals' "super units" are quite slow, but they make up for it by having an absurd amount of health and devastating firepower.
* SpiderTank: The Cybernetic General's Spider-Class units. Also, the USA Boss General's Super Unit, Leonidas.Leonidas.
* ShoutOut: The lines of each General's super unit contain a variety of pop-culture references.

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'''Command & Conquer Generals: Contra''' is a [[GameMod]] of Command & Conquer: Generals: Zero Hour Expansion Pack. Much like [[VideoGame/CommandAndConquerGeneralsShockwave]], this mod aims to improve the depth and variety of Generals by taking its Generals mechanic and essentially turning it Up to Eleven. Whereas in Zero Hour, each general is a specialist who primarily follows the faction template with a handful of unique weapons and upgrades, Contra functionally turns every single general into its own faction, with wildly-different unit types, tech trees, and special abilities. It alsoadds several new features, including three new generals and "super units" - Vehicles unique to each faction that are extremely powerful and difficult to destroy.

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'''Command & Conquer Generals: Contra''' is a [[GameMod]] GameMod of Command & Conquer: Generals: Zero Hour Expansion Pack. Much like [[VideoGame/CommandAndConquerGeneralsShockwave]], ''VideoGame/CommandAndConquerGeneralsShockwave'', this mod aims to improve the depth and variety of Generals by taking its Generals mechanic and essentially turning it Up to Eleven. Whereas in Zero Hour, each general is a specialist who primarily follows the faction template with a handful of unique weapons and upgrades, Contra functionally turns every single general into its own faction, with wildly-different unit types, tech trees, and special abilities. It alsoadds several new features, including three new generals and "super units" - Vehicles unique to each faction that are extremely powerful and difficult to destroy.



* HumongousMecha: The Cybernetic General's Angel Program involves the creation of these in place of tanks.
* FinalExamBoss: The GLA, China, and USA Boss Generals are these for their primary factions, possessing all the abilities of each faction's playable generals at once.

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* HumongousMecha: The Cybernetic General's Angel Program involves the creation of these in place of tanks.
* FinalExamBoss: The GLA, China, and USA Boss Generals are these for their primary factions, possessing all the abilities of each faction's playable generals at once.once.
* HumongousMecha: The Cybernetic General's Angel-class units are all these.
* SpiderTank: The Cybernetic General's Spider-Class units. Also, the USA Boss General's Super Unit, Leonidas.

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Mod for Command & Conquer Generals.

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Mod for '''Command & Conquer Generals: Contra''' is a [[GameMod]] of Command & Conquer Generals.Conquer: Generals: Zero Hour Expansion Pack. Much like [[VideoGame/CommandAndConquerGeneralsShockwave]], this mod aims to improve the depth and variety of Generals by taking its Generals mechanic and essentially turning it Up to Eleven. Whereas in Zero Hour, each general is a specialist who primarily follows the faction template with a handful of unique weapons and upgrades, Contra functionally turns every single general into its own faction, with wildly-different unit types, tech trees, and special abilities. It alsoadds several new features, including three new generals and "super units" - Vehicles unique to each faction that are extremely powerful and difficult to destroy.

Despite lacking a real campaign, (the ones from Generals and Zero Hour aren't compatible), the Generals Challenge mode is intact and fully compatible with the mod's new features. And in addition to revamped versions of the challenges from the already-existing generals of Zero Hour, there are also several challenges from new generals who were created exclusively for this mod.

!!The game provides examples of:
* ACommanderIsYou: Much like in Shockwave, this mod turns each general into its own faction, complete with unique units, tech trees, and special abilities.
* AttackDrone: USA's Cybernetic General makes extensive use of these in place of normal aircraft.
* {{Cyborg}}: USA's Cybernetic General's infantry, including his version of Colonel Burton, are all these.
* HumongousMecha: The Cybernetic General's Angel Program involves the creation of these in place of tanks.
* FinalExamBoss: The GLA, China, and USA Boss Generals are these for their primary factions, possessing all the abilities of each faction's playable generals at once.
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Mod for Command & Conquer Generals.

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