

Instead of zones like First Light, Cutlass Keys, Weaver’s Fen to not be worthwhile the extra effort, they’re now providing a flat percentage (at least 5%) of total server income thus making them profitable.


However by only introducing the first change (tax income redistribution) and none of the other two: It now makes shell companies even MORE lucrative for the major server companies. This would be the final nail in the coffin for shell companies, essentially making it impossible for members to jump between companies to counteract the changed mentioned in the previous point. This way the companies would need to have a majority roster available for a defence, otherwise it’d be nearly free for the attacking company given the clear numbers advantage.Ī cooldown for when you can join a war after you go from Company A to Company B. This is to combat Windsward, Everfall and Brightwood being the source for the vast majority of a server’s income, and make the other zones more worthwhile to fight for.Īdding a minimum of 35(or more) of the holding company members for a war defence roster, or put in another way, limiting the amount of groups/players from other companies to 3(or 0). Move the Tax payout from a “per zone” basis to a “% of total server income” basis. This loophole in the system has turned out to be actively exploited.Īs a workaround to this, the devs introduced 3 planned changes: Usage: Launch the game, go to single player, select skirmish, click on select map, go to unofficial maps tab, choose Timberline.A company could create several “shell” companies as a workaround to the Siege Timer mechanic, essentially allowing for one major company to hold all territories at once since all their territories can’t be attacked at once, effectively getting the whole server economy’s worth of taxes funneled into them.

The map should be a folder named "timberline" found in the Maps folder. Solution: Hehe, well, don't use Twilight Flame, use an alternative.Įxplanation: The reason the game lags is the bad map design of Twilight Flame, the map's routing is bad, so when the AI is controlling the units, it will be disrupted by the bad routing and goes into a loop making the game run very slow.įix: Use the alternative map named Timberline, by spyVspy, found HEREĮxtract it, put it in "Documents\Command and Conquer Generals Zero Hour Data\Maps\" Gameplay: The first 15 minutes are fine, after that, the game lags to a halt making it unplayable. Players: The user, 2 Hard Armies (at least) Graphics: MAX with resolution and camera modded to work at 1440x900 If you are here, that means you are desperate to know how to fix the LAG when playing C&C Generals ZH.
