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 75 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 25 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 45 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 12 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 250 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 579 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 302 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 58 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 25,076)
Demon_Of_Razgriz
Demon_Of_Razgriz

So, I am attempting to install this mod in my folder, but every time I try to launch Rise of the Reds, I get a message saying it was installed in the "frong" folder. I assume it means wrong and not "frong". Anyway, I put it in the same folder that has the C&C Generals Zero Hour Data and MSS folders, along with lots of .dat, .big, . dll files, and the application to launch Zero Hour is in the folder as well, so I assume it is in the right place, but it won't launch, so it must not be.

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Guest
Guest

To Realistic1, put off with your misaimed armchair military nonsense out of here.

To MaelstromX103, in 2.0 version can generals of different or same factions synergize in team games? I can see some general team-ups benefiting each other.

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Guest
Guest

I mean obviously like any other RTS game where you're on same team and heal one another. I'm talking what creative and indirect ways can generals benefit from and to each other, with special units, support powers and more...

Or just find fun combinations, whatever goes. I dunno. 15 frikken' generals in the end, every full of exclusive stuff.

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MaelstromX103
MaelstromX103

Tricky question. I am not sure how to answer that.
There will not be assets that are specifically designed to work in team games. But obviously, there will be some that weaken the opponent, while a second player strikes a decisive blow.
Think of the ECM satellite. It disables the troops and disrupts missiles in the area. If another player use a strike GP, or a carefully managed air attack, it can be devastating.
And if the question is will there be more of such options, of course there will!
I hope I answered the question.

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Guest
Guest

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

A5SA5SIN
A5SA5SIN

Hi will you make a small symbol in the unit icons like stealth detection,anti air stealth units,artillery,etc like this one
Moddb.com

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Realistic1
Realistic1

A5SA5SIN

ECA

You can see something like that in the case of FIELD COMMAND and ENGINEER, their circles.
Both show repair-range, the first circle with the nut (for ground and air units) and the other with the wrench (ground units).

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MaelstromX103
MaelstromX103

The idea is interesting.
But so far there is no plan to implement it. Maybe, maybe not. We'll see

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MARS2588 Creator
MARS2588

Instead of turning this entire comment section into your personal chat room, please consider compiling multiple of your various nitpicks into one collected post, as to not spam up the page like this.

Reply Good karma+6 votes
MaelstromX103
MaelstromX103

Or use the forums, or the Discord to discuss it more fluently :)

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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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