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 Patch 1.802 Release
Feb 27th, 2013
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ROTR Patch Release 1.802 NOTE: Previous patch of 1.801 not require as it is included

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ROTR Patch 1.802 Release
Post comment Comments  (0 - 50 of 211)
InsurgentCeLL Feb 27 2013, 11:56am says:

wait wait wait... does that mean we have to UNINSTALL patch 1.801 to install this?

+29 votes     reply to comment
CnC_Fin Feb 27 2013, 12:05pm replied:

No need to uninstall anything, just install this new patch. I did so and the mod works fine with changes and everything.

+28 votes     reply to comment
Guest Jun 27 2013, 6:50pm replied:

hey where can i donate u guys show some good dedication

+9 votes     reply to comment
HopeEstheim Feb 15 2014, 3:45pm replied:

^ Donation. Pfft!

-2 votes     reply to comment
Guest Feb 27 2014, 6:39pm replied:

hey i am having a problem it will not let me play the campaign what's wrong

+3 votes     reply to comment
Guest Feb 27 2014, 8:47pm replied:

please help!!!

+3 votes     reply to comment
josephandreimaulion Mar 2 2014, 6:44am replied:

The campaign would only be available on version 2.0 . Read the summary next time okay.

0 votes     reply to comment
!!!karmenjell Feb 28 2013, 3:59pm replied:

it was a valid question. no need to down karma the guy?

+33 votes     reply to comment
Epicfish Jul 29 2013, 10:38am replied:

I upped him.

+8 votes     reply to comment
Commandodiamond Jul 3 2013, 12:41pm replied:

1.801 comes WITH the 1.802 patch so...no

+2 votes     reply to comment
X1Destroy Feb 27 2013, 12:17pm says:

It will overwrite patch 1.801, so you don't need to do anything.

But it would be better to remove the test build now, as it is no longer needed.

+5 votes     reply to comment
sim0b Feb 27 2013, 1:12pm says:

Yeah just delete Test build 2 and install this 1.802 and then wait for 8.2 and 2.0 ...! ECA and Russia are the best i reckon!

+6 votes     reply to comment
george76 Mar 29 2013, 5:41pm replied:

ya i agree with you i like the way the eca matches nato's factions really well and the way russia is a steamroller faction like i n real life large collum in tanks and strenght in numbers

0 votes     reply to comment
Blazerunner Oct 31 2013, 11:24am replied:

Yes, ECA and Russia are frigging powerful. Especially with their heavy Anti-Air units... though I have to admit, hearing "*ding* Oh! My popcorn's ready." is something odd to hear when selecting a Wotan array to fry an incoming Viper patrol.

0 votes     reply to comment
Commandodiamond Jan 10 2014, 5:32pm replied:

He sounds a bit like a pedo to me XD

0 votes     reply to comment
waldo101 Feb 27 2013, 2:00pm says:

Thanks swr!!

+4 votes     reply to comment
Guest Feb 27 2013, 3:18pm says:

i just saw these exp packs for zero hour dint know there were any :( i wanna download full version i have now holland on my zero hour. i thought it was 1.7. do i have to uninstall these or can i install 1.802? becouse i installed it and it won't work can you help me out in this? thnks if you do :)

+1 vote     reply to comment
crizyz Apr 21 2013, 1:34pm replied:

CnC Holland is a total conversion, meaning by starting up generals, you actually play the mod.

What you could do, if you want to play them both (separately) is using a mod enabler (like JS Generic Mod Enabler), this will allow you to enable cnc holland if you want to play it, and disable it when you want to play the original version or shockwave/ROTR.
You cannot pot ROTR or shockwave in a mod enabler as these already ork in a similar way.

But the simples solution would be to uninstall the whole game and reainstall it and then install this mod.

Mind you, these are not expansion packs but mods, so they don't expand on the original game, but they modify the original game.

Edit: Oh and by the way, I strongly suggest against using CnC Holland with other mods, even with a mod enabler. They modded it quite badly. I would like to play it more often as I'm from the Netherlands myself, but in all fairess, in modding terms, its quite terrible.

+1 vote     reply to comment
Blazerunner Oct 31 2013, 11:27am replied:

Both Rise of the Reds and Shockwave cooperate quite well installed to the same directory, thankfully.

If you don't mind making some small tweaks to your Registry in regards to CnC Generals Zero Hour, you can install a second copy of Zero Hour on your computer and use that one for RotR and Shockwave.

+1 vote     reply to comment
Mcsquizzy440 Dec 29 2013, 1:22pm replied:

I feel i might as well contribute. If a mod has a launcher, like Shockwave, RotR, Untitled, etc (I believe I have all three in one install) it should work fine. Basically, if your mod has a separate launcher, it should work fine with others of the same variety (ex. contra + RotR won't work, but RotR and Shockwave do).

If a mod doesn't however, make a separate generals directory (copy+paste, add in mod name like this: zero hour - contra, for example).

The good thing about it is that you can go back and play vanilla generals, if your mod has a launcher.

+2 votes     reply to comment
Vcon8XD Feb 27 2013, 3:55pm says:

im having an odd issue with downloading this, after extracting it into my zero hour folder the game still says v1.801 instead of v1.802. Whats even wierder is that it also says zero hour v1.0!!! It used to be v1.4, but idk how it changed. Im not sure how to fix it, so can someone please help out?

+3 votes     reply to comment
Vcon8XD Mar 11 2013, 8:16am replied:

nevermind guys, i got it to work.

0 votes     reply to comment
generalsfanatic Jun 22 2013, 11:28pm replied:

how did it change the version?

+1 vote     reply to comment
Zathonix Feb 27 2013, 4:11pm says:


+2 votes     reply to comment
WARTIMETODAY Feb 28 2013, 12:28pm says:

hi all.
i have a question (some will think im noob)i downloaded cc rotr but it will not work.its saying that it wil not run.i put it in folder (maps) like its saying on this blog.i have c&c holland on my zero hour,do i have to unstall itand have to install the very first version of rotr to run it?
can som1 help me out? becouse after 4 hour trying its getting on my nerf that it won't run.plz help me

+2 votes     reply to comment
Mcsquizzy440 Dec 29 2013, 1:27pm replied:

Well is the installer not working(there is an installer that should do it automatically)? If it isn't, you might have to re-install generals and just install the most recent version of RotR (1.8, its the most recent full release)then install this patch.

+1 vote     reply to comment
Dayz Feb 28 2013, 8:16pm says:


+2 votes     reply to comment
Guest Mar 1 2013, 3:26pm says:

I installed the new patch ..but in option says v 1.8 ...no 1.82..and now i cant play online (lan) say mismatch ..the other computer also download the new patch ..but that one says v 1.82 and i do the same process ...help me plz

+5 votes     reply to comment
Ma_idi_BRE Mar 2 2013, 12:04pm says:

I'm sorry for asking again,but Euorpean Region Command still can't be taken by any unit.Is this supposed to be like this or it will be fixed?

+1 vote     reply to comment
Vcon8XD Mar 2 2013, 8:03pm replied:

pretty sure its supposed to be like that, similar to the old gla palace and the way it also cant be captured

+1 vote     reply to comment
Ma_idi_BRE Mar 3 2013, 6:01am replied:

Too bad...Now nobody can steal ECA dozers and build their buildings :)
I was hoping that was a bug and will be fixed with later patches, but it will stay like this now

+1 vote     reply to comment
kazarr Mar 3 2013, 8:51am replied:

I think you can capture Field Commands though. But I've never seen the AI build one of those.

+1 vote     reply to comment
Ma_idi_BRE Mar 3 2013, 2:50pm replied:

I didn't see them build Field Commands too.
On any difficulty.

+1 vote     reply to comment
joech Mar 3 2013, 11:19am says:

thx keep it up :)

+1 vote     reply to comment
Inodorelli Mar 3 2013, 1:58pm says:

Look at hopper turret, see the gunner/spotter/whatever? Measure where his groin would be and see what protrudes from there.

+3 votes     reply to comment
deathheater5 Mar 4 2013, 6:30am says:

I've got a problem.. it won't let me play it without it being windowed..
may have some help please?

+1 vote     reply to comment
Dew44X Mar 4 2013, 3:04pm says:

Why the AI never built super weapons after installed this mod?

+1 vote     reply to comment
Ma_idi_BRE Mar 4 2013, 3:08pm replied:

-AI controlled opponents and allies will no longer build superweapons unless someone else does so first

+1 vote     reply to comment
Dew44X Mar 4 2013, 3:16pm replied:

I don't understand. The AI will not build the super weapon if no body built it first, right?

+1 vote     reply to comment
Ma_idi_BRE Mar 5 2013, 12:05pm replied:

In description says
-AI controlled opponents and allies will no longer build superweapons unless someone else does so first

I think that means if a HUMAN player build superweapon first then AI will start building it.
Try that

+3 votes     reply to comment
Dew44X Mar 5 2013, 1:59pm replied:

Many thanks guy.

I've tried it.
I started playing skirmish game with 4 brutal AIs. I've built my superweapon about the first 10 minutes of game but none of the AI built it until about the 90 minutes of game(not really sure about the time), 1 of the AIs started building it when I already have 6 (In that time, there is only 1 AI left, the others have been defeated). I think in this patch the AI is far more hardly build the superweapons although the player start building it first. That's why I confuse about the factors that made the AIs build their superweapons.

p.s. If there is any mistake because my poor English grammar skills, I apologize.

+1 vote     reply to comment
Ma_idi_BRE Mar 6 2013, 5:50am replied:

No problem man
I've played one game not building superweapons just to see will the AI build first.I just defended myself and AI attacked constantly but didn't build superweapons.I played about 2 hours that game and nothing happened.
About your English...don't worry.I don't know it well either :)

+2 votes     reply to comment
pixel00 Mar 4 2013, 10:23pm says:

there is a problem on GLA when you put the mobile command center on the Lab the radar shut down.. ^_^

+1 vote     reply to comment
Vcon8XD Mar 5 2013, 9:53pm replied:

lol dude, when its on the move and/or not deployed, of course the radar is not going to show up.

+1 vote     reply to comment
pixel00 Mar 7 2013, 1:55am replied:

:) I know that.. the problem is when you put that mobile on the chemical lab. the radar shut down. but try it on the older version. it work just fine.


+1 vote     reply to comment
MishaMishu Mar 5 2013, 6:23pm says:

i lost my installer disk :( now i have to buy new one! i lost both of them! i miss this mod so much! this mod made me happy :(

+1 vote     reply to comment
khalil21 Apr 7 2013, 11:12am replied:

no need to buy just download in piratebay :D

+1 vote     reply to comment
Epicfish Jul 29 2013, 10:40am replied:


+1 vote     reply to comment
^Namaekeks Sep 21 2013, 8:37am replied:

Rather try to register somehow your game at Electronic Arts, then you can simply download it via Origin , i know that it works with the TFD pack..

+1 vote     reply to comment
Baker-man Mar 6 2013, 1:42pm says:

Big thanks to SWR Team, i wouldn't mind paying for 2.0 version. Only thing that's bother me is AI,so weak that takes a lot of fun from the game.
Idea with super weapons wasn't good imo, they hardly used to built more than one... If you are going this way - player first than AI - at least make it equal,if i have four super weapons i want AI to do exactly the same.

+3 votes     reply to comment
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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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