Rusted Warfare - RTS

Rusted Warfare - RTS

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2.513 MB
12 Jun @ 12:32pm
16 Jul @ 10:27am
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Rusted Warfare Remix

Description
Welcome to...

Rusted Warfare Remix

Zero Fuzz, just plain action.

Latest update: More is More Update [2025-07-04]

The baseline for my new mod is set, all units have been remastered from the ground up. Including the units that are not in the asset folder.

Now all tier units share almost the same color palette, which in turn might make it harder to see the diffrence, but i expect size of unit to tell the diffrence just like in sup com.

So what can you expect.

This mod has been tested on 2 challenge maps against very hard ai and works fine. Now that i have this set up as a baseline i will continue adding new units and stuff to it, expect to see alot more units in the future as i set out to flesh out air, land, navy and experimental combat!

More is More Release [v1.17]:
  • Always more bug fixes, i fix two and introduce a new one. :)
  • New T1 land units, Technical and Trauma-S (Field Ambulance)
  • New T2 Modular IFV, Stryker.
  • New T2 Amphibious APC, Tidebreaker.
  • New T2 Hover Artillery, Pacifier FAV.
  • New T2 Helicopter, Longbow.
  • New T2 Multi-gun Gunship, Lancaster.
  • The ARC-30 turret has been temporary removed awaiting new redesign.

Armored Up Release [v1.16]:
  • Generic fixes, fixed bombers movement and attack patterns.
  • Redesigned Courier, now transport only one unit, unit is attached when transported.
  • New T2 tanks, Bradley and Abrams. Inspired by the real life variants.
  • New Infantry, Flamer Infantry.
  • New T1 turret addon, bunker, can garrison units.
  • Infantry Factory can now house 10 infantry that will heal when instide.

Infantry Release [v1.15]:
  • Added new factory type, infantry.
  • 3 Infantry for now, more to come in the future.
  • RIfle Infantry, these are your standard infantry armed with MR-15 rifles.
  • Missile Infantry, for armor and anti-air.
  • Medic Infantry, armed with shotguns and heal infantry.
  • Sentinel and Peacekeeper can now transport Infantry.
  • New T2 Amphibious APC, Tidebreaker.
  • Locus can now transport infantry, Infantry can fire out of the Locust.
  • New T1 Transport helicopter, Raven. Armed with two side-mounted AC-20 autocannons.

Core Update Release [v1.14]:
  • Mod folder structure reworked, alot of behind the curtains work as been done.
  • Redesigned T1, T2 turrets, added T3 turret.
  • New Experimental bot, MG-REX.
  • New weapon effects on almost all weapons.

Nuclear Release [v1.13]:
  • T3 Ace submarine redesigned with new unit graphics and weapons, can build nukes.
  • AI has now learned how to use nukes! Enjoy the fallout, baby!

Flash Update Release [v1.12a]:
  • Fixed alot of minor issues.
  • Reworked weapon system internally for the mod to streamline future progress.
  • Added unit descriptions to units.
  • Added more details such as turret shadows and break lights function to all land vehicles.

Ships, Ships, Ships Update Release [v1.12]:
  • All T1/T2 except subs have been redesigned.
  • New T1 ASW Frigate. Made to fight submarines.
  • General bugfixing.

Bots, Bots, Bots Update Release [v1.11]:
  • All Mechs/Bots have been redesigned with more details.
  • New T1 Multigun Bot, scythe.
  • New T2 Multigun Bot, Reaper.
  • Titan renamed to Barrage.
  • New T2 CAS plane, Warthog.
  • General bug fixes and balancing.

11 Comments
heavy gaming 4 Aug @ 10:09am 
Battlecruiser operational
Outcast  [author] 28 Jun @ 2:11am 
Unit's will get better abilites at a later date, such as personal shields, self repair, point defense et.c. so its planned.

The arty that outranges static defense is just temporary, there is a whole set of tier 3 and even experimental turrets that are planed, and yes one of those experimental artilleries will have near (or) unlimited range, as turtle tactics should still be viable but there should also always be a hard counter to everything.

I will look into the AI issue, but can't promise anything. My understanding is that the only thing we can change the probability chance for the ai to build a building and how many of said building can be built in a base.
hedgehog10103 27 Jun @ 5:32pm 
Could you give some of the larger ships self repair? Also the fact that two tier 2 arty units could outrange any static defence feels lopsided.

Also when trying with medium AI on the crossing large map, at least two of the AI on my team would send both builders to the other side to build there, without placing any factories by their spawns. This led to them losing their only construction units and becoming dead weight. Idk how modding the AI in RW works, but could you make placing factories somewhat of a higher priority at the start of the game?
Outcast  [author] 26 Jun @ 12:54pm 
Bugs bunny says *no.*
armontroutt 18 Jun @ 12:20pm 
make it compatible with major experimental's
Outcast  [author] 17 Jun @ 3:16am 
It is, it still uses vanilla units in the line up but to get full control it needs to be a total conversion so using this mod in combination with other mods is not recommended.
armontroutt 16 Jun @ 9:52pm 
is this a total conversion mod?
Outcast  [author] 16 Jun @ 3:48pm 
Thanks! More is in the works. Navy in vanilla rusted is very limited, so i am planning to flesh it out alot more.
EonLance 16 Jun @ 1:16pm 
I love this mod, you can really feel the supreme commander inspiration. I usually hate using water units but the ones here are so satisfying to use.Excited to see what else you plan on adding :steamhappy:
Outcast  [author] 16 Jun @ 1:10am 
What differences are you talking about specificlly?