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 73 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...

Add file RSS Files
ROTR Patch 1.86 Release

ROTR Patch 1.86 Release

Patch 254 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 553 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 25,386)
Guest
Guest

when i start the game i dont have the challnge mod anybody know howcome?

Reply Good karma Bad karma-1 votes
Jonesy95
Jonesy95

Because the challenge mode hasn't been added yet.

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nuclearsnake
nuclearsnake

so... any news?

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Guest
Guest

what sound file does ural truck use(.wav)?
there is no ural truck in !rotr_voice.gib

Reply Good karma Bad karma0 votes
INCREDIBILIS
INCREDIBILIS

Because they use in game voice files not found on ROTR_VOICE.GIB.

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Guest
Guest

which is?

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INCREDIBILIS
INCREDIBILIS

I can't remember what name of that unit, my bet it's been used by General Mohmar Deathstrike in gamefiles. Name for select is vconsea, for create ipowsed, for move vconmoc, for attack vconmoe.

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NikCaputnic
NikCaputnic

A remaster of C&C is going to be real.

Jim Vessella (a former EA producer who was a part of TibWars and RA3 development, and now takes part in Rivals dev.team, and possibly in future remastering projects) confirmed what was told in the last October.

Reddit.com

What is already known:
1. The grand plan is to remaster several games of the franchise.
2. The first one will be "Tiberian Dawn". The second one is planned to be the first "Red Alert".
3. Development will be taking place in cooperation with Petroglyph (some former Westwood staff still working there) and Lemon Sky Studios (the one which took part in remastering Blizzard's games like Starcraft and the upcoming Warcraft 3 reforged).
4. It is still unknown if Joseph David Kucan (don't think Tiberium Prophet needs any introduction \../_ ) will take part in the project.
5. Frank Klepacki is going to be responsible for musical accompaniment of the remaster.

Reply Good karma Bad karma+3 votes
Guest
Guest

I can keep waiting till 30's for 2.0 if I have to!

Just keep that perfection under construction SWR Productions :)

Reply Good karma Bad karma+1 vote
GunRunner92
GunRunner92

I love this mod, and the fact you are using music from the PS2 game Freedom Fighters is even better with Russians.

I have an idea for you in the future for this mod and I hope you think about it.
With the Russians, you gave them ICBMs and i love that, but the Chinese have the nuke silo, while the Russians have the big artillery gun. Why not switch them? But instead of giving the Russians just any "single war head nuke" make it a bigger version of the ICBM structures. Basicly a massive underground silo that has a 3 war head MIRV in it. and make timer like 7min, just because of the amount of destruction it will cause. If you have played the nuke general from the C&C mod Contra 008, you will see what I mean.

Also, I love how you completely changed up the GLA. I hope you do the same thing for the Chinese and USA.

Anyway, this is just an idea. Please keep doing a great job on this mod.

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C&C: Generals Zero Hour
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2001 votes submitted.

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Highest Rated (135 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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