Rusted Warfare - RTS

Rusted Warfare - RTS

Mechwarrior: Civil War
200 Comments
Mr. Timothy 17 Apr @ 12:38pm 
Is there a discord?
SUSHIMAKI  [author] 6 Apr @ 8:56pm 
No, you must keep them safe.
Raven Of War 6 Apr @ 8:03pm 
is it possible to repair leopards? I have not seemed to have found a way yet
Raven 21 Feb @ 5:46pm 
could there potentially be naval assets added in the future? I know in lore there's a few full on ships but at least stuff like the monitor would be a cool addition, along with more variety in air and tank units
SUSHIMAKI  [author] 16 Feb @ 2:18pm 
It triggers randomly when a unit takes a hit.
SUSHIMAKI  [author] 16 Feb @ 2:01pm 
Its an explosion that can happen every 1s and damage a unit and its components. It is more likely to happen on vehicles and mechs can avoid it completely if they move.
Opaliwur 16 Feb @ 1:57pm 
btw: what's "critical hit"? and how does it work?
criticalHit=<some value> — probability of crit?

and I suppose that damage less or equals 5 doesn't damage components, right? (if not critical hit maybe)
Opaliwur 15 Feb @ 10:12am 
I know 😇👀
Flicken 14 Feb @ 4:01pm 
You can also make the mechs free... Oh, and be aware that any changes you make to the default layouts, the enemy will use as well.
SUSHIMAKI  [author] 14 Feb @ 4:33am 
Yes, you can put 3 Arrow-4 on a Locust.
Opaliwur 14 Feb @ 3:45am 
.....aaand..yes! If you manually edit *.ini files you can actually put any weapon into any slot (+ incompatible). Game won't complain 😇
Opaliwur 10 Feb @ 7:54am 
LOL... edited Turkina.ini, put Gauss into each slot:
Expectations: ==ERRORR!!!==
Reality: INSANE BUILDING DEMOLISHER!!!
Sold all guns, got 84 available tonnage!!! (44 by default), so....I guess...that... available tonnage depends on initial mech loadout.
Didn't try to put big guns into small\med\wrong slots, etc..... yet.
Opaliwur 9 Feb @ 11:37am 
Uh... sad..
I'll have to modify each one manually... and inherit existing mechs for different loadouts (don't know how but I'll try 👀)
Flicken 7 Feb @ 2:36pm 
@Opaliwur

Has been asked before, you cannot. You CAN go in and modify the default loud out though. Is what I have done.
Opaliwur 7 Feb @ 6:10am 
Great mod! You can even play vs impossible bots with ease ☺
Btw, is it possible to make the ability to save mechs' custom loadouts for future use?
Bin Laden 18 Jan @ 7:04am 
my dumbass is too overwhelmed for this mod
Profile_Name 20 Nov, 2024 @ 7:08pm 
Nevermind, just occurred to me I can just use the Jade Falcons as a generic Clan invader in skirmish.
Profile_Name 20 Nov, 2024 @ 6:54pm 
Holy crap, this is pretty much the closest we could get to some unofficial sequel to Mechcommander.
Wish there were maps and missions made for it. But skirmish works nicely!

I know there's already a battletech mod set during the clan-invasion, but I really like how this mod does this, so I hope in the future you might make one set in the clan-invasion.
SUSHIMAKI  [author] 30 Oct, 2024 @ 1:39pm 
After less than 20 minutes they start making mechs.
OldPayphone 30 Oct, 2024 @ 1:27pm 
@SUSHIMAKI I will purposely let the matches run for over an hour and the AI mechs aren't spawning so no, I am not defeating the enemy AI too quickly.

And just like someone else has said, the infantry is a constant problem. Please adjust them.
SUSHIMAKI  [author] 30 Oct, 2024 @ 1:12pm 
It says it can detect units outside of range.
darksider1995 30 Oct, 2024 @ 1:01pm 
I didn`t know the one about probes, could it be added to the tooltip?
SUSHIMAKI  [author] 30 Oct, 2024 @ 12:52pm 
Active probes will also randomly reveal infantry.
SUSHIMAKI  [author] 30 Oct, 2024 @ 12:51pm 
Well they can't swim. Mechs can bypass everything if they have jump jets. The trick against infantry is setting up a good patrol net. If they are spotted, any unit in range will shoot them.
Raven 30 Oct, 2024 @ 12:47pm 
I do kinda hate how infantry is just a constant thorn in the side because you have to be on top of them to even see them and they do too much damage for what they are and how they just bypass all terrain like it doesn't exist
SUSHIMAKI  [author] 30 Oct, 2024 @ 12:35pm 
If he finish a match before he can afford mechs, then it makes sense the ai don't have time to get any out.
darksider1995 30 Oct, 2024 @ 12:27pm 
@OldPayphone The new "barriers" and "caltrops" almost work as passive defence, but to waste masses I usually use the basic tank (AC5 + MG) or the basic helicopter (MG).
If you want to avoid losses a light/ medium mech with good speed (0.81 the minimum) armed with MG and/or flamers + AMS if it has slots, this requires quite the micro tho
For AI not using mech it somewhat inherited from vanilla (not using costly stuff but spamming cheap), the modder would have to insert some hefty (and finniky) scripts to make it happen frequently
You could also try playing the Sandbox mode where you can give commands to all AI players
OldPayphone 30 Oct, 2024 @ 9:12am 
In all my games, the AI doesn't even build any mechs. They just spam infantry because they are so cheap and powerful in groups that they make mechs entirely irrelevant. I am able to beat a very hard AI quicker with elemental/infantry spam versus using mechs. That's a genuine balance issue. The elementals for example have SRM's that go way beyond the range indicated when you select them. The are practically very overpowered cloaked artillery. Their micro lasers also destroy absolutely everything when they really shouldn't.

Overall infantry need a huge nerf to their cloak and their weapon range, and damage to mechs if not using rockets. Elementals need to move much faster since they have jump jets.
OldPayphone 30 Oct, 2024 @ 9:11am 
@darksider1995 I appreciate the tips, I really do. I'll make sure to use the AMS walls but while yes the infantry are squishy, it's annoying how I am basically forced to run up on them, taking massive damage from their rockets to even kill them. It just feels like there is no counter to infantry spam.
darksider1995 30 Oct, 2024 @ 2:41am 
Infantry is super squishy, you can counter LRMs with walls upgraded with AMS
As for turrets I guess the dev doesn`t want players to turtle too much? Still you can spam them, a 3*3 square with 1 ammo depot in the middle with 8 AC turrets is quite dangerous
darksider1995 30 Oct, 2024 @ 2:35am 
@OldPayphone I see only 2 possibilities: you didn`t get economy running or you didn`t recruit Mechwarriors. For n1 you should spam the Solar Farm building (from the large foundation) 15-25 should give you enough income. For n2 Mechwarriors are recruited from the Mech factory and require a bunch of money (like 2M) and infantry population. You are not supposed to rely only on the HPG relays for money
OldPayphone 29 Oct, 2024 @ 5:57pm 
@darksider1995 Nice stupid assumption. I have played multiple matches. Still the same awful balance issues and the inability to spawn mechs.
darksider1995 29 Oct, 2024 @ 4:47pm 
@OldPayphone Have you experimented a bit, or did you just launched 1 match, didn`t get the logic and now you`re complaining?
Because the mod is not vanilla, it`s a Total Conversion
OldPayphone 29 Oct, 2024 @ 1:10pm 
My goodness. This mod is so incredibly unbalanced. Troops are insanely overpowered. Their cloak paired with their game breaking huge range makes them way to OP. LRM's have way to far of range and needs to be dialed back. Turrets are so incredibly weak and useless. Their damage is a joke and they should have the ability to detect the troops if they are nearby. At no point during my games could I make any mechs. Just tanks and helicopters. Why?
SUSHIMAKI  [author] 21 Oct, 2024 @ 11:18am 
Should be possible yes.
Raven 21 Oct, 2024 @ 10:54am 
I like the random neutral enemies that spawn on the map with this mod, is it possible to make a version of that system for vanilla?
Radar3121 28 Sep, 2024 @ 11:45am 
best mechcommander we have for now :steiner: keep calm and MECH ON :dreadnought:
Flicken 18 Sep, 2024 @ 3:47pm 
@BigTimeGamer Mechcommander Series is pretty damn good. Old now, but I played the first one over and over.
BigTimeGamer 18 Sep, 2024 @ 1:13pm 
in summery, 3067 out of 10 mod, worth more than the whole lot
BigTimeGamer 18 Sep, 2024 @ 1:12pm 
bruh, this mod is like magic how can a human do all these things with a game as simple as this, and if anyone knows a rts battletech game as good as this mod , msg me cuz i never knew battletech could work as a rts rather than a tbs
Flicken 15 Sep, 2024 @ 8:52pm 
So, two things, mech with ECM, or given ECM, loose them randomly. Sometimes I install one and it lierally burns to death in the mech, while still in the mech bay. Assuming bug, not feature?

Second, I don't see the AI making many of their unique mechs, mostly just Awesome, Marauders, Centurions and the smaller stuff. Never seen Jade Falcon pull out a clan mech. Could just be me being blind, but I noticed it enough to mention.

Still wish we could save custom loadouts somehow. Be so awesome to not have to give all my Mad Cats AMS instead of MG's.
Mephi 2 Sep, 2024 @ 6:47pm 
That actually seemed to help. I just loaded a game on VH and waited on 5x speed to see if the AI changes its behavior. Thanks!:steamthumbsup:
SUSHIMAKI  [author] 2 Sep, 2024 @ 4:16pm 
Don't use Impossible ai, try Very hard and they should be better. Impossible ai is erratic and don't work well with mods.
Mephi 2 Sep, 2024 @ 2:44pm 
Is this still being updated?

I ask because the AI is quite passive even on Impossible.

I would sit around and just build up while the AI just sets up 5 or so outposts then just launch piecemeal attacks at me. I'm playing on a map with resource pods literally all over the map and the AI just uses a handful.

Is there anyway you can make the AI more expansive and aggressive? Especially on Impossible?
Juggernaut 31 Aug, 2024 @ 2:53pm 
U are a man!, thank you very much, if I succeeded, I will contact you
thank you very much once again :uprisingPower:
SUSHIMAKI  [author] 31 Aug, 2024 @ 2:33pm 
I suggest you go on the official Rusted Warfare Discord. A user called General Airon also made many video tutorials i believe. I think he got 2 youtube account General Airon and Aironium. The discord server is the best place to learn modding and there is actually a google document with all the code lines you can use. Modding is really easy once you grab the basics.
Juggernaut 31 Aug, 2024 @ 2:23pm 
and if it is possible to help you promote this work of art, send me the link
Juggernaut 31 Aug, 2024 @ 2:22pm 
Dude! Can I ask you something?
How do you change some things in the game, like adding more resources, like energy, oil/gas and nutrition? I wanted to make the game more about collecting, like a small truck picks up supplies from a distant area and has to deposit them at the main base, so the game would be even more challenging. Like, I could continue using credits (C-Bills) to buy things, but with the addition of these elements, and if I were to pay only with credit, it would be a mercenary construction (but the time and price would be double or triple to produce the unit). I really wanted to be able to do that, but I don't know how to do programming commands (I tried about 20 times and failed miserably every time). If you can (I know it's kind of selfish on my part), but could you send me a video of how to make these new resources and how to hire new people in your mod? I believe that my 13 hours of gameplay were only with your mod. I don't even think about playing vanilla anymore.
SUSHIMAKI  [author] 31 Aug, 2024 @ 9:09am 
I think my favourite mechs would be the Wolfhound, Dervish, thunderbolt and Zeus. In weight category. Also, warships in Battletech remain in space and bombardments are very limited by the Ares convention and the general need to preserve infrastructures intact (On ground but also the battleships themselves are too valuable to risk). Thats why ground battles are dominant. Eventually, i would like to further differentiate factions by having more faction specific air units too.
Urban King 31 Aug, 2024 @ 8:44am 
Also I wanted to say the godzilla in the sandbox mode is pretty funny