Hello everyone, and welcome to the first article for the HanPatch ModDB page!
The_Hunter649 suggested making one many months ago, but we got around to it only now. Better late than never.
HP is the product of the long hiatus that Rise of the Reds experienced starting from 2018. Drawing lessons from my previous community patch, it was meant to solve a number of longstanding bugs for Version 1.87 Public Build 2.0, as well as introduce a few experimental changes. Over time, the experimental aspect changed into a more proper, formalized continuation of 1.87 development, with an increased focus on resolving bugs and balance concerns, along with introducing new mechanics that follow the spirit of original ROTR.
Three years later, it has evolved into a full-fledged addon, with recognition from The_Hunter himself, that offers its own unique content and mechanics. Some of these include:
- Exclusive units and buildings with new, high-quality models made by M.P
- A complete revamp of the ECA Deployment Zone Battlegroups, with distinctive veteran unit textures and cameos, and two unique Battlegroups
- A GLA mechanic which allows players to buy Recycler salvage of the factions they are facing, to provide an alternative, consistent access to salvaged tech
- A completely automated emergency power system for USA, replacing the manually-activated ability
Alongside numerous balance changes, we have also accommodated the more casual audience with a smattering of Easter Egg units such as the Sherman Tank, King Tiger, Smerch, Gongchen Tank. These require a separate addon.
The community Discord receives new versions, changelogs and hotfixes as soon as they are available. This may be less viable for ModDB due to bandwidth limitations and patch sizes, as well as the potential frequency of updates. Therefore, we will only upload versions which are considered stable and relatively bug-free (e.g. v31.3).
We have many plans for the future. Myself and some other HP team members are also supporting The_Hunter in the development of the official ROTR, whose next release is currently our top priority. Once that is complete, we will recreate HP from scratch on the new version to make full use of the new stable codebase and assets. This will also give us the opportunity to review some long-standing and somewhat controversial design choices that either aged poorly or lost their relevance. Based on these considerations, we will go forward with our own ideas and continue to develop HP parallel to ROTR itself, ideally in a way that benefits both projects.
This was a project long in the making, and it has grown far beyond my original intent. The team and I are excited and humbled by the reception we have received over the years and the recognition given to us by the very creator of the mod that inspired us in the first place. We hope to continue on this project with diligence and creativity and win your interest in our own interpretation of ROTR's gameplay and world. Until our next update, take care.
thanks for posting and notify us! i am very excited to see the new rotr and why not try also new hanpatch when is out.
come si inseriscono le mod?
Really it translates to two parallel instances of ROTR for you all to enjoy, each with it's unique take on things! We're essentially the same house now, so it's to the betterment of players :)!
I look forward to the next version, I'm glad to know that the Rotr community is united to improve one of our favorite rts games.
Thanx Team ROTR and Moders Community
So... This is official mod for the mod?
Given Comr4dae's comment... YES! It is an official mod of a mod. It's mod-seption.
We've reached the point where ROTR is so good, it has almost become its own game and is now getting modded :D
I was unaware of it's existence, now that I've checked it out,
basically... ZH has ShockWave mod, ROTR has HanPatch lol.
Shockwave has Shockwave Chaos mod :)
Awesome!
Where do we get these patches and updates and how to apply them after 1.86 is installed?
HELLO!
You need to get the Genlauncher app, it's a mod manager for C&C Generals.
It has Gentool built in and makes it very easy to download and update Generals mods, and things like the HanPatch are available through it too.
Just search "Genlauncher" and you'll find it in a second.
@[IgnisAquitas](members:ignisaquitas:4602186)
Thanks!
By any chance do you guys accept donations?
SWR Productions has a donation link here: Shockwave.swr-productions.com
Playing the Zero Hour against 3 Hard opponents gives no lag compared to playing against 1 Medium opponent in the ROTR.
Mods...
My CPU is Intel Pentium G4400.
Still the best mod ever, though. Thanks.
Yeah, that's an ancient CPU, it's 2 threads and 3.3ghz. You can't have something that bad, and then cry the game does not run well for you.
"COMBAT CYCLE patch" needed!
Change it back to the CC with Rebel, or Terrorist.
With Tunnel Defender its stupid, its UNREALISTIC, its annoying, and it makes the mod even UNBALANCED due to its usability when the CPU uses it.
I don't play GLA anytime anyway nowadays.
Thank you good people.
No
@[MaelstromX103](members:maelstromx103:2733823)
PANZERFAUST SOLDIER
when put in Pandur IFV it cant shoot at aircrafts.
HA! What a joke.
>Remove Tunnel Defender from the CC.<
Thanks.
1. Panzerfausts can't fire at air target under NO CIRCUMSTANCE. Neither on foot, garrisonned or in a Pandur
2. "Remove Tunnel Defender from the CC". No
3. The only joke here is you
4. You're welcome
@[MaelstromX103](members:maelstromx103:2733823)
FELINE RIFLEMAN
is also not able to shoot aircraft from Pandur IFV.
HA! What a joke.
>Remove Tunnel Defender from the CC.<
Intended
You're still the only joke around here
No.
@[MaelstromX103](members:maelstromx103:2733823)
Thats the point!
When you compare other similar units with the role given to Tunnel Defenders you just see how stupid, annoying and UNBALANCED was giving the role to the TD.
Gotta admit that firing a missile from Pandur would make much more sense.
>Remove Tunnel Defender from the Combat Cycle.<
Keep it balanced.
Keep it realistic.
No.
The Combat Cycle uses Tunnel Defenders because it is a more useful and distinct unit as a fast rocket-armed AT/AA raider. By comparison, putting default Terrorists on it would mean you never have a reason to produce on-foot Terrorists, and a Rebel bike is way too limited. If most people would put TDs on them for utility, might as well have TD's by default for convenience.
Realism isn't a valid argument in any of this, for if it were, there would be plenty of design choices more questionable than the Combat Cycle. Also, the reason why Felins in Pandurs don't do AA is because Felins do AA via a wholly different secondary weapon (Starstreak launchers) whereas TDs have only -one- weapon that does everything. Another reason is to specifically -not have- an AA Pandur, so that you cannot just use Pandurs as your one and -only- unit for everything.
Also, STOP SPAMMING.
@[MARS2588](members:mars2588:471368)
"because it is a more useful and distinct unit as a fast rocket-armed AT/AA raider" which makes the mod UNBALANCED.
Now you have to get past TD, CC aaaaaaaaand Quad Cannon. Too much AA power for the GLA.
"putting default Terrorists on it would mean you never have a reason to produce on-foot Terrorists" and then so be it!
General Rodall Juhziz used them just like that.
No
@[MaelstromX103](members:maelstromx103:2733823)
Put Tunnel Defender on TECHNICAL instead.
Much more sense.
No
No felin rifle man still shoots aircraft after armory expansion upgrade
This is amazing, thank you guys 👍
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so is edge scrolling bugged or something? Install the game through genlauncher btw