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.
Hello everyone. We are back with another showcase of more tech structures.
Lets not beat around the bush, and let's get down to business...
Left abandoned after defense cuts throughout the developed world, many of these missile-based anti-air installations are still functional, provided that they are resupplied with ammunition. These SAM sites merely require a soldier to enter the structure to enable power to the weapon, but will also require them to constantly verify targets, making it useless if the soldier were to leave the site or were to be killed during their duties.
The larger version of the SAM site, these platforms—unlike their smaller counterparts—have automated systems that allow for unmanned continuous operation. As a result they do not require a soldier to constantly monitor them, however these take considerably more time to setup than their smaller counterparts as the systems must be repaired and converted for use by the faction that commandeers it.
That's all for today. It look like nobody noticed my top tier pun yesterday, so ill drop it here again. Just for you (because failed jokes are so much funnier when they're repeated). Anyway, be-rest-assured we will be back with more eye capturing content very soon.
Till next time generals!
The tech-up continues. We did say we would be back very soon, so here we are, with more tech structures to showcase today.
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 😉
The second part of our Epic Update, today featuring the new GLA super unit...
Today, we showcase Rise of the Red's take on the Iconic Zero Hour Helix. We hope it doesn't ruin somebodies day.
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...
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 Release 1.802 NOTE: Previous patch of 1.801 not require as it is included
ROTR Patch Release 1.802 NOTE: Previous patch of 1.801 not require as it is included
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...
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...
Do all neutral Tech Structures leave behind rubble than can be repaired like the Oil Derricks / Oil Refineries?
It's something that has been implemented in Hanpatch, and we are planning on porting it at some point
Hey guys cant wait for the new release and I'm loving the streams, I did want to talk about something regarding the GLA. I don't see the recycler or its kits being used that much in the streams and I was wondering if there could be a way to buff it. I thought it would be cool if the units that got upgrade kits would not have their kits be mutually exclusive. If we compared it to the US, their way of getting kits is easy, just an upgrade and then u select which kit you want. For GLA its harder since they have to actually get it from the battlefield. so For example a scorpion tank can get the Rockets, ERA and hover if it wants to. Just a suggestion, might be a dumb one in hindsight but wanted to hear what you guys think.
The example of the scoropion/marauder makes sense. The others would be broken or would conflict.
Suicide units have napalm or cluster payloads, the former would clear the latter.
Technicals with demo packs and nuke engine (extra speed and radation on death) ? Not thanks...
Yah thats true, I think as long as they make sense to go together they should be available, would be dope
Forgive me if this question has already been asked, but are there plans to add any ECA units from Eastern-European members? I always thought it was kind of weird that the countries that have the most to lose from a war with Russia (Poland in particular) are not represented in the mod.
Back in the day when the faction was first conceived, there wasn't yet much in the way of unique Eastern European military hardware for us to draw inspiration from - something that has changed to a degree nowadays, coupled with the fact that we have also become more open to inventing outright fictional designs, so it is quite possible you will see more representation of these countries in future.
I should also mention that there will be some story retcons, to the effect of making many of these countries in the Baltics and Balkan region ECA members or associates, rather than teaming them up with Russia in a fairly thoughtless and superficial way, as was done in the story a long time ago.
I suppose another story reason that somewhat justifies their relative lack of representation is the idea that with Poland and other eastern countries under outright occupation by Russia post-invasion, much of their military -stayed behind- to engage in partisan resistance, instead of yielding ground to continue fighting alongside the ECA's conventional forces.
Does that mean no more Concrete Curtain dividing East/West Europe?
The ECA did still massively militarise and fortify their external border, as both a way of controlling migration and as a military measure towards Russia. That element will still be preserved - the only difference is that the relevant border would be drawn a bit different, primarily as to include certain countries in the ECA that weren't in the previous iteration.
The Viking is Polish, and the upcoming Trident is Ukrainian
topical choice for the Trident's voice. (my first guess was that i thought it would be voiced to be like a Czech since it looks like a DANA SPG)