Rusted Warfare - RTS

Rusted Warfare - RTS

Lord of the Realm 0.98
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Update: 22 Mar, 2024 @ 8:07am

Lord of the Realm 0.98

1. Sagnificant changes

1.1 New Buildings Graphics for all factions

All buildings were rebuild and rendered in Blender. Every Faction now got its own buildings differed by color or design.

1.2 The Monestery: Now every faction gor its monastery (Vikings got there Holy Tree) for healing units in radius.

1.3 Walls: As 3d modeling makes things much more easier you now have different walls and corners to choose from.
To make life easier they now got a destroy function to delete if placed wrong.

1.4 Scale: All units are scaled down so they fit the buildings.

Future Plans:

As Version 1.0 comes closer and I've created my first working 3d animated units wich work fine, the next thing on my list is to rebuild all units. Also the unit class system is in rework and a three age system like in age of empires.

Update: 22 Dec, 2023 @ 8:11am

Changes.

Update: 22 Dec, 2023 @ 8:06am

Lord of the Realm 0.97

1. Ai-improvement:

More agressive AI that now focus on unit production

1.2 Production changes:
For the better Ai the production had to change. Baraks now archers and Pikeman. Blacksmith now fighters and cavalery. Both are upgradeable.

2. Fixes:

2.1 Ships:

Ships now load and unload without problems for player and ai.

2.1.1 Dragoonboat:

Dragonship now has team colors.

2.2 Base-upgrades:

Changed prices for tower archers down.

3. Graphics:

3.1 Buildings:

All Buildings have team-flags.


Update: 25 Oct, 2023 @ 9:25am

Lord of the Realm 0.96

1. Sagnificant changes

1.1 reorganization of the folder structure
I changed some things in the folder structure so that things everybody uses are in the same foler.

1.2 team colors
I repainted the sprites to the team color system so that there's no more confusion when vikings fight agsinst vikings anf so on.
The chosen nation is now indicated by a flag beside the castle.

1.2 new facility Fisherhut
There's a new food generating facility.
When built it spawns a fisherman in a boot and generates food.

1.3 new Units Breedfarmer and Towerarcher
The Breedfarmer is for the cattle farm and automaticly harvests.
The Towerarcher replaces the old turrets.

1.4 new houses
The small house now is also upgradeable and viking team got there own viking houses

1.5 new House Graphics
The graphics for the house got an overhaul and are now more 3D as the rest.

1.6 Quality of Life Improvemnts

1.6.1 The build-system
The build system is now diveded in subcategorys infrastructure,houses, structures and misc.
Click on the symbol to get in the subcategory and back.

1.6.2 houses, smoke and taxes
houses got a chimney that smokes when they are near castles or town centers.
That is the indicator for you that they are in range and pay taxes.
No smoke no money.

Farms and fisherhuts now have a collecting indicator.
If they get resources an yellow +10 flys over the structure.

1.7 roads and decoration
There are now two kinds of roads, a spring and three kinds of trees to build for decoration.

2. Fixes

2.1 Farms
All food generating facilitys now work automatic

2.2 Ships
Ships are now Water-Units only and don't hover over land.
They also now can fight and defend them self with three archers.

2.3 unit balance
Cavalery is more balanced. Balance is work in progress.

Update: 20 Sep, 2023 @ 6:28am

Lord of the Realm 0.95


1. Sagnificant changes


1.1 Resource management:
Now the resources Men and Food were added to the costs of a Unit.
Also you can claim taxes from your inhabitants.

1.1.1 Food: Food is gatherd with 'corn' from fields and 'ham' from cattles.

a) Farm: To gain food from corn you have build farmers in the farmhouse that build fields.
After the fields are build farmers automaticly gahter corn and bring it back to the farmhouse where the corn will be converted to food.

b) Cattle farm:The cattlefarm produces cattle in a periode of time. Different than farms the farmer will not automaticly reclaim ham from cows.
You have to order your famers to do this. A farmer can reclaim two cattles before you have to send him to the cattle farm where ham will be converted to food.

1.1.2 Men:The resource men stands for the living space you can provide for your citzens and so the maximum amount of Units you can recruit.

1.1.3 Taxes: To earn credits beside your mines you can claim taxes from your inhabitants. Every living space in a radius around a 'keep' or a 'towncenter' pays taxes automaticly.
the amount of taxes rises with the number and size of your houses.


2. New Buildings

a) Houses:To provide living space and earn taxes you now have to build houses. There are four different types.

a.1 Hut:The Hut is the smallest form of habitation with the weakest defense. 2x2 tiles
a.2 House:A little bit bigger and stronger. 2x2 tiles
a.3 House medium:more space upgradable. 2x3 tiles
a.4 house long:largest habitation upgradable. 2x4 tiles



b) Towncenter: You now have the ability to found towns outside your keep. Therefore you can build a towncenter to raise taxes.


3. New Units

a) Berserker: The Berserker is the special Unit of the Vikings. Fighting with his berserker rage he is strong and fast but weak in defense.

b) Ladderman: Laddermans are siege units that can set ladders on walls for Units to climb over.



4. New Structures

a) Roads: Nowfore only decorative but cheap and nice.

b) Piles: Wooden piles that stick in the ground. They are a good alternative or addition to walls and effective against infantery and cavalery.



5. Graphics

a) Build Animations: Now every building has a build animation.

b) smaler Towers: Towers are now smaler and fit better in the overall picture.



6. Fixes

a) farmers now only reclaim in a range of 600


future tasks:

a) appel trees, fishes and sheeps
b) fisherman
c) the ability of farmers to switch between what they are gathering.
d) decorative staff

Update: 3 Sep, 2023 @ 3:26am

Hotfix barracks Upgrade

Update: 31 Aug, 2023 @ 8:26am

HotFix 0.9

factionselector Vikings
maps

Update: 31 Aug, 2023 @ 7:03am

Lord of the Realm 0.9

minor changes:

technology steps:
You now start with a wooden keep (early middle ages) price and HP 5000 (9000 before)
and will have to upgrade to T2- Stone keep to have the ability
to upgrade your barracks to high middle ages units.

fields:
Now have seasons and drop resources in a time periode.

corn:
Resource that drops from fields in a time periode. Will be automaticly reclaimed by farmers if they have no other orders.

farmers:
They now work as automatic harvesters (if they have no other orders) and can build fields and fences.

farm:
Changed graphic to a farm house.

cattlefarm:
Changed graphic to a cowshed.
Now generates a cattle in a periode of time. Can be reclaimed by farmers.

cattle:
Cows that are produced by cattlefarms. Can be hold in a specific space by fences.

fences:
Structure to hold cattle in a specific space. Can be destroyed if built on the wronge place by action in menue (credits get regained) .


maps:
There's now a map folder within the mod.
The classification of mapfiles goes like this: [px]_lor_mapname_specification_(xp)

[px](px).... for how many players
lor....mod name
mapname....name of the map
specification_ maybe: siege, battle,moat,land,islands,...

For now there are three maps

[p3]_lor_conquerer_(3p) medium map with a part of england and the coasts of France and Danmark.
[p2]_lor_valley_(2p) two hills on the left and right with a valley between for two faction field- and siege-battles.
[p2]_lor_valley_moat(2p) two hills with a moat on the left and right with a valley between for two faction field- and siege-battles.

Feel free to create more maps and share them with the comunity.


ships:
Changed shipname from Cogge to their real english name Cog.
Created Water- and Land-movement so that ships are slowly hovering on land.
Changed capacity and price

new faction vikings:
the new faction comes with some minor changes in game play.
Because of there only apperiance in the early middle ages they have less unit classes but with some stronger abilitys.
Also the buildings are wooden and can't be upgraded.
For there known role as high effectic warriors and pirates they get the new unit class axeman.


new Keep - Longhouse: wooden Keep, not upgradeable

new Barracks - Drinking Hall: wooden, not upgradeable

new unit class Axeman:
The new class axeman is a multiroler. He is a builder, fighter and wrecker in one.
He has the abilities of a builder, the power of a higher medieval swordman and an attack bonus bonus against structures.
Therefore there are no catapults for vikings.

new ship class dragonship:
The so called viking ships where technological masterpieces of their time with the advantages of high speed,
moveability and a high capacity for transport (15 Units). Therefore they are cheaper then the Cogs of Anglosaxons and Normans.




Future plans:

-Viking special unit: Berserker, (maybe Looters for reclaiming resources by burning down structure)
-resource system and balance overhal
-cosmetic changes

Update: 8 Aug, 2023 @ 7:39am

Lord of the Realm 0.87

- added build-animation for builder and farmer

- added Upgrades for Keep T2-T5 one Archer each Tower.


Update: 4 Aug, 2023 @ 9:50am

- fixed flickering Cavalery

- added T3 Units "Crossbowman" Normans (short Range with directDamage and shorter Reload time) and "Longbowarcher" AngleSaxon (long Range less Reload time)

-balanced AttackRange of Archers: Crossbowman (very small) Milita-Archer (small), Archer(medium), Longbowarcher (wide)
-balancedReloadTime of Archers: Milita-Archer (long), Archer(medium), Longbowarcher and crossbowman (short)