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C&C: ShockWave

Mod for Command & Conquer: Generals (2003) | Category: Total Conversion

Author: SWR Productions | Curator: Modbadger

Mod for Command & Conquer: Generals (2003) | Category: Total Conversion

Author: SWR Productions | Curator: Modbadger

C&C: ShockWave is a major mod for C&C Generals: Zero Hour that restores some cut content from the game, enhances differences between generals, and adds hundreds of new units and buildings.

Uploaded02.11.2025 14:06
Version1.201
Size282.00 MB
Views2
Downloads0

Localizations:

English

The mod is localized into 1 language

(You don’t need to download anything extra to play in these languages)

ShockWave offers a fresh perspective on C&C Generals, as if the game had received not one but two official expansions. The mod significantly deepens mechanics, strengthens differences between generals, expands the arsenal, and adds new tactical possibilities while preserving the spirit of the original and its visual style.

ShockWave's main strength is its emphasis on diversity. Virtually all generals receive new units, unique abilities, additional upgrades, and an expanded roster of buildings. The game introduces three new subfactions:

  • Boss General Ironside (USA) — a general specializing in only one thing, but his units are simply perfect at that one thing. This is both his strength and weakness. To balance such an army, it must be mixed; you can't spam just a few units. He also has a powerful Cluster Bomb and the strong Mammoth tank, but it, like all other units, isn't as universal as, for example, the Overlord.

  • Boss General Leang (China) — focuses on incredibly powerful helicopters, artillery, Gatling guns that are effective against aircraft even without power, and equally powerful superweapons.

  • Boss General Deathstrike (GLA) — relies on collecting salvage from destroyed enemy vehicles to strengthen his own, though even without it, his equipment is already stronger than Vanilla GLA. This is the only GLA subfaction with full aviation, strong base defense, and superweapons. Basilisk tanks are very effective against other tanks.

Even base factions not tied to generals receive their own improvements and new capabilities, making each side feel self-sufficient and unique in its own way:

  • General Vanilla USA — Solid and reliable units at an affordable price that simply work as intended. It wins through diversity of all unit types, doesn't focus on one thing, and can always surprise opponents with tactical variety.

  • General Townes (USA) — laser general. Essentially a significantly improved version of Vanilla USA: his blue lasers deal massive damage, tanks no longer require power from the grid as in Zero Hour, and full access to all equipment makes him one of the most versatile generals.

  • General Granger (USA) — air force general. As in Zero Hour, this is an extremely strong general due to improved aviation. As in real life — whoever controls the air controls the battlefield. His aircraft suppress enemies with cluster munitions, and in ShockWave he can build not only Humvees but other vehicle types, making him a more versatile general.

  • General Alexander (USA) — superweapon general. Relies on superweapon and general ability spam. Perfect for those who prefer defensive play through EMP Patriots, destroying enemies from a distance. Equipment is powerful but expensive with low health. Aurora bomber power has been reduced, and they no longer dominate as before.

  • Vanilla China — cheap units and overwhelming spam of everything possible, possibly the toughest AI in skirmishes.

  • General Tao (China) — nuclear general. He has almost no restrictions on equipment choice, and all units use nuclear technology. He's not very strong early game, but later, after researching many upgrades, becomes a formidable force. Nuclear missiles charge faster than other Chinese generals.

  • General Kwai (China) — tank general. His tanks have even more health and even more impressive firepower, especially after upgrades. If unprepared for his onslaught, he can simply crush you.

  • General Fai (China) — infantry general. Became weaker than in Zero Hour because ShockWave has too many countermeasures against infantry spam: artillery, aviation, snipers. The tank general also has plenty of anti-infantry options, such as MBTs with napalm rockets.

  • Vanilla GLA — underwent almost no changes. New units and hot air balloons were added. Triple salvage can be obtained for Marauders. Without salvage, equipment is weak, but fortified structures are extremely durable.

  • General Juhziz (GLA) — demolitions general. Has powerful equipment and equally powerful superweapons. Can be considered an improved version of Vanilla GLA, just without hot air balloons. Defensive structures can repel massive assaults thanks to upgrades.

  • General Kassad (GLA) — stealth general. Unfortunately, ShockWave introduced too many stealth detection methods; for example, China easily detects camouflage with satellites, though hijackers can still cause chaos. Mobile resource storage can also be built to increase mobility, and stealth can be applied to Scud Storm.

  • General Thrax (GLA) — toxin general. Weaker than Vanilla GLA in equipment and infantry, but all units and defensive structures use toxins. Less powerful Scud Storm and weak general abilities, but ideal against infantry generals.

Gameplay has been noticeably reworked and become much richer: early artillery units appear, new troop combinations and additional army development options emerge. Overall balance is carefully maintained — no subfaction automatically dominates, and battle outcomes depend not on general choice but on player tactics. Improved AI behaves much more actively, making matches against the computer more intense, especially at higher difficulties.

ShockWave includes updated visual effects, redesigned models, improved sounds, and careful graphical tweaks that don't break Zero Hour's style. New maps and additional missions for Generals Challenge mode have been added, and generals now have voice lines during matches, like in the early versions of the game. Particularly noteworthy is the convenient installer with its own launcher — the mod runs separately and doesn't require moving original files, allowing you to freely switch between ShockWave and the vanilla version of the game.

Despite the scale of changes, the mod doesn't seek to turn Zero Hour into a completely different game. On the contrary, ShockWave expands and strengthens the original ideas. Given the totality of innovations and attention to detail, the mod is often perceived as "the true version of Zero Hour," implementing much of what the original lacked. Among fan projects for Generals, it is rightfully considered a classic and one of the quality benchmarks, whose development was later continued by the ShockWave EX project.

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