Rusted Warfare - RTS

Rusted Warfare - RTS

Muv-Luv ATE
142 Comments
Voltage051  [author] 9 Jul @ 7:03am 
@KaiserKrieger The limit of the civilianFactory is 40, usually it will lock once you build up to 40, but if you build more than one civilianFactory together it will exceed the limit and it will convert to the RLF civilian factory
KaiserKrieger 8 Jul @ 8:37am 
Question, how does an RLF civilian factory spawn? In a custom map game with my buddies one of their civilian factories turned blue and later spawned RLF faction fighters, which then continued to spawn more later on in the game even if the factory was long destroyed, this is the first time I've encountered this happening.
它叫冷匣  [author] 30 Jun @ 7:57pm 
@Rmir0se 后面应该会加,不过原作设定来讲四型应该是最强
Rmir0se 30 Jun @ 1:48am 
大佬有无平衡更新计划,日本太强了,其他三阵营基本没有什么轮椅单位,可以像日本一样加入更多更强的英雄单位吗:pm1Ilfriede:
Voltage051  [author] 20 Jun @ 12:18pm 
@Kiyoshi Senpai We will notify in the comment section before confirming the update, please stay tune
Kiyoshi Senpai 20 Jun @ 6:06am 
What improvements/additions are planned on being made?
它叫冷匣  [author] 31 May @ 7:53pm 
Hi everyone,

Due to certain limitations encountered while creating the campaign map, we are currently remaking the ATE mod, which is expected to take some time. The new version of ATE—especially the design and systems of the human faction—will differ significantly from Version 5.1. Once completed, the new version will overwrite the current one. If you prefer Version 5.1, please make sure to back it up in advance.:SVSNepgear:
Voltage051  [author] 27 Apr @ 7:48am 
@Headless headman We have no other plans at this time:NVSMe:
Headless headman 27 Apr @ 3:58am 
Any hints on what the next mod you guys will make next?
Voltage051  [author] 26 Apr @ 7:31am 
@Headless headman nope
Headless headman 26 Apr @ 12:22am 
is the mod still being updated?
Voltage051  [author] 18 Apr @ 10:23am 
@another degenerate The TSFs are grouped by their nation, for example, the soviet TSF cannot group up with the US. Since the TSF jumping and flying are converted to different units, so the actions cannot be combined together unless they are converted to the same unit.
another degenerate 18 Apr @ 5:49am 
Stellar mod this is, thank you for making it.

I was wondering whether it'd be possible to "roll up" actions doing the same thing for different units as in the base game, i.e. dived or surfaced Attack Subs share one group action: whether to all surface or all dive and so have TSFs have their flight, jump, and land actions rolled up. This would really help in reaction-to-action time, especially when doing a laserjagd with a motley group of TSFs.

On that topic, maybe a "Laserjagd" action to prioritise attacking laser classes? It irks so to have a destroyer or fort basically graphic-covering the small laser classes as well as when the TSFs attack the tankier BETAs as the first valid target into their attack radius when the reason they're doing a kamikaze run is to exterminate some laser classes.

Finally, I think something funny is going on with the tags whereby double-clicking certain TSFs would lead to its being grouped up with TSFs of other types.
Voltage051  [author] 15 Apr @ 1:01pm 
@Glory You mean the BETA TSF? It only produced from Laser-Fort Class under Nightmare and Hell difficult
I Love Flame 14 Apr @ 9:34pm 
how do i get the new alien units
Voltage051  [author] 20 Mar @ 3:56pm 
@Nifty EU is a very good defender already, and it can also push out solid with P1000 and red Typhon, its TSFs are cheap and high production, I will leave Laser Fort Class as a challenge to the EU faction.
Nifty 18 Mar @ 1:42am 
I was thinking that maybe be Wilfried's black modified typhoon, which could be a regular typhoon model in black with improved health and speed, or maybe the XF-2000a Typhon (4th generation one). Both of these units could probably allow alternative II players to be able to be more aggressive towards the beta but still would keep alt II's frontline idea. The XF-2000a Typhon could be alt II since it is a UN tsf but shares the name with the european tsf and with the United Nations in muv luv being essentially glorified european troops after europe was lost. I thought about suggesting the ishkur but I felt like it probably wouldn't work as it is pretty far into the timeline and its weaponry would be broken if it was added. Of course this is just my opinion and a suggestion, loving the mod so far and great work on it.
Nifty 18 Mar @ 1:42am 
Another opinion I had is that alternative II's "ace unit" (the p.1000) is pretty weak compared to the ones of other alternatives. Both yuyaa and meiya can essentially take on a laser fort in a 1v1 and win, and alternative IV gets the a-o4 as well, meanwhile alternative II only has a big tank that from personal experience doesn't do a whole lot in a long match. It does its job well of being a good base defender, but I feel like a line of orange typhoons do a better job at defending a base than the p.1000. It's low speed also prevents it from being a good unit to push against the beta as well since it gets erased by lasers pretty much instantly. I feel like it either needs a buff or could potentially be replaced by a unique tsf instead.
Nifty 18 Mar @ 1:01am 
It could be nice because it could be a high end tsf for alternative IV that doesn’t consume resources like the takemikazuchis, to prevent it from overshadowing the IRG tsfs maybe either weaker stats or a longer production type than the 00F for example could maybe work well
Nifty 18 Mar @ 12:59am 
Mb if I didn’t specify mass production I meant to add it to either the airfield like the eml shiranui or the fubuki maybe or just in the t4 tsf factory
Nifty 18 Mar @ 12:58am 
Yeah that’s why I’m saying to add it to alt IV as a mass production unit instead of a unique unit like yuyaa’s. Since it’s a recolor I doubt it would be hard to implement too
Voltage051  [author] 17 Mar @ 4:26pm 
@Nifty probably not, Yui's shiranui is a mass production type which is different from the Yuuya's
Nifty 17 Mar @ 12:48pm 
Do you think you could potentially add the shiranui second phase 3 unit 2 (the black one yui uses in total eclipse) as maybe a high-end alt IV tsf? Would add to the variety alt IV players have
Voltage051  [author] 15 Mar @ 3:10pm 
@TinedTitan add some new units, Hive capture system and BETA TSF
TinedTitan 15 Mar @ 2:47pm 
What changed in the most recent update?
Voltage051  [author] 10 Mar @ 7:37pm 
@Mr.Wasp It was replaced by Su-25, but you still can find it in Yukon map
Mr.Wasp 10 Mar @ 6:39pm 
would be really cool if the change notes stated what got changed/added
also why was the il76 removed?
Voltage051  [author] 9 Mar @ 8:20am 
@Headless headman still in testing, may lower the hp of underground hive
Headless headman 9 Mar @ 4:32am 
nvm i found it, i just got confused
Headless headman 9 Mar @ 4:22am 
Hello, played the new update and everything seems good, i just have one question.

what does the capture underground thingy on all the tsf's for? i tested it but i couldnt figure out what it was for
LEY 1 Mar @ 12:11am 
感谢您的解惑!还有就是如果加入榴弹炮的平射功能可以让榴弹炮能在后期出现大量光线级+突击级冲锋时能够起到一些作用(经常能遇到beta出了一堆光线级跟突击级冲锋,机械化部队在跟突击级死战,而不远处的榴弹炮想要帮忙结果榴弹刚从炮管出去就被拦截了,炮兵无法组织起有效的反击),榴弹炮平射弹速并不比坦克的破甲弹/榴弹慢多少,所以平射榴弹无法被光线级拦截我认为也是挺合理的(当然,平射榴弹的射程跟跨射没法比,如果觉得还是太影响平衡可以将榴弹炮的行军速度/炮塔转速降低)
谢谢您愿意用时间来看我的反馈并解答
它叫冷匣  [author] 28 Feb @ 6:25am 
@LEY 谢谢。光线级的拦截效果受铁锈机制限制,但设定上来讲大量光线种聚集在一起火炮几乎就没用了,但光线种有拦截上限。反光线系统83版做过自动发射,但是只要有一只光线级出现在范围内,AL装置就会全部发射到那只光线级上,所以后面改手动。贴图因为单位缩小所以会丢一些细节。步战车后续新版已经改成了飞弹不可拦截并增加机炮射速:fd1yui:
LEY 27 Feb @ 4:28pm 
3.关于部分单位贴图
- 发现豹2A7V的炮塔细节和现实有些不同,可能是特意简化了?
- 艾布拉姆斯的炮管看着有点太纤细了
4.关于步战车
- 我认为布莱德利跟t15的反坦克导弹都是平射的,不应该会被光线级拦截掉,或者说拦截窗口很小(平衡方式可以降低射程或者削弱导弹威力)而拳犬师装甲车的导弹则是抛射(虽然我觉得muvluv世界观因为光线级的存在不是很有可能会出现抛射长钉这样的东西),因此被光线级拦截我认为是合理的(为了在其他步战车面前显得没那么鸡肋,可以适当的增强拳犬师,增强方式可以增强拳犬师的机动性/极速)
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这些只是个人游玩时的感受,如果能对优化有帮助就太好了!再次感谢您带来这么棒的作品。
LEY 27 Feb @ 4:28pm 
谢谢您为我带来这么好玩的模组,单位丰富,战斗节奏和BETA压迫感非常强,但是我也有一些小小的问题和改进的建议,望采纳,当然,是建立在如果代码可行的基础上,我完全尊重现有的设计理念
1.关于光线级
- 当遇到大量光线级时,发现炮弹总在开火瞬间就被拦截,陆军火力完全失效(可能是设定如此?)
- 如果能给炮兵设计某种特殊攻击模式(比如低弹道平射)可能会更平衡?
- 或者能让光线级/重光线级在蓄力攻击的时候没办法拦截导弹/炮弹感觉也会更合理一些?
2.反光线导弹系统
- 后期操作压力大时,经常忘记使用反光线导弹
- 希望可以增加自动建造/发射反光线导弹的功能(可以在反光线发射井T2时解锁该功能)
Voltage051  [author] 25 Feb @ 3:07pm 
@Alpharius Thank you for enjoying the mod. I don't know if there is a better way to scout, since in total eclipse, Soviet Union forces only discovered the Laser-Fort Class when they approached the Evensk Hive. We can add a scan ability in T4 HQ.
Will not significantly buff or debuff the units. Some Melee/Hive mechanics maybe changed. And the balance can be modified anytime in the future update.
Alpharius 25 Feb @ 12:31pm 
If it didn't break the balance, some AL shells like the Japanese Phantoms have but for certain ground artillery and bombardment ships (maybe as a special ability with/or a cooldown) would definitely be appreciated as well.
Overall I absolutely love your mod. I thought I was just going to like it as a Muv Luv fan but honestly you've just made a great game in general
Alpharius 25 Feb @ 12:20pm 
Hey, I hope the re-balance doesn't buff the humans too much since i'm really enjoying the challenge, but is there any way to add better scouting units/mechanics without making it too easy? In the shows they made use of drones to detect BETA early, and in game it would help to better plan attacks against Laser classes. As it stands the first sign I get that a Laser Fort has appeared is when my army and half my base suddenly evaporates XD
KatzenSindKool 22 Feb @ 12:45am 
I would like this, but the the pfp for this makes me a little sick. (im gay)
Voltage051  [author] 20 Feb @ 10:00am 
@Voltage051 The update will not significantly change the gameplay.
Voltage051  [author] 20 Feb @ 9:59am 
@Headless headman Hi, the next step is to updating this mod for re-balance and small part of game mechanics, sadogashima map will be made in future which cover the story of takeru and sumika.
Headless headman 20 Feb @ 12:36am 
and can i ask whats the next mod is gonna be? is it gonna be focused on the story of takeru and sumika?
Headless headman 20 Feb @ 12:35am 
- The nations strength are as follows

EU = Anti laser suppression and holding the line, especially once you get the p1000 but after that if you play on lower difficulties you could push out and expand but turtling is really the right approach and a turtle approach is needed to advance towards the beta

USSR = Great for pushes as the tsf's are quick to build and the tanks are fast and cheap. as well as unlocking the t4 resource extractor.

USA = A great all around choice and the safest choice if you want to experience all the other options units and use in a combined attack.

JAPAN = Its a nation where you really have to turtle hard as most of its units are so expensive and you really have to rely on static defenses and just holding the line to gather up the needed resources to drop A-04 and build up your army.
Headless headman 20 Feb @ 12:34am 
-If you think you can use gbombs to attack the laser fort, you cant. it also intercepts gbomb attacks and you cant spam the orbital drop unit unless your using it farther away and try a soviet style attack on the fort class.

- Turtle hard and build walls and defenses, but the best defense is the coastal artillery, because it can kill and outrange the smaller laser class while being able to get a lock on the heavy laser before it can aim on your walls. and build flamethrowers 5 tiles behind your walls to not get chipped if some beta get through

- Dont play on small maps with little to no resource points. the beta will win, even if its the easiest difficulty.

- Try to experiment on strategies, this are just the strategies i used to beat nightmare difficulty on the LARGE EARTH map
Headless headman 20 Feb @ 12:34am 
- I dont recommend going for the EU if you want to try and win in nightmare difficulty, the p1000 cannot stand up to the waves of beta and the laser fort class that eventually comes. i suggest picking japan as it offers a greater amount of g element production as well as an invincible type-00R that can take out a laser fort class and the other variants without risk of dying.

- Fast tech as well as focus on defense, its not worth it to poke the beta and try to stall. yes just focus on your base and your economy for the long run, the game always lasts that long and its just dumb if you attack the main beta hive early because your just going to activate it and make it harder on yourself.
Headless headman 20 Feb @ 12:33am 
after playing rusted warfare by nearly 340 hours (most of it is spent on this mod)

i finally found a suitable and optimal way to play as humans across all difficulties. yes, it involves insane macro-management and luck if it wants to get pulled off especially in the harder difficulties.

- The beta burrow attacks and landing units primarily focuses on the farthest tech structure so to counter place your hq near this points and adjust as you slowly push forward. yes, you have to turtle and get your army up, focus on crowd control rather than heavy hitters. TSF's with shields can help but its situational and can realistically only last a small laser shot or two.
嗳妳﹃萭姩 7 Feb @ 9:25pm 
狠狠的支持
Voltage051  [author] 1 Feb @ 8:15pm 
@brandonpayne07 Try EU alternative II first, P1000 and Red EF2000 can hold your line
Voltage051  [author] 1 Feb @ 7:45pm 
@brandonpayne07 no, cause EU can perfectly handle those laser strains:bluehappydogoo:
brandonpayne07 1 Feb @ 5:22pm 
could you make a difficulty without laser class things??
Voltage051  [author] 28 Jan @ 5:59am 
@Kiyoshi Senpai @Teka-00 Thank you for the feedback, will collect the suggestion from all platforms and consider the necessary rebalance:NVSMe: