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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And this weeks update we will be showcasing you the new ECA Munitions Bunker:





ECA forces had previously relied on ad hoc fortified bunkers to store ammunition on defensive lines, yet it soon became apparent that a more effective solution was needed. A new reinforced concrete bunker design was rolled out on the European front, serving as both a firing position for up to three ECA troops as well as a more resilient forward ammunition depot. The Munitions Bunker is also capable of deploying Munitions Tracks to resupply defensive divisions closer to the front. Due to its usual presence in hostile territory as well as the volatile materials being stored within, the Munitions Bunker can lock itself down to improve the bunker's resistance to enemy fire. It should be noted that doing so prevents the doors from being opened to supply defenses with ammunition, and disallows access to the garage. The commander of the bunker is authorized to call in mine artillery strikes around the bunker; these are specially designed to fire Mole Mines at long ranges, equipped with parachutes allowing them to deploy safely without damage. Due to the fact that the bunker stores a large amount of explosive materials however, the commander is not authorized to call a "Danger Close" strike in-case of nearby incursion. In the worst case scenario of a forward position being completely overrun however, the staff of the bunker can easily rig the munitions stockpile to detonate in order to prevent capture of materiel.

And a friendly reminder that this upcoming Sunday, we will be doing another live stream of the newly released public build.
The stream will as usually be hosted by Hecthor Doomhammer on his channel: Twitch.tv

Rise of the Reds 1.87 Update 8

Rise of the Reds 1.87 Update 8

News 57 comments

Hello everyone! It's that time of the year again! The ModDB Mod of the Year award nominations have officially begun just a few days ago! Last year we...

Rise of the Reds 1.87 Update 7

Rise of the Reds 1.87 Update 7

News 30 comments

Hello everyone! This week we got some new stuff for China for you to show.

Rise of the Reds 1.87 Update 6

Rise of the Reds 1.87 Update 6

News 53 comments

Greetings followers, fans and fellow gamers. Us developers and beta testers have been working tirelessly on getting ROTR into a better shape than before...

 ROTR 1.87 Arena Update

ROTR 1.87 Arena Update

News 13 comments

This week we don't have any updates for the normal factions but instead we've made two new vehicles for the Militia NPC faction for use on custom maps...

Add file RSS Files
ROTR Patch 1.86 Release

ROTR Patch 1.86 Release

Patch 207 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 497 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 305 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 28 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 57 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...

Comments  (0 - 10 of 24,076)
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Guest

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Guest
Guest

Is the forums will be back? I keep seeing Error 404 not found. And also the swr productions website, its domain was suspended. What happened?

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MaelstromX103
MaelstromX103

Little technical problem. It will be back quickly.

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Battlemage1
Battlemage1

(buried)

Since your forums are down, I'll just leave my one last thought about your mod, v1.87 right here:

Your whole stealth system is either unfinished or ill-conceived. Do something with stealth detection. By saying this, I mean get base defenses stealth reveal back. It's an easy and efficient solution. Your idea to take stealth detection from base defenses is just too much. This is C&C, after all. Something just shouldn't be touched, because it wouldn't work. Example: throw lots of cheap units at base defenses and simultaneoulsy sneak inside the perimeter and sell your opponent's whole base while his hands are tied. Gamebreaking to say the least.

Also, Chinese recon plan (AWACS) can not be shot down by anything. This is not right, that's for sure.

In short: boost detectors, make stealth way less OP.

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Mizo_ROTR
Mizo_ROTR

The stealth system is intended to work that way to make using the tactic more worth while. It's balanced by the fact that the stealth detection radius on alot of units /buildings that do detect stealth, to be rather large. In PvP it's balanced and none of the real competitive players complained about it for the past 8 years.

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MaelstromX103
MaelstromX103

Stealth detection for base defenses will not be brought back.
"This C&C after all": Only 2 C&C had defenses with stealth detection, Generals and C&C3;.

Chinese recon plane not interceptable is normal. All other factions have uninterceptable terrain revealing. So it is normal China's reveal power is invincible as well.

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Farrew
Farrew

What has happened to your forum? When I try to access it all I get is 404.

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MaelstromX103
MaelstromX103

Forums will be back quickly, small technical problem

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romaldus
romaldus

RoTR is The only mod installed in my laptop :)

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Battlemage1
Battlemage1

Also, is there any way to decrease lags? My LAN (Evolve) games are very laggy and both 1.86 and 1.87 sometimes lag badly even in singleplayer.

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Mizo_ROTR
Mizo_ROTR

What are your specs?

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Battlemage1
Battlemage1

8 Gb RAM
More than enough video memory
Intel Core i5-2500 CPU 3.30 GHz
Win 7 (64)

But I have lots of mods... ROTR 1.86, Enhanced, Shockwave, Cold War Crisis...

Though, even before I installed all those mods, LAN performance through Evolve was poor.

P.S. In 1.87 public, F-35 still says "Raptor here!".

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Mizo_ROTR
Mizo_ROTR

That's rather odd of you to lag. I have a weaker machine and its fine for me.

Are you fighting 7 AIs? Dont. 3 AIs in a game is max for good performance. I'd also recommend a clean re-install.

The Raptors will return as an exclusive jet to the Airforce general. I'd refrain from suggestions from here on out because everything is already pre-planned.

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Battlemage1
Battlemage1

No, I don't do that because of how laggy it would be.

In multiplayer, I and my friend can hardly fight two. In singleplayer, I have lags even with 1 grown late game AI.

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Mizo_ROTR
Mizo_ROTR

Issue's on your end then. I never encounter any lag neither in 1v1 PvP nor PvE and I have a substantially weaker machine than yours.

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Battlemage1
Battlemage1

Also, it's often ends with Critical Error when I'm doing something in 1.87 menu or starting the game.

I'm playing with High settings and custom 1920 x 1080 resolution, set through redacting Options.ini, by the way.

Since clean reinstall nothing happened. Same problems.

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C&C: Generals Zero Hour
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Highest Rated (130 agree) 10/10

awesome mod, with lots of potential rivaling some of the best mods.

the fact that its still in development speaks wonders of whats to come.

Jan 10 2011 by 501General

Lowest Rated (22 agree) 1/10

It's really sad to see how this once great mod got butchered after its reboot. Some things are better left dead rather than revived to become such a grotesque living corpse.

The hilariously stereotypical russian-english VOs of the Units seem almost racist and are overall just bad. The units seem generic and there is nothing that hasn't been done before by other mods and better.

Despite the complete lack of balance of the original RotR, this release just pales in comparison.

May 19 2013 by Black_Havoc

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