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  Zero Hour - July Update - Mods
  Posted by: Joelteon7 on 07-21-2007 @ 07:46 - Source: Tycoon
This News Item has been viewed 3,411 times
It's that time of the month for another update about the fantastic looking Zero-Hour mod being developed by Tycoon. The mod, to feature additional races (and some gone for a chop) looks to focus a lot more on strategy and use on particular ships than the stock Armada. Personally, I don't care so long as it looks good when you blow things up, but, seeing as Zero Hour looks to be doing that, I'm looking at it with a want for it to be released. Anyhow, the article,

Well, here we are with yet another update on the Zero Hour project.


First up, to keep the community updated on the project team. Earlier this month, Gavin (due to personal reasons) left the team. He did so of his own accord, and nothing is held against him for doing so. Items that he has done (such as Breen stations, for those that remember) will still be used with this project.

Having lost Gavin, we’ve gained two other people. Those two people being Atlantis & Moerman.

Atlantis may be a name that many would remember, him having been in the Armada II community for quite some time, though he has only recently made his re-appearance, having taken some time out. Atlantis is a talented modder and modeller, having at one point his own TMP era project (unreleased).
Atlantis will be helping us with the GUI’s, as well as some modelling when the time comes.

Moerman is a new addition to the Armada community; though with his first couple of submissions, there is no doubt that this person has the necessary skills to go a long way with the development of the armada II game, and the zero hour project.

Moreman will be helping us with model-related work.

I welcome (belated) both of these people to the Zero Hour Team, and thank Gavin for all the work he put into the project before he left.


Now, as far as the combat units go, the Klingons and the Cardassians are not to receive any further additions to their fleets. Whilst not all ships for these two are completed, their ship count will not go up.

The Klingon Empire has a total count of 12 ships, plus a prototype, making 13. The Cardassian Union has a total of 14 ships. The Cardassians with two prototypes, thus making 16 ships in total. The other species have yet to be decided upon. Some are in need of more ships, others have ships that I currently have, yet may not use via the release.

Ship Listings can be found over on the Zero Hour Forums, hosted at Majestic Sci-Fi Central.


Progress as always is proceeding. With a few more models, along with poly reductions of others, I should heave most (if not all) of the main six races completed soon, at least in terms of combat ships. Non-combat ships are another story. Animation for Construction ships in particular.

Stations also are in need of construction, though, with a few capable modellers on the team, I can’t see these taking all that long. I have started to work on the weapon files, along with the ship stats and what not.
A release date is looking more promising than it has been for a while, though I still don’t expect to see one any time soon. I would aim for Fall 2007, however can’t be that specific. Chances are, this will be completed in early-mid 2008.


In addition to all of this, I have started work on the Dominion. These are the three 'canon' ships, each of which are already available for download, though these versions do have modifications to them (made by me) to make them more specific to Zero Hour.

In addition to the obvious, this also shows you the Dominion GUI that'll be used. I've not got any other Dominion Ships in game yet. Those others I do have are awaiting reduction or (re)/building.

On a concluding note, in the future, I am not providing any images for ships that are available to download elsewhere. Not so long ago, I made the mistake of showing a member of this community a ship that I was using for Zero Hour. Informing them that this ship was to be a key feature in the project, and that I was proud to have it.

In turn, this member decided that he would download the ship for himself, and then release it to the Armada II community. Because of this, the ship in question will not serve as a ‘surprise’ or ‘new toy’ within the project. Thus, as stated above, anything that I feel may be abused shall not be shown. I am sorry to those of you who find this unfair, but because of certain people, this is the way it must be. I cannot risk showing other related material, only for that to end up as a single release also.

With that, any new ship that has been created specifically for Zero Hour may be shown (depending upon the circumstances). Ships that I am using which are already available for Armada II will also feature in screenshots and such, though there is a high chance that those I show, even if available already, will have undergone a significant change.

So there we have it for July's update. Whilst it seems unfortunate that the delayed-release is looking to be more like '08, I'm sure that gives more than enough time to create an outstanding mod that is worthy of playing. From the screenshots below, it'll be obvious to see graphics haven't been dismissed; that is one awesome looking Dominion Dreadnaught. Still, we'll have to continue to wait to see how it plays out, but until then, discuss away. Remember though, Zero Hour information can be found on Majest's Sci-Fi Central, so if the Mod Centre doesn't have all the details you want, try looking there.

          Next News Post 07-21-2007 @ 08:36 - Future Tense More Misc. Details (A bit of a look in to the Armada 1 mod)
          Previous News Post 07-20-2007 @ 20:57 - FileFront Network Insider #101

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Total comments: 1 | Last comment: 07-21-2007 at 14:27

 #1 - 07-21-2007 at 14:27
Joined: April 18th, 2007
Posts: 1072
A good and useful update.

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