COMMAND & CONQUER: GENERALS
HOT FILES
United Fighting Force
This mod is only for c&c 1.0.5 and higher adds a new army called UFF
Imperial Assault (Beta 1.0)
Here's the latest version of IA for Zero Hour. It includes new and improved AI as well as missions and updated graphics. This is the definitive Star Wars mod for C&C.
Contra (005)
Balance: 8
FunFactor: 9
Creativity: 10

Overall Rating: 9
Mid East Crisis - CNC Generals Zero Hour Mod
Mid East Crisis is a total conversion for the EA game Command and Conquer Generals: Zero Hour. This mod features Israel and Syria in a hypothetical modern war setting. MidEast Crisis introduces a new gameplay elements, enhanced "smart" AI support and full Israeli and Syrian armies, each with their own unique abilities. From a professionally recorded soundtrack to extensive attention to detail, MidEast Crisis boasts a new level of realism.
Contra Mod
The main idea of this mod is to make sides more different. 60 new units, 20 new skills, and 30 new upgrades make gameplay very original and various.

-Air Force General. Build defense and make air assault. Planes are cheaper and more powerful. F-117 is good dozer hunter. F-23 is anti-aircraft plane. F-22A "King Raptor" is more effective vs vehicles and less effective vs buildins. To take off structures use Aurora Alpha. Also you can build "Hercules" transports and make infantry paradrop at any time you want.

-Laser General. Powerful ground assault faction. There are 3 types of lasers: anti-tank, anti-infantry, and anti-structure. The most of units have one type of these lasers.

-Super Weapon General. Build powerful defense line and fire super weapons from behind of it. The most of upgrades are for defense and for buildings. Also there is second super weapon (ICBM launcher). Use particle cannons to take off strong buildings and use ICBM launchers to take off large groups of enemies.

-Cybernetic General. The fastest faction in the game. The main power is drones. They are fast and immune to toxins, radiation neutron weapons and Jarmen Kell. The super weapon is tomahawk storm. It have very short reload time (3 min). Speed is power.

-Tank General. Everything is for tank assault. Troop Crawlers are not Troop Crawlers ant more. They are support units. You can build one of 5 addons on each of and provide support to attacking Battle Masters. If it does not help

then make heavy tank assault with Emperors, Manticores, Earth Shakers and Banshees. All of them are Overlord based super heavy tanks. Under good command they are unstoppable.

-Infantry General. The main power is quantity. Build heaps of infantry and research a dozen of upgrades for them. Then begin heavy infantry assault. Explore with fast wheeled tanks and defend placing mines and traps.

-Nuke General. Main power is nuclear weapons. The most of units have high firepower and low defense. Also there is no bunkers infantry can hide in. Do not care of defense. The best defense is attack.

-Flame General. The main power is flame. Flame is very effective vs buildings. Playing for this general try to avoid enemy tanks and concentrate all firepower on structures. Destroy all enemy buildings and win.

-Chemical General. The main power is chemistry. Poisons kill infantry and light vehicles with time. New acid weapons bring damage to tanks and buildigs with time. Silicon clouds bring damage to flying aircrafts with time. Pollute ground and air and see you enemies dying.

-Demolition General. The main power is suicide units. Their cost is low and amount of money returned with cash bounty is high. This is the only general that can live without collecting resources. Arsenal of suicide units is large: terrorists, flying terrorists, bomb trucks, nuclear bomb trucks and etc.

-Stealth General. Starts with GPS scrambler. The most of units are stealth. So he can be always invisible. The most suitable tactic is hit-&-run.

-Assault General. Yet another ground assault faction with tanks, artillery, and fire support aviation.
Air Force Mod V.1.3 (1.3)
Almost every model has been redone, and every texture has been redone from v.1.2 .The mod adds 42 new units and five new structures. Much have been done to the balancing (hopefully to the better). All sides have now naval-forces and ship yards, and if you compare this version to the previous ones, this is far, FAR better.
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  • added 1 month ago

    File Front archiving in progress

    posted by Dark0ne Site News
    Back in the middle of 2015, FileFront.com quietly shut the doors to its various gaming hub sites (which were much like Nexus sites for game mods back in their hayday in the early to mid 2000s). Over the past few years File Front was extremely out-dated, slow or outright broken in many areas, lacking some TLC that it needed despite still having an active contingent of core users who still frequented their forums.

    While File Front hadn’t really been updated properly in years with most games supported being released before 2010, it contained tens of thousands of files for lots of great (but now) ...(continue reading the full article)
  • added 2 months ago

    Change of Ad Provider

    posted by Dark0ne Site News
    While I wouldn’t normally divulge such information publically in a news post due to the “unsexy” nature of talking about advertising, and because most of it happens behind the scenes anyway, I thought I would be remiss if I didn’t update people on this topic.

    A little under two months ago we announced and released our new ad reporting functionality. The idea was to provide a very easy method to report bad ads that might come up on the site. Most importantly, for us, it was a way of gauging just how bad a problem bad ads were on our provider. Bad ads being defined as ads with auto playin ...(continue reading the full article)
  • added 2 months ago

    Changes to our file uploader and large file uploading fix

    posted by BlindJudge Site News
    As you are all probably aware we have had an issue for many, many months now with our file uploader not being able to process large file uploads (typically files above 300MB in size). During this time we’ve been working with mod authors to manually upload large files to our database for them. Obviously this isn't ideal for either you or for us, so we've also been working diligently behind the scenes to get a new uploader coded for the sites. We've finished work on this new uploader and it’s now live and available to be used on the sites.

    This new uploader brings with it a number of new bene ...(continue reading the full article)
  • added 2 months ago

    SSL Testing on Nexus Mods

    posted by Dark0ne Site News
    Hi folks,

    Just a quick heads up that we're currently testing out the implementation of SSL security across the Nexus site (not the forums, yet).

    The switch has been flicked and you should be seeing a nice padlock in your URL bar while browsing the site. Some pages aren't showing a green padlock yet due to links to the non-SSL side of the forums.

    While initial testing has been positive, we'd appreciate it if you could let us know if you notice any errors, issues or anomalies browsing the site today as we cannot extensively test every single last nook and cranny of these sites as effectively as a f ...(continue reading the full article)
  • added 2 months ago

    Wanted: NMM Testers and Focus Group

    posted by BlindJudge Site News
    We’re currently in the process of adding new features into Nexus Mod Manager, Robin covered it briefly in a previous news post, so I’ll try and expand a little more.

    What we are aiming for with NMM is a piece of software that will make the installation, management and visibility of mods incredibly easy and open. You see a mod you like on our site, you click ‘Download with NMM’ and have it seamlessly downloaded, unpacked and placed in the right location with minimal fuss. Don’t like the file, then click to uninstall and NMM will go through and ensure that all remnants of that file are ...(continue reading the full article)
  • added 3 months ago

    Downloading issues

    posted by Dark0ne Site News
    Update: This issue should now be resolved.

    Hi folks,

    We're aware of some issues with our download mechanism today which certain users are experiencing on certain files. The problem stems from our current work trying to get the sites switched over to a fully SSL secured system -- a complex and costly procedure we've been working on for some time now to better secure our sites and your user data.

    Because the way this is affecting the CDN, this issue is likely to get worse before it gets better as the CDN cache begins to empty out. We obviously hope to get it fixed as soon as possible, but it could ...(continue reading the full article)
  • added 3 months ago

    Ad reporting functionality

    posted by Dark0ne Site News
    To help us sort out our ad serving we’ve added a new “report this ad” feature underneath any ad placements on the site. This functionality will quickly let us know about the ad placement you’re reporting which we can then pass on to our ad supplier to help them quickly get to the root of the problem.

    A bad ad that we would appreciate you reporting if you see it would be considered as:

    • Any ads with auto-playing sound.
    • Any ads that look like those crazy epilepsy inducing ads of the early 2000s with flashing colours.
    • Any pop-ups. We do not use pop-up ads.
    • Any ads that “break” the page lay
    ...(continue reading the full article)
  • added 4 months ago

    Corrections to file stats

    posted by Dark0ne Site News
    Hi folks,

    It came to our attention last week, in a random forum post unrelated to the topic, that the unique file download stats have been broken for quite some time now. I honestly had no idea this was the case.

    The unique download stat you see on file pages is supposed to tell you how many individual members have downloaded a file. Irrespective of how many times that user comes back to download that file (or multiple versions of a file on the same page) the unique download counter should only go up once per user who downloads from a file page. As an example, imagine a new user goes to the SkyU ...(continue reading the full article)
  • added 4 months ago

    Site redesign - 2016 Update #1

    posted by BlindJudge Site News
    Well we've entered 2016 with a productivity bang, all hands are on deck and there is plenty going on behind the scenes here at the Nexus so I thought I'd give you all an insight into what's happening...

    Firstly a quick recap - we began the redesign process in the second half of 2015 by first trying to work out what our users like and dislike about the site. We were overwhelmed with the response to our survey which provided us with a wealth of information, our community is definitely one of the best in the world and it was great to see how truly passionate you all are in regards to our site.

    A l ...(continue reading the full article)
  • added 5 months ago

    Coming Soon: XCOM 2 Nexus, New File Uploading Functionality.

    posted by SirSalami Site News
    I still play XCOM: Enemy Unknown and despite it’s age, it still feels fresh to me thanks to thoughtful design and mechanics, classic sci-fi setting, white-knuckle tactical action, and of course mind blowing mods like XCOM:Long War.

    2K has apparently done it again! XCOM 2 has been in the hands of reviewers and word on the street is nothing but praise. It seems they’ve taken the beloved formula of mixing global decisions with explosive tactical action to new heights that include procedural environments, stealth mechanics, and so much more.

    This time around the folks at 2K really seem to have k ...(continue reading the full article)

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