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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Happy Sunday Generals!
We hope you've all had a great week. If not, then the following update should at least put a smile on your face and a spring in your step. At least, we can hope it does anyway. This week we are back for another exciting ECA update, featuring the Trident multirole artillery and the much anticipated Prometheus missile launcher. Before we jump into their lore, we want to quickly explain the purpose of these and create some context for their creation.

It's no secret that the ECA is a faction designed around its artillery, it is after-all one of their core themes. However, over time we have noticed a shift in the way the ECA has been played and players have been prioritising the use of howitzers above all else in-game. It is extremely common to see 1.87 and earlier versions pretty much follow the same script when it comes to ECA: Game starts, ECA rushes mid, sets up a wall of Gun Turret and just enough other defences to force the opponent to go for artillery as they transition to Tier 2, The ECA then uses a few Tigers to hold back any advance and zone off enemy artillery, and then spams secondary economy and a massive amount of howitzers as they farm experience to get to rank 5.

Whilst this is certainly on brand for ECA, gameplay like has been noted to be extremely frustrating to play against, and also foregoes the majority of the ECA unit roster in favour of just getting more and more howitzers. So as a part of 1.9, we have decided to mix up ECA's backbone and core, and make some pretty far reaching and somewhat controversial changes to try and mix up the core of how ECA is played. We want to see is more emphasis on using units to defend and hold the line, and more aggressive army-based all-in attacks over all matchups, rather than the standard play being focused on building base defences. So, what are these changes?

Those who have been following MaelstromX103's streams will already know, but for those that haven't been tuning in: Howitzers are limited to 4, Gun Turrets and Mortar Pits have been placed in separate Generals Powers and are no longer available by default, and the Fenris cryo tank is now a default crowd control option available from the Vehicle Assembly. These changes have already pushed ECA to be far more reliant on units for defence than previously, however there is still a huge gap in their roster in this setup. With no ability to scale howitzers indefinitely, and with no precision aircraft to make up the difference, ECA lacks a major backbone artillery unit to engage in counter artillery batteries, and cover themselves when their Howitzers are on cooldown.

This is where the Trident comes in. This new multirole artillery fills this hole and gives ECA the range it needs to engage in mid-late game artillery combat in a replayable way that Howitzers simply can't, turning them from the core that ECA is played around, to the force multiplier, and splash damage solution they were always intended to be.

EU Trident

EU Trident Rocket

Against the backdrop of the Global War on Terror in the 2020s, the Ukrainian government invested heavily in the modernisation of its armed forces and military industries. One result of this was the Trident, a uniquely modular artillery system: The armoured 8x8 chassis was originally conceived for a personnel carrier by the famous Morozov Design Bureau and can change between a howitzer and a six-tube rocket launcher in the field with minimal setup. The howitzer fires Western standard 155mm shells, ideal for the destruction of buildings and infantry, while the launcher accepts a unique type of rocket-launched, glide-capable guided munition optimised for precision use against tanks and other vehicles. Originally sourced from Germany and the US, the howitzer and rocket launcher were later built under licence domestically within Ukraine. By the early 2040s, this latest version of the Trident saw service with the Ukrainian Army as well as numerous export customers including Poland, the Baltic states and a number of Middle Eastern and African countries. During this time, the government applied for membership in the European Continental Alliance, though the process was cut short by the Russian invasion of Europe in 2045. Nonetheless, Ukraine entered the war as a co-belligerent of the ECA, defending its own territory and thereby frustrating Russian ambitions in the Black Sea and south-eastern Europe.

Render Description by MARS2588

As we said above, the Fenris becoming a default unit also created an exciting opportunity for us to create a new Pandora Protocole unit. We wanted something that could play into the increased emphasis on Ballistics as well as something that could play into the idea of the Pandora Protocole being a devastating desperate show of force - like it was the final option the ECA were throwing at their enemies. As such, we created the Prometheus.

EU Prometheus

The fall of Paris in mid-2047 marked the third major defeat of the ECA after the early success of the Russian invasion of Poland and the surrender of Germany following the battle of Berlin. Both prior events saw little involvement of France, whose forces were largely tied down by a resurgence of GLA offensives in north-western Africa. Thus, by the time the brunt of the French Army arrived to partake in the defence of Europe, fighting had already reached Metropolitan France itself. With the German and Benelux forces in exile forced to recuperate, the defence of Paris fell largely upon the French themselves. Fighting for the city was ferocious in a battle that was widely named the "Stalingrad of World War III." Despite fierce French resistance however, following a successful Russian encirclement, the city fell and with it much of the French Army, exposing more of the country to further Russian offensives. It was after this disaster that ECA high command considered the most desperate and distasteful options, such as the deployment of weapons of mass destruction. Under the direction of the Pandora protocol, strategists drew up competing plans for the use of chemical nerve agents or tactical nuclear weapons. The former was ultimately discarded, due to prohibitive mass production and safety concerns, in favour of the nuclear option. In addition to the experimental Pandora railgun artillery, ECA forces now fitted nuclear warheads on their existing stocks of the Prometheus, a road-mobile, short-range ballistic missile developed in the 2030s as a counter to Russia's tactical missiles. Most commonly used were low-yield warheads distributed to allied forces by France and Britain, though some would also use special neutron warheads, which not only destroy targets through heat and blast, but also produce a surge of intense radiation that penetrates even the heaviest of tanks, killing their crews in a matter of moments. In May 2048, the box of Pandora was opened...

Render Description by MARS2588

In reading these and other render descriptions you may have noticed seeming contradictions of previous lore. Assume these to be never by error and always deliberate, as we are taking the opportunity to introduce a few retcons and modifications to the lore as we go forward. We do this because much of the story was written a decade or longer ago at this point and during that time, the range of knowledge, perspectives, story-telling style and composition of our writing team naturally haven't remained static, but changed as well. Rest assured that the core character of the ROTR story and world-building remain the same, but changes to certain specific details of the timeline will be made, by way of render descriptions and future expository texts, to declutter, streamline and generally improve the narrative, flesh out underexplored aspects of the setting or adjust certain bizarre or reductive portrayals of entire countries or conflicts. Despite the highly fictionalised and video gamey nature of ROTR, it is after all a piece of fiction that invokes certain real world motifs, which should not be painted with too broad a brush, given the wide range of perspectives within our highly international audience.

So, that's all for this week. We hope you enjoyed. Stay tuned for more updates and we will see you soon.
Till next time Generals!



USA Update: Machine Age

USA Update: Machine Age

News 10 comments

Hello Generals! Join us again today as we explore some of the new US drone based units, and be a part of the robot revolution.

Russia Update: Heavier Hitters

Russia Update: Heavier Hitters

News 7 comments

We are back with another update, this time showcasing the powerful new Russian Volga and Kanyuk units.

ECA Update: Suppressing Fire

ECA Update: Suppressing Fire

News 3 comments

Today we explore some exciting ECA assets, ready to hold the line.

Teching Up Part 5

Teching Up Part 5

News 6 comments

We are back with our final showcase of some of the tech structures you'll be interacting with in ROTR 1.9.

Add file RSS Files
ROTR Patch 1.86 Release

ROTR Patch 1.86 Release

Patch 245 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 577 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 303 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 29 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 54 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...

Post comment Comments  (0 - 10 of 26,897)
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ProFF69
ProFF69 - - 52 comments

This is rather an addition to the previous post in terms of visually improving buildings. Didn't you think it would be cool if the strategic center affected not only units, but also buildings? For example, buildings would have three upgrades to choose from, and after accepting “Battle Plans”, you could select and install the appropriate one. As is done now with Hamers, Comanches and other units.
For example:
"Bombardment", a mini-turret could be installed on the building for self-defense. And defense buildings would receive 20% firepower.
"Hold the Line" - strengthen the building according to the principle of the strategic center itself, sandbags, fortifications and the like would appear. And the building would receive 25% damage resistance. And so that this applies to defensive structures, without visualization.
"Search and Destroy" - A mini radar antenna could be installed on the building, which would detect hidden units in a small radius. And defense buildings would receive 20% of the firing radius.
What do you think about it?

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NekoChan123
NekoChan123 - - 377 comments

It would be great if USA and China got new high details buildings models Russia and ECA buildings look too good compared to US and China old vanilla structures

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ProFF69
ProFF69 - - 52 comments

Totally agree, could be improved with some minor details. For example, some barrels, mini tents, awnings, sandbags or mini generators and so on. On the streams, I noticed that in China, in some buildings, stands with propaganda symbols appeared. It seems like a small thing, but it has a big impact on the atmosphere. I really like that after the general's ability, a sergeant appears in the US barracks. I think this is a cool reference to "Full Metal Jacket")

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ProFF69
ProFF69 - - 52 comments

Is there a plan to transfer funds to an ally? A very convenient thing. I heard that you are planning to transfer oil rigs, that is, making them neutral, so that an ally can capture them. But it was the transfer of 5000 through the reserve and the drop of funds to the ally’s base. Will there be such mechanics in 1.9?

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MaelstromX103
MaelstromX103 - - 2,116 comments

nope

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ProFF69
ProFF69 - - 52 comments

Why? In some cases it is simply necessary

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MARS2588 Creator
MARS2588 - - 971 comments

We made a conscious choice against having such a money transfer function so that multiplayer gameplay is more decisive. That is to say, a player who is critically low on resources, failed to build an economy or lost their economy -should- be at a disadvantage that will likely end the game for them, rather than letting the game be needlessly extended/made less risky by way of other players sustaining them.

Reply Good karma+2 votes
ProFF69
ProFF69 - - 52 comments

It's a pity of course. The thing is still necessary for me. Sometimes it’s very funny, playing with three people, where everyone is for himself, you can help the one who is losing and change the course of events in different directions. Which, in my opinion, brings variability and variety to the gameplay. It happened that when you play 3x3 and someone falls off due to some bug or crash and you remain 2x3. Our opponents gave us money to keep playing, even though we were in the minority. Which surprised us a little. After all, none of us even thought that this was possible. But you are developers and you know better. As I understand it, you are simply focused on quick matches rather than protracted battles

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MaelstromX103
MaelstromX103 - - 2,116 comments

It is a design choice. We chose not to have that function.

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