Rusted Warfare - RTS

Rusted Warfare - RTS

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Harkius War (Full version)
   
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Maps: Maps
Units: Units
Missions: Missions
Total Conversion: Total Conversion
File Size
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30.413 MB
12 Nov, 2022 @ 9:27am
6 Aug @ 4:10pm
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Harkius War (Full version)

Description
In the far future, seven factions from across reality meet on the battlefield.


Features:

A new starting system:

The faction Drop Capsule will replace the default starting unit, and allows each player to pick from seven playable factions with their own styles of combat.

The Mobile Headquarters of each faction will have different abilities and powers. Each is a destructive force on the battlefield that will prove a vital part of the fight early on.

With the maximum amount of starting money (200 000), the mobile headquarters will transform in to a huge, powerful titan with expensive modular weapons.



New unit classes:
Stealth units, which are invisible to the enemy and can only be targeted by anti-stealth weapons.
Orbital units, which can only be targeted by special ground to orbit defences.
And the powerful Titans; devastating and expensive war machines that have immense firepower and durability, but struggle to find small units. When a titan is built, a warning will be sent out to the battlefield.


Enhanced AI:
A new universal, reactive AI system has been implemented to make the AI more challenging and harder to exploit.

Smart Attacking: The AI units will withdraw when damaged, group into formations, launch counter attacks to protect damaged buildings, and all-out offensives when the AI has the advantage.

Building Quotas: AI factories will now automatically build units in response to orders from the AI manager, which estimates what a faction needs to counter enemy armies.

Unit drops: Some AI units will load up on to dropships automatically and be taken to appropriate locations if the right conditions are met.

AI Nukes: The AI will now use nukes to target bases and titans.


Special Missions:
A set of missions are included, and can be accessed through the custom maps. Each faction has their own mission with different challenges to overcome. The missions will be more difficult on higher AI difficulties (though some more than others,) so if you want to test your skills, try them on a harder setting.


Campaign Story:
Seven campaign missions cover the story of a battle to save a world from Krovnorks and Dardarndroe. The first six missions will start you with a specific faction, with an epic final battle to round off the story.


Endless Survival anywhere:
The 'Endless wave spawner' allows you to make any map into an endless survival mission (Recommended to only place a single endless wave spawner on the hostile AI team).
For the ultimate endless survival experience, try the maps 'Hell on Six Fronts' or 'Hell's Seventh Front.'
Endless survival features a unique boss titan for each faction.
The waves will increase in difficulty at a rate proportional to the AI's difficulty level.



The playable factions include:

The Terran Alliance:
After the great reformation, humanity meets the rest of the galaxy on equal footing, but nobody could have predicted the threats they would eventually face. The Terran Alliance is just one of many human civilisations that now exist, and they will have to make careful use of their versatile armies to stand a chance of winning against the enemies that reality will throw at them and their allies.
Specialism: All-rounder


The Krovnork Raiders:
The vice jaws are normally occupied fighting each other, but occasionally a tribe will stray from their space and wage war against whatever civilisation is unfortunate enough to meet them.
Enormous, Brutal creatures, closer to a natural machine than a living being, the Krovnorks might not seem sophisticated, but they are a serious threat.
Specialism: Raids and bombardment


The Maxwell Alliance:
The gargantuan alliance was founded by the Paradox Empire. Their advanced technology and immeasurable resources give them access to a variety of titans and powerful weapons. They prefer to make use of heavily fortified fortresses to defend their territory and front lines, carefully preparing before launching attacks.
Specialism: Defence and Counter Attacks


The Dardarndroe Infection:
An impossibly ancient infection on reality. The Dardarndroe mould drains all energies to replicate, and grow in to terrible forms. If they are not kept in check, then they will spread across the entire universe and consume it completely.
Specialism: Territory Expansion and swarming


The Armageddon Force:
Pure, chaotic energies that have torn open a gateway to the battlefield. The energies will take form and slowly dissipate without a link to their source, but their slow, terrible bodies are almost unstoppable.
Specialism: Unstoppable advance.


The Oriolus Guardians:
The scattered remains of an ancient civilisation of gods. The guardians were once the most feared and powerful army in existence. Now, they roam in small warbands with limited resources. Their mobility and the versatile weapons they can equip make them an intense faction to micro-manage.
Specialism: Mobility and precision strikes.



The Arkan Oath Bearers:
The most powerful civilisation in Harkius. The Arkan rarely involve themselves in lesser conflicts, but the desecration of intelligent life has gone on for too long, and their hands have been forced. Their valuable command units can control squadrons of automatic drones.
Specialism: Automatic drone squads and high-value command units.






For more Harkius stuff, join my discord server: https://discord.gg/uBp6hxPqrG

This mod is based on a currently unpublished series of web novels that I'm writing, which takes place in a reality known as Harkius.
The old version of Harkius War is still available on the steam workshop for legacy's sake.
Updates will be rare and unpredictable in the future. Work is progressing slowly on a prequel mod (Harkius: second galactic war,) and I do not think there is anything left that needs to be added to Harkius War.



To disable stealth and orbital units to additional compatibility with other mods, use this addon:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3461582229

I made a written strategy guide that covers the strengths and weaknesses of different factions: https://drive.google.com/file/d/1NKFXLdatrZ3J61u8ifYDxt4nGTc0Wpxb/view?usp=sharing
Popular Discussions View All (1)
1
19 Oct, 2024 @ 12:21am
Question About Protagonists and Antagonists
Trapunch
30 Comments
Kyber Voraluna 12 Jul @ 3:55pm 
I figured as much, as for what I was suggesting, was to some how have buildings tied to commanders, but I highly doubt that's possible or even practical. Just tossing out ideas.
superrfw  [author] 12 Jul @ 1:42pm 
I'm not sure what you mean by assigning buildings to commanders.
But sadly, I cannot implement any way to re-assign drones with multiple are selected. I tried, but rusted warfare has some limitations for such unit setups.
Kyber Voraluna 12 Jul @ 7:43am 
Would it be possible to Assign buildings to the Arkan commanders? as it currently stands having to select every individual unit to reassigned them to a random commander can be a bit time consuming. unless there is something i'm missing? Selecting more than one, doesn't give the option for reassignment.

Either way i'm loving the mod, have to say I really like the Oriolus, Terrans and Maxwell!
superrfw  [author] 6 Jan @ 10:45am 
Some sprites may be updated over time. A few dardarndroe units currently have updated sprites in the works but no others at the moment.
dawerrr 6 Jan @ 5:51am 
any chance of it getting any resprites?, idk if pictures are outdated but it pretty much looks like done in paint.. not even 3D paint..
superrfw  [author] 28 Nov, 2024 @ 2:38am 
the hover and mech builders are just for crossing water of cliffs respectively.
Although I might have one of them target aircraft instead of ground units at some point to differentiate them a bit more.
TrueWOPR 27 Nov, 2024 @ 10:15pm 
Just played the new faction - wanted to report back that I see no difference between hover and mech builders beyond their appearance, prices also feel very standardized as if they're being beta-tested. Love their gimmick though, would also consider either speeding up the tier-up process of buildings, or spreading the units across more tiers.
Nicholas_NikoDrako 22 Nov, 2024 @ 7:52am 
got in love for this mod !
TrueWOPR 12 Mar, 2024 @ 11:17pm 
Worth noting after a long game as maxwell: Orion's gunner mode won't acquire targets or auto-fire somtimes, and melee mode on the edges of the maps can make him teleport out of bounds. Also the submarine transport cannot transport 'mech' type units, which includes all but the most basic infantry. Just thought this was worth noting. Still having a blast with the mod.
slothamn 30 Oct, 2023 @ 2:05pm 
I've been looking for this mod for a year