Rusted Warfare - RTS

Rusted Warfare - RTS

Grid war 1.4
77 Comments
Stavrozium 8 Jun @ 8:37am 
I looked into the files, and verified and fixed it. (for myself)

The "superXRobotBuilding" file copies the "superXRobot" file,
and the "superXRobotBuilding" unit deletes itself,
then spawns the "superXRobot" unit; so it "dies" twice,
and then both "units" have the code,
that it gives back 1000 GP upon death.

So, i fixed this by adding this in all the "superXRobotBuilding" files: (as well as for Ark)

[hiddenAction_returnGrid]
autoTriggerOnEvent: destroyed
addResources:gridPower=0

I tested it and it works ;)
Stavrozium 8 Jun @ 8:30am 
I tested what Nicon said: its even worse than that.

First of all, this applies to any unit (not structure) that costs Grid Power.
(this includes all 3 XBots and ZenoX's Ark)

Secondly, you not only get back the Grid Power when it is done building;
you also get back the Grid Power when the unit dies.
In other words; for a unit that costs 1000 GP, you get back 2000;
which results in having "infinite" Grid Power...
SUSHIMAKI  [author] 10 May @ 12:03pm 
I will check that out.
Nicon490 10 May @ 10:52am 
Hey. I encountered a bug were the Grid power cost of the Poseidon Experimental unit only applies while it is being built. Once built the Grid Power cost of 1000 no longer applies. Allowing for no cap on the unit.
Lil' X-Treme 12 Jun, 2024 @ 7:19am 
i remember how i used the 20 Generator strat where i put them first then some defenses,then i go Complete ham on enemies when i get Heavy generators (i forgot their name,the one that makes money and is giant),then i put artirliers that easly help my allies to kill enemies like flies,once i get heavy artiraly its gg when i put 3 of them,now i cant do this becouse everything is balanced and changed.hey atleast its balanced :)
Lil' X-Treme 27 May, 2024 @ 12:26am 
i guues theres gonna be a 4 Faction since 3 Gorux units were added,
Fatass 22 May, 2024 @ 1:10pm 
that fixed it thanks!
SUSHIMAKI  [author] 22 May, 2024 @ 12:17pm 
Maybe that mod is conflicting with mine. It probably overwrites the sear printer file. Try without it.
Fatass 22 May, 2024 @ 11:53am 
Wait thats not your submod lol. But the base mod still has the issue
Fatass 22 May, 2024 @ 11:51am 
NeoX ships. Also I believe the Battleship submod also uses base-game money.
SUSHIMAKI  [author] 21 May, 2024 @ 1:08pm 
@Fatass With which faction? I cant find the error. Everything seems fine.
Fatass 21 May, 2024 @ 1:00pm 
@SUSHIMAKI ships and ship factories use base-game money and not Mass, making them unusable :/
Tactical Turtle 16 May, 2024 @ 9:23am 
this makes me so happy
crazylilthing 9 May, 2024 @ 8:35pm 
yea I love it
SUSHIMAKI  [author] 9 May, 2024 @ 6:13pm 
Heavily inspired by it but with different units and factions.
crazylilthing 9 May, 2024 @ 4:55pm 
Is this based on supreme commander? ah heck it is isn't it I LOVE IT!
SUSHIMAKI  [author] 3 May, 2024 @ 8:10am 
1.4.4 reworks the balance of grid-power. Reworks the interface and adds the 3 GoruX units in Sandbox.
SUSHIMAKI  [author] 2 May, 2024 @ 8:41pm 
Grid War 1.4.3 adds extra starting grid-power, add grid cost to nukes, unit cannon and ark, revises some T1 units scaling and adds Artillery to NaraX.
SUSHIMAKI  [author] 29 Apr, 2024 @ 5:03pm 
New playable faction, the ZenoX! Improved economy and easier early game. Balance changes to all factions.
Lil' X-Treme 19 Apr, 2024 @ 4:01am 
the wait was worth it,finnaly we got new Units,what about another faction as a thing (bonus or something.)
Is purple color used? if no, good thats what the faction can be based on btw.
SUSHIMAKI  [author] 17 Apr, 2024 @ 4:20pm 
New update that brings resources streaming, improved interface, new soundtrack and a new super-x type unit for both faction. Super-Xs are giants among your army even compared to super units. They cost a massive amount of resources and must be built directly on the grid. They are meant to spearhead your final victorious assault and can take much more punishment than any other units.
Shakal 4 Mar, 2023 @ 7:12am 
у одной из рас слишком имбовые юниты и артиллерия фигачит через всю карту
Nicon490 28 Jun, 2022 @ 7:31pm 
Do you take commissions?
Nicon490 6 Mar, 2022 @ 5:30pm 
Is it possible to add a way to send rescources to teamates? Kinda like the cash crate mod?
Nicon490 3 Jan, 2022 @ 8:23pm 
Hey could you make it so that the NaraX EMP launcher does not attract the Anti-Nuke? A friend of mine burned up all my anit nuke with cheap EMP and then nuked my base easy peasy. Might not be as much off an issue if the EMP launchers range was limited.
bryan7600 31 Oct, 2021 @ 8:17am 
swaga swaga swaga swaga swaga swaga swaga
jastrongames 15 Aug, 2021 @ 1:52am 
any plans on a new update?
Nicon490 4 Jul, 2021 @ 12:44pm 
Really enjoying this mod. You still planning on adding a third faction?
73kenjojo 8 Jun, 2021 @ 3:03am 
any update at june?
Archivist Grim 22 May, 2021 @ 11:56pm 
Recommendation, expanding out the units and buildings, for example titan construction yard, for super heavy units and making of smaller commanders, or pride and true commanders
TwoForty 14 May, 2021 @ 5:04pm 
Dumb idea but also expansion fodder:
NeoY and NaraY: Air Units Focus, flying but more fragile commanders with less powerful build beams but also a 3rd improvement slot because no legs boi. Both factions heavy and superheavy land units are absent, but replaced with even better air units.
NeoZ and NaraZ: Naval/Skimmer focus. Neo commander can submerge, but has a weaker weapon and some new and improved ships but cutbacks in the land forces department. Nara commander is a skimmer and focuses on hard-hitting hit and run attacks at the cost of the removal of all artillery from the arsenal.
Gonb 14 May, 2021 @ 5:19am 
there is a bug that makes the grid expansion hubs not do their job for no reason, instead they deactivate themselves every second
aidan 5 May, 2021 @ 9:29am 
some of them r right, the ai r dumb and this mod was a best
Popo Bigles 5 May, 2021 @ 8:36am 
Big Supreme Commander vibes.
𝓝𝓮𝓸𝓷𝓸𝓲𝓻 2 May, 2021 @ 10:53am 
really good. like and favourite!
TwoForty 1 May, 2021 @ 5:12pm 
Nevermind, found it.
TwoForty 1 May, 2021 @ 5:06pm 
Hey, how do I access the NaraX units? Is that a separate mod or am I just not looking hard enough
EmotionAbyss 1 May, 2021 @ 8:09am 
Thanks
SUSHIMAKI  [author] 1 May, 2021 @ 8:07am 
Version 1.2.1 brings fixes to reported bugs and some rebalance.
SUSHIMAKI  [author] 1 May, 2021 @ 8:06am 
Its hard to understand but i just upload a new version with many fixes.
EmotionAbyss 1 May, 2021 @ 5:22am 
if English is bad I'm sorry I'm Russian
EmotionAbyss 1 May, 2021 @ 5:21am 
This is only the case with the air and hover plants the reason is that they copy the ground plant since everything is fine with it
EmotionAbyss 1 May, 2021 @ 2:28am 
The mod is beautiful just this layering during the game quite strongly affects the balance since the lad bots manage to build only sorrel with zhtim nasdoenie that after that their cde does not smoke out)
EmotionAbyss 1 May, 2021 @ 2:24am 
SUSHIMAKI naraX plants have a bagan grid and can be built almost on top of each other will there be a fix?
AEOA 30 Apr, 2021 @ 9:00pm 
Amazing mod, but I have found a bug where if I come back to a saved game, the T1-T3 nests aren't able to produce any units and says the build times are infinite.
SUSHIMAKI  [author] 30 Apr, 2021 @ 3:38pm 
yes
Lukencio™ 30 Apr, 2021 @ 12:41pm 
Amazing mod guys!
Hey sushimaki, can i make a battleship based on the mod designs?
something like an experimental unit
SUSHIMAKI  [author] 29 Apr, 2021 @ 8:44pm 
Version 1.2 bring many balance changes and feature as well as the NaraX faction (Insectoid robots).
SUSHIMAKI  [author] 28 Apr, 2021 @ 5:07am 
I'm releasing the NaraX faction this weekend.