Rise Of The Reds is an expansion mod for Generals: Zero Hour that adds the Russian Federation, European Continental Alliance and is packed with overhauls and changes to the original factions. Whether it's steamrolling Russians, indomitable European defenders, American high-tech, Chinese strength in numbers or the brutal cunning of the GLA - Rise of the Reds has a faction for everyone's tastes - even to take your opponents on land, air and sea!

Report abuse ROTR 1.2 Patch PC
Jan 5th, 2009
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Hello once again Generals! We are back with yet another update to your battle software. This patch contains graphical improvements, bug fixes and balancing. You can find more details on the description here!

Hello once again Generals! We are back with yet another update to your battle software. This patch contains graphical improvements, bug fixes and balancing. You can find the list of changes included in your download. Please remember to post any bugs you find so that we can keep improving your game play experience. That’s enough ceremony, go download now!

Note: Patch 1.2 does not require you to patch ROTR 1.1.

***Changes from 1.1 to 1.2***

-Russian Conscript Capture flag now properly shows a russian flag
-Greatly reduced the ammount of polygons on the Tesla coil to increase system preformance on lower machines
-Littlebirds now require a rocket pods upgrade from the airfield to gain their rocket attack
-Littlebirds now do 12.5% less damage with their minigun weapon
-Littlebirds no longer shows ammo pips for it's rockets (this was a requirement otherwise the pips would have shown up pre upgraded too)
-Littlebirds now gains a new ground attack icon once upgraded with rocket pods (compensation for the ammo pips)
-Golem Tank now has a new/modified model
-Golem Tank now has a new/modified cameo
-USA Vehicle drones they are no longer affected by EMP
-Chinese Airship it is no longer affected by EMP
-Chinese Airship now has search lights on it when used on a night map
-Airborne Humvees will no longer couse a random crash on snow maps
-Arms suppliers no longer play the door opening animation when they become damaged while not moving
-Starting the game in quickstart will no longer missmatch the game if playing with someone who didn't use quickstart
-Worldbuilder will now startup properly again (the previous patch broke this)

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ROTR 1.2 Patch PC
Post comment Comments  (0 - 50 of 58)
synysterkha18 Jan 6 2009, 12:56am buried:


im the first!!!!!

-7 votes     reply to comment
kingbond May 19 2009, 11:05pm replied:

only post if you have some thing to say
no just for glory

+2 votes     reply to comment
CommanderJRB Jan 6 2009, 1:08am says:

Everything included in 1.1 is also included in 1.2 for your convenience, so this is all you need!

+3 votes     reply to comment
LR01 Jan 7 2009, 12:13pm replied:


+1 vote     reply to comment
ZergLurker Feb 12 2009, 10:00pm replied:


+1 vote     reply to comment
purplepinkflame Jul 4 2009, 4:54pm replied:

thanks i needed to know that!

+1 vote     reply to comment
supjay Jan 6 2009, 9:18pm says:

since have already patched up to 1.1 do i have to remove the whole mod, re-install and apply 1.2 directly or will it install properly on top of 1.1? Don't have time to try this till get back home..that bout 12 more hours to go :(

+1 vote     reply to comment
WarCrime342 Jan 6 2009, 10:01pm replied:

The installer patches over the existing files. You do not need to completely re-install the mod.

+1 vote     reply to comment
CommanderJRB Jan 7 2009, 7:27am says:

What the good man said is quite correct. Though you don't need 1.1 to have 1.2, it won't hurt either, it'll just overwrite what it needs to.

+2 votes     reply to comment
amiga1 Aug 12 2009, 3:09pm replied:

Hello I have the rotr beta 1.1
its the best mod I have ever seen and , I have seen about 10 so far including the top ones like destructive forces and contra, MEC, and Blitz Krieg

basically is there a way I can view the INi Files (if indeed there are any)
I love to play around with things on my own version, such as make plane formations large for huge air strikes,
by toggling stuff in the object creation list.

I tried using final big but it does not seem to show up,
have you used somthing else?
If indeed you don,t want people to edit your game I can respect that, but I just love to toggle values, and weapon power etc.

so if its ok, please let me know what file viewer i need to edit these things in rotr


+1 vote     reply to comment
Fekete Jan 8 2009, 6:51am says:

Its nice mod, i like it. But i cant see the new structures (patch 1.2) in game. I have first decade. What wuold i do?

+1 vote     reply to comment
CommanderJRB Jan 8 2009, 8:21am replied:

Well, I guess I've posted it in just about every single other RotR comments section on Moddb, so why stop now?
You can't see the structures because they don't come with the patch. They happened to share the same update purely by chance. Check the changelog to see exactly what the patch adds.

+2 votes     reply to comment
Flotsam150 Jan 14 2009, 8:16am says:

No new units at 1.2 or did I slack the whole description off?

+1 vote     reply to comment
NergiZed Creator
NergiZed Jan 14 2009, 10:46am replied:

This patch is to fix some issues that 1.1 missed and some that 1.1 caused. This isn't a content patch, it's a bug patch.

+2 votes   reply to comment
omponggosong Jan 15 2009, 10:40pm says:

nice work bro...

+1 vote     reply to comment
meyermaggot Feb 7 2009, 12:21pm says:

when i install 1.2 patch it installs in like 2 seconds (which is unusual for my PC) and it dosent show up on the new programs tab and, when i run zero hour it dosent show up in the game. help me please (i have vista)

+1 vote     reply to comment
Zeke_Dlyoung Feb 20 2009, 4:16am replied:

the ROTR launcher is in the start menu

+1 vote     reply to comment
Drakojin Feb 10 2009, 4:45pm says:

I've installed RotR, but there's no shortcut for it and when I run it a command prompt box opens then closes a second later and never opens the game. Help please?

+1 vote     reply to comment
c40000 Jun 2 2009, 2:54am replied:

i have this problem with the command prompt as well

+1 vote     reply to comment
godpein Feb 10 2009, 9:14pm says:

drakojin, it's you to create a ROTR shorcut in your deskop in your file has been istalled ???

+1 vote     reply to comment
brunome262 Feb 15 2009, 11:44am says:

very good

+1 vote     reply to comment
sdg200 Feb 24 2009, 10:37pm says:

I have a problem getting even the original mod on to my game
I have first decade and installed the mod to the correct the directory but it doesn't work can anyone please help me

+1 vote     reply to comment
storms Feb 26 2009, 5:08am says:

Wish to have the full mod before General II comes out.

+1 vote     reply to comment
13 Mar 20 2009, 2:51pm says:

when can we expect a new patch!? With new buildings at least!?

+1 vote     reply to comment
CommanderJRB Mar 21 2009, 1:56am replied:

It'll be released when it's done. SWR is not in the business of issuing release dates, has never been and will not be.

+1 vote     reply to comment
13 Mar 21 2009, 2:34pm says:

alright then... thanks...
the EU Superweapon is very similar to the particle cannon, I believe more powerfull!

+1 vote     reply to comment
CommanderJRB Mar 21 2009, 7:58pm replied:

The Solar Blast's big difference is that it is a pulse and not a beam that can be moved around, plus the effects will be considerably updated from what you see in the video. It will have its strengths and weaknesses just as every other superweapon - or any other game element for that matter - does.

+2 votes     reply to comment
13 Mar 23 2009, 7:33am says:

besides GLA BM 21 GRAD there is no other new vehicle from GLA that we have knowledge , right!?

+1 vote     reply to comment
CommanderJRB Mar 24 2009, 4:59am replied:

Correct. While the GLA will obviously get (a lot) more, it hasn't been revealed yet. The current demand (and supply) has been mostly for and of ECA and Russian units, and there's heaps in storage just waiting to see the light of day. But we do have to fill the large gaps between the releases, so I'm afraid you'll only get a trickle of renders.

+1 vote     reply to comment
13 Mar 24 2009, 4:53pm says:

From what I understand so far, ECA don't have a airfield, it's final or later an update !?
It's related to history right!?

+1 vote     reply to comment
CommanderJRB Mar 25 2009, 3:06am replied:

The ECA do not have an airfield with runways, but I expect them to get a structure for building and maintaining their Tiger II helicopters and, in the case of General Charles, VTOL assets. Think of it as a helipad if you must, though I don't believe that it will work quite this way. It hasn't been officially announced, and will probably be so in a later update, and should arrive at the same time as the rest of the ECA if that is the case. But it's fairly easy to interpolate its existence.

+1 vote     reply to comment
13 Mar 25 2009, 6:44pm says:

allright then... thanks

from what we know so far and what we can expect from ECA and GLA, wich seems to be the most powerfull!?

I now it's still early, still the question remain =P

+1 vote     reply to comment
CommanderJRB Mar 26 2009, 10:26am replied:

They'll be different, just as all factions are different. Ideally we will balance them so that no-one is more powerful than anyone else. This is unlikely to happen in the first release but will be accomplished in the final patched versions of 0.2. We'll do our best in the mean time but balancing things to a fine point while development is still ongoing is, as AaronAsh once said, a rather Sisyphean task, so don't expect balance miracles until we get to the destination.

+1 vote     reply to comment
13 Mar 29 2009, 4:28pm says:

About ECA, the pandur! amphibious maybe!? anyone agree|?

And the cobra-neutron tank, what kind of fire weapon is it? I dont understand the neutron thing very well!

+1 vote     reply to comment
NergiZed Creator
NergiZed Mar 29 2009, 8:06pm replied:

We don't take any suggestions at the moment, as well have everything very well planned out.

The inclusion of the cobra into RotR is currently undecided.

+1 vote   reply to comment
Aro Apr 2 2009, 2:06am says:

Hmm... Can I just simply download RotR and this patch or do I have to install 1.1 first then install 1.2?

+1 vote     reply to comment
CommanderJRB Apr 2 2009, 9:36am replied:

1.2 is all you need - everything in 1.1 is also included in 1.2 by default.

+1 vote     reply to comment
Aro Apr 2 2009, 4:25pm replied:

Ahh good stuff. Though I've encountered an unusual error.
I Follow the readme and install RotR correctly, when I run RotR from the start menu however (All of the options, Quick Start Windowed Mode etc.) an error message comes up on the RotR loading screen, something like "A Serious error has been detected". Any ideas on what the problem is?

+1 vote     reply to comment
CommanderJRB Apr 3 2009, 9:39pm replied:

Serious errors will usually occur because the game hasn't been installed or patched right. Are you sure that Zero Hour is patched to 1.04, Generals is patched to 1.08, you have the SWR beta of Rise of the Reds installed, and that you have no other mods (save ShockWave, Generals Classic or WarGames) installed in your Zero Hour folder?

+1 vote     reply to comment
Aro Apr 5 2009, 12:55pm replied:

Unpatched may be what's causing the problem then, I've not long reinstalled Zero hour and I don't really play any mods (However, I'm willing to make an exception for this one). Thanks.

+1 vote     reply to comment
13 Apr 13 2009, 1:07pm says:

news news news, we need more =P

+1 vote     reply to comment
dwayneski May 15 2009, 2:25am says:

i dont have the ECA, why is that? i only have the ussr, usa and china please help... thanks

+1 vote     reply to comment
CommanderJRB May 23 2009, 11:12pm replied:

Read the documentation. It isn't written for fun or because we have nothing better to do. The ECA and GLA are not finished yet. The current release is a work-in-progress beta release, not the finished product. They will be added in at an undefined future stage when GLA has been brushed up to a state where it fits in along the other sides and when ECA has been sufficiently completed to be a functional side.
Also, it might seem like nit-picking, but the Russian side in the mod is the Russian Federation, and they are distinctly not Soviet or in any way communist.

+1 vote     reply to comment
nukeu Jun 10 2009, 11:49pm says:

i am getting board w/ skirmish MAKE CAMPAIGNS

+1 vote     reply to comment
CommanderJRB Jun 11 2009, 1:28am replied:

Of course, we exist to serve your every whim. Expect them tomorrow...

Be patient.

+2 votes     reply to comment
saso3454 Jul 2 2009, 2:03am says:

CommanderJRB one word sums up your work...........Brilliant the idea, the units, the inclusion of old favorites such as Telsa Technology but not being over the top with stupid shenanigans like dogs with sonic voices. excellent just excellent.

+1 vote     reply to comment
CommanderJRB Jul 2 2009, 3:32am replied:

Glad you like it! However, I personally do no work on the mod itself save testing; I'm just the PR guy, who has been given access to the internal forums to better answer your questions. All compliments for the mod should be addressed to Hunter, Comr4de, AaronAsh, Rade, Nem, Failure, Vidar, Mylo, Rayburn and all the other members of the RotR team, who can all be found on the forums. However, I'll pass on the compliments, and thank you for them indeed - they're what keeps the team motivated to keep on going.

+1 vote     reply to comment
nick5969 Jul 7 2009, 8:06am says:

Hello , I have installed patch but I get message not a Win32 application ? Any Help ?

+1 vote     reply to comment
CommanderJRB Jul 9 2009, 11:24am replied:

Hi nick5969,
If you haven't tried it already, go through a complete clean out and reinstall of Zero Hour and Rise of the Reds on your computer, following exactly the directions here:
Most issues with the mod are caused by conflicts with other things in the Zero Hour folder or closing the command prompt window that pops up - when you play the game, don't touch the black screen, as it's what makes the mod work (by activating and deactivating it) and if you stop it while it's busy there's a good chance you'll break the mod!
If the problem persists I suggest that our official support forums:
Will provide you much better technical help than I can.

+1 vote     reply to comment
tdawg Jul 16 2009, 1:37pm says:

Two questions:
1. How do you make an icon for the mod?
2. Can I have both Shockwave and RotR at the same time?

+1 vote     reply to comment
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C&C Generals: Zero Hour Icon
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Released Dec 18, 2008
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Rise of the Reds (C&C Generals: Zero Hour)
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C&C Generals: Zero Hour
C&C Generals: Zero Hour Single & Multiplayer Real Time Strategy
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