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.


  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles

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 58 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 212 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 514 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 24,304)
maxiss7771
maxiss7771

Российский поставщик вооружений и Хакер, автоматизируйте их чтобы при простое 5-10 секунд начинали сами добывать деньги

Reply Good karma Bad karma+1 vote
Guest
Guest

won't happen, economy needs time and attention to setup, and automating that removes a skill that players must develop

Reply Good karma Bad karma+2 votes
GJK21
GJK21

Agreed: Translation: Russian supplier of weapons and the Hacker, automate them so that if they are idle for 5-10 seconds they start to earn money themselves

Reply Good karma Bad karma+1 vote
Guest
Guest

I don't see any download click?
Can you point me ?

Reply Good karma Bad karma0 votes
Jonesy95
Jonesy95

Moddb.com

1.85 is the latest full version, which you can then patch to 1.86.

1.87 is in beta, but you need to go to the SWR forums and register an account if you want to participate in the testing. Otherwise, you can wait for it to be released here.

Reply Good karma Bad karma+2 votes
Guest
Guest

Hello devs,

I have some queries about the planned 2.0 campaigns. If it's legible, can you please share some info on the following ?....

1) Will the campaigns be completely revamped in regards to story and game-play, or only the new units and maps be implemented instead ?

2) ^If yes, will they feature custom in-game cutscenes or external cinematics ?

3) Will the challenge mode offer any unique exposure and interactions between all generals ?. (Official ZH challenge in game voice lines and map setting is all the same, regardless the chosen general)

3) Do you have any plans to include optional graphical enhancements for high end systems players ?

Thanks in advance :)

Reply Good karma Bad karma+1 vote
Mizo_ROTR
Mizo_ROTR

Everything regarding the campaign and challenge mod is a huge maybe at this point. They'll probably be released as a "2.1" sort of addition.

For the last point, there isn't much that can be done really.

Reply Good karma Bad karma+3 votes
KoDan1
KoDan1

How can I try out 1.87 or am I too late with this question?

Reply Good karma Bad karma+1 vote
Guest
Guest

Go the the rise of the reds forums register an account and go to the beat testing section to get the download link

Reply Good karma Bad karma+2 votes
8ft_Robot
8ft_Robot

huge difficulty gap from easy to medium with russia when playing against them in 1.87

any advice?

also it causes lots of lag too but i guess thats an engine problem

Reply Good karma Bad karma+1 vote
MaelstromX103
MaelstromX103

Which faction do you play?

Reply Good karma Bad karma+1 vote
8ft_Robot
8ft_Robot

trying with either ECA or China. the Shtora and Goliath system is quite annoying but russia and spam them like they are china

Reply Good karma Bad karma+1 vote
MaelstromX103
MaelstromX103

Russia in late game is very hard to defeat. Try rushing the AI.
Also, don't underestimate infantry. Panzerfaust do heavy damage, pioneers with gas rounds can buy some precious time. Jaeger can disable tanks as well.
As for China, you can use horded tank hunters, and disruptor teams. Lotus can disable vehicles.
Heavy AA are excellent against helicopters. Get sure you have a good vision, because they have a bigger shooting range than their sight radius.
Heavy artillery is also very good VS blobs. Nuke cannons do massive blast damage. Same for claymores.
Last, base defenses are very good. Bunkers with 4 tank hunters and 1 pyro, ECA defenses are highly recommended to stay alive

Reply Good karma Bad karma+2 votes
8ft_Robot
8ft_Robot

hmm, thank you for the advice. also i feel that russia has too many good stuff to work with, and ai using cash cheats makes their expensive army less of a drawback. i guess once the generals are introduced this would be less of a problem.

in the meantime, what are the best general point combos for each faction to use against russia?

Reply Good karma Bad karma+1 vote
KoDan1
KoDan1

I spam Volounteers and Battlemasters with Overlords with Gatlings supporting them.

Reply Good karma Bad karma+1 vote
MaelstromX103
MaelstromX103

For China, I recommend using EMP bomb, to immobilize tanks or one-shot choppers. Nuke unlocks for artillery. Avoid war propaganda and mass mobilization, too situational. Frenzy may be useful for attack. Cash hack can be useful. You can also use parabombs against tank blobs.
For ECA, use tear gas, protocol, grand slam. Bomblet is not a good idea, same for mines. Bulldog can be Helpful. Smart bomb can give you a breather. Best protocol is Pandora, hands down. Fenris, Pandora cannon, and nerve gas are deadly to slow units.

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
C&C: Generals Zero Hour
Developer
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

9.5

1969 votes submitted.

You Say

-

Ratings closed.

Highest Rated (131 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

Style
Embed Buttons
Link to Rise of the Reds by selecting a button and using the embed code provided more...
Rise of the Reds
Statistics
Last Update
Watchers
4,183 members
Addons
101
Files
23
Articles
208
Reviews
566