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 39 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 52 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 12 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 191 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 471 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 302 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 27 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 10 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 23,526)
Guest
Guest

Hello dear developers of this wonderful project!!! I want to thank you for such a great job.It's nice to know that the game of my childhood is still alive,thanks to you! I wish you every success in the future!

Reply Good karma Bad karma+2 votes
mastersoto3
mastersoto3

Come on, guys, the wait is killing us! :)

Reply Good karma Bad karma0 votes
MaelstromX103
MaelstromX103

Then register to the forums, and download the latest open beta, it's out since last week :)

Reply Good karma Bad karma+3 votes
Agent-98
Agent-98

coming soon

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HillMaster
HillMaster

awesome mod! after having not playing it for 2 years this mod makes zero hour much more interesting.

Reply Good karma Bad karma+5 votes
pamplinas
pamplinas

Still having fun with this. Thank you guys!

Reply Good karma Bad karma+4 votes
Mizo_ROTR
Mizo_ROTR

Actually , Blade, the guy who created Ares, is attemptig to do the same for Generals SAGE Engine with Thyme. It needs time, but am pretty sure this is what is going to revive the game when it dies....

Reply Good karma Bad karma+1 vote
Guest
Guest

Blade didn't create Ares. The devs of Ares are/were AlexB (the only one currently working on it), pd, DCoder, Renegade, Electro, Marshall and Graion Dilach.

Reply Good karma Bad karma+2 votes
Jonesy95
Jonesy95

Thyme needs time, eh? I suppose time will tell if Thyme will stand the test of time. But considering Ares has seen some decent success in its time, I'm sure that, when the time comes, Thyme will be ready for showthyme.

Reply Good karma Bad karma+2 votes
anaphalisjavanica001
anaphalisjavanica001

I often encounter error message "technical difficulty bla bla bla"
I notice that it often happens (not always) when I change my faction.I play skirmish with AI and change my faction (usually different faction from the previous round). The error message appears mostly when I press the "play" button. It also appears after the round finishes (the game is just closed). I don't know if it's bug or just my laptop (win7 ultimate).

Anyway, I just downloaded the public build 1.87 ver 1.1. Do I need to uninstall the previous P.B.?
I can't wait to enjoy the new changes and the new AI. :D

Reply Good karma Bad karma+2 votes
Mizo_ROTR
Mizo_ROTR

I updated the AI, though yeah having it crash after a match is finished is common. Dont think i can do anything about that since ts all about the paradrops crashing the game.

But pre-match? Never happend to me.
It might be an issue on your end then.

Reply Good karma Bad karma+3 votes
killersea
killersea

can you give me the link where i can download it?

Reply Good karma Bad karma+1 vote
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C&C: Generals Zero Hour
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1938 votes submitted.

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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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