Rise of the Reds Release: A New Beginning |
Rise of the Reds Release: A New Beginning |
27 May 2012, 15:20
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#1
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Group: Administrator Posts: 5732 Joined: 31 May 2009 From: The Netherlands Member No.: 1 Projects: SWR Productions Bitch slapping SAGE since 2003 |
Hello Comrades! You have all waited for this for a long time and perhaps longer than we should have let you wait but all of that won't matter right now because we are finally done with our new release! There isn't much to say really, we have a lot of goodies prepared for all of you including new fluff, a trailer and of course the releases itself. Anyway, I will stop blabbering now and let you all have a look at the good stuff Version 1.7 includes a wide range of features and additions, including... - A fully redesigned Global Liberation Army that makes heavy use of tunnels and guerilla tactics. Spread your underground facilities across the map and unnerve your opponent with a plethora of dirty tricks, including a kill-based secondary income and a harassment-oriented airforce. - The steamrolling Russian Federation as a fully functioning faction with unique buildings, units and powers. Dominate the skies with heavy Hind helicopters, take the field with waves of ever-relentless Shock Troopers and crush your enemies with the unparalleled Sentinel Tank. - Many new buildings, units and powers for the old factions, the United States of America and the People’s Republic of China have already been added in 1.5 but their arsenal is further expanded by the versatile American Bradley IFV and the missile-blocking Chinese Jammer Tower. - A fully functioning, efficiently designed navy that is only available on maps that are specifically suited for ship combat, realized by means of a unique system of capturable Naval Yards that avoids the technical issues usually associated with navies in the SAGE engine. - Several new Tech structures that can be captured to provide helpful advantages, such as Powerplants, Armories as well as all the Tech structures from Shockwave including the Airport, the Radio Station and the mighty War Fortress. - Many of the more subtle game mechanics have been revamped, including a more sophisticated tech tier system, an improved air/anti-air counter system and improved stealth/scouting mechanics. - Plenty of new maps that have been exclusively designed for ROTR, as well as restored Generals versions of all the original maps that underwent changes in Zero Hour. North Africa, 2028 A large crowd stood waiting at the airport of Tripoli on what would otherwise have been an ordinary Monday morning. But this day was going to be different: While Chinese forces pacified the last pockets of GLA resistance in the ruined cities of Central Europe and the atomic mushroom cloud above downtown Hamburg slowly dissipated, the local populace had gathered in thousands to welcome the legendary heroes who made this vision a reality. A frenetical chorus of jubilations greeted General Mohmar 'Deathstrike' as he and his lieutenant Anwar Sulaymaan stepped out of the stolen European plane that evacuated them from the dying continent in the closing hours of the great insurrection. The Libyan government, along with most of north Africa, had been firmly in support of the GLA for years; what Western analysts initially lauded as an uprising for democracy at the start of the 21st century was quickly marred by corruption, infighting and stagnation. A few years down the line, the masses would once again flood the streets and revolt, but this time, under the banner of what was now known as the Global Liberation Army. But after decades of endless warfare across all of central Asia, the middle east, north Africa and Europe, Deathstrike, with his greatest feat finally accomplished, grew tired, his thirst for blood and glory finally quenched. In the next few years, younger, more ambitious leaders started scheming against him as cell after cell slowly broke away from the cause. Then, triumph finally gave way to tragedy when a cowardly assassin whose allegiance remains unknown to history till this very day, put an end to the life and legacy of Deathstrike. Without their glorious leader, the local warlords and tin-pot dictators quickly re-assumed control, turning the once mighty organisation into a mere shadow of its former self. But Anwar Sulaymaan, Deathstrike's most trusted aide and, according to himself and his loyal followers, his only legitimate successor, would not allow this heresy to go unpunished. With the US still in isolation, the Europeans in disarray and China complacently savouring its supposed 'victory', Sulaymaan's battle-hardened army swept across Africa, re-absorbing the break-away cells while wiping out anyone who opposed him. But his charismatic leadership and 'convincing methods' could only get him so far. To the chagrin of General Yusuuf, a Saudi cleric and leader of the GLA's most hardline religious wing, Sulaymaan managed to broaden the populist appeal of the organisation: Unlike Deathstrike's GLA which was centred around religious fundamentalism and an odd mix of pan-Turkic and -Arab nationalism, Sulaymaan's GLA would grow to accept every possible current of exploitable violence, ranging from freelance mercenary forces over disenfranchised African militaries to western anti-government anarchists. Financed through oil, drugs and diamonds, his numbers and influence grew larger, eventually surpassing those of the old GLA in the sense that for the first time in the organisation's history, the GLA was in a position to not just be mere guests in a country whose government tolerated them. Thus, Sulaymaan became obsessed with his personal dream of a 'warrior heaven on Earth', an idea which he soon turned into a bloody reality in central Africa. In his vision, the origin of humankind itself would become the first true GLA 'nation', a place solely dedicated to violence and the raw ferociousness of the human condition; a haven of total freedom for those who are strong enough to take it and a refuge for all who opposed the deceptions and hypocricies imposed on them by any scapegoat of their choosing, be it the West, the East, the rich, the elites, the 'man', the 'system', or the very concept of order itself. As Sulaymaan started building his empire, outside forces quickly arrived to challenge his vision: American corporatists bought their way into Africa to benefit from the continent's great resource boom while the Chinese put an end to the pirate nation of Somalia with a full-scale invasion and occupation. Meanwhile, the Europeans had re-built their countries and re-organised as what they now called the European Continental Alliance. Sulaymaan's north African allies were the first to suffer from their furious retaliation for the humiliation that he and Deathstrike had inflicted upon them and to the south, the up-and-coming Russian Federation had taken control of the lands, further destabilising the delicate balance of power between the global players. By 2040, the stage was set, the players in position...And Sulaymaan's warrior nation, now firmly established in the heart of the divided continent of Africa, was ready to prove its might! -------------------- |
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28 May 2012, 6:19
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#51
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Group: Members Posts: 64 Joined: 1 March 2012 From: NZ Member No.: 9020 |
Great. Can't get the silly thing to run. And yes I'm about as savvy as it gets when coming to installing SWR stuff. Would you guys have any clue? I'm a Win7 x32. I've freshly reinstalled, and patched ZH, I click on it and it loads for like 1 second and then nothing. not even the little black command prompt box. I've tried putting it in another directory,running it as admin and as xp service pack 3. But. It. Won't. Work. Any help would be greatly appreciated.
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28 May 2012, 7:49
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#52
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Group: Members Posts: 193 Joined: 28 April 2012 From: Spain Member No.: 9093 |
Hurrah! Loving the new GLA, they're perfect!
Congratulations team! |
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28 May 2012, 8:34
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#53
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Great. Can't get the silly thing to run. And yes I'm about as savvy as it gets when coming to installing SWR stuff. Would you guys have any clue? I'm a Win7 x32. I've freshly reinstalled, and patched ZH, I click on it and it loads for like 1 second and then nothing. not even the little black command prompt box. I've tried putting it in another directory,running it as admin and as xp service pack 3. But. It. Won't. Work. Any help would be greatly appreciated. Only thing left is a redownload, -------------------- |
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28 May 2012, 8:59
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#54
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Group: Members Posts: 64 Joined: 1 March 2012 From: NZ Member No.: 9020 |
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28 May 2012, 9:14
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#55
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Group: Members Posts: 15 Joined: 17 August 2010 From: Belarus, Minsk Member No.: 1103 |
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28 May 2012, 9:18
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#56
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Vampire Zombie Ninja Pirate Viking Samurai Monkey Group: Dev. Team Posts: 211 Joined: 7 June 2009 From: Durban, South Africa Member No.: 59 Projects: Deep Impact |
Can someone tell me what the salvage upgrades for the Grad do? I haven't noticed any changes other than visually? Am I missing something?
-------------------- 1991-2009 Commander JB. Gone but never forgotten.
For King and Country. |
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28 May 2012, 9:47
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#57
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Group: Project Leader Posts: 892 Joined: 8 June 2009 From: Cynopolies Member No.: 97 |
Awsome so far. GLA is simply amazing. You guys managed to turn them from one of the most bland and boring factions to probably one of the coolest remakes so far. I still hate the limited airfield ( yay for code changes ) but damn i love the new GLA. But i do have a small question. Could anyone from the team make a post with a list of the maps that contain : A. Naval Docks and B. The new tech defense structures - the european looking ones. Hunting them in maps is kinda .. boring . Also any chance some of the old maps get some naval stuff on them - for example tournament island would be well suited for naval warfare, and just about any map with a equal amount of water for all starting positions.
This post has been edited by Anubis: 28 May 2012, 9:49 |
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28 May 2012, 9:55
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#58
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Group: Project Leader Posts: 5870 Joined: 2 June 2009 Member No.: 10 |
Off the top of my head...
Naval maps: El Presidente Island Bay of Retaliation Tropical Thunder Hostile Horizon Lost Cause ECA Bunkers: Bay of Retaliation Lost Cause |
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28 May 2012, 9:59
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#59
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Group: Members Posts: 565 Joined: 14 June 2009 From: Sri Lanka Member No.: 155 |
Hell yes!!!! Downloading now...will comeback with feedback later
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28 May 2012, 10:07
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#60
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
Awsome so far. GLA is simply amazing. You guys managed to turn them from one of the most bland and boring factions to probably one of the coolest remakes so far. I still hate the limited airfield ( yay for code changes ) but damn i love the new GLA. But i do have a small question. Could anyone from the team make a post with a list of the maps that contain : A. Naval Docks and B. The new tech defense structures - the european looking ones. Hunting them in maps is kinda .. boring . Also any chance some of the old maps get some naval stuff on them - for example tournament island would be well suited for naval warfare, and just about any map with a equal amount of water for all starting positions. Generally any that are prefixed with [ROTR] -------------------- |
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28 May 2012, 11:35
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#61
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Group: Members Posts: 38 Joined: 16 January 2012 Member No.: 8949 |
Just finished my first GLA skirmish match, and it was awesome! Well done! I've got some questions though:
1) Is it possible to include the skin, cameo and sounds of the terrorist in a patch or the next version? The German version is censored, and you wouldn't believe how silly a demo trap riding a combat cycle looks... 2) I asked that before, but I'd like to repeat it: Could you include the English sound files in the next version? Right now I have German voices for old units and English voices for the new units, and I think a complete English version would be much better. 3) Will the saboteur return in a later version? And if yes, for which general(s)? 4) Since every faction will get their own navy, will the ships included in 1.7 get scrapped completely, or will they stay for one faction? 5) Will we still need to spend a general point to unlock demo traps, battle bus ect. once the generals are included? 6) Once the generals are included, how many level 1, 3 and 5 general abilities will available to each of them? |
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28 May 2012, 11:55
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#62
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The Whimsical Story Teller Group: Members Posts: 223 Joined: 18 May 2012 Member No.: 9123 |
Hey guys, I've just been having a few bugs.
1. Sometimes on certain maps when I play against Russia, they surrender about 20 seconds in. Am I doing something wrong? (Bombardment Beach and El Presidente) 2. Sometimes the GLA will do basically nothing even on hard. This post has been edited by Alex1guy: 28 May 2012, 12:30 -------------------- "Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat" -Sun Tzu
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28 May 2012, 12:38
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#63
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Товарищ Group: Members Posts: 650 Joined: 17 June 2009 From: Philippines Member No.: 175 ex-D' WRTHBRNGR |
Finally the team has done it with a bang. Hats off to the team...
Now about trying to finally install Gens/ZH on my new notebook... -------------------- "Not in mood...go away..." "We are going to have to act, if we want to live in a different world." Bringing wrath to a forum near you since 2009! |
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28 May 2012, 12:47
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#64
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Group: Members Posts: 1080 Joined: 24 December 2011 Member No.: 8905 Loves guessing games |
Initial reactions - loving the new GLA. They got loads of amazing abilities and modifiable units to keep things interesting. Liked the new gen powers and unlock combinations in the GLA gen power tree. Ain't the biggest fan of how defenses had to get nerfed to make stealth more effective but I guess that got the job done. The aircrafts are a beauty, maybe I'll rarely get to use the other rank 3 gen powers. New Jerman Kell is impressive. Grad is kinda simple but damn effective.
Special cheers for nerfing that damn MSTA. Sad to see Blackout Node apparently still not functioning. Effective and witty changes with the Industrial Plant and turning Listening Outpost into Hack Vans. Golem's change was kinda simple but oh well, it'll get railgun eventually. Things felt a bit rushed from time to time specially with AI not using the navy (which itself is a placeholder) and a few other obvious things. But hey, it's easy to forget that the mod is still a beta. BTW from where is the Command Truck voice from? Or is it an in-house production? |
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28 May 2012, 13:20
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#65
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Group: Project Leader Posts: 5870 Joined: 2 June 2009 Member No.: 10 |
Just finished my first GLA skirmish match, and it was awesome! Well done! I've got some questions though: 1) Is it possible to include the skin, cameo and sounds of the terrorist in a patch or the next version? The German version is censored, and you wouldn't believe how silly a demo trap riding a combat cycle looks... 2) I asked that before, but I'd like to repeat it: Could you include the English sound files in the next version? Right now I have German voices for old units and English voices for the new units, and I think a complete English version would be much better. 3) Will the saboteur return in a later version? And if yes, for which general(s)? 4) Since every faction will get their own navy, will the ships included in 1.7 get scrapped completely, or will they stay for one faction? 5) Will we still need to spend a general point to unlock demo traps, battle bus ect. once the generals are included? 6) Once the generals are included, how many level 1, 3 and 5 general abilities will available to each of them? 1/2 - The German version uncut thing might be done at some point, but it's not decided yet. CNCHQ.de actually has a bunch of working uncut patches that were compatible with ShW back in the day. 3 - The Saboteur will not be readded due to reasons that will be revealed later. 4 - Since they are temporary and generic in both look and function, yes, chances are they will be replaced entirely. 5 - No, but we decided to implement it for vanilla because they'd have way too many options available to them otherwise. 6 - The distribution is 3, 3x3, 2. For a single general, that is. Initial reactions - loving the new GLA. They got loads of amazing abilities and modifiable units to keep things interesting. Liked the new gen powers and unlock combinations in the GLA gen power tree. Ain't the biggest fan of how defenses had to get nerfed to make stealth more effective but I guess that got the job done. The aircrafts are a beauty, maybe I'll rarely get to use the other rank 3 gen powers. New Jerman Kell is impressive. Grad is kinda simple but damn effective. Special cheers for nerfing that damn MSTA. Sad to see Blackout Node apparently still not functioning. Effective and witty changes with the Industrial Plant and turning Listening Outpost into Hack Vans. Golem's change was kinda simple but oh well, it'll get railgun eventually. Things felt a bit rushed from time to time specially with AI not using the navy (which itself is a placeholder) and a few other obvious things. But hey, it's easy to forget that the mod is still a beta. BTW from where is the Command Truck voice from? Or is it an in-house production? The Command Truck voices are actually from the scrapped GLA POW Truck, a leftover from the early Generals versions which had material for a POW system. As for the naval AI, it is a shame that it doesn't work right now but we will eventually add special "naval challenge" maps on which the AI is completely scripted to utilise the ships properly. Adding that to the regular AI probably wouldn't have yielded the right results. |
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28 May 2012, 13:26
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#66
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Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
I think the truck uses the POW truck's original voice.
-ninja'd- This post has been edited by SorataZ: 28 May 2012, 13:27 |
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28 May 2012, 14:04
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#67
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Group: Dev. Team Posts: 109 Joined: 26 October 2009 From: United States Member No.: 507 |
I hope u guys enjoy playing the mod as much as i did, also how do you like the GLA anti air now
-------------------- Signatures are overrated :)
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28 May 2012, 14:14
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#68
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Group: Members Posts: 1080 Joined: 24 December 2011 Member No.: 8905 Loves guessing games |
Haven't got the chance to see the GLA 2.5 anti air closely yet.
6 - The distribution is 3, 3x3, 2. For a single general, that is. I thought the distribution was, Rank 1 - 3 Rank 3 - (3x3)+2 Rank 5 - 2 Or are they not gonna have any stand alone rank 3 gen power, which would be a bit weird. |
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28 May 2012, 14:40
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#69
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Group: Project Leader Posts: 5870 Joined: 2 June 2009 Member No.: 10 |
One thing that we'll actually do is to merge the three-level Repair power into one, which will be available to all generals at rank 3 and be about as effective as the current power at level 2.
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28 May 2012, 14:52
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#70
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Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
Just finished my first GLA skirmish match, and it was awesome! Well done! I've got some questions though: 1) Is it possible to include the skin, cameo and sounds of the terrorist in a patch or the next version? The German version is censored, and you wouldn't believe how silly a demo trap riding a combat cycle looks... 2) I asked that before, but I'd like to repeat it: Could you include the English sound files in the next version? Right now I have German voices for old units and English voices for the new units, and I think a complete English version would be much better. My suggestion is you buy The First Decade in German and download and install the English version. I downloaded the English version and it worked far better than my original ever did and by having bought it you're legally ok. This works in general better because you don't need the uncut patch and you'll notice some differences the uncut patch never ever fixed because it either couldn't or forgot to do so. Plus, the inofficial Patch 1.03 for TFD removes the need for DVD. Hey guys, I've just been having a few bugs. 1. Sometimes on certain maps when I play against Russia, they surrender about 20 seconds in. Am I doing something wrong? (Bombardment Beach and El Presidente) 2. Sometimes the GLA will do basically nothing even on hard. Sounds like a script mistake on your side. Take a look into the scripts folder in EA Games -> ZH -> Data -> Scripts (or whatever the names are) and look if on start-up of ROTR the file types change. If not something goes wrong. This post has been edited by SorataZ: 28 May 2012, 14:57 |
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28 May 2012, 14:58
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#71
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Group: Members Posts: 1080 Joined: 24 December 2011 Member No.: 8905 Loves guessing games |
One thing that we'll actually do is to merge the three-level Repair power into one, which will be available to all generals at rank 3 and be about as effective as the current power at level 2. So basically - the stand alone rank 3 gen powers are staying and the Repair power is gonna get merged into a stand alone rank 3 gen power. Just to be clear - how many gen power slots are you planning to use for every faction (counting all the sub-factions as they're upgrades instead of being fully individual sub-factions) outta the 25 gen power slots? Last time I heard - you guys were planning on using 24 of those slots. |
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28 May 2012, 15:23
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#72
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Group: Members Posts: 1 Joined: 4 July 2010 Member No.: 1064 |
Great. Can't get the silly thing to run. And yes I'm about as savvy as it gets when coming to installing SWR stuff. Would you guys have any clue? I'm a Win7 x32. I've freshly reinstalled, and patched ZH, I click on it and it loads for like 1 second and then nothing. not even the little black command prompt box. I've tried putting it in another directory,running it as admin and as xp service pack 3. But. It. Won't. Work. Any help would be greatly appreciated. Random question, but have you checked in the documents\generals zero hour data folder to make sure you have an options.ini file. I had a similar sounding problem to yours(either it would freeze and give me a generals.exe has stopped working error, or it would just disappear with no explanation) and it turned out the ini file was missing, even after multiple clean reinstalls. |
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28 May 2012, 16:44
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#73
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Group: Members Posts: 30 Joined: 7 April 2012 From: China Member No.: 9064 |
No Saboteur?That's so bad...
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28 May 2012, 17:17
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#74
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Group: Members Posts: 584 Joined: 29 June 2009 From: Thailand Member No.: 222 |
I got a bit confused by GLA at first, but I manage to deploy my Command Center eventually. My silly....the deploy button blends particularly well with other basic command button and I missed it. Nice GLA though, I like mob spawning.
-------------------- CASOJIN
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28 May 2012, 18:34
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#75
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Group: Project Leader Posts: 892 Joined: 8 June 2009 From: Cynopolies Member No.: 97 |
I hope u guys enjoy playing the mod as much as i did, also how do you like the GLA anti air now GLA is awsome. It's defenently very refreshing, even though sometimes i miss a bit more walls and golden domes and less holes . But still really nice. The anti-air is imo still limited for them. The quad gun is the same as all the other T1 AA and the ural is on the same level as the other T2 AA. However neither the interceptor nor the gazelle can come even close to the other factions interceptors. They are highly limited ( rank unlocked plus airfield limit ) and lack actual mobility/speed. And with the new stealth /anti-stealth system, they lack defense vs bomber planes like the stealth fighter or frogfoot. I for one still think they could use a third AA only defense that could help the stinger sites. Those are still the defense that can be taken out by far to many sources. But thats just me On a different note - why is it that USA has the lowest intel of all factions, while being the high tech one. They need to unlock their only true intel power, and the cia agent is slow as hell. China has stealth LO's and inet centers, GLA has the awsome radar scan that can basicly be massed like crazy. Russia is also meh, but they aint the tech dominant race. This post has been edited by Anubis: 28 May 2012, 18:39 |
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Lo-Fi Version | Time is now: 29 May 2024 - 8:07 |