Rise of the Reds – or ROTR for short – improves upon the C&C Generals formula while also adding its own distinct elements to it. Most notably, the mod adds two completely new factions, the tank-heavy Russian Federation and the defence-oriented European Continental Alliance. In addition, the three original factions China, USA and GLA have been greatly expanded and redesigned in a variety of ways, with several new units, buildings, powers and abilities to explore and combine in your in-game tactics. ROTR also changes some of the game mechanics in order to create a unique and fresh experience. Examples include a technology progression system based around three tiers, a more fleshed out counter system between air and anti-air units as well as an additional emphasis on specialised scouting and detection units which serve to make stealth tactics a more viable option than they were in the original game. Beyond the gameplay aspect, the mod also brings many cosmetical updates, spectacular special effects and custom sounds and voice overs to the table.

The most recent version 1.85 was released in April 2015. Aside from adding many new units, special powers and visual overhauls for all five factions, the release was tied to the premiere of SWR.net, our very own online multiplayer service which is organically integrated in the ROTR executable and allows you to enjoy exciting multiplayer battles with players around the world via a virtual network.

The next major release version 2.0 will bring generals back into the game, allowing you to choose between 15 all-new sub-factions (3 per faction) that further capitalise on the tactical themes of their parent factions. Unlike Zero Hour where generals were chosen during the match setup,ROTR's sub-factions will be chosen in-game at the very start of the battle, as it was originally intended in the unreleased beta version of Generals. Thus, vanilla factions in the original Zero Hour sense will no longer be present in the 2.0 version. Additional features are currently planned to include two story-driven campaigns and a new game mode akin to Zero Hour's iconic Generals Challenge.


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And this weeks update we will be showcasing you the new ECA Munitions Bunker:





ECA forces had previously relied on ad hoc fortified bunkers to store ammunition on defensive lines, yet it soon became apparent that a more effective solution was needed. A new reinforced concrete bunker design was rolled out on the European front, serving as both a firing position for up to three ECA troops as well as a more resilient forward ammunition depot. The Munitions Bunker is also capable of deploying Munitions Tracks to resupply defensive divisions closer to the front. Due to its usual presence in hostile territory as well as the volatile materials being stored within, the Munitions Bunker can lock itself down to improve the bunker's resistance to enemy fire. It should be noted that doing so prevents the doors from being opened to supply defenses with ammunition, and disallows access to the garage. The commander of the bunker is authorized to call in mine artillery strikes around the bunker; these are specially designed to fire Mole Mines at long ranges, equipped with parachutes allowing them to deploy safely without damage. Due to the fact that the bunker stores a large amount of explosive materials however, the commander is not authorized to call a "Danger Close" strike in-case of nearby incursion. In the worst case scenario of a forward position being completely overrun however, the staff of the bunker can easily rig the munitions stockpile to detonate in order to prevent capture of materiel.

And a friendly reminder that this upcoming Sunday, we will be doing another live stream of the newly released public build.
The stream will as usually be hosted by Hecthor Doomhammer on his channel: Twitch.tv

Rise of the Reds 1.87 Update 8

Rise of the Reds 1.87 Update 8

News 76 comments

Hello everyone! It's that time of the year again! The ModDB Mod of the Year award nominations have officially begun just a few days ago! Last year we...

Rise of the Reds 1.87 Update 7

Rise of the Reds 1.87 Update 7

News 30 comments

Hello everyone! This week we got some new stuff for China for you to show.

Rise of the Reds 1.87 Update 6

Rise of the Reds 1.87 Update 6

News 54 comments

Greetings followers, fans and fellow gamers. Us developers and beta testers have been working tirelessly on getting ROTR into a better shape than before...

 ROTR 1.87 Arena Update

ROTR 1.87 Arena Update

News 14 comments

This week we don't have any updates for the normal factions but instead we've made two new vehicles for the Militia NPC faction for use on custom maps...

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ROTR Patch 1.86 Release

ROTR Patch 1.86 Release

Patch 258 comments

Check the read-me and Change-log in the file for further details NOTE: that this is not a full release and requires ROTR Release V1.85 to be installed...

Rise of the Reds Version 1.85

Rise of the Reds Version 1.85

Full Version 557 comments

After a long wait of almost two years, we are proud to present you the release of Rise of the Reds Version 1.85. In the name of the SWR team, I want to...

ROTR Patch 1.802 Release

ROTR Patch 1.802 Release

Patch 306 comments

ROTR Patch Release 1.802 NOTE: Previous patch of 1.801 not require as it is included

Patch 1.802  No Installer Release (mac compatible)

Patch 1.802 No Installer Release (mac compatible)

Patch 28 comments

ROTR Patch Release 1.802 NOTE: Previous patch of 1.801 not require as it is included

Patch 1.801 Release

Patch 1.801 Release

Patch 57 comments

In the past few days, we actually read a lot of comments and looked into the feedback many of you provided. Due to all this and a few observations of...

Patch 1.801 No Installer Release (mac compatible)

Patch 1.801 No Installer Release (mac compatible)

Patch 11 comments

In the past few days, we actually read a lot of comments and looked into the feedback many of you provided. Due to all this and a few observations of...

Comments  (0 - 10 of 25,420)
Eduardo82
Eduardo82

Voted! I hope everyone is well!

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nuclearsnake
nuclearsnake

Any news right now? Updates? Releases?
When's the next version?

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Guest
Guest

Develop: When it's done. Be patient.

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Soul-Guardian
Soul-Guardian

Is this a stand alone, or do I need to have the game?

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NikCaputnic
NikCaputnic

It is a mod, so yes, you need Generals Zero Hour (pached to 1.04).

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Guest
Guest

RISE OF THE REDS FANS AND MAKERS THANK YOU VERY MUCH IT'S WONDERFUL PLEASE MORE THEN MORE SINGLE PLAYER MISSIONS MAP YOU'RE AMAZING WE LOVE YOU THANK YOU VERY MUCH

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Guest
Guest

What processor is recommended to have in order for the game not to clog up and lag on 8 player maps with all players?

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X1Destroy
X1Destroy

I think a perfect experience with 8p maps is impossible. But it does improve somewhat on 3vs3 and lower using a cpu with 4ghz or above. Just remember that dual or quad core is redudant, because this game cannot use more than 1 core. It's old as hell.

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D.Va-N
D.Va-N

Im afraid none, the engine is pretty old

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Guest
Guest

That issue has to be addressed, i know there are no suggestions to be taken or advice to give to the creators, but as more is added and changed the engine just wont take it.
if it can be addressed at all
it is the biggest issue with the mod overshadowing the little things such as faction balance and whatnot

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Mizo_ROTR
Mizo_ROTR

This is not something that can be fixed though. Keep in mind that on top of the old engine, alot of units in the mod force it to do things it is not intended to do and abuses it so that you can have the more interesting units such as the Topol-M or heck, to even prevent the game to crash if USA picks chemical suites and veteran company gp at the same time.

This is something you have to love with sadly. The engine itself is simply not optimized enough to handle 8 players. ( even vanilla Zerohour barely handled it)

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Skoft
Skoft

What about OpenSage?

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Guest
Guest

im oblivious to programming and coding, but can you swap engines?
Take for instance the Battle for Middle Earth 2 engine or even 1?
Can a transfer like that be pulled off?

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NikCaputnic
NikCaputnic

Sage from ZH-era and the later one a pretty much two different engines, with pretty much different codings. So, no, it does not seem realistically possible.
And even if it is, then they are so different that many features from Generals simply can't be reproduced in the same form, not to mention lots of ROTR's features. At least not for someone who is not experienced with it as much as with General's engine.
And even if there was someone who could possibly try to do it, it will take too much time, speaking about years there. And ROTR is already takes a decade to develop.

Though, there are certain people currently attempting to recreate SAGE possibilities and improve them using OpenRa and ARES technical developments. But it is still pretty much unknown if the project will have any success, and if so, when it should be expected.

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Guest
Guest

Could limiting the number of units help anything, meaning putting a population cap to be chosen before a match?
Anything to relieve the old engine

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Mr_Eggs
Mr_Eggs

I'm afraid even adding a population cap wont make it run smooth as silk

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C&C: Generals Zero Hour
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Highest Rated (136 agree) 10/10

awesome mod, with lots of potential rivaling some of the best mods.

the fact that its still in development speaks wonders of whats to come.

Jan 10 2011 by 501General

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