ROTR Patch Release 1.802 NOTE: Previous patch of 1.801 not require as it is included
Rise of the Reds – or ROTR for short – is an ambitious project that started all the way back in 2004, when Red Army started a mod that implemented a resurgent Russian Federation into the universe of Command & Conquer Generals. After a series of leadership changes first to Grazor, then to Creator, the mod saw its first release in 2006. However, the project soon fell into a lengthy hiatus and was subsequently adopted and rebooted by The Hunter of Shockwave-fame in 2008. Development was moved to what was then known as E-Studios where The Hunter and his team started to overhaul the project from the ground up, extensively redesigning the initially imbalanced and somewhat incoherent Russian faction both visually and technically. The project saw its first release under the new management, labeled Rise of the Reds 1.0 SWR Edition, in December 2008, released a follow-up instalment called version 1.5 in 2009 and gained further prominence after a merger with Sir Maddoc’s mod Rise of Europe, leading to the planned inclusion of the European Continental Alliance as a second fully unique faction. Soon after the release, the development team relocated to its own independent forum at SWR Productions where Rise of the Reds along with the team's other projects has remained ever since.
The most recent version 1.8 was released in December 2012 and added the proud and pragmatic European Continental Alliance, a faction that takes defensive tactics to an extreme in order to rule the battlefield with powerful long range artillery and defy any enemy assault by means of impenetrable fortifications. Man the defences with a wide selection of rugged, well-trained infantry units, strike terror into the hearts of enemy vehicle crews with fearsome Harrier VTOLs and secure your victory with the indomitable Manticore super-heavy tank.
The next version 1.85 will add a number of smaller features and take into account the reactions and experiences that spawned out of the previous release as well as new content for all factions.
Beyond that, version 2.0 will let choose between 5x3 generals that further capitalise on the tactical themes of the 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 including faction-specific naval units (Navy is already present as of 1.7), two story-driven campaigns and a game mode akin to Zero Hour’s Generals Challenge will also be added along the way.
Version 2.0 will have the following Generals:
The official ROTR Website containing all the updates and information on the mod’s content
The official ROTR Forum where you can get in touch with the mod’s fans and developers
The official ROTR Facebook on which you can find exclusive screenshots, polls and questions and promote the mod to other people.
This week, we've got one more GLA vehicle variant as well as some visual variety for the Chinese Gattling Tank:
We would also like to use this opportunity to provide an official statement on the future of the navy in ROTR. As some of you may have picked up from a premature comment by one of our beta testers, we have indeed decided to scrap the navy, effective with the release of 1.85. It was a decision that we didn't make easily, but in the end, we had to accept that there is a multitude of factors that speak against this feature. For one, the game was never designed to properly handle naval units and the system that is in place utilises a lot of tricks and workarounds, which come with a number of side effects, most prominently the fact that the AI cannot naturally use the navy unless the map is specifically scripted, top to bottom, to make this possible. Second, we are also very much aware that the navy and even the maps that have it are being actively avoided in competitive play, due to the natural imbalance between naval gameplay and conventional gameplay, which will remain a problem unless we would invest a great deal of time and resources to adapt the land-based gameplay to work better off the naval aspect, which would be an excessive effort for something that was only meant to be a special map type and little beyond that. Third, our brainstorming attempts on diversifying the navy to be faction-specific at a later time have proven exceptionally difficult, as the balance between naval units also affects their relation with the conventional ones, thus creating a system that is very fragile and delicate to balance out within the limitations of the game engine. We have therefore decided to remove the navy, but to release the existing naval maps, along with the coded ships and assets, as an officially endorsed optional addon to the mod, which will be made available on ModDB at some point after the release of 1.85. We hope that you can accept this decision, as it will also allow us to focus our efforts on the much more relevant and meaningful aspects of the mod.
Highest Rated (106 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, 12:13am by 501General
Lowest Rated (15 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, 7:38am by Black_Havoc