Description

Add ships for all 5 factions. Capture naval yard tech structure to build ships. Naval yard is only on maps from ROTR naval maps pack. Or build navay yard with naval dozer on any map.

Preview
Rise of the Reds Navy 2.0
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wolf_skirata
wolf_skirata - - 54 comments

Looks great. Is it compatible with Hanpatch?

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rommel917 Author
rommel917 - - 29 comments

No it is not compatible with hanpatch, hanpatch have to fast development cycle I cant keep it compatible. If hanpatch is stabilezed I will make it compatible with navy.

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wolf_skirata
wolf_skirata - - 54 comments

Thank you for the info

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Radu273
Radu273 - - 1,456 comments

i miss so much seeing new content for rotr, and there, you saved my day! thank you! :)

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Freezie_
Freezie_ - - 25 comments

where do you get 1.87? on here there is only the 1.85 version with the 1.86 patch.

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rommel917 Author
rommel917 - - 29 comments

Moddb.com instal genLauncher from this link and there is easy 1.87 install.

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Guest
Guest - - 690,503 comments

Nevermind bro i tried to play a 2 players map and the game didnt crash
Thanks for this good mod

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rommel917 Author
rommel917 - - 29 comments

I am glad that you found solution

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Wicker-G041
Wicker-G041 - - 599 comments

The concept is great, units as well. Execution however, not so. I'm not sure if you tested this thoroughly, or if i am doing something wrong, but even if i build the naval yard right at the water the ships i train from them don't go in the water. Like, they're stuck, until i destroy the naval yard.

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rommel917 Author
rommel917 - - 29 comments

Addon is designed to primary work on maps from rotr navy map pack, you sholud try those. If you are using buildable naval yard it depends alot on how beach was created on each map.

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Wicker-G041
Wicker-G041 - - 599 comments

Finally came around to do some testing with navy maps. Works flawlessly there. Although it would have been fun if it worked on non-navy maps, too. I've seen other mods doing that and it's just super fun to do so. But your addon is really fun too, loving the faction variations of ships.

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rommel917 Author
rommel917 - - 29 comments

I have release new version with a fix, that should make ships created from buildable naval yard spawn alot in front of naval yard to make them more likely to be in water on non official maps. You cant download this again and delete old version and install new.

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Warsaw_Ironside_1995
Warsaw_Ironside_1995 - - 27 comments

you mind make these compatible with both officer powers and rise of japan submod?? (it also has navy)

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rommel917 Author
rommel917 - - 29 comments

I dont have time for compatibility patches, but if anybody wants to do them they have my permission.

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Warsaw_Ironside_1995
Warsaw_Ironside_1995 - - 27 comments

mind if i ask though, is there a way how to do an compatibility patch?

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rommel917 Author
rommel917 - - 29 comments

Not easy, I assume you know how to use finalbig and git.

1. Create emthy git repozitory
2. Extract one mode to branch1
3. Extract other to branch2
4. Merge both to master
5. Delete all files without merge conflict
6. Merge all files with conficts (copy all different objects into one single file)
7. Difficult part: Rename duplicate object in whole projet might need to revert some deleted files and change references to renamed objects
8. Put all files in .big file with more ! then any other file you have in any mod
9. Put both original mods into rotr and .big file from step 8 into rotor

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Warsaw_Ironside_1995
Warsaw_Ironside_1995 - - 27 comments

ik it isn't easy, but I'll try.

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rommel917 Author
rommel917 - - 29 comments

Some extra tips . Navy addon is designed to make that kind of compatibility easy (as possible) to create. To make it possible to merge into RotR 1.9 and eventually RotR 2.0.

Most of files are new and you should not have any problems with them. Common files like locomotors, weapons etc. the are no changes only additions on end of file and start after comment ";---- start navy" or similar.

Notable exceptions:

Generals.str => upgrades descriptions are changed
CommandSet.ini => all command centars and naval yard have changed commandsets
MarineJumpjet.ini => same as original jumpjet just starts in air
Informant2.ini => same as original just can go into transports
MerceneryRunner.ini => fix bug with weapon changes if ocl-ed
Saboteur.ini => restore zero hour unit
Upgrade.ini => add 2 upgrades to make switching 5 command sets of naval yard possible, engine limitation is 128 upgrades, if you after merge have more then 128 upgrades it will not be possible to merge mods without deleting some upgraedes. I dont know about Officer Powers but Rise of Japan add alot of upgrades so I would check count of all unique upgrade in mod and all submodes and addons that you want to merge before starting.

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Warsaw_Ironside_1995
Warsaw_Ironside_1995 - - 27 comments

mind if i pm you?

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rommel917 Author
rommel917 - - 29 comments

Just send :)

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Warsaw_Ironside_1995
Warsaw_Ironside_1995 - - 27 comments

btw a little criticism though, the aircraft carrier should not be moving in a reversal way, it should be front

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rommel917 Author
rommel917 - - 29 comments

Criticism is welcome.

I have used model from original zero hour, I will fix this in 3.0 when all capital ship configurations should get something little unique in model.

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Warsaw_Ironside_1995
Warsaw_Ironside_1995 - - 27 comments

good luck with that

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Warsaw_Ironside_1995
Warsaw_Ironside_1995 - - 27 comments

and same goes to jetski btw

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先生
先生 - - 73 comments

My shipyard can only be built on land

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rommel917 Author
rommel917 - - 29 comments

You need to build it close to water, and turn it aroud so side with crane is looking at water. Then ships will spawn in water.

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joech
joech - - 74 comments

can you make it available on genlauncher ?

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rommel917 Author
rommel917 - - 29 comments

I will contact GenLauncher devs and see what can be done.

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joech
joech - - 74 comments

thank you its more convenient

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Guest
Guest - - 690,503 comments

Now it is avaliable on GenLauncher, update GenLauncher to latest version.

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morex166
morex166 - - 2 comments

do we still need to capture a naval yard to gain the tech? would like the ability to use ships in maps that have shores beaches

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rommel917 Author
rommel917 - - 29 comments

I version 2.0 each faction can build special dozer that can build naval yard on any map.

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darkmessenger
darkmessenger - - 244 comments

Hi!

This mod is really awesome and I like that now we have a navy mod for ROTR.

Please take this as a positive critic:
Some of these models look pretty half-baked for me. (for example I do not like the look of the submarines at all, or the russian and european ships)
Would it be possible to rework all of the non-standard naval units to look more unique and diverse?
As an example for my enquiry we can take the Zero Hour Contra mod.
Also a little scaling changes would be also recommended.
You could make the Aicraft carrier bigger and slow like in that mod with similar functions.

What do you think about that?

There were some early models for russian naval units in the past.
Where they gone?
We had awesome photos of epic submarine models back then.

Thanks for your response in advance!

Edit: sorry, I remembered wrong on the subs. these were some models from the mod Shockwave for China.
Moddb.com

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rommel917 Author
rommel917 - - 29 comments

Hi.

I agree that models are not best, I accept it, I am not good at creating models. What is worse is textures I don't know at all photoshop or similar for creating textures. And full look of units can be better upgraded with new textures and not model. When I get time to work on this project new textures would be before new models.

Aircraf carrier is already at max size for gameplay perspecitive.

I wont make ship slow
Reason 1: gameplay, ships sail on sea, sea is open "plane" with no features like hills etc, sea is big and usual longer map path to enemy then land. this make it more interesting to play
Reason 2: IRL, ships are not slow (especialy aircraft carrier) they have slow acceleration and big turning radius but they are not slow. (I think that kind of movement is ok represented in mod)

Evan if there are models of ships I wont use them as they are not mine (I wont steal).

Thank you for comment if you have any more questions, just ask I will answer them.

If you have time can you write what you think about unit and abilites from gameplay perspective?

Kind regarde, Rommel917

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Guest
Guest - - 690,503 comments

Hi Rommel, So I downloaded this and extracted the files to my ZH directory and when I launch ROTR im faced with an error. HELP total noob here

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rommel917 Author
rommel917 - - 29 comments

Reinstall ZH and usr GenLauncher for modding. Moddb.com

Select mod Rise of the Reds, patch navy and no addons.

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Guest
Guest - - 690,503 comments

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darren753159
darren753159 - - 17 comments

Sorry not logged in
Are you planning to add ground and anti-ship weapons?

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rommel917 Author
rommel917 - - 29 comments

Not for now as I wait for RotR 1.9. Adding ground to sea and air to sea weapons will make migration to 1.9 have more conflicts.

When migration to 1.9 is done all factions should get two x vs sea weapons one tier1 and one tier2.

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darren753159
darren753159 - - 17 comments

COOL

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Guest
Guest - - 690,503 comments

How do you install rise of the reds navy map pack on genlauncher i tried to but the new map didn’t work for me

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rommel917 Author
rommel917 - - 29 comments

On windows 10. Download navy-maps, unzip and put them in

C:\Users\<your-username>\Documents\Command And Conquer Generals Zero Hour Data\Maps

If you don't have this folder create it. On map selection screen select unofficial maps.

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Guest
Guest - - 690,503 comments

Thank

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