Rusted Warfare - RTS

Rusted Warfare - RTS

Commander Tech
47 Comments
Glaive  [author] 6 Apr @ 12:12pm 
Thank you, glad you enjoy it! I too really hope I can get the update out soon, haha. I've made very good progress on it this year, but these past few weeks have been very busy for me and I've barely been able to work on this. Next week is looking like it'll be a bit more normal, so I'm hoping I can kick development back into a higher gear.
Mortos DerSoulstealer 6 Apr @ 7:43am 
It's a little rough around the edges, but I like what I see. Keep up the good work. Looking forward to your next update. I hope it's soon.
Glaive  [author] 9 Feb @ 5:31pm 
Eh it's mainly because I wanted to involve the industrial units from Battletech in some way. IMO once you learn how the supply line system works it's not too convoluted, though I do agree the current version of the mod does a very bad job at teaching how the whole thing works. It's something I've been working on improving and the coming update should hopefully be a bit better.
OwenVSH 9 Feb @ 4:33pm 
So I must ask, why is the economy so stupid involved?
Beyond infantry I have to build five different buildings just to have a couple of tanks?
This looks cool but plays very poorly.
No idea what leads to what.
Glaive  [author] 16 Dec, 2024 @ 7:47am 
Hey all, happy holidays! Sorry for the very long wait on this. I had some major life events happen in the past few months. Along with that, I got extremely burned out on Battletech :P (staring at mech stats day-in and day-out takes its toll). I still hope to get the update out this year, and am planning to really push this week to get things completed. Stay tuned!
TheSparrowOfRealms 13 Sep, 2024 @ 11:53pm 
Sweeeeeeeeeeeeeeeeeeeeeeet looking forward to it this mod already is super awesome as is
Glaive  [author] 12 Sep, 2024 @ 8:57am 
Hey all, it's been well over a month since my last progress report, sorry about that! Progress on the mod has been slow but steady. I'm close to completing one of the last large and time-consuming changes that will be included in the update. I've been alternating between working on the larger tasks and fixing up smaller things to keep from getting too burned out. I've also been working on re-scaling certain units and adding more variants/omni configs to several units. Several other unannounced goodies will be coming in the update as well. I am really looking forward to getting this update out and into your guys' hands! It's been such a long time coming
Glaive  [author] 1 Aug, 2024 @ 9:36pm 
More on the micro side of things, though macro does play a bit of a role too. The mod is a bit more base-building focused earlier on, but eventually players tend to reach their unit and resource caps and so it shifts to mostly combat and unit micro.
Overall an aspect of the mod that I'm not very happy with to be honest. I have some ideas for how to change things up somewhat, but nothing completely set in stone yet.
Bruticus09 1 Aug, 2024 @ 11:53am 
Is this a macro style mod or micro styled
Glaive  [author] 31 Jul, 2024 @ 7:20am 
Yea no worries, it's all good. Trust me I got a massive wishlist of my own haha. Been tricky keeping priorities on what's most important to get done first.

Speaking of progress, haven't been able to work on the mod for the past few weeks, apologies for that. I'm planning to work on it some this weekend. I wanna say there's not too much left that is "big" to do on the update, but there's a bunch of small misc things on my to-do list that stack to a lot, so could still be a bit before the update is ready.
[UB]WWMTLD 28 Jul, 2024 @ 4:40pm 
Totally fair, and I didn't intend that to come out demanding, more of a wishlist item haha, I get how much work goes into this stuff.
Glaive  [author] 28 Jul, 2024 @ 6:37am 
Glad you like the system! It's been a bit surprising to me that so many people like it haha, I figured most people would find it bothersome.
While I wouldn't mind adding mech customization to at least omnimechs, it would a pretty large undertaking to implement, and would effectively be a near-complete rework of the units in question, and I sadly do not have the time right now.
If I ever do look into customization, it would probably be part of either a new mod or a re-imagining of this mod.
[UB]WWMTLD 27 Jul, 2024 @ 10:04pm 
love the resource transfer/supply line mechanic, would be great to see customizable mechs ala Civil War tho
Glaive  [author] 14 Jul, 2024 @ 11:16am 
Bit of an update for those interested. Progress on the mod has been going well, though a bit slow at times (life has been pretty busy on and off). I've made very good progress on improving the resource hauling system, what's mainly left is improving visual queues, which has actually led to an art pass across all larger buildings.

After some thought, I'm going to hold off on implementing a global "BV" unit limit that I mentioned earlier, but I do want to convert all limits to be BV limits instead of the current tonnage and cmd limit system. This should give a bit more use to units that are overall inferior to others but make up for it in being very cheap to field thanks to their low BV. Another perk to sticking to split unit limits is that I can still keep faction modifiers where some factions have a higher limit for vehicles, lower for mechs, and so on.
Glaive  [author] 22 Jun, 2024 @ 6:15pm 
@pigpigs You can use Carbines to transport metal until you get flatbed trucks. To assign a worker to haul resources, just command them to stand on ramp of the factory, or near a refinery or mine. I plan to add better tool-tips and hints on how this all works in the coming update.
pigpigs 22 Jun, 2024 @ 5:03pm 
Why cant I get the metal to make a resource cargo hauler vehicle in the very early game. There is something huge I feel like I'm missing here.
Glaive  [author] 18 Jun, 2024 @ 12:33pm 
I could use one of the unused "starting credits" settings to enable unlimited cap. Thanks for the suggestion
Judge Dread 18 Jun, 2024 @ 12:04pm 
I think it'd be good to have an option for unit caps for those who want it and for those who don't.
TrueWOPR 18 Jun, 2024 @ 9:28am 
I'd be fine with giving that a shot.
Glaive  [author] 18 Jun, 2024 @ 7:05am 
Hey all, I don't know how many people read this, but I am hoping to get some feedback on something. I am considering collapsing all of the unit command limits and tonnage restrictions into a single "Battle Value" number.
This would allow players a lot more flexibility to get the unit composition they want, but should still keep things balanced. Battle Value is a value already defined for all units in the Battletech Boardgame, so this also means I can lean on their balancing system instead of trying to contrive my own.
Judge Dread 6 Jun, 2024 @ 11:20am 
Agreeing with prior comments about resource transportation. Would be nice to be able to set so that select resource haulers will take from more distant mines/refineries.
Glaive  [author] 8 Feb, 2024 @ 10:36am 
Thanks! I agree tool tips would be good
TrueWOPR 2 Feb, 2024 @ 11:36am 
Well this is easily in my top 10 mods, just needs some clarity on supply lines - I think they work fine but perhaps a tooltip explaining them could be useful. :)
Glaive  [author] 16 Jan, 2024 @ 7:46pm 
They are supposed to be automatic yea. They will only target radar targets that actually get spotted by the artillery though (red ping will appear). Unfortunately though the radar can be a bit glitchy (even after me reworking it a couple times). Alternatively you can use narc and tag equipment to spot for artillery (Kitfox C has a tag, Stormcrow D has a narc, ect).
My balls are GARGANTUAN. 16 Jan, 2024 @ 2:42pm 
are the tom artilleries auto cuz i have one and a radar and it dont do nun:GDNormal:
Glaive  [author] 20 Nov, 2023 @ 6:43am 
As for naval, there are actually a reasonable number of naval ships in BT. Some are so big they are basically floating dropships lol. Unfortunately the Clan factions don't seem to use naval ships at all. Instead what they do is equip their omni-mechs with UMUs (basically jump jets but for under water) and use their mechs underwater. Clan Goliath Scorpion also has several submersible battle armor (power suit infantry). All would be interesting to add down the road, and if/when I add IS factions, I definitely want to give them their naval ships. (I reached the character limit and has to split up my message, lol)
Glaive  [author] 20 Nov, 2023 @ 6:43am 
I really would rather not add weapon loadout customization, as I feel to add it would make several mechs entirely obsolete, or just less interesting. If I do ever add it, I would probably only give it to omni units. I don't really agree that this is superior to Sushi's mod, but I appreciate the compliment all the same. IMO Sushi's mod captures certain aspects of BT very well, and overall I feel his mod is a very smooth experience to play, while mine can get a bit convoluted.
Mini 19 Nov, 2023 @ 9:57pm 
Personally i think you should be able to change weapons. Sushimaki's mods are nice, but this is very much superior IMO. Aside from that, i wish you could get naval, granted i dont play actual battletech so idk if thats a thing iin its universe.
Glaive  [author] 18 Nov, 2023 @ 5:24am 
you move a Carbine or Flatbed truck next to a factory (preferably on the loading ramp on the side/top). It will then go to the nearest refinery with metal and take it back to the factory
Farmiloy 18 Nov, 2023 @ 1:27am 
how to transfer metal?
Glaive  [author] 17 Nov, 2023 @ 10:43pm 
Thank you! Glad you enjoy it!
TheSparrowOfRealms 17 Nov, 2023 @ 9:40pm 
I absolutely love this mod, great models and a great mod
Glaive  [author] 16 Nov, 2023 @ 8:50pm 
@Bruticus09 That's very strange. Are you using a different starting BV amount? I wonder if I incorrectly set something.

@WARFACTOR thanks!
Bruticus09 16 Nov, 2023 @ 8:41pm 
well it just seem the drop pod sits there and the only thing i can do with it is click spawn mechs but even that's red
WARFACTORY 16 Nov, 2023 @ 8:26pm 
Very cool mod you are good! :steamthumbsup:
Glaive  [author] 16 Nov, 2023 @ 6:14pm 
To an extent yes. Only play them if you want to spam tanks :P
Just an hour or so ago I was looking at possible options to give them to make them more interesting.
Bruticus09 16 Nov, 2023 @ 6:01pm 
so stone lions are unplayable at the moment
Glaive  [author] 16 Nov, 2023 @ 4:12pm 
I'm going to make a topic specific to the resource hauling system to gather feedback. My next task is to overhaul the system, so now is the time to send in your thoughts.
Glaive  [author] 16 Nov, 2023 @ 4:11pm 
The first issue I hope to address with my rework of the system. I hope to allow players to set not just the building to service, but the resource supply to go after.
The second issue sounds a bit weird, but I'm guessing it has to do with how the workers detect the buildings to service. The most reliable way to get it to work at the moment is to command them right on top of the side ramps of factories, and to place the buildings where the ramps more or less line up.
My Coputer! 16 Nov, 2023 @ 3:58pm 
there are also times where i just can't make things go where i want them to, eg. from a refinery to vehicle factory
My Coputer! 16 Nov, 2023 @ 3:55pm 
cool battletech mod but i can't even set up proper logistics due to trucks having such a small range, no clue what is up with that
Glaive  [author] 16 Nov, 2023 @ 1:53pm 
I addressed that in the description. They are very unfinished and more meant to test layout and map sizing. I've found keeping them rough for a bit helps, as it makes overhauling the maps less time-consuming. On that note, I've resized the 8-player map twice throughout it's development. I think I'm happy with it now though, and I want to go ahead and clean it up.
Eurasia 16 Nov, 2023 @ 1:28pm 
the maps look a bit silly, like the mountain or hill parts of some maps are just straight lines
Glaive  [author] 16 Nov, 2023 @ 5:56am 
Yes, the faction select descriptions warn you which ones. At the moment, Clans Nova Cat and especially Stone Lion are unfinished. However, I decided to leave them in because Nova Cat sports one of the best medium mechs in the mod, and Stone Lion uniquely is more vehicle-focused. I plan to expand on both factions quite a bit down the line.
Bruticus09 15 Nov, 2023 @ 10:11pm 
are some of the factions unfinished?
Glaive  [author] 15 Nov, 2023 @ 7:07pm 
You can use Carbines to transport resources as well. They actually have a faster pickup/drop off rate too because they have arms. Sorry that this is so unclear in the mod at the moment. I plan to overhaul this system and make it more much clear how it works and how to play it.
OwenVSH 15 Nov, 2023 @ 6:32pm 
Seems like it will be a cool mod.
However in order to get metal I have to transfer ore to a refinery.
To transfer the ore I need a transport truck.
To build a transport truck I need metal.
Unless I missed something?