![]() If you purchase the Nerve Gas upgrade and use the Terrorist as bike/carbomb, both the terror cycle and carbomb won't have nerve gas effects or leave nerve gas residue If you place a Toxin Grenadier inside a Tech Flak Bunker, the Toxin Grenadier will attempt to shoot from inside the Flak Bunker and toxins will appear on the ground in an area beneath it (Toxin Grenadier fires his gun underground) Before you buy the upgrade for the Toxin Tractor's Viral Weapons, if you place your cursor over that ability it will say it costs $2000 Spectre Gunships are automaticly selected when they are activated by anyone Nuke Cannons packing up and deploying agains when in guard mode Some buildings look undamaged while collapsing It will instead continue to fire radiation streams Tank will not eject its reactor core if there is an enemy within its attacking range. However before you do this please look at this list bellow as it contains issues that we know off but cannot be fixed by us becouse of coding limitations of Generrals ZH and there is usualy no way around those. ***Know bugs/issues that cannot be fixed through modding***Īlso when you notice a bug we would gladly listen to your report on our forums here Readme.txt - The file your reading right now Manual.rtf - Contains a full explanation on how to install the mod and how to use the launcherĬhangelog.rtf - Contains a full detailed report of all changes since the last release of the mod If your unsure how to use this mod read the "manual.rtf" file from the main package to get instructions. ![]() If you want to read upon the changes since the last version of the mod you will have to check the "Changelog.rtf" document in main package. This new release fixes all known/fixable errors from the last version, and hopefully doesn't add to many new ones. Greatings, General! If you're reading this you're probably downloading 0.95 (or you have downloaded it already). ********** Command & Conquer Generals Zero Hour: Shockwave Beta Release 0.95 *********
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