Rusted Warfare - RTS

Rusted Warfare - RTS

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Rusted Warfare: Combat Expanded [Updated for 1.15!]
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711.179 MB
4 Feb, 2020 @ 9:55am
16 Nov, 2023 @ 9:47am
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Rusted Warfare: Combat Expanded [Updated for 1.15!]

Description
Fight as humans, aliens, and a biological infestation. Includes and modifies units from various collections and sci-fi universes to fit in each team. Additional large maps and missions coming soon. There is a companion mod for this called RW:CE Halo and Battletech that adds (as the title suggests) Halo and Battletech units to this mod.

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WARNING: I WILL BE RELEASING A NEW UPDATE IN THE NEXT THREE DAYS, IT WILL BREAK SAVES.

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As recommended, quick warning: THIS VERSION WILL BREAK SAVES FROM THE PREVIOUS VERSIONS. Sorry about that, it's just changed too much from the previous versions for old saves to still work.

As the title says, updated for 1.15. I actually created a single player mission mod too (warning, many of the missions are nintendo hard, but I was able to beat all of them on impossible, so it should be workable). The single play mission mod must be installed manually. The ZIP file will be on the mod's discord here in a few days:

https://discord.gg/nwGrwtkY7V

Lots of changes, addressing lots of the over-powered / underpowered unit issues, I don't like the word "balance" because to me that sounds like nerfing everything until it sucks, but I definitely tried my best to make all units useful in their own way and playable.

Also, maps are included, I *think* I correctly embedded tilesets for all of them, but in case they aren't, just let me know here or on discord. BTW, I have no clue how to moderate discord, so please don't make a total mess of the channel, otherwise I'll have to shut it down. ;)

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Newly updated as of April, 02, 2021. First, an apology for anyone with existing saved games, this update makes so many changes those saves will likely be unplayable.

In this update, I made changes in a number of areas:

- Nearly all graphics were updated to match a consistent scale of 0.6666. I didn't like the appearance of some units with large pixels and some units with small pixels so I tried to bring most units into alignment with the same scale factor. This process is about 80% done, there are a few more units that will be updated in future updates. I also significantly changed the graphics for the human ships to make them larger than tanks and other group vehicles. It seemed strange they were the same size. There are also lots of tweaks and changes to the graphics of other units to make them look cooler (or so I hope).

- I went over every units' stats and tried to fix non-working units / units with errors and problems, and adjust units that were either too weak or too strong for their price. I did my best to make every unit useful, so players can enjoy exploring the entire unit tree, without ending up spending a bunch of money on useless units. Still, you will need to be strategic in your use of the right combination of units to defeat your enemy, of course. I made a bunch of other minor modifications to unit behavior, damage and range you can explore in gameplay. :)

- I decreased the maximum range of the large spacecraft by about 25%, just to make them more usable on slightly smaller maps. It's not a massive change, but will help moderately on those 300x300 to 500x500 maps that used to technically work, but were (in my opinion) ruined a bit by the fact too many spacecraft could hit the whole map without even moving.

- I added a "flagging" unit, called a hyperspace communicator, that will in future updates allow me to designate maps where large spacecraft are supported, and maps where they are not. This should allow for different kinds of strategies in the future. Most smaller maps will become much more playable, as long range spacecraft will no longer be build-able on them, while I'll add larger maps (up to 3000x3000) that include space areas so players can space battle out to their heart's content. Look for that in the next few updates.

- I added a few new units, and removed a few that seemed out of place or useless. A few new units were added in 1.14, and for this mod I mostly ignored them for now. However, in future updates, I will integrate them in properly (such as the modular spider, drone carrier, etc) so you can also play with them.

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This is a big update and I've bound to have missed something, so please let me know in the comments or on the Rusted Warfare discord (my user is escapetomars) if you see any issues / errors that need to be addressed. Moving forward, I will continue to try to catch and fix errors, however my main objective is to release a large maps and missions pack with about 50 modified (or completely scratch made) maps that can be partnered with this mod. This pack is around 60-70% done, my task at the moment there is I have to test every map to make sure I don't get any tileset errors, and I need to finish two final missions for the missions pack.

Thanks again for all the kind words and support, I hope you find this update enjoyable! Again, please let me know your thoughts in the comments or feel free to contact me on the RW discord.

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Two items to please read before playing this mod:

1. All ranges are dramatically increased over stock. This mod is not designed for small maps (less than 300 by 300). The mod requires you to understand the ranges and armor of all the units and counter them with the right equivalents or opposing combinations. Spamming a bunch of level 1 tanks will not result in winning (usually). You need to think your way through this a little bit. What is effective against what? If you're not OK with that, this isn't the mod for you.

2. If you have trouble loading the mod in the 32-bit version of the game, make sure you aren't running any other mods. Unfortunately, with so many new units, it's getting very close to the memory capacity of the 32-bit game. If you want to solve memory problems / crashing permanently for this and other large mods, you can download the 64-bit beta of the game instead. To do this:

Right click on the game in Steam. Go to properties -> betas (tab) then select the 64-bit beta to opt in. Then when you launch the game, you will have the option to run the 64-bit version instead.

This will also fix map thumbnails not displaying correctly when you have too many custom maps, weird random characters showing up, and other memory errors like this. I recommend it!

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SPECIAL CREDITS to amazing pixel artist and RW modder - Lilium "Stargazzer" - for the 'Apollo' super heavy rocket artillery mech for this mod, built under the experimental factory.
Popular Discussions View All (2)
0
20 May, 2024 @ 1:55am
Faction Rundowns - One Users Observations
TrueWOPR
0
29 Nov, 2022 @ 7:22am
hey creator of mod pack can you make a gide on how mod pack rescorces work?
mashtong54
255 Comments
hinikin43 11 Jul @ 2:55pm 
update when?
Helecopter71 3 Jul @ 10:27pm 
i think you expanded a little too much...
SerciusHaylel 5 Dec, 2024 @ 10:00am 
Solar Arrays dont properly upgrade into the fabricators the AI uses. Just normal vanilla generators that give you 4 Credits versus the AI's 28+
yes 29 Nov, 2024 @ 5:39am 
any ways of countering the railguns from alien civilisation as humans (both rebels and oligarchs)? my friends somehow get to higher tiers than me so me being tier 1 rebel i dont have anything to counter it
Comrade Guin 17 Nov, 2024 @ 7:34am 
this mod is essentially rusted warfare 2, so many stuff added it's mind boggling
a board 13 Nov, 2024 @ 10:07am 
nevermind it was interfering mod
a board 13 Nov, 2024 @ 7:59am 
any idea how to manage endless survival? my guys are just attacking these buildings and it's all super awkward :GDNormal:
OldPayphone 30 Oct, 2024 @ 10:28am 
Even on large maps the attacking ranges are way too huge.
slicy 1 Oct, 2024 @ 8:13am 
Is this mod dead or still being worked on?
Mr_ShadowThourne 23 Sep, 2024 @ 9:15am 
Breach faction is just way too powerful, their units bypass the artifacts from limiting powerful endgame units from other factions. I cannot find anything that beats the minecraft and terraria bosses