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.

Description

This Add-On restores the original Challenges from Zero Hour, overhauled for Rise of the Reds, with a few changes here and there. Currently, featuring 8 Challenge Maps. (More might come in the future)

Preview
Vanilla Generals Challenges Restored - RotR
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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

To get a few things out of the way and for people who cannot be bothered reading the description.

- Something doesn't work.
Make sure you have only Rise of the Reds and no other mods in the same folder installed.
Make sure you start 'RotrInternal' and NOT 'ROTR185_Lnchr'.
Make sure you installed RotR version 1.85 + 1.86 + 1.87 2.0 (don't even dare to comment if you don't).
Make sure you don't have the following files in your root folder: 'data\ini\Campaing.ini' and 'Window\Menus\MainMenu.wnd'

- If you are playing with a modified "gamedata.ini", set everything ending with easy, normal and hard in the .ini with 100 %. And 'maxcameraheight', use only values between 350 and 510. Any values below or higher will cause glitches in cinematics, where camera pitch has been changed.

- Incompatible with Vanilla Campaigns Restored since it changes the campaign.ini and Challenge.wnd. Make sure to hide, delete, etc. '!!!VCR'.

- If you use 'RotR Widescreen Upgrade', make sure to install the included compatibility patch for it.

- Insert CD shows up/Zero Hour starts.
Download and install this: Bibber.eu

- Updating MIGHT break your manual saves (not autosaves), rendering them unusable.
Check the changelog, if a mission has been changed the chances for a broken save are high. Unchanged missions will be fine.

- "Still doesn't work."
Explain in full detail what happens.

- "Can you like, uh, change this and that and fine-tailor it to me?"
Youtube.com
If you have a suggestion, then explain why I should implement it and what effect it will have on gameplay. Insignificant stuff like, "change the team color", will be ignored. It doesn't mean I don't care for suggestions, quite a few have been implemented. Just keep them reasonable. Or learn how to use worldbuilder, if you have time to play and complain, you have time to learn modding tools.

- "Do the same for; Shockwave, Project X, Babushkas Revenge, Project Tomahawk:Storm, Malaysian Wars, An Act of War, Blitzkrieg II, Star Wars: Imperial Assault, Contra, Korea War, Minecraft, CoD, Sims..."
Youtube.com
When people request ports for other bigger overhaul mods, they don't realize how much time and effort comes into developing these "simple and easy" map packs. GMC (now a part of VCR) took multiple years to make.
Granted I had a lot to learn about worldbuilder, .ini editing etc.
In essence, to port maps over I have to learn how the mod is balanced, how things are named, test it, fix bugs and so on, which is very time-consuming.
General rule, if I play one of these mods I maybe and this is a very big maybe make a XYZ edition, so asking is pointless.
My add-ons are free to use, means you can use them as a base for your add-on.
You don't have to ask for permission. Just give me a link, so people who are interested in those versions can find them here.

- "Hey, great addon, now do unrelated addon, pls."
no

- "Challenge 'X' is too hard, and I don't plan on elaborating where I'm struggling."
Ok, Youtube.com

I will post changelogs under this 'sticky', so don't reply to this comment.

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

23.05.2021
v.0.952
The game now ends properly when playing as USA against Dr. Thrax
22.05.2021
v.0.951
The game now ends properly when playing as USA against Shi Tao

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Cam-C&C
Cam-C&C - - 176 comments

Awesomeness! Thanks for this so much! Can't wait to get home and play this!

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

Have fun!

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Guest
Guest - - 690,361 comments

i found a bug when i play as USA and when i finished the gameplay vs the china nuke general i cant win why?

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

fixed, redownload and reeinstall the newest version.

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Guest
Guest - - 690,361 comments

i have an newest version of it and it is nice to play the game that you created i support this and i loved it godbless

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Guest
Guest - - 690,361 comments

Hi again i found another bug in USA when i challenge the toxin general the game isnt victory properly

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

fixed

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

Thanks!

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Guest
Guest - - 690,361 comments

wow new addons

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Guest
Guest - - 690,361 comments

pls make more addons we like you so much

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liomalios
liomalios - - 61 comments

why it says please insert first cd of the game... i played many mods before and all worked fine..

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

Download and install this:
Bibber.eu

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Guest
Guest - - 690,361 comments

hi found bug in ECA when do not have power first chanllenge is bug or balance

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

what

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Guest
Guest - - 690,361 comments

Finally, someone make it
Thanks

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Herrstracken
Herrstracken - - 33 comments

No Russia or ECA challenges?

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

nope, nor are there plans to add them.

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Degulum
Degulum - - 22 comments

No modded buildings were added and half the original ones are missing, no strategy center for air force etc. I played against stealth and all it threw at me were 2 bikes and 2 technicals.

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

- "No modded buildings were added", Not true, unless you mean custom buildings which are not advertised and don't have a reason to be added.
- "half the original ones are missing", Not true. AirGeneral, ChemGeneral, ChinaBoss, LaserGeneral, NukeGeneral, Stealth, SuperWeaponsGeneral and TankGeneral are inculded,
i. e. ALL vanilla/original challenges.
"no strategy center for air", from my description: "...on Easy - the AI only uses T0 units, Medium - T1 and Hard - T2.", means, the strat center spawns only on hard.
- "I played against stealth and all it threw at me were 2 bikes and 2 technicals." On what difficulty? If it has been easy, that's intentional.

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soloer777
soloer777 - - 4 comments

How do I change the starting default money?

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

Worldbuilder

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Guest
Guest - - 690,361 comments

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Kuddlesberg
Kuddlesberg - - 19 comments

Imagine playing as the original, but had to survive against Russia or ECA for 45-60 minutes as a challenge like no other. Vanilla standing up to a mod bully. That would be the "hardcore" difficulty?

- You only need to fight those 2 instead of all these generals in this difficulty. The AI Russia or ECA will unleash more than one Black Bear or Manticore upon you at a time per wave. They will have all units of all their generals. Your goal is to survive against waves after waves of enemies for 50 mins until they decide to call it a "draw". Defeat leads to a jump scare of General Nikita Ivanovich Aleksandr's unmasked face.

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Guest
Guest - - 690,361 comments

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Guest - - 690,361 comments

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Shomo
Shomo - - 9 comments

Hey dude thanks for this wonderful addon. Btw I have a problem regarding the Lazer General challenge in which at the later part of the game (especially the time I am assaulting his base) it lags so hard to the point it just doesn't respond.

I hope you can fix this issue, or maybe confirm that it is indeed a problem on my part. So far all of the other challenges works fine as intended.

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

Sadly, no, that issue is known. I don't really have an idea why that happens, since it appears inconsistently, making it hard to fix.

This guy played without any issues:

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rizuxc
rizuxc - - 8 comments

Hey can you make this mod works with Genlauncher Rotr? i installed hanpatch and control bar pro. it would be really great if you make this mod works with genlauncher rotr.

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

What is a 'Genlauncher'? For HP, add more '!' to my addon than HP may or may not cause problems. I'm too busy with making an VGCR HP edition.

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Skyrim920
Skyrim920 - - 26 comments

It's an application similar to Vortex that NexusMods has, a Mod Manager. It's something you can get through Gentool.net

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Skyrim920
Skyrim920 - - 26 comments

Thankfully it does, as the Author is actually quite right about the exclamation points when putting it in the files. When you put the "!!!VCR.big" file in the Generals ZH folder, if the folder is managed by GenLauncher, you have to put the file specifically in Command $ Conquer Generals Zero Hour/GenLauncherModifications/Rise of the Reds/1.87 Public Build 2.0

After placing it in there, all you have to do is add an additional exclamation point to the start of the file name so it has more then the rest of the files. This will allow you to play the Challenges,

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

Thank you for the info

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Skyrim920
Skyrim920 - - 26 comments

As I received an email about a reply to this but cannot find the post, yes it will be fine when the name is changed, the important part is that the original part of the file name stays the same which it does. However, if you still receive "MISSING_VGCR" on the selection- I cannot figure out why this appears with Hanpatch at the moment, but otherwise it works.

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MobiusAereos
MobiusAereos - - 48 comments

I have a suggestion in regards to merging the VGC & VCR ports

Since the Original Challenges have a slot for 9 generals - which is currently occupied by 5 factions

why not add the two Campaigns Gen & ZH into the map as continuous campaigns,

basically: Generals starts at China then GLA, last by USA

then ZH, separated : Starts with USA -> GLA -> China

like how the Original Campaigns were just continuous...

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

Technically there are 12 slots
I'll do a merger/aio version when there is enough content;
- Fixing and balancing current maps
- Adding Infantry, Demolitions, GLA and USA Boss Challenges
- and restoring the last (playable) alpha build 98 mission

But due to irl, that may take much much longer...

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MobiusAereos
MobiusAereos - - 48 comments

Here's my Review Suggestions and Bug Report for this add-on:

General: No problems here! :D Well done and unlike VCR I did not suffer any crashes throughout my play through for the HARD difficulty on ALL Factions

If there is anything I would suggest is to put a SW limit of one for Normal & Hard (or just on HARD) difficulty, currently most players would just turtle on their base rather than actually attacking the General's bases, I find this tactic really just out right boring, unlike in the campaign where the player slowly advances in available tech and units, in the Challenges they already have access to most units (save for the Rank Unlocks) hence the easiest tactic is to go for SW spam and turtle inside their base.

Changing into a limit of 1, MAY convince players to a more aggressive playstyles (possibly) similar to what multiplayer tactics does (basic base expansions, multi unit synergy and actual assaults on enemy bases)

Apart from that there's rely not much to say in general well done !

next will be the Challenge Specific ones

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

Thank you for your review.

- SW limit
I don't like restricting the player, especially if the CPU has no limit.
I let it up to the player if he wants to play aggressive/defensive etc.

- Super Weapons General
The GLA can call in sneak attacks on the other islands. To do that, you have to park your CT into your Chem lab (I hope this gets fixed one day).
I don't like adding bridges into this map, it will look way out of place. The other way to fix this, is to add naval ports.
However I like the suggestion with crusaders, SEALs and TDM (moving it to Lazer Gen).
The avenger spawn is a bug, don't know why that happens.

- Air Force
With the addition of amphibious units, I think it is a bit redundant to add a bridge. Also, the player is rewarded for using a rarely utilized game mechanic.
I like the idea of adding the paradrop GP. For Ground attacks, I think the drone carrier is more fitting. For the survivability, I think I'll re-add the stealth coating.

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MobiusAereos
MobiusAereos - - 48 comments

(As mentioned before this review is based on the HARD Difficulty
USA Super Weapons General - Alexander
Terrain- The Biggest Issue has always been the terrain since it is separated into three large islands. GLA has the most problem here since their HQ is now the Truck and they can't use their sneak attack anymore if the terrain is disconnected by water & w/o a bridge. China has one troop transport that is amphibious, that's it. ECA has three two transports and one light. Russia fares better with Golems and BMP/Maulers with Miska support but if you assault with just them her heli's become the players problem. Only USA fares best when attack since you can use the Starlifter and multiple Heli's you'd only have to deal with light AA.

If may I suggest: connect the three Islands with land bridges, bridges would work too but unit pathfinding is really janky with the AI.

Unit Composition: I have no qualms with her Aircraft spawns as the Nighthawks are clever in destroying Detectors and AA you place, making the player to play smart and place their defenses wisely; while her commanches actually flanks your base
But imho... she lacks theme with her units unlike Granger (Air Force) and Townes (lazer).

Since she is canonically part of the Marine Corps. I think hover crusaders would be her standard ground attack teams since the ROTR crusaders are meant to be used mostly by the Marine Corps.
Additionally SEAL's would fit perfectly for her stage as they can swim - and they can replace the surprise infantry drop which are mostly Missile Defenders and Path Finders.

Tech/Call-ins
For current tech she's fine already, if anything she'd probably go better with bombardment for her strategy center(following the change of her unit groups mentioned above.
For call-ins though I think removing the TMD from her call-ins would even things out(she currently has the most) plus it fit more thematically with Towns (due to it being Lazer) or with Granger (being an Anti Air Free zone)
Alternatively just make the TMD a standard call-in for all USA Generals(on Normal and/or Hard Difficulty)

Unknown: I'm Not sure if this is an Oversight but SW Gen rebuilds the isolated Avengers (the ones on smaller islands) and stacks them at the front of her base entrance where if a huge blob is left alone they can effectively knockout most Call-in Strikes. I haven't encountered any technical issues with said blob apart from lowering a bit my frame rate but it should be removed

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MobiusAereos
MobiusAereos - - 48 comments

USA Air Force General - Granger
Terrain - map works no problem here, I would only suggest adding a second bridge on the left side so that there are alternate access for base expansions rather than staying on just one path.

Tactics: It may just be me but his heli's strikes are quite upfront unlike SW gen who flanks most of the time. perhaps make them do the same for the Heli's?

Unit Composition: Like SW Gen. he doesn't field much ground forces, true he is Airforce Gen still, once you lockdown your air defenses he can't really touch you. so an alternate to this;

I suggest giving him access to Tomahawks and Lvl 3 Paradrop (GB+Delta+ATV Humvee), regardless of difficulty. The former fits well if he's Strategy Center always chooses "Search & Destroy" for bonus range while the Paradrop fit's with the "Airforce" theme while still giving him some ground forces.

He'll probably the only US General that doesn't build much (with Tomahawk only) but if the Paradrop Call-ins are continuous after they cool down he'd probably be a worth while challenge

Tech/Call-ins:
Search & Destroy Focus - reason mentioned above.
Guaranteed Counter Measures Upgrade: Regardless of difficulty even on hard as long as one manages to spam T1/T0 AA the player can already clear the skies from Helicopters.
TMD - since US is the Air heavy faction, he's Air focused and all of their helis are far more fragile compared to the other factions (US doesn't have a heavy helicopter, apart from ECA but they're far more defensive multirole and has better repair options) means he's main units needs more survivability.
Carpet Bomb: For some reason this is missing when compared to ZH, probably make it lvl1 B52 for Easy, Lvl2 B1-Lancer for Normal & Lvl3 B2 Spirit for Hard, making it a standard call in for him together with the Paradrop (only difference Paradrop stays level 3 regardless of difficulty.

Bugs/Unknown: None :)

All in all US Airforce is actually easiest among the US Generals since once you deny his air attacks you're pretty much secured and proceed with whatever you plan to do to his base, and there are minimal resistance from ground attacks.

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Destromath
Destromath - - 153 comments

Is your widescreen compatibility patch interchangeable with your other R.O.T.R addon (VCR.big)?

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

No (yet)

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MobiusAereos
MobiusAereos - - 48 comments

Continuing on (sorry for the delay, and as usual all reviewed on HARD difficulty)

USA LASER Gen - Townes

Terrain- having the largest base area for all of the Gen challenge (ATM) it actually works well. My gripes in this map is the placement of the oil derricks and other tech buildings as well as other supply docks for expansions.

These having placed in areas where holding them is pointless since Townes will immediately send out a team to destroy them. Since his base is straight in the middle of the map trying to send defenders for these structures and other supply depots/piles is not worth the trouble let alone capturing them. Also the lone Tech Howitzer at the far left is actually pointless as Townes sends large Helicopter Groups against it all the time.

My suggestions:
Tech Artillery Platform - place near of the player base, ideal spot is swapping it with one of the Civilian Houses that is in front of the Players Main Supply Dock.
Tech Hospital - Place closer near the player's main base
Supply Depot NW - Position is really pointless to hold and try to expand... no idea if this should or should not be kept.
Medium Supply Pile SE of Map - better area to defend due to the space available, but still too distant to defend - tbh the position of these would be expansion is either way too tight to place supply gathering buildings, imo increasing the default supply at the player's base is far more intuitive than having really clunky base expansion areas.

Oil Derricks - I'll be honest these secondary supply sources placement does not really fit in this very urban map - might I suggest replacing the oil derricks with supply pads (the one where a UN Pavelow drops a supply crate that manually needs to be collected every min), while the refinery can stay but more on an accessible area.

Tactics: Works great nothing needed to be changed

Unit Composition: suggestion for unit's with lasers
-Paladin & Bradley(Bradley only for Easy/Normal) default having a strong tank unit that can take hits, Bradley could also use an appearance since it has PDL and just need to be included in Townes build orders and factory buttons. rather than having the crusader II (which the ROTR lore stated made for specs of the Marine Corps)
-Avenger - it's literally just lasers (already in current VGCR version)
-Recon Drone - it has the same Laser marker as the avenger mixed best with AT drones or infantry waves
-AT Drone - it's attack is close enough to be laser (and visually fits too)
-F-35 Widowmaker + Hunter Killer Drone - mostly due to LASER Guided Missiles, the Former actively attacks any units while the Later exclusively hunts vehicles
-Viper Attack Helicopters - rather than using Comanche's I think Townes would fare better if he has access to the Vipers since he's canonically part of US Army and same reason as Widowmaker and HK Drones; having Laser Guided Missiles only difference is they drop their rocket pods at the closest possible building, and/or prioritize taking down the player's Helicopters.

Lastly, his Tomahawks by default, could be firing in Cruise Mode as visually it paints it's target with a Laser, fitting for the Laser General.

Tech:
As suggested before:
SW Gen defaulting with Hold the Line, Airforce with Search and Destroy,

Bombardment would fit well with Townes since he has the most ground units available.

For call-ins apart from the previously mentioned TMD being moved to him from SW Gen, I think the Leaflet Drop could also work for him thematically, since he's an Army General and ground fighting is his forte.

Bugs: All Predator Drones at his base entrances are invincible, afaik his is leftover from the original Gen Challenge. afaik it would fit better if he just replaced them after a few mins (3-5mins imho).

In conclusion: Laser Gen is generally normal challenge when compared it to his SW & Airforce counter parts. His biggest let down has always been his map arrangement since his map is very urban + large base area means there's ain't much place for expansions assuming the players builder can reach the expansion areas, same goes for the tech buildings.

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MobiusAereos
MobiusAereos - - 48 comments

USA Misc

These are just additional suggestions that I forgot to include in my earlier USA Gens reviews or replies to the authors comments

You may choose to ignore these.

Airforce Gen:
There is a trigger when the player destroys afaik 3-4 Airfields he will "call" for reinforcements from the "USS Olympia", but it's more like a free spawn of jets for him.

Think this could be improved if rather than spawning free raptors for him, why not the Auroras instead which will prioritize the following:
SW>CC>T2 building>T1 buildings>everything else.

Making it loop might work as well, as in; if the player lets Granger (AF Gen) rebuild his Airfields and then destroys them again, he'll spawn another wave of Aurora's in attempt to knockout the said buildings mentioned above (again).

Alternatively, since the Raptor model is still in-mod, perhaps swapping them with the F-35 Widowmaker.

Laser General:
Has the most ground troops, perhaps the Jav teams replace the Missile defenders part of the infantry attack teams.

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MobiusAereos
MobiusAereos - - 48 comments

(As usual all reviewed on HARD difficulty)

GLA Toxin General Dr. Thrax:

Gold Standard of the General Challenges. Map Works, No Bus, Expansions are well placed so as the tech buildings. If there is ANYTHING that would better fit his theme (TOXINS) is that if he could build SCUD launchers by default rather than Grads.

And his sneak attack could compose exclusively of anthrax bomb trucks. Only differing in amount depending on the difficulty

GLA Stealth General Prince Kassad

Terrain: Good Map Terrain, Good Base Area, if anything I suggest swapping the civilian buildings in his south base with additional base buildings. Apart from that it's already great.

Unit Composition:
Technicals. Quad Cannons, Rocket Buggies for his vehicle units is okay, I think the amount is a bit less... per wave spawn.
There's also a great lack of Stealth Bikes ... which would fit great if they flank the players base by exploiting their mountain climbing abilities...

Kassad also claims that he has snipers but only Jarmen Kell is on the field, and he's just hunting Helicopters and charges into your base without care for self preservation.

Partisans would work great as snipers for kassad and with Jarmen Kell could hunt on a certain defined areas, with the partisans attacking any mass infantry and Kell using his abilities only on passing helicopters(stinger) or vehicles (suppressive fire).

Additionally he could have access to the reinforcement pad by default and it's waypoint set to the players base... as a form of armor but at a very limited capacity.

Tech: Sabotage ability seems missing... would work great on him.

Bug: A radar van continuously detects one of his tunnel networks near the south base, perhaps the tunnel is under a different team, which may be listed as an enemy to him. The tunnel itself is considered as enemy to the player.

Of the two available GLA Gen challenges, Kassad is the most lacking in terms of an actual challenge as once the player neutralizes his stealth capabilities he's pretty much a push over all they have to take care of is the GLA Ambush, Sneak Attacks and SW, the former two is really easy to take care of since the player has the time to take care of setting up an intercept team in form of helicopters, and only the SW is the form of urgency the player has to face since he builds it from the start.

Thrax is just the Gold Standard for the GLA challenges if not all of them.

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

Thank you again for your review and suggestions

I agree with most of your points.
But some are not possible, because of technical limitation/consistency. For example, Scud's for Thrax. It is possible to make him build Scud launchers by adding a bottom. The problem arises when the player plays as GLA and suddenly gets access to the said unit, while in the other challenges he didn't. One way to add Scuds to him would be just placing them in worldbuilder.
The same goes for Bradlies for Townes.

Def agree with Kassad, needs to be fixed.
For Townes, also agree.

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MobiusAereos
MobiusAereos - - 48 comments

USA Misc

Strategy Center focus for every US general - revised due to the previous suggestions are confusing/contradicting

Airforce - Search and Destroy : Really just fits him kind of a ground based AWACS if you know what I mean, it's thematic and not much of a hindrance since he doesn't build ground forces

Bombardment : Ok I'll be honest I'm in a pickle on which one between SW or Laser Gen should have this.
On one hand Bombardment might work well with SW Gen if her tactics become hit and run (as suggested with the hover crusader earlier),

On the other hand, Laser Gen might do better with Bombardment since he deploys more ground troops including armored tanks (with Composite Armor) so in my opinion he could exclusively have more firepower than armor provided by Hold the Line Strategy.

Hold the Line: As mentioned above with the prospect that the Crusader Idea may get implemented and that hit & run tactics will be SW gen's forte, having an increased armor by this strategy will greatly compliment her crusader and seal focus ground attacks.

GLA Misc:

Toxin Gen: While we can't have him build SCUDs from the GLA Arms Dealer, perhaps we could use an off map spawn like how Granger's "Reinforcement"

I'm thinking: SCUD Launchers spawn off map and move from the the NW part of his map and move near to the Oil Derricks at the north west as the their starting point from there they'll start to make way to the player area to the south attacking (in priority) building under the player.

The amount of launchers will depend on the amount of Toxin Bunkers he has under control in the map afaik there are 5-6 scattered in his map all in various HP states (afaik one is heavily damaged near the player's base). And the amount will be reduced per bunker remaining.

Difficulty will determine the timing of these spawns probably 15mins for easy/ 10 mins for normal / 5 for Hard.
Then again this could be exclusive for Hard difficulty since the Grads that the SCUDs will be replacing are only available for him on HARD difficulty.

Don't think we could do the same idea for LASER Gen's Challenge for the Bradley idea, since his base is smack down in the middle covering majority on the map.

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MobiusAereos
MobiusAereos - - 48 comments

(As usual all reviewed on HARD difficulty; pardon me this took longer than usual.)

Nuke General Tao

Terrain: Works well Not much to say about here

Neutral Tech/Supply: There is a Oil Refinery in Front of his East base that is pointless to capture since:
1) It's directly in front of his base meaning capturing it would just make his forces prioritize it and destroy it before moving onto your base.
2) By the time most players capture it, they most likely have invested for a significant attack force or SW spawn for it to be even useful.

If it cannot be moved to a favorable position to the player (Yes even I could not find a proper placement for it in his map) why not just make it part of his team, by switching it from neutral into his team.

Another thing to Note is the placement of two Supply depots up north, in my opinion these two are excessive for the players as expansions.

Perhaps moving the Oil Refinery on the Hill replacing the Hill top Supply Depot/Expansion since it's a bit favorable position to defend.

Unit Composition: While having the basic Red Guards is not bad there's a distinct lack of Nukaneers for him as basic Artillery troops.

Additionally while nuke tanks upgrades + Depleted Uranium Shells + Isotope Stability; fits well with his theme, the units benefiting from them, to be specifically the Overlord, in my opinion does not.

If anything else the Shenlong w/ Nuke Launcher may fit better with his unit composition.

Having tank hunters as his basic AA and only limit only to them as his thematical weakness should do fine as well. (Since his entire design is the usage of high damage nukes)

For Base defense at the very least his Nuke Missiles needs to have the Mines upgrade since they're way to easy to be cheesed and destroyed by stealth units.

He also builds 4 MiG Fighters but never actually uses them. I'd suggest separating them into two teams that defend the Nuke Missiles on both east and west; as apart from stealth units easy cheesing them, small groups of helicopters can easily by-pass the AA defenses at his base.

At the very least the MiG fighters will prove as a deterrent from them easily passing through his base defenses

Additionally he has a very distinct lack of basic stealth detection in base with only one troop crawler ever spawning and rally's at the middle entrance of his base. Either upgrading his Speaker Towers with the Sensor Tower upgrade or have him spawn more Troops crawlers and guard specific parts of his base would easily fix this.

Tech: All good here and fits with his theme: Nukes

Bugs: It is impossible to lose from this challenge due to the First Supply depot being part of the players team, and that it is invincible.

Conclusion: Nuke Gen Challenge finds itself on a rather weird place due to the default faction focusing more on unit spam contradicting his "High Tech" units.

I suggest swapping his unit focus, into building more high burst damage troops i.e
Nukaneers, Nuke Cannons, Han Gunships w/ Nuke upgrade

And less in frequency(not amount of units per wave) of conventional Ground troops. Basically Nuke Artillery being his high points and main strength with a distinct weakness of AA.

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Guest
Guest - - 690,361 comments

EU vs Townes on hard difficulty is almost impossible to complete.

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Stanislav.Saw Author
Stanislav.Saw - - 208 comments

Okay, and now?

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