-------Tweaks and adjustments--------
-Manticore now shows a repair decal/indicator
-MTP Recovery Vehicle now has a unique repair decal/indicator
-Pandora now has a show range button
-Harriers can now repair at friendly airfield provided there is an emtpy landing space (landing space is only used for as long as repairs take)
-Airlifter now has a voice report when it's availible to deliver a new battlegroup
-Solar Reactor SAM Sites now require a R&D Compound before they can be build
-Solar Reactor SAM Sites now have a unique firing sound
-Solar Reactor SAM Sites now have a more appropriate smoke trail for their missiles
-Mortar pit tear gas round damage reduction reduced from -50% to -20%
-Mortar pit tear gas round range reduction reduced from -50% to -10%
-Mortar pit tear gas round rate of fire reduction reduced from -50% to -25%
-Frenzy damage bonus for all levels set to 40%
-Frenzy effect time increased per level from 20,40,60 to 25,50,100 seconds
-Tear Gas Strike gas lifetime decreased from 30 seconds to 15 seconds
-Demolition Commando can be ordered to place charges dirrectly on enemy units and/or structures
-Solar Reactor Bunkers and Samsites can now be demolished and replaced with a different addon
-------Bug Fixes-------
-World Builder can now boot properly again
-Grenadiers will no longer kill themselfs when beeing promoted
-Frogfoots will now properly drop their bombs when given force fire or ground attack command
-Harrier now properly responds to repair commands given when clicking on a Deployment zone
-Harriers will no longer kill each other with their machine guns when attacking air units
-Harrier chaff counter measures will no longer affect their own missiles
-Berkut evasive maneuvers will no longer affect their own missiles
-Manticore now properly shows (red)heroic rocket trails after having reached heroic rank
-Supply Dock varraint with the cargo crane no longer shows odd shadow errors
-Cash Bounty level 1 now properly displays that it costs 1000 rather than 750 (before the escalation upgrade)
-Death animation for missile defenders and Panzerfaust infantry fixed
-GLA Defences upgraded with camo nets wil no longer become unstealthed when within range of a GPS scrambler
-Optimized some eliments of ECA generals powers to prevent the game from crashing
-Maximum particles renderable by the game engine restored to the original game values (should make the game alot more stable)
Is there a changelog?
yeah i would like to see whats changed and fixed!
Yea, same here, a changelog would be nice.
Never mind, there's a changelog file in the .zip, why not just post it in a news post?
Added changelog for your convenience =)
It's in the description as well.
Damn it, they mainly changed tear gas and frenzy, the cost of black market's bounty, minor things, but mostly things relating to Europe.
But they didn't change America's TomahawkMissileLongCruiseWeapon which is a shame.
Also, there's a bug about TomahawkMissileLongCruiseWeapon, it says that bombardment gives it 20% higher firing speed, even though it says "RATE_OF_FIRE 150%".
This mod is amazing except for two things, no generals yet, and TomahawkMissileLongCruiseWeapon which can't be shot down by anything except for base defense.
The minor things such as GLA being unable to win against a team with a decent economy due to GLA only being able to have a single black market is ok, since you can simply mod that.
the GLA economy is based on bounties not black markets
That's like saying "Tank china doesn't have a war factory because the military is based on infantry not tanks".
The GLA's economy is more broken than vanilla china's.
America can simply get some patriots, get some crusaders to tie people up, and some 800 range tomahawk launchers and then sit in his base, just building more and more supply drop zones while GLA stands there kicking the dirt after a few minutes when the supply docks have run out. Every team can do this, even UCA with their lack of airforce.
and generals are out in 2.0 -.- please read.
No.
"Version 2.0 will have the following Generals:"
You can read it instead.
that's the point about the missile alltilery weapons.
kill the launcher insted of shooting down missiles,it's more reliable.
Oh, yea, sure, the only problem with that is the fact that the launcher is behind a wall of turrets and (if i attack, also) tanks. TomahawkMissileLongCruiseWeapon has a weapon range of 800, without search and destroy, SCUD launchers have 450, mortar buggy has 350, inferno cannon has 360, the strategy center bombardment cannon has 400, patriots are 275.
800 is broken, as hell, you can literary have a tick wall of 8 paladins thick and still be able to shoot above it.
Oh, and pathfinder's binocular-ability also has a range of 800, so you don't even need to have something nearby to shoot things.
Some good changes here, but I wish the tear gas didn't get so many nerfs; Now it will seem underpowered, considering its limited uses.
Also, the Panzerfaust could use a slight damage-boost; It does barely any damage to even light vehicles, like the Arms Dealer van!
the panzerfaust does the same damgage type as missile defenders ect. and all anti-tank infantry does less damage to light vehicles than tanks. but i wouldn't mind if they were overall more effective against vehicles.
Thanks.
Great mod. The Pandora is my favorite unit after the V22.
wtf ? the ai no longer work properly
they doesnot attack
i have one small but important unbalacing :
why my ECA's Enginner doesn't gain veterancy when i captured enough building ?
ex. when my ranger,Rebel,Red guard and conscript gain veterancy when he capture 3-4 buildings but my Engginer don't
(sorry for bad engrish)
PS: also when my engginer captured building, my gen. promotion bar won't rise
Does 2.0 campaigns almost the same as the original campaign of ZH?
Okay thank you :)!
Awesome mod... xD
Your hard work is appreciated more than u'd guys knw!
As for me comrades, I'm putting all the trust to these selfless people who created Rise of the Reds. Well, first of all thanks to the Rotr.swr-productions, for the magnificent effort, for this is so far the best mod of Zero Hour. We should stop complaining about bugs and BS comments. Let us just wait and relax and let them to their best, after all it is free. Where could you ever find such a best mod for free. We should be grateful for it. Thanks ROTR SWR Productions, more power!
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in some games I get a "Fun" is detected error and it ends the round in LAN games.
I sometimes get an error mid game that says "detected fun" and then the game ends on us when we play, it has happened more than once and on different hosts. (LAN game with 4 players)
Same here.......please fix ASAP. Thanks so much!!!! This game is amazing otherwise!!!!
"Grenadiers will no longer kill themselfs when beeing promoted"
I found that funny.
Has anyone else had an error when there is a large amount of units on the map, when I play 3v3 or more halfway through the battle, as my armies get larger, my units start to not respond and the game says "serious error" and shuts down
detected fun? please fix it!
its the same thing as getting the "game has detected a mismatch". I guess they say that it detected "fun" instead to add humor, not that i do find it funny because i hate it very, very much.
простите если что, я тоже скачал это дополнение мне очень понравилось, но появился один вопрос, я в режиме создания карт нашел у России танк но в игре его нет, как это понят? или может нужно выполнить какие то условия что бы он получился?
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Why the ECA Region Command can't be taken??
I tried with soldiers and engineers and i can't.
Probably the same reason a Manticore can't be gassed.
Can it be fixed?
if that is a bug...
-Grenadiers will no longer kill themselfs when beeing promoted
Lol'd so hard at that one xD
I have the patch installed and it still won't let me run worldbuilder.
I starting to Love ECA it's long mortar attack is devastating, act as secondary super weapon. Built it A Lot. still I never able to beat hardest difficulty except using USA long tomahawk attack (cheating ?).
do challenges work in this version?
no sub-factions yet so 'suppose not
ah, so is the ECA amphibious IFV supposed to transport infantry? I can put them in but they just walk right out immediately.
also, is there any way to airlift vehicles? I cant figure out a way except the GLA Tunnel network. This is making skirmish games much more tedious than before.
also, all GLA buildings look like sneak attack tunnels, Its really hard for me to tell which is the barracks and which is the hideout or arms dealer, not sure if that's what you were going for.
ive got error message when lunching game sometimes
I seem to be missing a few models. I spawn a unit, and some types are invisible, and some features don't have proper pictures (like a black square or a transparent square). Is it a bug or did I do something wrong?
I also don't have ECA, is it because this is beta?
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Please!!! where do i get advice on running this version or (any version) of rotr on my
64 bit operating system windows 7 service pack 1
the pc is has:
8 gb ram
AMD FX (tm) 4100 quad core processor 3,60 Ghz
the default install location
for vanilla Generals , Zerohour the zerohour patch 1.04 and Rotr was
my computer:local disk c::program files (86x):EAgames
I had a full uninstall of everything related to C&c including data files and anything left over in my documents etc etc.
then i followed the steps logically. installing a clean vanilla version of generals then zero hour then the 1.04 patch then finally the Rotr 1.801 release in that order.
I had a pc built for the sole purpose of enjoying maximum settings on this game and others . Thus far I have never got it to run rotr :( any ideas its a real kill joy all other games new and old work fine ??
any help would be so appreciated
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