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The End of Days is a Game Mod of Command & Conquer: Generals: Zero Hour. Its main feature is the addition of the Russian Federation as a full-fledged fourth faction, as well as major revamps to the existing factions, all of which have received new units, buildings, upgrades and General's Powers. Each faction is divided into three subfactions, but these are not chosen before the battle begins like in the vanilla game; instead, they are purchased as upgrades in the advanced tech building, allowing you to change your strategy on the fly against your opponent. Another selling point is realism: most units are based on real life military hardware, heroes no longer exist as individuals and have been replaced by elite infantry, and most superweapons are now mobile ICBM launchers, allowing both more active participation in the gameplay.

The mod can be downloaded here. Its community can be found on VK and Discord.


This game provides examples of:

  • Action Bomb: Suicide soldiers armed with nothing more than a vest full of explosives, Terrorists charge at enemy units and structures head-on before detonating their payloads.
  • Adaptation Name Change: Many units are now known by their real life designations, instead of the (often) fictional names used in the vanilla game.
  • Adapted Out:
    • The concept of heroes (named, singleton, ultra-elite infantry that is limited to one per player at any time) is gone, though individual heroes survive in the form of elite (but weaker and otherwise generic) infantry (Navy SEALs for Colonel Burton, Elite Hackers for Black Lotus, Partisans for Jarmen Kell).
    • Due to the rework to superweapons, the vanilla Particle Cannon, Nuclear Missile Silo and Scud Storm no longer exist as buildings, having been converted to General's Powers.
    • Other vanilla units that aren't present in any capacity in the mod are the American Laser Tank, Paladin Tank, Sentry Drone, Aurora and Laser Turret; the Chinese Mini-Gunner and Nuke Cannon; and the GLA's Combat Cycle.
  • All Your Base Are Belong to Us: With the Capture Building upgrade, all basic infantry gain the ability to capture neutral and enemy buildings (except Command Centers and some others). Elite Hackers can also do so faster, from a short distance away and without the need of the upgrade.
  • Anchored Attack Stance: Qassam Troopers have to anchor their cannon on the ground before they could fire.
  • Archaic Weapon for an Advanced Age: Many GLA vehicles and aircraft are old equipment that have long since been decommissioned by their original countries.
  • Attack Drone: Various kinds of UAVs are available to all factions, and are generally much weaker and cheaper than manned planes. The American MQ-9 Reaper and XQ-58 Valkyrie and Russian Okhotnik are built directly from the US Airfield and Russian Radar Station, while China's drones are instead deployed from vehicles built from the War Factory: the BZK-600's drones are free but unarmed until upgraded with bombs, while the CH-901 launches loitering munitions, which attack by blowing themselves up in the face of the enemy, and will crash if not used before they expire. GLA Partisans can also build homemade suicide drones, which last for a very short time.
  • Awesome Personnel Carrier:
    • The Battle Fortress is a heavy vehicle with fireports that allow eight soldiers inside to fire out.
    • The T-15 Armata is a heavy IFV equipped with an autocannon and Kornet missiles.
  • Barrier Warrior: The Guardian is equipped with an Energy Shield that can protect nearby units from missile and projectile attacks.
  • Bombardier Mook: The GLA Mirage 2000, unlike the other factions' more advanced ground-attack aircraft, can only drop their bombs a short distance from themselves.
  • Cast from Hit Points: Overcharging a Nuclear Reactor causes it to temporarily generate more power and damage itself until turned off.
  • Cast from Money: The Topol-M and Typhoon ICBM consume $1000 per shot.
  • The Cracker: Chinese Hackers are computer experts able to hack into various computer systems and networks, allowing them to shut down enemy buildings and vehicles for a short time. Elite Hackers can also steal money from Supply Centers and capture buildings from a short distance away.
  • Crippling Overspecialization: MANPADS-wielding infantry and heavy SAM vehicles are harmless against anything on the ground.
  • Defeat Equals Explosion: All of the Rakhsh Brigade's infantry explode upon death.
  • Defenseless Transports: The Mi-26 and Chinook can transport infantry but have no way to defend themselves. The Huanghe APC and H-34 Choctaw are unarmed when first built, but can be upgraded with weapons.
  • Defog of War:
    • All radar vehicles have the Directional Pulse Emission ability, greatly increasing their vision range in a target direction in exchange for making themselves visible to the enemy.
    • The GLA SURN Radar and US Detention Camp can scan any area on the map, detecting invisible enemies. The Russian Radar Station can send a Beriev-A50, which performs the same function. The Detention Camp can also use CIA Intelligence to reveal all enemies, though this costs money and has a long cooldown, while China has the Satellite Scan upgrade which permanently reveals all enemy Command Centers and Supply Centers.
  • Delayed Explosion: Tank Hunters can plant dynamite charges on enemy vehicles, which explode after a few seconds.
  • Deployable Cover: The MTP-A4 can quickly construct Tank Bunkers and Trench Positions for vehicles and infantry to garrison inside.
  • Dirty Bomb: The Desolator Strike General's Power deploys a missile carrying nuclear waste payload, which leaves behind a huge radiation field and slaughters infantry.
  • Discard and Draw:
    • The Tank Autoloader upgrade doubles Bao Tanks' rate of fire, but shortens their attack range.
    • The Goliath upgrade permanently replaces a THEL's continuous laser with a burst laser.
    • The GPS Scrambling Module allows a SURN Radar or Gazelle to cloak nearby GLA units, but removes its previous functions.
  • Dressing as the Enemy: Armored Boomers and Nuke Trucks can disguise themselves as enemy vehicles.
  • Drone Deployer:
    • The BZK-600 launches scout drones, which don't cost anything but have a long reload time and can only serve as scouts until upgraded with bombs (which cost money).
    • The Nest Drone Launcher is armed with loitering munitions. Normally, they function like normal projectiles, but can also be manually controlled, greatly extending their effective range, though they don't last forever and will eventually crash if not used in time.
    • GLA Partisans can build suicide drones which must be manually controlled to launch themselves at enemies, though their duration is very short.
    • The MTP-A4 can build an Uran-9 drone, which costs money and functions as a light vehicle, and only one can exist per MTP-A4 at any time.
  • Dual Mode Unit:
    • In their default mode, the only thing radar and non-GLA heavy SAM vehicles can do is moving. When deployed, they become immobile and capable of scanning enemies or shooting down any aircraft that comes close.
    • The M260 can switch between GMLRS (fast rate of fire) and ATACMS (more damage, bigger area of effect, longer range) modes.
    • The East Wind Launcher can be equipped with napalm or high-explosive warheads.
    • The Scud Launcher can be equipped with anthrax or high-explosive warheads.
  • EMP: EMP bombs, deployed by the JH-7C Pulse Flounder and the EMP Missile and EMP Bomb General's Powers, disable buildings and vehicles in a large radius around the point of impact.
  • Enemy Exchange Program:
    • Basic infantry and Elite Hackers can capture enemy and neutral buildings so the player can make use of them (and enemy units by extension).
    • The Hijacker is trained to remain hidden, then strike from ambush, jumping into a vehicle, killing the driver, and taking control of the wheel.
    • Vehicles whose crew have been killed (either by neutron weapons or nerve gas) can be commandeered by infantry of any side, friend or foe.
  • Experience Booster: The US Marine Corps' Abramses, Bradleys and Paladins gain experience twice as fast as normal.
  • Fast-Roping: When aboard a transport helicopter, US Rangers, Marines and Navy SEALs can rappel themselves directly into civilian structures to garrison them, eliminating garrisoned enemies in the process.
  • Fast Tunnelling: The Tunnel Network can be used to relocate troops from one entrance to another in an instant.
  • Fire-Breathing Weapon: Flamethrowers and Dragon Tanks are fitted with a flamethrower.
  • Garrisonable Structures:
    • Many civilian buildings can be garrisoned by infantry, where they can't be attacked by most conventional weapons, but are vulnerable to units that can clear garrisons. Civilian structures will force the occupants to leave if reduced to red health. The US, China and Russia can also build Firebases, Bunkers and Trench Positions which are sturdier and must be destroyed to force their occupants out.
    • GLA Tunnel Entrances can be garrisoned by units and are all connected to each other, so units can enter and exit from any entrance. No one can fire from any of the tunnel entrances.
    • An Internet Center can hold up to four Hacker Outposts, which generate more income from there.
    • A Tank Bunker can be garrisoned by a turreted, non-artillery Russian vehicle, which is protected from damage until the Tank Bunker is destroyed.
  • Gatling Good: China's basic anti-air vehicles are armed with four rapid-fire autocannons.
  • Going Critical: A Nuclear Reactor explodes violently when destroyed.
  • Grenade Launcher: The Infantry Grenade upgrade equips US Rangers and Marines with grenade launchers.
  • Guide Dang It!: The tooltips never specify that you need to reach Rank 3, in addition to spending a General's Promotion point, in order to build a Minuteman, DF-24, Shaheen-2 or Topol-M.
  • Healing Factor: The Infantry Combat Kit upgrade equips SEALs with medikits, allowing them to rapidly regenerate health.
  • Heal Thyself: American vehicles can be upgraded with repair kits so they could repair themselves in battle when not moving.
  • "Instant Death" Radius: Microwave Tanks cook and pop enemy infantry units in their vicinity.
  • Instant Militia: An American Spec Ops general can upgrade a Supply Truck to a C-RAM, turning it from a supply gatherer to an anti-air vehicle.
  • Invisibility Cloak: Installing a GPS Scrambling Module on a SURN Radar or Gazelle turns nearby GLA units invisible.
  • Invisibility Flicker: Stealth aircraft are invisible when not firing, so they can be difficult to take down before they disappear again, making their attacks hard to anticipate and giving them the ability to attack 'out of nowhere'.
  • Kill Sat: The Ion Cannon (a General's Power used by the US Special Forces) and Rods from God (the UH-60 Stealth Hawk's stealth ability) are fired from satellites in orbit.
  • Laser Sight: The Tiger Tank's laser rangefinder increases its range and damage when attacking the targeted enemy.
  • Long-Range Fighter: All artillery units can shoot from very far away but are harmless against enemies that get close, inside their minimum range.
  • Macross Missile Massacre:
    • The TOS-1 and Smerch can rapidly launch multiple missiles at once at an area, after which they'll have to spend a long time reloading.
    • Rocket pods can be installed on the AH-64D and UH-60 Combat Hawk, allowing them to launch a barrage of rockets at an area.
  • Molotov Truck: The Demo Bike, Boomer, Nuke Truck and Vampire are filled with explosives, and are supposed to blow themselves up on the face of the enemy. One of the Al-Qiyamah Brigade's General's Powers allows them to call off-map suicide planes.
  • Mook Commander: Propaganda towers (which come stock on the Propaganda Center and Propaganda Huanghe and can be given to a Helix) heal troops, repair vehicles and increase the rate of fire of nearby units.
  • Mook Medic: Russian Medics and American Ambulances heal nearby infantry; Chinese Warlord Tanks (when outfitted with a repair crane) and Russian MTP-A4s repair nearby vehicles; propaganda towers (which come stock on a Propaganda Center and Propaganda Huanghe and can be installed on a Helix) do both.
  • No Experience Points for Medic: There are very few ways to gain experience outside of killing enemies, and many non-combat units can't gain veterancy at all.
  • Non-Combat EXP:
    • Basic infantry gain experience when capturing enemy or neutral buildings.
    • Special Forces is an American General's Power that causes all infantry to be built as veteran.
    • Several subfactions have a few units that start as veteran: stealth aircraft (US Air Forces); Automaster, Tiger Tank, Propaganda Huanghe, Twin Talon (Chinese Tian Xia Army Group); Inferno Cannon, East Wind, Sunstorm MLRS, JH-7B Fire Flounder, Dragon Tank (Chinese Zhu Que Army Group); Warlord Tank, Black Eagle, Gyrfalcon, Black Whirlwind (Chinese Qiong Qi Army Group); Iskander, Kurier, Smerch, Topol-M (Russian Strategic Missile Command); T-14, T-15, T-90, T-90M, Msta-S (Russian Mechanized Assault Command). The al-Qadr Brigade's Foreign Instructors upgrade causes infantry and artillery to be built as veteran, and the Russian Aerospace Command's VDV Advanced Training does so to VDV Troopers and BMP3s.
    • Russia can use Field Promotion to instantly promote all eligible friendly units in a small area.
  • One-Hit Kill: The Navy SEAL's knife can instantly kill an enemy infantry.
  • Poisoned Weapons: As in the vanilla game, toxin weapons are one of the GLA's specialities.
  • Ray Gun: The Avenger, THEL and AH-64D are armed with laser cannons.
  • Recursive Ammo: A F-16 can be outfitted with cluster bombs, which explode into multiple submunitions upon impact.
  • Reduced Resource Cost: A Tech Oil Refinery and the Funds Reduction Program upgrade (exclusive to the US Air Forces) reduce the cost of all vehicles and aircraft by 10%, and choosing the Russian Aerospace Forces applies the same bonus to aircraft only. All of these bonuses stack multiplicatively.
  • Regenerating Health: The Junk Repair upgrade allows all GLA vehicles to repair themselves over time.
  • See the Invisible: Radar, scout vehicles, spy aircraft and Pathfinders can spot invisible enemies. Ka-52s, T-14 Armatas and T-15s can do so when Thermal Vision is active.
  • Siege Engines: In general, artillery units are good against buildings and outrange defensive ones.
  • Smoke Out: Smoke Countermeasures, which can be outfitted on the Battlemaster Tank, Bao Tank, Mekong IFV and Tiger Tank, distracts enemies, allowing the user to disengage.
  • Sniper Rifle: Pathfinders, Partisans and Spetsnaz use sniper rifles to eliminate enemy infantry from afar.
  • Sniping the Cockpit: Neutron mines (which can be set around Chinese buildings) and bombs (which can be equipped to Blackout Bombers or deployed by one of the Qiong Qi Army Group's General's Powers) and nerve gas (deployed by one of the Al-Qiyamah Brigade's General's Powers) kill the crew but leave vehicles intact, allowing infantry to commandeer them.
  • Stance System: The American Strategy Center can switch between 3 different battleplans: Bombardment, which increases unit attack power and equips the Strategy Center with an artillery piece; Hold the Line, which increases unit defence and improves its own armour (depicted as sandbags); and Search and Destroy, which deploys scanners around the Strategy Center and improves unit weapon range. They are free to be switched at any time, though that takes a few seconds.
  • Surveillance Drone: Global Hawk, BZK-600 and Orion drones serve as scouts and can detect invisible enemies.
  • Tactical Superweapon Unit: ICBM launchers (which can wreak great havoc from unlimited range in exchange for expensive cost and long reload time) take over the role of superweapons from the vanilla game, and function rather differently. They are only available to three subfactions: US Marine Corps (Minuteman Silo), Chinese Qiong Qi Army Group (Typhoon ICBM Launcher) and Russian Strategic Missile Command (Topol-M) and require both rank 3 and a General's Power. Of these three, only the Minuteman resembles a standard Command & Conquer superweapon (a building with expensive cost and high power consumption); the Typhoon and Topol-M are instead vehicles, which can move and don't consume base power but are less defensible and take longer to reload, and are cheaper upfront but cost money per shot.
  • Target Spotter:
    • All heavy SAM systems (American THAAD, Chinese HQ-9, GLA Guideline and Gainful, Russian S-300 and S-500) require a friendly radar vehicle to spot enemy aircraft before they could shoot them down.
    • The Stealth Hawk can mark an enemy to be bombarded from orbit with a Rods From God strike.
  • Trap Master: The ECM Tank can plant a mine that jams communications, preventing the enemy commander from issuing orders to a target that steps on it.
  • The Turret Master: The NLOS-LS is armed with Container Launch Units, which cannot move after being deployed and fire missiles at enemies.
  • Weaponized Car: The Technical and Toxin Tractor are little more than civilian vehicles given a gun.
  • We Need a Distraction: The AWACS constantly throws flares around it to distract enemy anti-air from actual aircraft.
  • Worker Unit: The GLA Worker builds and repairs structures, and gathers supplies and brings it to Supply Centers for procession into money. American, Chinese and Russian buildings are constructed and repaired by the Construction Dozer, which does not collect resources. By default, China and Russia use Supply Trucks for this purpose, while America uses both the Chinook and Supply Truck (with the Chinook being the default harvester that comes with a Supply Center). Choosing any Russian subfaction unlocks the Mi-26 Halo, which differs from other harvesters in that it must be built from an Airfield, instead of Supply Centers. China also has the Hacker Outpost, which generates a passive trickle of income when deployed or garrisoned in an Internet Center.

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