Rusted Warfare - RTS

Rusted Warfare - RTS

Virsenian Glory Remake BETA 0.7.11
467 kommentarer
TurboSlayer For 21 timer siden 
(if possible) for the bunkers can you have a little indicator to which face is forwards? I'm a bit confused...ALSO LOVE THE GAME AND CANT WAIT FOR THE NEXT UPDATE!! (give us a hint to what we can expect!!)
Juggernaut 3. okt. kl. 1:45 
Awesome :uprisingInfantry:
steelwork 2. okt. kl. 17:13 
soeey, i didn't understood that you needed to position your towing vehicle in a certain angle to trigger to towing.

did a few pvp match 1v1 and 2v2, this time with the mods maps instead of vanilla ones...
the mod works quite well. high quality and gameplay is overall quite nice.
i'd say, one of the best for rusted warfare!

i am glad we can choose additional ressources gain. x1.5 is nice.

a few questions tho:
how to repair destroyed vehicles? (tried with engineers, they can't.)
how to revive downed soldiers? (medics don't seem to help them go back up, just hea them a bit)
danich  [ophavsmand] 30. sep. kl. 11:09 
u cant build spt-27
danich  [ophavsmand] 30. sep. kl. 11:09 
s22 cant move
0-ID 29. sep. kl. 13:15 
how i build the Nostovia tank SPT-27? I din't find
steelwork 29. sep. kl. 12:08 
s22 dimitry refuse to move even when undeploy
RelatedTomato78 22. sep. kl. 18:28 
this mod is so difficult, but so fun
danich  [ophavsmand] 19. sep. kl. 11:43 
yes
TurboSlayer 17. sep. kl. 13:33 
I can't find Gyrocopters are they in game?
danich  [ophavsmand] 17. sep. kl. 1:41 
never
TomixChoter 16. sep. kl. 18:00 
when ships.......
matvej_bikonis 15. sep. kl. 7:05 
so peak
adaruus97 14. sep. kl. 10:59 
WOOOOOOOOOOOOOOOOOOOOOOOO
danich  [ophavsmand] 14. sep. kl. 3:07 
Hotfix 0.7.11 released! So here's the news. This is the last update of the beta version. The next version will be 1.0. Technically, this version is already 99% done, all that's left is to replace some placeholders and do some final balancing. Also, don't forget to update the mappack, because there are 7 new maps and a rebalance of the old ones.
Frettor 1. sep. kl. 20:03 
Nostova's artillery "S-22 Dimitry" is bugged, it can't move even if they're undeployed
adaruus97 26. aug. kl. 7:58 
I hope so danich...
danich  [ophavsmand] 24. aug. kl. 12:06 
Soon
adaruus97 24. aug. kl. 10:15 
update pls
danich  [ophavsmand] 16. aug. kl. 9:41 
nope
Frettor 14. aug. kl. 21:08 
hey, is it possible to disable reserves in the conquest gamemode? victory points is too short and repetitive, and artillery barrages are WAY too annoying
gamer7404 7. aug. kl. 13:57 
send an engineer over to it and it should have a button appear that will allow you to do that.
Ax0sTierIX_Deluxe 7. aug. kl. 6:02 
How to collect the cargo?
Shakal 7. aug. kl. 3:31 
В телеге есть версия мода 0.7.119. Это бета перед 0.7.10 или там раньше обновы публикуют?
Shakal 4. aug. kl. 14:20 
Буду ждать :steamthumbsup:
danich  [ophavsmand] 4. aug. kl. 11:12 
Будет в версии 0.7.10
Shakal 3. aug. kl. 22:30 
Есть ли в игре дережабли за Королевство Ренланд или их ещё не добавили?
danich  [ophavsmand] 2. aug. kl. 2:59 
Well, the balance of prices and other things is based on pvp matches that I play almost every day (4vs4 and 5vs5). So these are not random numbers.
joe02184X2 1. aug. kl. 20:25 
When it comes to a lot of vehicle upgrades especially in the case of minor ones they also sometimes feel like they take too long even in the context of the mod because they often cannot be qued up, in the example of sideskirts when you buy one the rest get locked until it finishes and it takes 10 seconds per skirt so on many vehicles you end up spending multiple miniutes microing just to put some extra side plating on. I tried 1 second sideskirts and it made actually putting them on a vehicle feel much better, although to be honest I reckon they should just be all at once rather than one upgrade per sideskirt.

Btw its nice to see a mod maker so active thats kind of a rarity and i enjoy talking with you
joe02184X2 1. aug. kl. 20:24 
In either case people usually ended with much more manpower than they did fres, this may just be a difference in playstyle though, I will say i tested vehicle upgrades only costing fres and it seemed to play in a much more satisfying way (at least according to the people I tested with), because many vehicle upgrades cost so much manpower proportionally to what they give you that its very hard to justify them such as sideskirts. However when these cost fres instead they end up becoming much more justifiable because your not considering putting sideskirts on a tank against getting a supression squad for example, your considering it against throwing some grenades for firing a barrage.
joe02184X2 1. aug. kl. 20:24 
The lag is very important I agree, although it is very hard to adapt to. As for 3x I commented on it before but I don't think that in the current state its actually that much of a spam mode. The delay of income impacts you far more than the actual income your getting and because of how logi load functions you end up just having the same MP gain as a unloaded player in 1x with more fres of course.

With a stable income you end up generating more usable manpower than you can get in 3x mode in 1x mode because the way you spend it is so drastically different, its a very interesting system. Personally id like if logistical load was more gradual because even in 1x it feels like you go from full logi to 0.3 very fast as in you don't get to see 0.5 or 0.4 or 0.7 very often.
joe02184X2 1. aug. kl. 20:22 
Personally I disagree with the mine upgrades being specifically designed around early game, or at least to exist before people can get any defenses down, the dedicated bunkers such as MG bunkers and coastal bunkers that spawn around the map provide a much stronger foothold, as well as mannor barracks and mine barracks, the abilities of other mines just seem very trivial compared to being able to deploy forward and mines even when facing infantry just don't have much durability in my experince even mine bunkers kinda get shredded. If anything its faster with infantry as opposed to vehicles because infantry can chuck a load of grenades into it very easily.
danich  [ophavsmand] 1. aug. kl. 16:24 
also if you are looking for pvp or just want to get experience DM me, i can invite you to one of the matches :)
danich  [ophavsmand] 1. aug. kl. 16:19 
upgrading mines to increase frescite generation and it costs MP, you can also take destroyed armored vehicles for resources and collect supply drops (frescite and MP)
drzomboss 1. aug. kl. 16:17 
sorry for being negative
drzomboss 1. aug. kl. 16:16 
thats a good point ill try that thanks
danich  [ophavsmand] 1. aug. kl. 16:15 
Playing infantry is as effective as other units. You don't have to build tanks to capture a mine, that's done with infantry.
drzomboss 1. aug. kl. 16:13 
you get frescite from winning and if youre not winning you cant win cause all the good things need frescite
danich  [ophavsmand] 1. aug. kl. 16:10 
To get a Frescite you don't need a Frescite lol
drzomboss 1. aug. kl. 15:48 
cant get frescite without frescite. everything is locked behind frescite
danich  [ophavsmand] 1. aug. kl. 13:06 
what about mines: well, if you are attacked by heavy tanks, then any mine will be useless. First of all, these upgrades provide additional opportunities in the early stages of the game and allow you to gain a foothold on the territory, which, of course, is designed for gameplay with x1.
danich  [ophavsmand] 1. aug. kl. 13:00 
As for the resource inflow in cycles: this is necessary so that you think about what is worth spending resources on right now. After all, if you had a stable inflow, you would most likely just spam with one thing (which, however, would not make sense, since spamming with identical units does not work in VGR). The gameplay in VGR is built so that anyone has a chance to win. Logistics load, reinforcements arriving while lagging behind in VP, the ability to dismantle destroyed vehicles for resources and the transfer of resources between players - all this so that the player can correct their mistakes. Of course, we are talking about the VP mode, since the mode with Reserves mode changes the balance and is played completely differently. It's true that VGR gameplay is slow compared to other mods and seems difficult, but that's okay. In VGR you just can't do the things you usually do in other mods and you need to get used to it.
danich  [ophavsmand] 1. aug. kl. 12:51 
1. True. x3 mode was added due to numerous requests from spam gameplay lovers, for which VGR is absolutely is completely unsuitable for. Anything above 1.5 is not taken into account when balancing, so the presence of problems there is absolutely obvious.
2. Frescite is given with a reserve so that you can use skills such as grenades, aviation, artillery strike, etc. or just give it to your allies.
3. Logistics load is needed to balance teams when one of them is losing badly, and the other has pulled ahead. In update 0.7.10 I will also add a small bonus to MP (15%) to the team that has captured fewer mines.
joe02184X2 1. aug. kl. 9:08 
By the way i made a local version of the mod today and got into a game to test faster income (but less per burst) and I think you made the right call with making it come in bursts, I did not realize exactly what was being lost their, a friend said it reminded them of homeworld where in older games you had resources come in as all your mining ships docked where as in newer games its much more rapidly.

That distinction matters a lot
joe02184X2 1. aug. kl. 8:45 
3. Mine upgrades dont feel great as of now because they have (with the exception of the mine barracks), recon mines don't give that much vision, propaganda mines are somewhat useful but are too weak to survive most fights, and the velia bunker mine has less durability for manpower investment then regular bunkers, regular bunkers already going down somewhat quickly in practice when your playing with multiple people.

The mod being balanced around the slow bursts of income often feels unsatisfying, and more often then not (at least this is what i got from friends i played it with) encourages people to stockpile vast ammounts of manpower due to everything using it and logistical load being an ever present factor, though i like logistical load in concept since it allows for easier comebacks. Also yeah now that ive heard from you this makes sense, looking into the mod it seemed very strange but I enjoy it a lot.
joe02184X2 1. aug. kl. 8:41 
This is all my opinion and I enjoy the mod a lot i just wanted to share some feedback

1. Firstly when you play on 3x income fres becomes the primary issue due to logistical strain not scaling with the 3x income gamemode, you get drastically more fres than you can use with it on even more so than baseline

2. While yes fres does somewhat limit vehicles in a lot of maps you end up getting many many fres mines which puts your income above your manpower, on top of this most vehicles have upgrades that use far more manpower than fres (side skirts being a common one), this means lategame if you want to use your fres on vehicles you just run out of manpower
danich  [ophavsmand] 30. juli kl. 12:04 
1. "Its not great" that you can train 2 squads? Well, how much do you need, 20 squads? Put a x3 multiplier and then you will get 3000 MP. I don't understand what the problem is here.
2. Perhaps. In fact, jeeps and light armored vehicles are significantly cheaper, only 10 F and 200 MP (compared to a squad for 620 MP). The problem here is in the Frescite rather than in the MP.
danich  [ophavsmand] 30. juli kl. 12:03 
3. Why do you think that unique upgrades for mines are useless? The fact that they do not increase the flow of resources does not mean that there is no point in building them, because they provide tactical opportunities. Rennland allows you to produce troops even where there are no large houses that can be converted into barracks. Velia turns a mine into a heavy fortification that will not be easy to destroy. Gallitia can force an enemy unit to retreat to the base for a reasonable price in the Frescite. Nostova will give a huge radius and detection of invisible units (which is Nostova main weakness).
danich  [ophavsmand] 30. juli kl. 12:01 
I do not intend to add all sorts of fabricators that will generate MP, I have already answered many times. The entire balance is based on how you distribute the resources that are given to you every 3 minutes, and the price balance is also based on this (for example, you cannot make 2 Velian Riflemen Squads because their price is 520. But you can make Nostova Riflemen Squads cuz their price us 400.) By adding MP generation, the balance will be completely broken.
The reason VGR is what it is and why people love it is because it does some things differently than other mods. I understand that many things seem illogical and unclear, perhaps this is so (however, this is why I wrote so many tips that you can read at the beginning of the match). Otherwise, what's the point of all this if I could have done it exactly the same way as others did?
joe02184X2 29. juli kl. 4:20 
Some opinions on VGR

1. Resources

The HQ should give manpower more frequently, either 400 per min or a set income like regular rusted warfare mods. The idea of having a big budget to build units with is cool but its not really that much manpower to begin with, at best you train two squads on default resources its not great.

In my opinion the manpower costs of vehicles should be reduced, their main limitation should be your supply of fres rather than manpower, if you capture just a few mines your fres outstrips your manpower

Mine upgrades such as mine barracks, propaganda mine, recon mine, ect should give a trickle of manpower to the player who uses them perhaps 25 manpower per min. This would make them a more useful as buildings like the barracks mine would have a little extra manpower for preforming their function while not altering the set manpower system too much.