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...

Add file RSS Files
ROTR Patch 1.86 Release

ROTR Patch 1.86 Release

Patch 259 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 562 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 25,489)
NightStalker12
NightStalker12

Isn't it time to update this guys? I know you are working on this but others might not.

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XCASYX
XCASYX

Hello SWR Production!

I just wanted you to know, that I really appreciate everything you have done.

Sincerely,
One of your followers

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greenbooger
greenbooger

I don't.
It would take years if they started now. They do have the base, but imagine building 3 separate faction out of each of the base 5, then making the campaigns, then making the challenges, then balancing it all out, then sorting out the bugs, all while they get together a team to create all the dialogues, cut scenes, adding new units, nerfing what needs be nerfd, boosting what needs be boosted, making it all work and trying to hurry up at the same time. Imagine the scale of the project, try and picture it.
It will be chaos. I seriously doubt they will ever find time or will to create it, since nobody has 30 000$ to give to them so they can create it in few months.
The project sounds good but its too ambitious.
Add to that there is a possibility they make it halfassed, what if they make the story stupid, what if they offend the Russians by not making them the bad guys, what if corporations want to racketeer them, what if the mod cant be run properly without a monster gaming computer, what if they get a different game engine (like the one from LOTR BFME games) and it looks weird and not C&C generals-like
There are too many variables at stake and there is absolutely no need to wait for it as its around the corner, if it pops up, it pops up, great, but i wouldnt get too worked up about it. Its too much work. The PB mod now is great as it is, they would have to create an entirely new game for the 2.0.
There are hundreds of cringy although made with effort campaigns and missions online to download if you want, try getting all the medals, play online with others, its a great mod now as is.

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Guest
Guest

Goddamn right about Russians being offended if we aren't the bad guys.

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D.Va-N
D.Va-N

tbh I have to disagree with you, of course, campaign is off the board I guess, however RoTR community already did some missions and they look good and play like proper missions, maybe they can even be taken by SWR Team with small adjustments to them.
About your statement considering splitting base 5 factions into 3 different ones each is false. There will be 3 different generals for each faction, but do not think about them as a Shockwave like level of difference, think of it as an improved version of ZH with unique GPs, units, upgrades and in some cases buildings, but again not the same level of diversity as in Shockwave.
Ideal balance cant be achieved either, if someone wants balance, then go play StarCraft, cuz there are already 5 factions and to balance them all is almost impossible.
Lets just be patient, great things always take time!

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Black♥Heart
Black♥Heart

i wonder when 2.0 will be released T_T

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saccarozy
saccarozy

a long time later in a galaxy far far away

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metalgeararma
metalgeararma

how and where can I find the latest link of this mod ?

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Samer-King
Samer-King

From the Swr Site Log in in order to download it

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Servant_of_Morgoth
Servant_of_Morgoth

In my opinion this mod needs balance. Russia and ECA are too powerful now. Will you solve this problem?

Reply Good karma Bad karma0 votes
MaelstromX103
MaelstromX103

Balance is being worked on.
But, in your opinion, what should be changed? Because "Russia and ECA are too powerful" is not something we can work with.

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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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