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The devs aren't planning on adding new factions.
The upgrade looks good, but I feel like the size of the turret and chassis clash a little bit. Perhaps experiment with scaling down the former to match.
It's impressive that you're putting so much work into the details. I imagine these sorts of things would be very easy to overlook in the grand scheme of things. Keep up the good work.
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.
Yeah, I noticed it as well. Not sure if it's a technical issue, or what. As far as I can tell, the two projects aren't related.
Oh, man. It's going to be fun combining exterior and interior locations in a singe map.
Although, it does make me wonder how aircraft would work in that case.
We have 'em on radar.
Version 1.85 is the current full version. You can then install the 1.86 patch.
Right now, if you want.
Version 1.85 is the most recent full release, and can be subsequently patched to 1.86.
Finished, my friend! But I hope these spare bits weren't important...
tl;dr Create a completely new mod.
The devs have ruled out any new factions for both gameplay and technical reasons, let alone entirely new gamemodes to support them. Ships are also no longer supported, due to technical issues. And you don't seem to be that familiar with Rise of the Red's lore either, as it states that NATO's been rendered obsolete and China is not on good terms with Russia, making both factions implausible.
That's not to say it's a bad idea. It's just never going to be a part of Rise of the Reds. Could work well enough as its own separate mod, if you wanted to make it.
I seem to recall that they'd be moving on from Generals, but I couldn't tell you much beyond that.
I seem to recall the idea of super units for other factions being ruled out or otherwise dismissed in the past. Mainly because it doesn't really match most of their playstyles. That, and the battlefield prototype system is unique to the ECA.
Guest, this is not 'Nam. This is Rise of the Reds. There are copyright laws.
(Also, the song you're thinking of is actually called Fortunate Son.)
Sounds like a bug. Go to the SWR forums, make an account, and make a thread detailing the issue. I'm sure someone can be of assistance.
1.85 is the most recent full version, which you can then patch to 1.86.
Off the top of my head, you can probably pull it off on Mountain Guns. There's 5 player slots, but you might want to take the west-northwest one and keep the one to the southeast of you empty, to give you some breathing room. Regardless of whether you keep to your starting area or decide to expand into that empty slot, you'll have three ground-based entrances to defend. There are some oil derricks in the southwest corner, which can be easily defended if you do decide to take over the entire landmass. IIRC there is a reinforcement pad in the northwest corner too, so you might want to try and claim that if you're up for maintaining an outpost.
Thyme needs time, eh? I suppose time will tell if Thyme will stand the test of time. But considering Ares has seen some decent success in its time, I'm sure that, when the time comes, Thyme will be ready for showthyme.
Play on maps with a limited number of choke points leading into your base. Build strong defenses at each one, and keep builders nearby to repair them. Have aircraft on hand to counter artillery. Build 2-3 superweapons before your enemy does, so you can destroy their superweapon easily.
I'm no master of strategy games, but that typically gets me through matches against Medium. You shouldn't need to spam barracks; focus on defenses and income, at least until you're capable of holding the enemy off.
Ooh. Can't say I've heard many covers of Warfare, but this is certainly a great one.
SWR is kind of busy, you know, working on their own mod. That, and I don't think they're planning to continue working with Generals after that. Not sure.
Still, a Star Wars mod would be pretty good in the right hands. As long as it's not just a stripped-down Empire at War.
They already do have it, but according to the wiki it's going to become an exclusive unit for General Mau. While the wiki isn't 100% accurate, it still sounds like a safe assumption considering Mau's specialization in nuclear, EMP and napalm weapons.
I don't think so. You should just be able to install the latest version. In fact, some versions are patches of existing versions, meaning they need to be installed in order for it to work.
First Mental Omega 3.3, and now this. Looks like Christmas has come early this year.
Well, I thought it was a serious request. MLP or no, it's got a variety of generals with a range of unique units and drawbacks. I don't know if it'd actually get made, but I'd be curious to see how it goes.
It's all well and good to ask for help, but SWR is clearly busy working on a mod of their own (and a high-quality one at that). It's unlikely to get assistance from them or anyone else busy working on a large mod, so you're better off looking elsewhere.
Origin... I can't remember if there's an additional step required if you want to get ROTR working on an Origin version of Zero Hour. Perhaps someone else is more familiar with it.
1. Space Echo (Frank Klepacki's cover)
3. Act on Insanity
Now you need to install the mod. If you've already got Zero Hour installed, you should just be able to follow the prompts in the installer. Make sure you do v.1.85 first, since v.1.86 is only an update for it.
It's a mod, not a game. You'll need a copy of Command & Conquer: Generals and its expansion, Zero Hour.
Then, you can download the latest full version;
And the latest patch;