Rusted Warfare - RTS

Rusted Warfare - RTS

Mana Research Institute
28 Comments
SUSHIMAKI  [author] 19 Dec, 2018 @ 11:20am 
Im not sure about updating this mod soon but i am soon starting to work on a new fantasy mod. Its going to be original work, not based on a liscense. But it will also be a total conversion.
KryptekXKrysis 18 Dec, 2018 @ 2:50pm 
Any updates coming for this mod?
I'd like to see what else you could do with Mana + Air factories, or Mana + sea factories.
Just an idea.
Probably my favorite mod besides infantry.
MISSINGNO_106 18 Oct, 2018 @ 7:34pm 
sorry about my spelling
MISSINGNO_106 18 Oct, 2018 @ 7:33pm 
hey SUSHIKAKI can you make this mod into a mod like the alien vs preditor mad ware you choose a class egsept you can choose to have a magic command centor or a technoligy command center or both (you get the defalt from both worlds )
Sock184 20 Jun, 2018 @ 10:36am 
no like other, cheaper missiles(if possible)
SUSHIMAKI  [author] 5 Jun, 2018 @ 10:15am 
I will not make that because its already part of the game. The nuke launcher already can target anywhere on the map.
Sock184 5 Jun, 2018 @ 9:46am 
can you please make a ICBM mod
SUSHIMAKI  [author] 13 Mar, 2018 @ 8:22am 
Now that every units are out i want to know what you guys think of the whole mod. Whats good, whats wrong or any suggestions. I'm putting on a tiny forum for mod discussion.
SUSHIMAKI  [author] 13 Mar, 2018 @ 8:12am 
Tech 3 summoning is out, mod features complete!
Nimesis 10 Mar, 2018 @ 12:55am 
Yeah, I can see the resemblance XD
SUSHIMAKI  [author] 10 Mar, 2018 @ 12:41am 
Thanks. The idea came to me thinking, what if the colossus from age of mythology had a bow and arrows the size of trees.
Nimesis 10 Mar, 2018 @ 12:36am 
I really like the models, and alos the mechanics of the echos. My favorite is probably the Colossus.
Nimesis 9 Mar, 2018 @ 6:25pm 
I haven't gotten a chance to play it, but I'll have an update here sometime tonight probably, it's 9:25 est. for me.
SUSHIMAKI  [author] 9 Mar, 2018 @ 3:34pm 
Thanks, this mod is my favorite project in my collection. I spend a lot of time thinking about it, drawing and codding.

As for the infantry, the logic behind it is that no one could hope to fight the death machines of this game on its own, they had to be squads to even mesure in strenght and even so they have an hit and run role (At wich i think they excel, i lost so many stray units to those damn ninja turtles XD) except for the guardians wich are magic steel exosuits containing the essence of ancient spartan warriors, knights, samurai, histories greatest heroes and armed with magic plasma spears and laser shields.

I hope people enjoys what i do because its just too much fun :steamhappy:
MladoTouan 9 Mar, 2018 @ 3:15pm 
I was skeptical regarding the infantry-type units (Mana Bots and also Turtles) because they were packs and not single units (I prefer and expected the 1 by 1 infantry production as in the old RTS games), but it makes sense and you've really made them look good. The animations especially are cute.
Overall, the visuals are nice imo. Mana units and shots also give some colors to the battlefield.
MladoTouan 9 Mar, 2018 @ 2:58pm 
Well a Giant could forge a mana-imbued bow which would be sized accordingly, I see no problem with that. ;)
SUSHIMAKI  [author] 9 Mar, 2018 @ 2:04pm 
What do you guys think of the Echoes so far?
SUSHIMAKI  [author] 9 Mar, 2018 @ 2:03pm 
I try to keep the main name relevant to the unit purpose. The lore name is in the units descriptions.
SUSHIMAKI  [author] 9 Mar, 2018 @ 2:01pm 
Do archers shoot magic imbued steel arrows the size of a tree?
MladoTouan 9 Mar, 2018 @ 1:54pm 
And the echo artillery "Echo Archer". :owhunter:
Nimesis 8 Mar, 2018 @ 11:36pm 
You should name the echo exosuits "Echosuits"
SUSHIMAKI  [author] 8 Mar, 2018 @ 2:43pm 
Tech 2 Echoes is out!
SUSHIMAKI  [author] 8 Mar, 2018 @ 9:41am 
Also the damage output of the wizard is a bit lower than a normal tank but it is thougher because of its shield. It is also more expensive than a normal tank.
SUSHIMAKI  [author] 8 Mar, 2018 @ 9:35am 
The orange one has AoE effect. The Wizard nano ray is extremly weak compared to the one builders have it is irrevelant in battle and only is useful during long cease fires and to speed up Pylon building.
MladoTouan 8 Mar, 2018 @ 9:30am 
I understand (although I would regroup the two mods personaly, but that's your choice!).

I'm not sure if the Wizard is overpowered or not yet, but instead of building either a tank or an engineer, you could field an army of both thanks to this unit. I've not checked how it competes with standard tanks though.

Is there any difference between the Mana lasers aside from colors? I understood there was no DOT in this game so the orangish (fire?) laser won't burn enemies, and I doubt cyan (ice?) lasers give a "chill" status slowing them down either.
SUSHIMAKI  [author] 6 Mar, 2018 @ 10:42pm 
I originally made the cyclops as their own thing. The idea of magic being an "experimental science" came to me later when i made the Seers and the portals. Thats the EMW program, to wich this mod is the main branch.

What im trying to say is that since they are 2 different mods, i dont think there is a way to meld them together with a dedicated custom builder without getting error messages if you don't have both installed. And i don't want to recycle the cyclops for this mod and scrap the original mod. But i know the builders menu is starting to get overcrowded if you have all my mods installed.

It was my intention to make the Wizard a hybrid tank/engineer. Now, if its overpowered, i will look into it.
MladoTouan 6 Mar, 2018 @ 6:41pm 
Why not making a dedicated "Mana Engineer" to build the pylons, as well as the Portal for your Cyclops?
Aso I doubt giving even a slight ressource bonus to a turret (the Pylon) would be a good idea, but, it's just my way to see it. The malus makes sense though.
Idea: you could try a Mana Fabricator for ressource generation, with different rates compared to the originals. :D

Visually, the pylons and artillery look especially good imo.
SUSHIMAKI  [author] 5 Mar, 2018 @ 9:00pm 
If a unit is overpowered or underperfoms, please mention it. I try to make this mod seemless with the main game... well if we disregard the magic stuff.