It's probably easiest if I direct you lot to my profile on the forum I frequent daily, as it'll have more information than I'm allowed here (and also saves me a lot of typing). You'll find the link as 'my homepage' on the contact panel down and to the right. Shameless plug: it's a fantastic forum and if you have an interest in C&C, then I'm sure you'll love it.

Comment History  (0 - 30 of 761)
CommanderJRB
CommanderJRB @ Rise of the Reds 1.0 SWR Edition (PC)

If you closed the batch file (black command prompt window) manually then there's a good chance you stopped it from renaming the file to the correct path that the mod is set to look for, so avoid doing that. Either that or you may have installed it to the wrong directory. Try running the Repair Rise of the Reds tool (found in the Start Menu folder), and if that fails, go for a full reinstall.

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CommanderJRB
CommanderJRB @ Chinese Battlemaster Tank

The Type 96 doesn't exist in the Generals universe, or if it does it didn't work very well. Generals isn't and never has been about real units, so the Battlemaster is the classic tank which Rise of the Reds, as an expansion mod and not a conversion, continues to use.

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CommanderJRB
CommanderJRB @ Rise of the Reds

If you follow this installation guide *exactly*:
Wiki.falloutstudios.net
Or this one (though I'm not sure if you can access it):
Forums.swr-productions.com
Then the mod *will* work. No need to go getting all despondent.

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CommanderJRB
CommanderJRB @ CIS BTR-120 APC/AA Vehicle

The Cockroach is the BTR-112; I specifically chose the BTR-120 designator because it hadn't been done before. You'll also notice that this possesses missile pods and a completely different chassis shape (EndWar's was closer to the South African Denel G6 155mm SPH). As such while they're both a BTR with AA capabilities I think the differences are more than large enough for this to be considered far from a copy, don't you?

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CommanderJRB
CommanderJRB @ American Cobra

Yes, there were quite a few design tips taken from the Abrams when enhancing the look of the Paladin, partially because it was fairly close to begin with (no doubt intentionally on EA's part). However, you will note that it is still very definitely a different unit!
As for the Crusader, I'm afraid I can't see the resemblance one single bit. Are you sure you've seen the new Crusader II that replaces the Generals original in Rise of the Reds?

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CommanderJRB
CommanderJRB @ American Cobra

Edit - ninja'd by NergiZed. Oh well, that'll teach me to get distracted.
The 1.2 release was a patch for the original 1.0 SWR Edition full release (note that rather confusingly there are two 1.0 releases, one by a previous team, so always look for the SWR edition), so you'll need both. Make sure you install it precisely as dictated in the install guide:
Wiki.falloustudios.net
It definitely does work and has for many thousand others so far, so as long as you follow the above steps you should be fine. Good luck, and have fun!

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CommanderJRB
CommanderJRB @ Rise of the Reds

Yes, all SWR mods (ShockWave, Rise of the Reds, WarGames Zero Hour and Generals Classic) can coexist on a single Zero Hour install quite happily.

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CommanderJRB
CommanderJRB @ ECA Jagdmammut Tank Destroyer

This unit specifically will have an extended range as one of its main advantages.

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CommanderJRB
CommanderJRB @ Rise of the Reds

Because Rise of the Reds and ShockWave are mods from seven months and one year and seven months ago respectively and Zero Hour was a finished game from six years ago. Various types of new content have been added in to SWR's mods to make them more fun to play, and most of these additions are higher in terms of the demand they have on your PC than Zero Hour used to be (better models, textures, FX et cetera). SAGE, the game engine, is notoriously poorly optimised and even though your computer might handle far more demanding games fine it's bottlenecked by the inefficient engine code, meaning that having a better system might have relatively little effect. There is also much more scripting in ShockWave and Rise of the Reds in order to get the AI to use the new units properly, and if there are too many scripts running at once the game will lag on some systems. Killing off some of the AI is a good way to return the frame rate to normal!

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CommanderJRB
CommanderJRB @ Rise of the Reds

Once you're done with all that, you'll need to join one of the Rise of the Reds networks, the names and passwords of which are listed below:
ROTR Battle Network 01
Network01

ROTR Battle Network 02
Network02

ROTR Battle Network 03
Network03

ROTR Battle Network 04
Network04

ROTR Battle Network 05
Network05
If you have any more questions, simply join and create a topic on the official support forums here:
Forums.swr-productions.com
And I can personally guarantee you'll get a whole bunch of people willing to help you out.

To use it in-game, simply start up Rise of the Reds and click on 'multiplayer', but instead of selecting 'online', go to 'network' instead. There you'll find anyone who's online in the network that's running a copy of Zero Hour, and you can game with them just like on a LAN. While there's usually a few people online at any given time they're not always going to be in-game, so before you start up, if I were you I'd use Hamachi's chat function (right-click on the network heading and select network chat to talk to everyone online in that network) to invite people to a game. There's almost always someone ready to have a match, so good luck!
Have fun! RotR is by far at its best in multiplayer.

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CommanderJRB
CommanderJRB @ Rise of the Reds

Normal multiplayer (Generals Online) will work fine, but only if the person you're playing is also running exactly the same mod as you, so the odds are getting a match this way unless you arrange it out-of-game over MSN with friends or something are pretty slim. Instead, the ROTR team provides Hamachi networks. Hamachi is software that sets up a virtual LAN between participants. This is how you set it up:
Start:
-> Download Hamachi from Hamachi.cc and install it
-> The Hamachi wizard should start automatically and will guide you through all basic functions of the software
-> If you get a yellow dot (which means some sort of net problem) go in the 'Preferences' menu and then in the 'System' submenu. Tick the 'Magic Option' and set a port (e.g. 12976)
-> Go into your firewall setup and forward the port you just set (12976). This is a UDP port, so set it as UDP.
You can use Port triggering too, always with the same port.

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CommanderJRB
CommanderJRB @ ROTR 1.2 Patch PC

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:
Wiki.falloustudios.net
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:
Forums.swr-productions.com
Will provide you much better technical help than I can.

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CommanderJRB
CommanderJRB @ Chinese Gatling Tank

Ah, I see. I didn't realise the '^^' was a smilie of sorts; I thought it was an indication you were referring to the above post. This is probably what confused me.
This whole logo business is thoroughly strange. The golden ring you refer to appears in the screenshots of the internal beta version but not in the renders above (either of the Battlemaster or Gatling Tank). It's more than possible this image was made before the skin had been finalised, though, so that's the explanation I think I'll stick with for the mean time!

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CommanderJRB
CommanderJRB @ Rise of the Reds

Hi General_McAyhem,
Which web address are you using? If it's the old one (http://rotr.cncreneclips.com) then that doesn't work because it no longer exists following the move of SWR Productions from Fallout Studios to its own independent hosting. The new website address is Rotr.swr-productions.com (and there are also new forums at Forums.swr-productions.com ).
If on the other hand you were trying to access the latter and couldn't then it must be a problem at your end, because it works fine as far as I can tell.

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CommanderJRB
CommanderJRB @ Rise of the Reds

It fires the Surveillance Missile. The Surveillance Missile is a type of unmanned recon aircraft that allows Russian players to gain intelligence on an area of the map of their choosing.

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CommanderJRB
CommanderJRB @ American Cobra

It's different to the Apache in that it is *in* the game to begin with. There is no Apache, and nor will there be. If you mean how is it different to the Comanche, this is much faster and more agile, with less health, a more powerful gun, no anti-tank guided missiles, air-to-air missiles and rocket pods.

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CommanderJRB
CommanderJRB @ Rise of the Reds

What do you mean 'what make the Weapon Bunker'? It's made by a dozer the same as all the other buildings. If you mean what does it do, it researches basic upgrades for lower-tech Russian units, unlocks medium-level Russian units, gives the player access to the Surveillance Missile ability launched from inside, and allows the player to construct the second tech structure to unlock high level units, the Industrial Plant.

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CommanderJRB
CommanderJRB @ Rise of the Reds

Edit: Was in response to The_Chemical_Brother
I wouldn't hold your breath. It is very difficult for AI to cope with large building sizes for starters, and the team was never keen on adding them for ShockWave.

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CommanderJRB
CommanderJRB @ Rise of the Reds

It is soon. But when exactly soon is, you'll find out when it arrives.

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CommanderJRB
CommanderJRB @ Rise of the Reds

Electronic Arts have never prosecuted or indicated any wish to take action over modifications for their games using content from their games and so this is hardly 'piracy'. What does draw legal attention is using content from one franchise or intellectual property owner in a mod for a game produced by a different, non-associated body - you need look no further than the ill-fated Halogen mod for that. As such SWR makes sure that all its modifications use content only from previous Electronic Arts titles.

Reply Good karma+2 votes
CommanderJRB
CommanderJRB @ Chinese Gatling Tank

Yes, I believed it to be a joke as well. The fact that you posted it in reply to my comment with nothing indicate levity was however not so obvious as to its reasons, so I felt it necessary to forestall any false conclusions by a third party.
As for the star, in that case, because it appears on no units Rise of the Reds has retouched or remade, I will assume it has been removed as a design decision, almost certainly because it was too close to the Russian star.

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CommanderJRB
CommanderJRB @ Chinese Battlemaster Tank

Many things will be updated, but it's most certainly not every model. That would likely take years. Not all units will change either; some were intrinsically better looking to begin with.

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CommanderJRB
CommanderJRB @ Chinese Gatling Tank

Overdose's explanation strikes me as a post-event retcon. I imagine it was a texture error that has now been explained as the above as it makes no sense for this and only this unit to have an inverted star where no other units possess it.
Also I'm not sure what you mean about the golden circle - it's never been there before, and isn't on any of China's other units with a star (such as the Overlord or Battlemaster) either. It's not supposed to be the faction logo, just a designator for armoured units. You'll notice that all factions should have specific versions of their logo for armoured units and air units.

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CommanderJRB
CommanderJRB @ Chinese Battlemaster Tank

Not to my knowledge.

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CommanderJRB
CommanderJRB @ American Cobra

It's a fictional future variant, probably enhanced from the AH-1Z. It is for the Air Force General Griffon because Rise of the Reds is not realistic as a primary goal and therefore will use units where they are most fun. There is no Marine Corps general in Rise of the Reds, so we have to make allowances.

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CommanderJRB
CommanderJRB @ Rise of the Reds

No, it won't, because the Topol-M is exclusive to general Zhukov and he will only appear in 2.0. In the mean time, be patient. Every minute longer you wait is a minute spent making a better mod.

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CommanderJRB
CommanderJRB @ Chinese Gatling Tank

1. Yes
2. Slight mistake most likely.

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CommanderJRB
CommanderJRB @ Chinese Battlemaster Tank

No, the reactive armour is just a model enhancement. As far as I know the unit itself remains unchanged from 1.2 save the visual updates for this, Nuclear Shells and Nuclear Tanks.

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CommanderJRB
CommanderJRB @ Rise of the Reds: Among Jackals, Update #34

Not sure - you could ask the person who wrote it, Overdose, on the official forums though.

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