Rusted Warfare - RTS

Rusted Warfare - RTS

MiniatureWars Epic40k: Relics Pack II patch
81 Comments
Viddevidur 25 Sep, 2024 @ 8:18am 
I cant get it to work against ai
Azathoth 11 Jun, 2024 @ 10:41am 
another note, if anyone knows how to delete the titans from rosters, probably would make this much more playable, also ton down the requisition you get
Azathoth 8 Jun, 2024 @ 10:05pm 
I know mod maker is probably not coming back but if the AI can be toned down some this would be the best mod hands down.
Commisar_Slove 14 Oct, 2023 @ 11:34pm 
gandalf is gone, and i dont think he's coming back
Nova_Satus 24 Apr, 2023 @ 6:26am 
Hey gandalf, i love your mods. i was wondering though if there was a way you or I could remove titans from the mod or make them much more expensive since the AI spams them and it is kind of annoying.

perhaps a submod for their removal or if you could tell me how to change it myself? your mods are my favourites. thank you for making them.
Eliphaser 27 Sep, 2022 @ 1:24am 
you don't; the way factions are modded into the game results in the AI randomly picking one of them
until it gets implemented, if it ever does, factions are essentially random upgrades to a building that all cost the same, so the AI picks them at random
xFizzle 26 Sep, 2022 @ 8:45pm 
How do you select factions for AI games?
Balkoth The Lich 5 Sep, 2022 @ 12:02am 
Is this an Overhaul mod by itself, or does it require another mod to work?
Eurasia 5 Mar, 2022 @ 5:14am 
would be better if units did no damage ngl
Bruticus09 30 Oct, 2021 @ 6:30am 
i love it the thing is if you even have it on eseist one they cover the map in under five minits
TrueWOPR 1 Oct, 2021 @ 2:34pm 
Instant defeat when selecting space marines as a faction. I wager the building is deleting first rather than upgrading leaving the user with 0 units and thus defeated.
AKStormtrooper 22 Jun, 2021 @ 1:04am 
so...thought of a way to further differentiate the factions; setting up a sort of "build-up" limit, something to limit forces at the start before growing to the truly massive, infinitely large scale battle that one can enjoy. An example might be the Imperial Guard needing to lose certain amounts of men/equipment in battle before they can get higher-leveled equipment. Preferably, not a set limit on force numbers.
Gandalf  [author] 17 Mar, 2021 @ 1:23am 
Thanks... Ohh ok, I just remember that bug. I have to fix it. Thanks for the report.

Badwolf..I need to check this mod again cause I haven't work on this one since november.
Dakilang Malgus 16 Mar, 2021 @ 9:54am 
The mod is awesome. I have a bug to report for you. When I pick a faction, the game thinks I have lost the game and shows the defeated screen. Great game though.
Badwolf66 14 Mar, 2021 @ 7:33pm 
Could you maybe buff up all the units maybe?
Gandalf  [author] 17 Feb, 2021 @ 3:39am 
Some people suggest me too to limit the titans per player, that could work too. Or I thought maybe like a Relic unit limit or so
AKStormtrooper 17 Feb, 2021 @ 3:35am 
The AI spams titan/titan-like units. The only way i've found to truly fight this is use mods like "interlocked Large." if you update this mod, it could seriously use anti-titan units.
Chainmail4skinMonster 21 Dec, 2020 @ 5:15pm 
Hey man, great mod, fantastic work o the sprites and effects. I've made a Warlord Titan, fully functional with your mod, once I have a couple other units I wouldn't mind sending them your way so you can incorp them into the mod. Planning to expand on the air side of things a bit tbh
cabo william hudson 16 Dec, 2020 @ 5:05am 
por el emperador¡¡¡¡¡¡¡:steamhappy:
Gandalf  [author] 4 Nov, 2020 @ 5:07am 
Jajajaja
cabo william hudson 4 Nov, 2020 @ 4:43am 
a ver a ver donde esta los heroes de faccion a si no se puede jajajjajajaa
TwoForty 17 Oct, 2020 @ 6:04pm 
There's a bug n the good v evil selector:
No Imperial fists, no Kreigsmen, no eldars, no tau, and no necrons. (as in you cant select any og them if you start with the order v disorder start)
Gandalf  [author] 17 Oct, 2020 @ 5:16pm 
18/10
-Added Captains and Chaos Lord in terminator armor.
-Added Powerd Sword to Captains/Chaos Lord
-Changed shoot effect on lasguns
-Corrected chimera/hellhound heavy bolter turret position
-Upgrades on units now will display as an upgrade (with the letters in blue)
-Other minor fixes
cabo william hudson 17 Oct, 2020 @ 4:32pm 
uuuuuuuuu
TwoForty 15 Oct, 2020 @ 4:13pm 
*I smell a horridly large amount of gold and olive oil*
Gandalf  [author] 15 Oct, 2020 @ 12:06pm 
15/10
-Added power fist upgrade to Space Marine captains
-Added Power sword and Power fist upgrades to Astra/Korps and Renegade commanders
-Astra/Korps and Renegades commanders HP and price decreased

Stay tunned for more updates. The Emperor knows.
TwoForty 14 Oct, 2020 @ 9:41pm 
Can we get more guard commander versions (melee claws, sniper rifle, psyonics...)
Gandalf  [author] 14 Oct, 2020 @ 5:07pm 
-Minipatch: Necron lord "Smite" hability replaced by "Resurrection Orb"
Gandalf  [author] 14 Oct, 2020 @ 2:59pm 
I know, but this was a quick update today and I had not much time to check everything properly. I do not know if it is turning into but I like how the mod is evolving at the moment.
Limeon 14 Oct, 2020 @ 2:56pm 
very much a nitpick but technically Necrons can't smite since none of them are psykers ;)
Limeon 14 Oct, 2020 @ 2:56pm 
seems so -- good work man
TwoForty 14 Oct, 2020 @ 2:45pm 
Is this turning into a minimalist dawn of war game?
Gandalf  [author] 14 Oct, 2020 @ 2:44pm 
New patch: Psychic awakening

-Added few new units: Weirdboy, sorcerer and librarian with smite power (i'll introduce more and diferent ones for each faction in the future)
-Necron Lord and Farseer now can use smite power
-Chaos sorcerer can summon a portal to the Warp
-Now Astra and Renegade comanders can call for missile barrages
-All captains commanders etc, now shoot faster
-Minor bug fixing and AI dificulty increased
Limeon 13 Oct, 2020 @ 10:11am 
They can be very annoying since they can be spammed out (they're very cheap) and require a lot of micromanaging to kill them off. One by itself might not be that bad but when you have 3+ they can be silly.
Gandalf  [author] 13 Oct, 2020 @ 10:07am 
Limeon, with hold back an army are you talking about while they are repairing other units or what? Cause they had 100 hp and a very poor attack. I downgraded their repair speed cause that may was a bit OP and their HP a little few moments ago, but maybe what you saw was a Captain or something like that.

I just update the mod with a few "disbalance" between armies to make them more unique and changes on units prices raising HP/Price by a percentage or decreasing it.
Limeon 13 Oct, 2020 @ 8:03am 
repair people seem too op -- they shouldn't be able to hold back an army singlehandedly -- also what Stormtrooper said
Gandalf  [author] 13 Oct, 2020 @ 3:04am 
They are indeed. Now that I have a little more time I'll start working on that.
AKStormtrooper 13 Oct, 2020 @ 12:20am 
each faction kinda feels the same, at least with most infantry and vehicle use. I've also noticed that all infantry (and most vehicle) ranges are the same, along with damage and health on similar units (such as each faction's 150$ or heavy infantry.) Necron Warriors, Tactical Squads, and Death Krieg Storm Squads (to name a few) might as well all be the same unit.
Gandalf  [author] 11 Oct, 2020 @ 1:37pm 
11/10
-New faction: Craftworlds
Gandalf  [author] 10 Oct, 2020 @ 2:49am 
Now this one. Epic 40k was my first mod ever in RW but my idea of the scale of the battles on this one is the one that I have on the beginning for the original Epic 40k. So I'll probably just patch the original to fix things and thats all. This mod has more content so far and more incoming.
Wuakima 9 Oct, 2020 @ 5:54pm 
what is your main mod this or Epic 40K
Gandalf  [author] 9 Oct, 2020 @ 6:57am 
9/10
-Changed prices of Relic Units line Titans, Baneblades etc..
-Added New Faction: Death Korps of Krieg
-Factions can be now firstly selected in general and then "subfactions/chapters/regiments/septs" for example: "Space Marines" and then "Ultramarines" or "Imperial Fists"
-Astra splited in: 180th and 143th
-180th Regiment renamed and prices changes on air units and other light ones
-Other minor fixes and changes
Gandalf  [author] 9 Oct, 2020 @ 6:53am 
7/10
-Decreased lightning guns volume on necrons
-Sumoning cores can now be awaken to allow the production of troops
-First titans rebalance (It may need more)
-Changed the way the AI work on base creation and nerfed some AI buffs
Limeon 5 Oct, 2020 @ 7:04pm 
after some play testing I have a couple things to note:
Baneblades seem too OP for their cost -- you can easily spam them, and necron scarab builders are really derpy when trying to build stuff and generally seem to have a mind of their own.
Gandalf  [author] 5 Oct, 2020 @ 1:49pm 
5/10
-Added Necrons: They are now fully available (They migth need more units)
-Changed Renegade/Chaos Warhound Titans Laser color
Gandalf  [author] 5 Oct, 2020 @ 1:31pm 
I know, but I didn't figure it out how to solve that. It happens the same with "lasguns" or Tau canons. Ouu cool
Limeon 5 Oct, 2020 @ 12:47pm 
Figured, only bug I've found is if you zoom out their weapon volume doesn't change.
I'm just happy to have them since I collect Necrons IRL.
Gandalf  [author] 5 Oct, 2020 @ 12:31pm 
They aren't finnished yet, but almost.
Limeon 5 Oct, 2020 @ 12:29pm 
Necrons look great
Gandalf  [author] 5 Oct, 2020 @ 12:28pm 
Enjoy. Yes, soon will have another one