Contra is a freeware modification for Command and Conquer Generals: Zero Hour real-time strategy game and one of the first mods for this game. It adds many new units as well as numerous new upgrades, new general's powers and buildings. It also adds new sounds, maps, bug fixes, enhanced graphics, and other effects, as well as three new generals.
PredatoR, dce, Marakar, Jundiyy, PeRSuN
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Air Force general depends on speed and precision. He requires skillful control and is heavy on micro management. While being a powerful general the skill and experience required makes him difficult for many beginners to play.
Laser is a versatile general strong in call situations. He is flexible and has units to fill every combat role. As a result he has no weaknesses other than being a specialist at nothing.
Advantage of this general is easy micro and very simple strategy. Almost the same vs. all enemies - build up around enemy until he dies. However, you should not ignore other abilities.
The generic feature of this general is his mobility, which allows to move an entire army very fast and create numerical superiority at desired areas of the battlefield. His basic strategy is unstoppable maneuvering along enemy base perimeter. If he finds a weak point in defense, he moves there instantly and destroys the most significant targets.
Nuke General must rely on aggression to defend his base. He has no defenses to hide behind while you wait for your nukes to load. The absence of defense structures forces the player to be more active and aggressive. Use your units to carry out counterattacks for defense and support your main attack with super weapons.
Infantry is a volatile general given to decisive victories or defeats in the early game. As expected, he relies on masses of infantry in the early game, later reinforced by more infantry. In the late game he gains powerful artillery strikes supported by the same infantry.
His strategy is easy to understand, but not as easy to implement: build more tanks and attack. But everything has its details.
He has the same strategy as tank general, but different means for its implementation and different battle tactics. His vehicles are not as armoured as tank general's ones, so he has to use artillery and different tactics and tricks, instead of forcing his way through.
Toxin General specializes in area attacks and damage over time. He is especially effective vs mobbed units and hordes. If well played, you will find all of your positions unapproachable for the fields of acid and poison.
He is a versatile and powerful general with demanding micro management needs. Since almost all units are disposable, you must use them with care, directing almost all kamikazes manually. The more assiduously you play - the more complex it becomes for enemy to defend from your endless flows of kamikazes. If you play properly, you can defeat any other general.
While at a glance his units are weak and poorly suited of combat, Stealth General is a deceptively powerful general using infiltration and surprise to his advantage. He has long range sniper units capable of attacking with impunity against units lacking stealth detection. He is a challenging general to play, but has a strong reward for the effort given.
Assault is a flexible general with flexible units. He requires low micro management and is well suited for most players. While having no spectacular abilities he also has no weaknesses.
Hi all,
we are bringing another update, and this time we have rewarded Nuclear general with special structure "Nuclear Facility"
As you might guess, this structure is available at rank3.
It has several unique abilities which makes it very important for this general.
The most obvious one, it produces great amount of power. This power will be required for Nuclear Storm which now comes without GP, and is unlocked with Nuclear Facility. This decision will make Nuclear Storm more accessible in game, but since power consumption will depend on Nuclear Facility it will be easier to sabotage Nuclear Storm. We believe that this will spice up the game.
Nuclear Facility will contain some important upgrades too. Testing will decide which upgrades will be better and more appropriate than in Propaganda.
And lastly, this structure grants ability to give Nuclear Weapons to selected units on maps. Meaning, Battle Masters will have nuclear shot (which we remember from previous Contra versions). Other units will benefit from nuclear shots as well. Time will tell how much damage and which units will be affected, but this ability will surely improve your units when needed.
Follow Predator`s youtube channel for developer version game records, where all the updates are shown in real games:
China infantry general completed his meat arsenal with this fantastic duo.
Another total makeover for old and outdated unit.
USA Super Weapon Conventional path introducing new commando unit Tanya.
In this short trailer we can see how C.O.L.D. acts on battlefield.
CLICK ON "Read more..." TO SEE THE INSTALLATION INSTRUCTIONS.
CLICK ON "Read more..." TO SEE THE INSTALLATION INSTRUCTIONS.
Contra 009 Final Patch 3 Hotfix 4 is live! CLICK ON "Read more..." TO SEE THE INSTALLATION INSTRUCTIONS.
Contra 009 Final Patch 3 Hotfix 3 is live! CLICK ON "Read more..." TO SEE THE INSTALLATION INSTRUCTIONS.
Contra 009 Final Patch 3 Hotfix 2 is live! CLICK ON "Read more..." TO SEE THE INSTALLATION INSTRUCTIONS.
Contra 009 Final Patch 3 Hotfix is live! CLICK ON "Read more..." TO SEE THE INSTALLATION INSTRUCTIONS.
Hello developers, I have questions about challenge:
First thing is, in challenge mode, most generals have different first opponents, but there are still a few Generals whose first opponent is same, Here's the list:
Laser & Air Force → Camouflage
Cybernetics & Camouflage & Assault → Nuke
Tank & Toxin → Laser
It shows that no one confronts Infantry, Tank, Toxin and Air Force General as their first opponent.
So will each general have different first opponent in Challenge? Like this:
Laser → Camouflage
Air Force → Toxin
Cybernetics → Infantry
Tank → Air Force
Camouflage → Tank
Assault → Nuke
Toxin → Laser
Next thing is, the gameplay design of Bao's Challenge map. many players say it's too easy and kinda boring. the left bottom side of map is almost useless.
So will it be remastered, like Demolition's Challenge map? Although the latter's gameplay design is more difficult now, the experience also has been greatly improved.
Thanks a lot.
We will discuss mission order. I like your suggestion.
Flame challenge map was mentioned for redesign but there was no work on it so far.
hey there, I have some questions about the Contra X beta so I thought I'd leave a comment
1) what happened to the emitter upgrade for super weapon general? I'm assuming it got removed because it was too strong but I've always been curious
2) same question as 1) but with the solar panels and bunker buster bombs upgrades (no assumption this time though)
3) are the Raptors (USAF King Raptor and USBoss Raptor) going to get new models?
4) will the Cybernetic Nemesis make a return or is it cut for good?
5) sort of a suggestion/idea, I think it'd be nice if the Spider Phobos returned for the spider path for cyber general
6) why was stealth removed from the comanches?
7) will the Contra 009 ICBM visual FX make a return? I found them quite unique and cool to look at
lastly I just want to mention a bug I found, maybe it's already know, the Straight Flow Engines upgrade does not apply the afterburner exhaust particle colour change properly on newly trained units (meaning units trained after the upgrade has been purchased will have the original FX instead)
1) Emitter upgrade was silly as it made missile weapons effective vs. all targets, reducing skill requirements. Pathfinders are enough in this case and the general doesn't need this upgrade at rank 3 to play well.
2) Solar panels (and Tokamak) are removed from Laser general because his tanks do not require power anymore. Tokamak is now available for Super Weapons general and the base power it provides is enough. Power remains a resource to protect with the absence of Solar panels which is good for balance. Bunker busters was a useless upgrade in Contra.
3) Not a priority.
4) Most likely not.
5) We will think about it. Path selection is at rank 3 but Phobos is a rank 1 unit. That would have to change in that case. We did not quite like the walker variant in the past.
6) Permanent stealth allowed players to stack up many comanches and constantly attack unprotected zones. It was a common sight in team games and very annoying to deal with. If stealth comanches return, they will lose stealth when moving most probably.
7) We'll see.
Straight-flow upgrade bug is tracked and will be fixed. I know the reason.
thank you for the reply and for making such a fun mod!
Is it possible to spawn salvageable parts in front of Salvage Plant, not around its perimeter (e. g., in a 3x3 array)? It could be more convenient to use the parts.
That would cause collision issues with terrain and other structures unless the structure geometry is expanded but that is not preferred. We actually downscaled the building size because it was too large.
thank you dev, when will it be ready to download and play?
We are not trying to meet a deadline so we cannot confirm a date.
Ok and thank you very much