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 63 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 55 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 217 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 521 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 306 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 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 24,478)
Guest
Guest

Mizo is right the AI is tough on casual players. While I can play on Easy the Medium AI is too strong for me. But I do wish to improve my game play. Any suggestions as to which faction I should choose for my Medium AI and what faction I should play?

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Mizo_ROTR
Mizo_ROTR

I suggest fighting China Medium, or ECA medium. They are easier in comparison to the other 3. Start practicing from there.

Also the assumption that USA AI is weak ....is wroooong. Their airforce is too powerful in the hands of skynet :p

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theonewhonevergivesa
theonewhonevergivesa

Easiest medium AI? Methinks USA, they don't use artillery. Just watch out for air, but heavy AA can cover that.
Oh, and keep a pair of superweapons to keep them from getting their own.
Easiest factions to play might be RF and ECA (due to defenses). You can also set a 2v2 with an ally AI to back you up a bit. My first decent fights were 2v2v2v2 on Hostile Horizon, due to the ships.

P.S. I'm speaking of my experiences with the 1.86 version (the last released one), so IDK what might have changed in the "public" beta.

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Guest
Guest

Yeah i have the very latest build. Tried USA AI while I played as Russia. They bombed me back by air, and always targeting my defense and anti air too. If that didn't work they send a ton of land units to take my ground forces. So far tried only Russian and USA against USA, had survived a bit better playing as Russians. Will try other factions as well.

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MaelstromX103
MaelstromX103

Here is a tip to help with the mod. There are 3 levels of "complexity" between the factions:
- easy: Russia and China. Needs less micromanagement, relies on brute force to win.
- medium: USA and GLA. Needs quite a lot of micromanagement, and their units are quite versatile. Relies more on tactics and hit'n'run
- advanced: ECA. Needs a lot of micromanagement, and their units are heavily specialized. Need a lot of knowledge of the strengths and weaknesses of each unit to win

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MaelstromX103
MaelstromX103

The easiest factions to play with are Russia and China.

The easiest AI to kill, it is a bit harder to tell. I would say GLA is one of the hardest, due to constant use of stealth infantry (damn hijackers...). I would say China is the easiest, just be careful of lotus, and keep some stealth detection when attacking, because MINES EVERYWHERE.

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Helian429
Helian429

When will be the next update ?

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MaelstromX103
MaelstromX103

When it's done

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idodoappo
idodoappo

it may sound stupid, but is the new ai out yet?

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Mizo_ROTR
Mizo_ROTR

I was supposed to release it last weekend however my wife remarked that the Easy AI defends itself too well foe casual players to enjoy, hence why am back at the drawing board for now.

This and the fact that my vacation finished means I have less time to work on it now :/ only in weekends.

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idodoappo
idodoappo

It's ok, take your time :)

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NikCaputnic
NikCaputnic

If you mean Mizo's upgraded AI, then it is expected to arrive any day.

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C&C: Generals Zero Hour
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Highest Rated (132 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

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