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.
So a little over one year has passed since we announced our return.
Sadly we haven't really posted as many updates as I would have liked, however the good news is that this is not due to the lack of work being done on the project.
Progress has been steady with some pauses here and there (holidays and it being too hot to do any of this during the summer :) ) and we have been tweaking the mod internally with new content, balancing, streamlining and optimisation.
The only problem is that I have personally found it difficult to find the time to prepare a proper updates to post.
That said, I'm not going to leave you all empty-handed with this announcement, however!
Here are some cool screenshots and renders of something that was wrapped up just earlier this week:
In the new version, the Russian missile strike will now instead of increasing the amount of aircraft per rank have a different aircraft perform the strike for each rank.
At rank one the fictional Boar Bomber carrying 2 missiles wil perform the strike.
At rank two the Backfire bomber we have used previously will perform the strike carrying 4 missiles (previously 2 of these would fire 4 missiles).
And finally but certainly not least at rank 3 a Bear Bomber will be carrying 6 missiles will strike a location of your choosing.
I hope you enjoy this small update on a generals power, we're going to see if we can internally reorganize something so that updates will be posted a bit more frequent because we certainly have enough content to do so :)
The_Hunter signing off.
A short article detailing the what, the past, the present and the future of HanPatch.
Hello everyone! We're back again with an update for Reds, Some of you may recognise some of the units on these renders, since some of them have been in...
Hello you all!,So this is going to be our first new update since or announced return in late march, a lot of things have been happening behind the scenes...
Sooooo... its been a while. First of i'd like to explain whats been happening for the past few years.
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...
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...
Please read description CAREFULLY to properly get your game to work. I do not own the rights to this fix, I just share it. Good luck and have fun, General...
ROTR Patch Release 1.802 NOTE: Previous patch of 1.801 not require as it is included
ROTR Patch Release 1.802 NOTE: Previous patch of 1.801 not require as it is included
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...
Hi, guys! Sorry, it may be off-topic, but can somebody help me pls with the ZH on Windows 11?
I have lenovo legion, my game have lags on windows 11, but when i play windowed mode, it's fine :)
Does anybody have or had the same problem?
half life 3 will come out sooner than anything these good for nothing do nothing slackers make
You forgot to mention that if you were the lead dev, it would have been out and awesome already.
How unlucky we are...
almost eight years have passed yet they have no publicly playable update for either rise of the reds or shockwave
any sarcastic retort to that?
Shockwave is considered finished. But I am pretty sure you know it, otherwise you would have not brought it up.
Rise of the Reds was put on hiatus for several years for personal reasons. Hanpatch took the relay and had several releases. The fixes and most of the balance changes have been ported to the 1.9 version, which is currently in closed beta. Development has been steady since May of last year, but it is not finished yet. We don't want to release an unfinished pile of crap because we are lot DICE, and this is not BF2042. But you know all of that because you have noticed that we do regular streams to showcase the progress.
Any more questions or you're good ?
i apologise i'm not very knowledgeable about the going ons in the zero hour modding community i'm just a lurker and enjoyer of content
Then get your facts straight instead of attacking the modders for stupid childish reasons like you did.
Guys some question, I just played ROTR for a bit, haven't played this mod in many many many years, so far its fun but im a bit confused with the stealth mechanic, alot of times it happened that alot of enemy units were very stealthed (playing against gla) and it was very difficult to "see" them, they were invisible, it seems like there is alot less anti stealth units and even base defenses can't detect stealth anymore? How do you battle stealth with all the factions?
USA: Sentry Drone, Predator Drone
China: Troop Crawler, Speaker Tower with Sensor Tower upgrade, Black Lotus in Communications Channel Hack mode
GLA: Observation Van with Observation Scanners upgrade, Partisan in Deploy Radio Receiver mode
Russia: Conscript with Infrared Goggles upgrade, Radar Outpost with Early Warning Outpost upgrade
ECA: Attack Dog, Guard Tower in Scanning Mode, Mobile Sensor Array
I could omit something, but at least the main detectors should be there.
Thank you for this in depth post of the units that can detect stealth!
there also that humvee like unit in ECA who can detect stealth unit, the one that can be trained in field command center
Correct. Just an important thing: Conscripts detect stealth even inside transports or garrisons.
I have a sub question
So from all of the above it would seem that stealth is extremely powerful in this mod, maybe even a bit OP at times.
For example as Russia I basically have to attack everytime with conscripts along other units also, if I don't use conscripts in every attack also then my units are completely blind and stealth units or buildings are invisible for them.
Im curious about this choice, wouldn't it be better to make most units be able to detect stealth units just at a extremely lower range, so maybe if a tank has 170 range weapon he might detect stealth units at 50 range, making it extremely ineffective at it, but not COMPLETELY blind, as it is now a unit can basically be 1 meter away from a stealth building or unit and can't see it, thats a bit silly.
I also noticed when playing against GLA ai that it was a bit OP using my stealth jet against them as the USA, their defense buildings can't detect stealth and I can just freely keep bombarding and picking their defenses apart.
Its also hard to make your long range artillery effective, like tomahawk or other similar units, because only certain units can detect stealth so basically you are forced in having those units in your attack group and sending them forward to scout things I guess?
Maybe since im new in playing this 1.87 ROTR I am missing something I don't know, alot of questions and confussion for now lol
Stealth is anything but OP. It is just a matter of getting used to it.
Giving all (or even most) units a limited detection ability would absolutely ruin GLA, as well as making many other units useless.
There are 2 kind of detectors:
- Basic ones, which are mobile and accesible early game. They also bring something more into the mix. USA Sentry drones do rip infantry apart, CHina's Troop Crawler is a cornerstone of most of their attack forces, Russian conscript can enter any transport or garrison, effectively turning them into detectors (try putting one inside a Hind or Grizzly), and ECA's bloodhound provide CHaff countermeasures, which is very useful. The only bad case (before 1.9) is the GLA observation van, which has nothing special.
- Advanced ones are immobile and available later in the game, but with the advantage of covering a huge area. Putting a couple around your base effectively negates any kind of infiltration attempt.
In 1.9 there are a couple of changes in that regard:
- Basic detectors do no longer detect disguised units. Only Advanced ones do.
- Russia get the Sergeant, which gets the IR googles instead of the conscript
- Russia also get an upgrade that automatically loads any Grizzly with a Sergeant.
- GLA scout van now intercepts ballistic missiles and can be upgraded with rockets.
Ok, sounds interesting, how do you suggest attacking then, always having these stealth detectors up front to scout for stealth units?
And also how come my stealth aircraft was so OP against gla base defenses, they couldn't detect me or anything and I just kept destroying them one by one
I would suggest mixing them with your attack forces. They are too fragile to be sent alone.
As for GLA defenses, they don't detect stealth, like most defenses. If there was no obs van nor partisan nearby, it's normal you weren't detected
I guess the ai does not put alot of vans and partisans near defenses then? Might be the issue then but yeah, good points, I will try your advice
And if you are new to the mod, I would suggest you start learning one faction. Learn every feature, every unit, every upgrade of that faction.
Once you know that faction well, try to adapt your knowledge to other factions.