Rise of the Reds – or ROTR for short – improves upon the C&C Generals formula while also adding its own distinct elements to it. Most notably, the mod adds two completely new factions, the tank-heavy Russian Federation and the defence-oriented European Continental Alliance. In addition, the three original factions China, USA and GLA have been greatly expanded and redesigned in a variety of ways, with several new units, buildings, powers and abilities to explore and combine in your in-game tactics. ROTR also changes some of the game mechanics in order to create a unique and fresh experience. Examples include a technology progression system based around three tiers, a more fleshed out counter system between air and anti-air units as well as an additional emphasis on specialised scouting and detection units which serve to make stealth tactics a more viable option than they were in the original game. Beyond the gameplay aspect, the mod also brings many cosmetical updates, spectacular special effects and custom sounds and voice overs to the table.

The most recent version 1.85 was released in April 2015. Aside from adding many new units, special powers and visual overhauls for all five factions, the release was tied to the premiere of SWR.net, our very own online multiplayer service which is organically integrated in the ROTR executable and allows you to enjoy exciting multiplayer battles with players around the world via a virtual network.

The next major release version 2.0 will bring generals back into the game, allowing you to choose between 15 all-new sub-factions (3 per faction) that further capitalise on the tactical themes of their parent factions. Unlike Zero Hour where generals were chosen during the match setup,ROTR's sub-factions will be chosen in-game at the very start of the battle, as it was originally intended in the unreleased beta version of Generals. Thus, vanilla factions in the original Zero Hour sense will no longer be present in the 2.0 version. Additional features are currently planned to include two story-driven campaigns and a new game mode akin to Zero Hour's iconic Generals Challenge.


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Teching Up Part 5

News

Hello everyone!
We are back with our final showcase of some of the tech structures you'll be interacting with in ROTR 1.9.
Let's not waste time and get straight into it.

Tech SupplyDrop

In the mid-21st century, humanitarian operations of the United Nations remain dependent on the cooperation of national military forces on the ground, whose control of the designated Supply Drop Pads determines who would be treated to life-saving deliveries of food, fuel and medicine - if at all. For commanders in the field, controlling these pads provides a regular source of additional income, delivered every few minutes by heavy-lift cargo helicopters. One commonly used type for this is the CH-53.

Tech SupplyDrop Heli

The CH-53 is an American-made heavy-lift cargo helicopter, first introduced in 1966. Over the decades, the "Stallion" and its upgraded successors saw service in a variety of militaries, including those of Germany, Israel, Iran and Japan. By the mid-21st century, it remains in use by a number of state and civil operators, particularly in support of United Nations humanitarian operations, delivering supplies to dedicated Drop Pads in war- and disaster-stricken areas around the world.

Neutral ResupplyZone

This simple landing pad receives periodic shipments of supplies by air, which can be collected by any combatant instantly, without needing to capture and hold any facility.

Tech Field Hospital

This field hospital is representative of hospitals operated by the United Nations, Medecins Sans Frontieres, and other groups in order to aid the injured in sick in conflict regions, as well as small field hospitals established by various armed forces in-theater to provide medical care to the wounded. Whoever set the now-abandoned field hospital up, it's fair game to be seized by any force needing to use its facilities. It functions exactly like the existing Tech Hospital.

Those are the remaining tech structures we have for you all today, and we can't wait to see how you guys play with these in game, or use them in your own maps. However, that is not all for today, and we have something very special related to the tech structures to show you...

Many of you would already be aware that in the very popular Rise of the Reds: HanPatch mod for ROTR 1.87, there is a mechanic within the mod that allows tech structures to be rebuilt from husks if they are killed. Although this was already present in official ROTR for oil derricks and oil refineries, hanpatch expanded this to cover almost all of tech structures in the game. On top of that Han Patch also had a very special mechanic where tech structures could be voluntarily surrendered back to their neutral state, meaning in team games you could give things like derricks over to players who desperately needed the funds.

We are very proud to announce that this similar functionality has been officially added to ROTR 1.9, and now all tech structures can be both rebuilt when destroyed, and they can be surrendered to a neutral state just like in Han Patch. A huge thank you goes out to hanfield himself for putting in the hard yards to get this mechanic coded and working in 1.9. It was a massive amount of work and we all appreciate the effort.

If you would like to see some minor examples of this mechanic in action, MaelstromX103 has a recent youtube video testing the new AI, and you can see the AI putting the rebuilding mechanics to use ingame. The video is Below:



So thats it from us for today, its been a big one, and we hope you're all as excited as we are to see these new tech structures used, destroyed, rebuilt and surrendered.
Till next time generals!


Teching Up Part 4

Teching Up Part 4

News 1 comment

Hello! Tech structures. Yes. See some of the latest here...

Teching Up Part 3

Teching Up Part 3

News 1 comment

More tech-structures for you to use, capture and deny.

Teching Up Part 2

Teching Up Part 2

News 1 comment

The tech-up continues. We did say we would be back very soon, so here we are, with more tech structures to showcase today.

Teching Up Part 1

Teching Up Part 1

News 1 comment

Hello everyone, today we are introducing you to the first of a few updates on the new tech structures being added and updated into ROTR 😉

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ROTR Patch 1.86 Release

ROTR Patch 1.86 Release

Patch 245 comments

Check the read-me and Change-log in the file for further details NOTE: that this is not a full release and requires ROTR Release V1.85 to be installed...

Rise of the Reds Version 1.85

Rise of the Reds Version 1.85

Full Version 577 comments

After a long wait of almost two years, we are proud to present you the release of Rise of the Reds Version 1.85. In the name of the SWR team, I want to...

ROTR Patch 1.802 Release

ROTR Patch 1.802 Release

Patch 303 comments

ROTR Patch Release 1.802 NOTE: Previous patch of 1.801 not require as it is included

Patch 1.802  No Installer Release (mac compatible)

Patch 1.802 No Installer Release (mac compatible)

Patch 29 comments

ROTR Patch Release 1.802 NOTE: Previous patch of 1.801 not require as it is included

Patch 1.801 Release

Patch 1.801 Release

Patch 54 comments

In the past few days, we actually read a lot of comments and looked into the feedback many of you provided. Due to all this and a few observations of...

Patch 1.801 No Installer Release (mac compatible)

Patch 1.801 No Installer Release (mac compatible)

Patch 11 comments

In the past few days, we actually read a lot of comments and looked into the feedback many of you provided. Due to all this and a few observations of...

Post comment Comments  (0 - 10 of 26,742)
JackofknavesII
JackofknavesII - - 45 comments

As of now Tear Gas/Nerve Gas has been retconned out of the ECA arsenal right?

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MaelstromX103
MaelstromX103 - - 2,048 comments

Nerve gas is indeed retconned.
Tear gas however is still used by most ECA mortar units. Only the rank 1 GP has been removed.

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RakhGamer
RakhGamer - - 126 comments

Latest version of this mod (1.87): Mediafire.com

IDK why it's not here in Moddb to download

Anyway, enjoy!

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MaelstromX103
MaelstromX103 - - 2,048 comments

Because it is a beta, which has many issues and bugs, and was destined to be used for bug hunt. DO NOT upload it on the file section.

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Jester_6873
Jester_6873 - - 721 comments

Upload it to the files section yourself. I think you can anyway. Ive always thought it should be available here itself aswell

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JackofknavesII
JackofknavesII - - 45 comments

"Eye-capturing" content? 🤔

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ProFF69
ProFF69 - - 2 comments

Good afternoon. Tell me, will you be porting any units from your other ShockWave mod? I think there are some units that would fit well in Rise of the Reds. For example GLA Basilisk Heavy Tank. Add the ability to upgrade it after picking up GLA Recycler scrap. Or do it even better! After capturing technology from the Recycler, the GLA would gain access to new units. For example, the capture of Russian technology, a Basilisk Heavy Tank would appear at a military plant. Well, or the marauder would be replaced. And the Scorpion tank would be replaced with a GLA T64 Tank. Well, or I would just add it. The same goes for infantry and aviation. Then it makes sense to grab the scrub for the Recycler. This would add a nice edge to the GLA. What do you think about this? I immediately apologize for my English) if I wrote something strange or incomprehensible

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JackofknavesII
JackofknavesII - - 45 comments

If you really want to use the T-64, then just get Armor Reserves as Russia. The Rhino is just a "modernized" T-64/T-55

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MaelstromX103
MaelstromX103 - - 2,048 comments

There is no plan to port units from Shockwave

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JackofknavesII
JackofknavesII - - 45 comments

Do all neutral Tech Structures leave behind rubble than can be repaired like the Oil Derricks / Oil Refineries?

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MaelstromX103
MaelstromX103 - - 2,048 comments

It's something that has been implemented in Hanpatch, and we are planning on porting it at some point

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