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 54 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 198 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 490 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 303 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 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 23,853)
MaelstromX103
MaelstromX103

To all people asking:
There are problems currently with ROTR's SWR.net (still works for ShockWave). The team is currently working on a fix.

Reply Good karma Bad karma+6 votes
lawanddisorder
lawanddisorder

do you know where i can download 1.87 beta before its release

Reply Good karma Bad karma0 votes
lawanddisorder
lawanddisorder

well i finally was able to get in the lobby, but its saying three people are there however there isnt anyone there.

Nn my options meneu my ip is 192.168...... i cant get an ip starting with 10...

any ideas on this on how to get it to recognize the lobby that people are in.

again thanks for your help

Reply Good karma Bad karma0 votes
jfftjlv12345
jfftjlv12345

Someone on Spacebattles said once:

"ROTR Balance is as follows. Glorious Russo-European master race>Dirty GLA-Chinese peasants>>>>>>>Slimy US of A bacteria."

Are the 3 original factions somewhat underpowered or what?

Reply Good karma Bad karma+1 vote
Mizo_ROTR
Mizo_ROTR

Eh, not really. I've talked about this before but :

1/ Russia is the easiest faction to utilize them to their maximum potential without the need of abscene APM or micro, but suffer from the fact their gameplay is so direct, there isn't any room for suprise tactics. There is a skill level cap that once reach, barely improve faction's preformance ( basically a high skill level player will play Russia exactly similar to a medium skill level player with barely any room for differences).

2/ ECA is the hardest faction in terms of macromanagement as it's very hard for them to acheive high efficiency due to just so many things a player should do in order to even stay alive. If the opponent doesn't know how to fight defensive players then ECA will seem very powerful, but for those who know the faction's limitations, can pretty much obliterate them.

3/ GLA is obky very powerful in the hand of either creative players or those who have an overly aggressive playstyle, as playing defensively makes them seem weak. They are very strong in early midgame pressure to the point nerfs had to be made for them in 1.87 to put them in line.

4/ China presents? Theyre arguably the strongest faction due to their amazing versatility. Good in offense and defense, strong infantry, good ground force and very powerful artillery as well as amazing air support that is currently on par with USA.

5/ USA is only very powerful in the hand of players with good micro, as their units are extremely efficient, but slightly pricey for their survivability. To compensate, they have the most mobile and responsive units in the game, making them one of the strongest factions in high level play.

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USArmorGeneral
USArmorGeneral

I can make swr net work on shockwave mode but not on ROTR, what could be the cause?

Reply Good karma Bad karma+1 vote
lawanddisorder
lawanddisorder

well i finally was able to get in the lobby, but its saying three people are there however there isnt anyone there.

Nn my options meneu my ip is 192.168...... i cant get an ip starting with 10...

any ideas on this on how to get it to recognize the lobby that people are in.

again thanks for your help

Reply Good karma Bad karma+2 votes
ENdRE995
ENdRE995

Hi there SWR Team, i have a quastion. Are the whole team working on the 1.87 update, or some of them are working on the next one already?
P.S. Keep up the good work, i realy love the ROTR and the ShockWave mod, you guys are awesome! :)

Reply Good karma Bad karma+1 vote
lord_aizen
lord_aizen

I installed the mod and yet there was no story or challenge mode is the game just skirmish and multi??

Reply Good karma Bad karma+1 vote
MaelstromX103
MaelstromX103

For now, yes, there is only skirmish/multi.
A campaign is planned, as well as challenge mode, but that won't happen before version 2.0

Reply Good karma Bad karma+2 votes
Guest
Guest

No official story campaign yet. There are some unofficial campaigns out there though.

Reply Good karma Bad karma+2 votes
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C&C: Generals Zero Hour
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1954 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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