Rise of Japan v1.0
Full Version 18 commentsComplete release of Rise of Japan mod. Full Japanese faction with working AI for RotR (1.87 PB 2.0) Hope you like it
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.
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Complete release of Rise of Japan mod. Full Japanese faction with working AI for RotR (1.87 PB 2.0) Hope you like it
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.
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?
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.
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?
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.
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.
All those complaining about unrealistic vehicle designs seem to ignore the fact that this is inspired by the EotRS Japan faction of Red Alert 3 - the mod author achieved his designs in terms of reaching the wackiness of Japan in that game.
If you prefer to have more realistic vehicle designs should learn 3D modelling, coding, etc, and model them yourselves - modding this game is easier than ever before with more tools being available to use. This would enable you to mod the game to your heart's content instead of hampering your preferences on someone else's creations, which would just make you a ******* entitled prick.
This is unexpectedly good! I'm looking forward to see how your addon will become better.
Please contact this guy to discuss the addition of RoJ into GenLauncher as ROTR Patch: DeL#8448
Already chatted with him about it. Might happen after patch.
Is it possible to add this mod to genlauncher?
With the Navy will you be adding a navy to the other factions as well or are you gonna have a different add-on for it?
I always wanted japan as a faction in Rotr
Nice! I can't wait!