C&C: Generals is a Real-Time Strategy game set 20 Minutes into the Future, using more-or-less existent, in-development, or theorized technology. The Global Liberation Army, an Arab-ish terrorist organization Ripped from the Headlines after 9/11, has declared war on the People's Republic of China and the United States of America, forcing the two superpowers to cooperate against the militants. An expansion pack followed, Zero Hour, which introduced more missions, more units, and three specialized generals to choose from within each main faction. The game is canonically unconnected to the other C&C series, and in fact bears more resemblance to Ensemble's Age of Empires and Blizzard's Starcraft and Warcraft series.
Generals was met with instant controversy from both Media Watchdogs, who objected to the national stereotyping and the fact that you could play as totally-not-Al-Qaeda, as well as longtime C&C fans, who objected to their franchise's name being associated with an RTS that more strongly resembled a Blizzard game than traditional Command & Conquer gameplay. The game earned good reviews for delivering a solid, action-packed RTS, and was particularly praised for the General system, which allowed players to rise in rank during battle and unlock unique and possibly game-winning units and special abilities.
The sequel was being developed by Electronic Arts and a new division of BioWare, "BioWare Victory" (headed by Jon Van Canegham), in a world where all of the politicians and diplomats got Board to Death at a Peace Conference by a newly reawakened GLA. However, alpha testing of the game didn't turn up the positive feedback the team was hoping for; on October 29, 2013, the game was officially canceled and EA Los Angeles, as well as all subsidiaries, was shut down for good, thus putting the entire series' future into question.
Command & Conquer: Generals is a singleplayer and multiplayer bird's-eye view RTS game featuring different factions battling against each other on a battlefield. It was developed by EA Pacific, published by Electronic Arts and released in 2003. The game is one of many in the Command & Conquer franchise. It makes use of the SAGE engine, which was an improved version of the Westwood 3D engine.
The game was initially released on Windows on February 10, 2003 on disc. It was on April 14, 2004 ported to Mac OS X by i5works and published by Aspyr Media, who also maintained the port over the years. Reception of the game was good, with several post-launch patches being released to fix most bugs, exploits and balancing issues. EA Los Angeles developed its expansion Command and Conquer Generals: Zero Hour, which got released on 19 September, 2003 on Windows and later ported to Mac OS X in February 2005. The expansion added a new Generals Challenge mode, new campaigns, new units and new maps.
A compilation of both the main game and its expansion got released on October 21, 2003 under the name Command & Conquer: Generals - Deluxe Edition. The game was re-released twice as part of multiple compilations of Command & Conquer games: Command & Conquer: The First Decade on 7 February, 2006 and for the first time digitally on Origin on 2 October, 2012 as part of Command & Conquer: The Ultimate Collection.
As of August 2022 the game remains playable on modern Windows versions with some major technical hiccups that can be worked around; issues like errors when staring the game, DRM issues and serial key errors. A tool called GenPatcher was created by the community to more easily fix these issues, restore command line support for the Origin/EA app version, add modern resolution support and apply various fixes and improvements. The macOS version however was delisted from the Mac App Store in May 2020.
Is a singleplayer digital card game of user against AI opponent that was released in 2003 to promote Generals. The gameplay is based on the classic card game Top Trumps. The cards feature units from Generals, with each unit having the four attributes firepower, speed, cost, and build time. One of these attributes is selected at random and the player of which the value of the attribute is highest, wins the round and receives the other's players card. Whoever runs out of cards first, loses.
All three factions have individual POW trucks designed for this purpose. Normally, only the American POW truck can be seen in the game, in the third USA mission where you have to protect the escaping forces. All three also have selection pictures and a full voice set.
You were able to capture all infantry in this game, only Colonel Burton was not able to be captured. Most of them have unused surrender animations and voices for surrendering. Each faction had their own way of capturing infantry:
Sell does not require a target in the final game, as all structures have sell buttons to sell themselves. However, the developers might have intended Sell to work like in the original Command and Conquer, where you select the MCV, press Sell, and select a structure for selling.
Many vehicles have unused voicelines for crushing Infantry some were used as attack lines, others went unused. Infantry themselves have unused surrendering voicelines.Apparently, the last selection voice file variation for most units is used as their built voiceline. Perhaps early during development, units had no completion lines and the EVA was supposed to announce whenever a unit finishes training like in some C&C games? Voicelines for the EVA saying "Unit Ready" appear in the expansion pack but are unused.
This is a fully functional button which is never used in the game. It works similar to the plain Guard, but the unit will not follow an enemy unit if it moves outside its guard radius. It was most likely designed with aircraft and artillery in mind (which are not really supposed to move), one wonders why the developers never used it.
Apparently, all artillery originally had ground attack buttons to have them target a ground location, instead of targeting an enemy unit. This was likely removed because in every other Command and Conquer game ever (with Generals as a non-exception), Ctrl+clicking (ordering a force fire) on the ground will achieve the same exact effect, and uniquely to Generals, even in the fog of war. There wouldn't really be a purpose to fire blindly with artillery into the fog of war, let alone a dedicated button for it. These buttons are in the multiplayer sneak peak with their own unique selection images.
An unused feature of the Nuclear Power Plant. You can overcharge it in the game so it outputs more power, but it will damage itself in the process. Originally, it then stopped after a certain threshold and gave you this message. In the final game, it continues until it explodes.
With the exception of Cheer, all of these are commands which are available only as keyboard combinations. Since they don't appear in the UI, these strings are never displayed. Either there was a tutorial explaining all keyboard combinations in the game, or they were somehow available in the UI.
This is in all caps, which suggests it was meant for the main menu. The developers seem to have planned to let you launch the World Builder from the main menu. The problem is that the game and World Builder together have massive memory usage, which was probably too much in 2003, when the game was released.
The entire set of "mouse" messages goes unused. These are the most likely to have shown up in-game, presumably in the mouse tooltip. Some of them are obviously leftovers from an earlier build (E.g POW logic), others are of newer origin. In any case, in the final game the mouse tooltip always shows the name of the object the cursor is pointing to, so these are never shown.
Supposed to show up as a tooltip when you do not have the Officers Club medal (which is gotten by having preordered the game). This medal does not even show up when you do not have it, therefore this tooltip is not used.
This is an unused function of the Options menu intended for the developers only, which allows you to disable the frame limiter in this game. It is hidden because it does not just affect the frame rate but also the game speed, which may be undesirable especially on fast machines.
These strings appear to be remnants of a removed menu that allowed you to change the keyboard commands and hotkeys of the game. It's easy to see why it was removed. Remapping these keyboard commands can possibly conflict with units training/construction hotkeys, which can only be edited by the game files.
The Scout Drone upgrade was originally for the Ranger. It worked just like the way it does in the final game, following its master. It also had a significantly different model.The Ranger also benefited from two removed upgrades, The "Timed Grenades" and "Smart Grendes". Said upgrades can be seen in a playtesting video, It's unknown how they functioned. Perhaps they evolved into Flashbangs in the final game.
For some reason, the Paladin's Point Defense Laser on its model was changed shortly before release. The old version can still be seen in the selection image and as well as in many screenshots of the game.
The GLA Tunnel Network had no gun turret throughout most of the game's development, it's sole purpose was simply transporting units. It was given a weapon in the final game probably because the GLA had no anti-infantry base defense.The selection image in the final game still shows the tunnel without a turret. Interestingly, the turret on the tunnel is that of a Scorpion tank, with a shorter barrel and a different, blue texture. However the snow model for the tunnel network uses the original scorpion tank texture.
Originally, both units used the same model with the same texture, the only difference was, obviously the weapons they carried and animations. They can been seen in the intro of the game and some pre-release images.This was changed in the final game, probably because they looked too similar and the player wouldn't easily tell them apart.The texture however is still available in the prototype as well as the expansion pack but it doesn't fit any of the models because it uses old texture dimensions of the alpha version of the game. 2b1af7f3a8