Cold War Crisis (CWC) is a Command & Conquer Generals Zero Hour total conversion. It takes place in the 80s, and features infantry, vehicles and aircraft of that era.


CWC offers two factions: the Soviet Union (USSR) and the United States of America (USA). The Soviets tend to use tanks and artillery, whereas the USA relies on aircraft and other high-tech units. In contrast to vanilla Generals, infantry plays a more prominent and deadly role. The mod's gameplay is a mix of realism and fun, i.e., it is more realistic than vanilla Generals, featuring real-life weapon systems and characteristics, while still emphasizing each faction's strengths and weaknesses.

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In the modern world
great gamers resolve their conflicts
with words...

(words like...)

GenPatcher,
GenTool,
GenLauncher!


We released a re-packaged version of Cold War Crisis v1.5 Final (v469) for easier installation on modern systems (ssleay32.dll errors be gone!). CWC works with vanilla ZH (patched to version 1.04), as well as the many compilation releases of the game, just make sure you install it in the right directory (how-to).

This release is also compatible with GenPatcher (which fixes common ZH problems on Windows 10+) and GenTool (which improves ZH generally and includes essential improvements). Additionally, CWC is now available through GenLauncher (the ZH mod manager). All three are recommended to enjoy ZH and its many mods.

Thank you for playing Cold War Crisis!
The CWC-Team

New maps for generals cold war crisis included 62 maps + new side AirGeneral USA

New maps for generals cold war crisis included 62 maps + new side AirGeneral USA

News 21 comments

First of all, this service pack is for all CWC fans, who have completed all 100 missions and want new battles. This package includes a new side - the...

New maps for CWC (part-1)

New maps for CWC (part-1)

News 15 comments

new maps for generals cold war crisis included 45 maps.

New Maps for CWC

New Maps for CWC

News 5 comments

I will add more than 50 new maps to generals cwc mod.

Let's celebrate

Let's celebrate

News 19 comments

Ten years ago CWC was revealed to the public. Let's beginn the next chapter.

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Cold War Crisis v1.5 Final (v469)

Cold War Crisis v1.5 Final (v469)

Full Version 13 comments

Cold War Crisis v1.5 Final (internal version v469) re-packaged for manual installation on modern systems.

Improved bugfix/polishing patch

Improved bugfix/polishing patch

Patch 8 comments

I have been playing CWC for many years. After all played games with AI and human players, I have come to realize CWC might need some bit of polishing...

CWC balance patch

CWC balance patch

Patch 16 comments

I have been playing CWC for many years. After all played games with AI and human players, I have come to realize CWC might need some bit of polishing...

Genesis Project (CWC Map Generator)

Genesis Project (CWC Map Generator)

Mapping Tool 6 comments

The Genesis Project - A Cold War Crisis Map Generator can generate complete and fully playable skirmish maps in a matter of seconds. And do you know what's...

Source Code: Genesis Project (CWC Map Generator)

Source Code: Genesis Project (CWC Map Generator)

Source Code 1 comment

This is only the source code! The Map Generator itself is a different download in the download-section! The Genesis Project - A Cold War Crisis Map Generator...

Cold War Crisis Patches for manual installation

Cold War Crisis Patches for manual installation

Patch 21 comments

Requires: CWC 480 Full. All old CWC patches for MANUAL installation starting from 479. In case your CWC Auto-Update works fine or if you already have...

Post comment Comments  (0 - 10 of 1,850)
osamaSYR
osamaSYR

This mod is great and pretty awesome and fun to play. However there are some bugs in it that needs to be resolved...

1) Saving option in Skirmish game doesn't work! If you save a game then try to load it after you quit or exit the game you will get an error message saying SAV. file is missing and therefore you will lose all progress. Saving option works just fine in the Campaign/mission mode

2) The mobile SAMs in both the US & the USSR [ M48 Chaparral & SA-11 Gadfly ] don't work or shoot at enemies at all. Even after you deploy them they just idle and don't engage any enemies.

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ninedragon96
ninedragon96

When you press deploy, there is a small circle ahead of the M48 and SA11. Need to move your unit to that circle for them to actually deploy

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ninedragon96
ninedragon96

Anyone know how can I add the Leopard 2 to the game as buildable unit for skirmish. I am using finalBig but still haven't figure it out yet.

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Guest
Guest

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Guest
Guest

The AI seems to be broken on my version. It never builds anything and just doesn't move in Skirmish mode. Any ideas what's going on here? It works fine in Campaign

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osamaSYR
osamaSYR

The AI will function only in the maps supported by the MOD, the ones containing flags/ fuel depots. Normal C&C Zerohour maps aren't supported and the AI won't build or do anything.

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eil
eil

Read the names of the maps: some have "noai" in name, probably you're trying to play one of those.
Otherwise, check if in game folder there is Data\Scripts and some files inside = if there are, move those files anywhere else, check ai in game again.

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eil
eil

2 questions i never managed to find answer myself:
- What is the point of unlocking Soviet T64, if it's no different weapon -wise to default available T72? I'd understand if it at least had less price, but no, it costs even more.
- What is the proper way to at least try getting consistent map view/control? Constantly sending officers/snipers in different directions, to have some temporary vision with their small view area, till they get killed?!

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osamaSYR
osamaSYR

Yes best way is to use a mix of officers utilizing their observation function with the binoculars, and to hide some stealth units [ Snipers/Spec Ops, or even prone infantry] in scattered areas around the map to obtain vision. That's what I like to do.

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osamaSYR
osamaSYR

From my observation playing this mod for a long time, the T-64 is much much better than the T-72. It has higher HP and better armor, and it moves much faster than the sluggish T-72. For example if it encounters an AT-5 or a TOW Humvee/M2A1 Bradley, the rocket launcher will kill the T-72 in only 2 shots, while the T-64 needs 3 to 4 shots to be destroyed. That pretty much explains why it's more expensive than the T-72.

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2312222 Creator
2312222

Thank you for your questions. Let me try to answer.

* The T-64 unlocks the T-80 line of tanks, i.e., the T-80BV and T-80UK. If you just want to mass the T-72, that is another viable strategy.

* It is difficult to get consistent map view and control as CWC was designed around constant attacking. The AI will not stop harassing your positions, so your best bet is to attack all the time. You can try to build defensive positions, but those will be countered by artillery. You can also use MiG-25 and SR-71 for recce flights, but this is only temporary.

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eil
eil

1. That the thing: T64 provides totally no benefits, which feels super useless, both the unlock itself and the unit. In case of US there is same branch of 3 helicopters unlocks, but before first small one is unlocked, US doesn't have hellis at all - so it's a real new branch of abilities added! Simple "lets later to unlock T80BV > T80UK" sounds like just a waste of 1st unlock...
T64 really needs something special for the unit, at least price must be lower than T72, or some special thing added, 'cause there is no single reason to ever order this unit on battlefield.

2. Artillery's range is the main reason i started to search for a way to have long range recon. It's very difficult to deal with arty strikes, 'cause there is always some cover teams of guarding jets and crawling infantries between you and enemy's arty.

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Blittzz
Blittzz

The main advantage of T-64 is its speed. It's the fastest tank in the game. Such speed allows T-64 to effectively close in with ATGM vehicles like AT-5/TOW and kill them. It has other advantages over T-72: more powerful gun with faster reload and better armor (especially helps against AT infantry). The speed is also allowing your strike force to move quickly around the map.

Use your artillery to destroy enemy artillery. All artillery vehicles reveal themselves for a short time after firing a shot. This gives you enough time for counterbattery fire.

There are some ways to know where your enemy is. You can use snipers around the map. They have better vision range and are stealthed. But the best way is to use binoculars from your officers from afar. Binoculars range is huge and they reveal a large area in the fog of war.

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eil
eil

Thanks for the hint!
Damn, description doesn't mention any of this advantages of T64 while it really should - makes a whole different picture of what unit can do.

The problem with Snipers is that they will attack any infantry if in range, revealing themselves for nothing. And Officer's binoculars apparently follow weapons regulations like "Attack needs line of sight" = so any little obstacle in line, or uneven terrain, may result in Officer running closer, and most often to own death.

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Blittzz
Blittzz

T-64 advantages over T-72:
- 30% faster moving speed (35 vs 27) - this is the most important advantage
- more powerful main gun (which is not that important since the difference is around 5-10% damage for different types of ammo)
- main gun with faster reload - 6,5 secs vs 7,5 secs (which is more important)
- slightly better armor against all damage types that affect tanks (sometimes it is quite helpful)

T-72 advantages over T-64:
- cheaper price (800 vs 1000)
- an option to upgrade with mine plough that is the best way of mine clearing (costs 200)

Snipers don't shoot unless you put them on guard or they are revealed by the enemy. Otherwise they stay hidden.
Try to position your officers on highgrounds in order to have clear line of sight.

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eil
eil

Thank you for all the information!

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Blittzz
Blittzz

You're welcome! Do you want to play some games?

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