Rise of Japan is a mod/addon for Generals Zero Hour Rise of the Reds. The aim is to add a 6th playable faction similar to Russia and ECA.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article Articles

No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

Add file RSS Files
Rise of Japan v1.0

Rise of Japan v1.0

Full Version 18 comments

Complete release of Rise of Japan mod. Full Japanese faction with working AI for RotR (1.87 PB 2.0) Hope you like it

Post comment Comments  (30 - 40 of 50)
jeehorn
jeehorn - - 6 comments

I hope next, Rise of india will come.

Reply Good karma Bad karma-2 votes
Guest
Guest - - 698,458 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 698,458 comments

This comment is currently awaiting admin approval, join now to view.

MaelstromX103
MaelstromX103 - - 2,183 comments

I tested it quickly, only the Japan new stuff. Apparently you added a few things on other factions, but it won't be taken into account there. Also, you wanted to add a very futuristic RA3-inspired into ROTR, and it's perfectly fine. I am not going to discuss the intentions, just the quality.

And overall, there is a lot of room for improvement.
Textures are very low quality. Excepted on buildings, where they are pretty good.
Effects are really bad. All of them are completely opaque, and everything related to psionic energy looks like a red smokescreen.
Models are rather decent I'd say.
One additional thing: scaling. Your tsunami tank looks ridiculously tiny. Other units are completely off in that regard, but this one struck me in particular

As for gameplay, I see you made good efforts, especially for transformable units. Pretty good. I am not a fan of the very complex Giga-fortress thing (the transforming animation), but that is just personal preference. Also scaling here is weird. The head is enormous, but the artillery mode is roughly the size of your regular psi-wave artillery
The DNA search system looks interesting too. Inspired from ECA protocols, but in a different way.

I have no clue about balance, but I bet this mod is purely for fun.
I see you also made the effort to create a Recycler variant, kudos for the effort.

So in short: you have a solid code base, but the visual quality is a very bad point.

Reply Good karma Bad karma+4 votes
Guest
Guest - - 698,458 comments

Agreed, I played around with the scaling of the units. All I did is add the scale command to the ini files, I bumped it up by 10 percent to 1.10. The difference was really notable and interesting. I did it to the Tsunami tank, all the airfield aircraft and the giga fortress cannon mod. A easy fix anyone can do if you want, I hope the creator would consider it.

Reply Good karma Bad karma+1 vote
MaelstromX103
MaelstromX103 - - 2,183 comments

Just a side note: that review may sound harsh, but I actually enjoyed the content. Judging from the building textures that are pretty good, you know well how to do them. I just hope you take this as constructive criticism to improve.
This addon is like a raw diamond. Just needs some polish :)

Reply Good karma Bad karma+2 votes
Guest
Guest - - 698,458 comments

This comment is currently awaiting admin approval, join now to view.

abchw666
abchw666 - - 5 comments

That's a great job. However, for you 1.0v, I'd like to give you some feedback for your further patch.

1. GLA virus infector don't become stealth when I upgrade camouflage

2. GLA informer (in general promotion as rank 1 general ability) seems to create a uncontrolable unit on the ground without vision, which makes this ability an almost useless one.

3. The map editor, worldbuilder, seems to be not working as I add your mod to the original 1.87/2.0 ROTR.

4. Some Japanese units may be too unbalanced,, like the maid archer who can fire from a long range and kill infantry instantly (with her high damage) just as a basic t0 unit without any tech prerequisite.The rank 5 DNA upgrade ability makes infantry too tough to kill. The flying head of Empress's fire range is hard to control.

I'll give you more feebacks as I play more.

Reply Good karma Bad karma+1 vote
tosuka Creator
tosuka - - 4 comments

This is valuable feedback, thank you. I will fix #1-3 in a patch soon. Apologies for the inconvenience.
I will nerf the archer to half, and the DNA health to around half too maybe. Do you have suggestions on the Empress?

Reply Good karma+2 votes
abchw666
abchw666 - - 5 comments

For the problems above, here are my suggestions.

1. For the arhcer, reduce fire range is ok, maybe you can also add some reload time so she can keep her high damage as an anti-personnel and anti-air unit.

2. For DNA upgrade, you can modify the armour type to make it more reasonable instead of just simply cut it to half. Because I just find that after DNA upgrade, some infantries are vulnerable to some anti-tank or high-explosive type of weapons. Adding toughness against anti-personnel weapons is nice, but don't overdo it, and make sure the toughness against other types of weapons can also be improved.

3. For the Empress, 2 points I can mention. ① It really vulnerable to enemy anti-air aircrafts, so it's better if you could add some manual-controled counter measures (like Russian helicopters' ability) to boost its survival. ② Although I know you get some ideas from Giga Fortress in Ra3 and it may be unbalanced to make her enjoy great fire range, the minimum fire range is too high, meaning that the Empress can't deal with even some anti-air infantry beneath or around her and referred to her slow speed to steer or flee, she is doomed. Decrease her minimum fire range is fine.

There are two more tips in my later experience.

1. Japanese Tankbuster can kill infantry easily, which conflicts with his position as an anti-tank unit. If you really want him do some anti-personnel job, just make it as a special ability with some cold down time.

2. *** This one is important ***
When I play China and build too many volunteer squads, girls in those squads make FPS drop seriously and some strange lines spears between them (It didn't happen when I played original ROTR so I bet those girls cause this). Maybe you can check W3D model or texture of volunteer girls to fix this problem.

Reply Good karma Bad karma+1 vote
tosuka Creator
tosuka - - 4 comments

Thank you for the notes. I'll check all of these out, especially the lag issue.

For the empress, I'm open to your suggestions. But please consider that this is a gen power unlock super artillery like the Pandora. Their maximum range is the same and Pandora doesn't have ability to attack below 350 range. The Empress can transform to deal with this weakness down to 50 range.
That being said, don't you think it's fair that both units require external support rather than being able to defend themselves?

Reply Good karma+2 votes
abchw666
abchw666 - - 5 comments

OK, from your opinion, it's great to make the Empress like that. I just confused about the similar role of it and the Giga Fotress in Ra3, and now I agree with your design.

Two more bugs I've found in your mod.

1. Japanese superweapon. I know it's something like Yuri's superweapon in Ra2 but in your v1.0 it will make vehicles unmanned but I must control those really fast "red point" units to capture them. If you can make it happen automatically it would be great to implement such psychic-controling effect in the game.

2. Japanese t2 ability, psychic tower, doesn't work. Click the image on the right of the screen then nothing happen. Please fix this bug to make it useful.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 698,458 comments

Can I give a suggestion related to the empress. You can exploit its ability. Transformatng it from the lotus to the head resets the ability before its supposed to be used and vica versa. This is also the case for the war horse using the archer maiden. Dismounting the unit resets the multishot ability. Place the maiden back on the horse, it resets again.

Reply Good karma Bad karma-1 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X
Tags

Rise of Japan has not been tagged yet.