Rusted Warfare - RTS

Rusted Warfare - RTS

Virsenian Glory Remake BETA 0.7.11
471 Comments
gms•fox✿ 22 Oct @ 9:31am 
Any update?
adaruus97 8 Oct @ 9:12am 
bro's making porg tech plus while leaving us with 7.11 VGR
Holy Nut 8 Oct @ 8:53am 
:0 i am a big fan of the running with rifles mod for this I cant wait to try this
danich  [author] 5 Oct @ 9:40am 
Nostova bunkers? You can orient yourself by the door behind the building; that's the back. If we are talking about Velian bunkers, they dont have a limitation on the radius when installing a turret.
TurboSlayer 4 Oct @ 11:33am 
(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 Oct @ 1:45am 
Awesome :uprisingInfantry:
steelwork 2 Oct @ 5:13pm 
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  [author] 30 Sep @ 11:09am 
u cant build spt-27
danich  [author] 30 Sep @ 11:09am 
s22 cant move
0-ID 29 Sep @ 1:15pm 
how i build the Nostovia tank SPT-27? I din't find
steelwork 29 Sep @ 12:08pm 
s22 dimitry refuse to move even when undeploy
RelatedTomato78 22 Sep @ 6:28pm 
this mod is so difficult, but so fun
danich  [author] 19 Sep @ 11:43am 
yes
TurboSlayer 17 Sep @ 1:33pm 
I can't find Gyrocopters are they in game?
danich  [author] 17 Sep @ 1:41am 
never
TomixChoter 16 Sep @ 6:00pm 
when ships.......
matvej_bikonis 15 Sep @ 7:05am 
so peak
adaruus97 14 Sep @ 10:59am 
WOOOOOOOOOOOOOOOOOOOOOOOO
danich  [author] 14 Sep @ 3:07am 
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 @ 8:03pm 
Nostova's artillery "S-22 Dimitry" is bugged, it can't move even if they're undeployed
adaruus97 26 Aug @ 7:58am 
I hope so danich...
danich  [author] 24 Aug @ 12:06pm 
Soon
adaruus97 24 Aug @ 10:15am 
update pls
danich  [author] 16 Aug @ 9:41am 
nope
Frettor 14 Aug @ 9:08pm 
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 @ 1:57pm 
send an engineer over to it and it should have a button appear that will allow you to do that.
Ax0sTierIX_Deluxe 7 Aug @ 6:02am 
How to collect the cargo?
Shakal 7 Aug @ 3:31am 
В телеге есть версия мода 0.7.119. Это бета перед 0.7.10 или там раньше обновы публикуют?
Shakal 4 Aug @ 2:20pm 
Буду ждать :steamthumbsup:
danich  [author] 4 Aug @ 11:12am 
Будет в версии 0.7.10
Shakal 3 Aug @ 10:30pm 
Есть ли в игре дережабли за Королевство Ренланд или их ещё не добавили?
danich  [author] 2 Aug @ 2:59am 
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 @ 8:25pm 
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 @ 8:24pm 
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 @ 8:24pm 
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 @ 8:22pm 
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  [author] 1 Aug @ 4:24pm 
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  [author] 1 Aug @ 4:19pm 
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)
OupiGoupi 1 Aug @ 4:17pm 
sorry for being negative
OupiGoupi 1 Aug @ 4:16pm 
thats a good point ill try that thanks
danich  [author] 1 Aug @ 4:15pm 
Playing infantry is as effective as other units. You don't have to build tanks to capture a mine, that's done with infantry.
OupiGoupi 1 Aug @ 4:13pm 
you get frescite from winning and if youre not winning you cant win cause all the good things need frescite
danich  [author] 1 Aug @ 4:10pm 
To get a Frescite you don't need a Frescite lol
OupiGoupi 1 Aug @ 3:48pm 
cant get frescite without frescite. everything is locked behind frescite
danich  [author] 1 Aug @ 1:06pm 
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  [author] 1 Aug @ 1:00pm 
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  [author] 1 Aug @ 12:51pm 
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 @ 9:08am 
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 @ 8:45am 
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 @ 8:41am 
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