Rusted Warfare - RTS

Rusted Warfare - RTS

Grid war 1.4
Počet komentářů: 78
SUSHIMAKI  [autor] 28. čvc. v 15.41 
Sorry for the very long wait. I have a applied a similar solution than Stavrozium explained. It took me a while to decide to upload the fix because some issues have surfaced but i've decided to push this small update anyway. I advise to not reclaim buildings that use Grid power.
Stavrozium 8. čvn. v 8.37 
I looked into the files, and verified and fixed it. (for myself)

The "superXRobotBuilding" file copies the "superXRobot" file,
and the "superXRobotBuilding" unit deletes itself,
then spawns the "superXRobot" unit; so it "dies" twice,
and then both "units" have the code,
that it gives back 1000 GP upon death.

So, i fixed this by adding this in all the "superXRobotBuilding" files: (as well as for Ark)

[hiddenAction_returnGrid]
autoTriggerOnEvent: destroyed
addResources:gridPower=0

I tested it and it works ;)
Stavrozium 8. čvn. v 8.30 
I tested what Nicon said: its even worse than that.

First of all, this applies to any unit (not structure) that costs Grid Power.
(this includes all 3 XBots and ZenoX's Ark)

Secondly, you not only get back the Grid Power when it is done building;
you also get back the Grid Power when the unit dies.
In other words; for a unit that costs 1000 GP, you get back 2000;
which results in having "infinite" Grid Power...
SUSHIMAKI  [autor] 10. kvě. v 12.03 
I will check that out.
Nicon490 10. kvě. v 10.52 
Hey. I encountered a bug were the Grid power cost of the Poseidon Experimental unit only applies while it is being built. Once built the Grid Power cost of 1000 no longer applies. Allowing for no cap on the unit.
Lil' X-Treme 12. čvn. 2024 v 7.19 
i remember how i used the 20 Generator strat where i put them first then some defenses,then i go Complete ham on enemies when i get Heavy generators (i forgot their name,the one that makes money and is giant),then i put artirliers that easly help my allies to kill enemies like flies,once i get heavy artiraly its gg when i put 3 of them,now i cant do this becouse everything is balanced and changed.hey atleast its balanced :)
Lil' X-Treme 27. kvě. 2024 v 0.26 
i guues theres gonna be a 4 Faction since 3 Gorux units were added,
Fatass 22. kvě. 2024 v 13.10 
that fixed it thanks!
SUSHIMAKI  [autor] 22. kvě. 2024 v 12.17 
Maybe that mod is conflicting with mine. It probably overwrites the sear printer file. Try without it.
Fatass 22. kvě. 2024 v 11.53 
Wait thats not your submod lol. But the base mod still has the issue
Fatass 22. kvě. 2024 v 11.51 
NeoX ships. Also I believe the Battleship submod also uses base-game money.
SUSHIMAKI  [autor] 21. kvě. 2024 v 13.08 
@Fatass With which faction? I cant find the error. Everything seems fine.
Fatass 21. kvě. 2024 v 13.00 
@SUSHIMAKI ships and ship factories use base-game money and not Mass, making them unusable :/
Tactical Turtle 16. kvě. 2024 v 9.23 
this makes me so happy
crazylilthing 9. kvě. 2024 v 20.35 
yea I love it
SUSHIMAKI  [autor] 9. kvě. 2024 v 18.13 
Heavily inspired by it but with different units and factions.
crazylilthing 9. kvě. 2024 v 16.55 
Is this based on supreme commander? ah heck it is isn't it I LOVE IT!
SUSHIMAKI  [autor] 3. kvě. 2024 v 8.10 
1.4.4 reworks the balance of grid-power. Reworks the interface and adds the 3 GoruX units in Sandbox.
SUSHIMAKI  [autor] 2. kvě. 2024 v 20.41 
Grid War 1.4.3 adds extra starting grid-power, add grid cost to nukes, unit cannon and ark, revises some T1 units scaling and adds Artillery to NaraX.
SUSHIMAKI  [autor] 29. dub. 2024 v 17.03 
New playable faction, the ZenoX! Improved economy and easier early game. Balance changes to all factions.
Lil' X-Treme 19. dub. 2024 v 4.01 
the wait was worth it,finnaly we got new Units,what about another faction as a thing (bonus or something.)
Is purple color used? if no, good thats what the faction can be based on btw.
SUSHIMAKI  [autor] 17. dub. 2024 v 16.20 
New update that brings resources streaming, improved interface, new soundtrack and a new super-x type unit for both faction. Super-Xs are giants among your army even compared to super units. They cost a massive amount of resources and must be built directly on the grid. They are meant to spearhead your final victorious assault and can take much more punishment than any other units.
Shakal 4. bře. 2023 v 7.12 
у одной из рас слишком имбовые юниты и артиллерия фигачит через всю карту
Nicon490 28. čvn. 2022 v 19.31 
Do you take commissions?
Nicon490 6. bře. 2022 v 17.30 
Is it possible to add a way to send rescources to teamates? Kinda like the cash crate mod?
Nicon490 3. led. 2022 v 20.23 
Hey could you make it so that the NaraX EMP launcher does not attract the Anti-Nuke? A friend of mine burned up all my anit nuke with cheap EMP and then nuked my base easy peasy. Might not be as much off an issue if the EMP launchers range was limited.
bryan7600 31. říj. 2021 v 8.17 
swaga swaga swaga swaga swaga swaga swaga
jastrongames 15. srp. 2021 v 1.52 
any plans on a new update?
Nicon490 4. čvc. 2021 v 12.44 
Really enjoying this mod. You still planning on adding a third faction?
73kenjojo 8. čvn. 2021 v 3.03 
any update at june?
Archivist Grim 22. kvě. 2021 v 23.56 
Recommendation, expanding out the units and buildings, for example titan construction yard, for super heavy units and making of smaller commanders, or pride and true commanders
TwoForty 14. kvě. 2021 v 17.04 
Dumb idea but also expansion fodder:
NeoY and NaraY: Air Units Focus, flying but more fragile commanders with less powerful build beams but also a 3rd improvement slot because no legs boi. Both factions heavy and superheavy land units are absent, but replaced with even better air units.
NeoZ and NaraZ: Naval/Skimmer focus. Neo commander can submerge, but has a weaker weapon and some new and improved ships but cutbacks in the land forces department. Nara commander is a skimmer and focuses on hard-hitting hit and run attacks at the cost of the removal of all artillery from the arsenal.
Gonb 14. kvě. 2021 v 5.19 
there is a bug that makes the grid expansion hubs not do their job for no reason, instead they deactivate themselves every second
aidan 5. kvě. 2021 v 9.29 
some of them r right, the ai r dumb and this mod was a best
Popo Bigles 5. kvě. 2021 v 8.36 
Big Supreme Commander vibes.
𝓝𝓮𝓸𝓷𝓸𝓲𝓻 2. kvě. 2021 v 10.53 
really good. like and favourite!
TwoForty 1. kvě. 2021 v 17.12 
Nevermind, found it.
TwoForty 1. kvě. 2021 v 17.06 
Hey, how do I access the NaraX units? Is that a separate mod or am I just not looking hard enough
EmotionAbyss 1. kvě. 2021 v 8.09 
Thanks
SUSHIMAKI  [autor] 1. kvě. 2021 v 8.07 
Version 1.2.1 brings fixes to reported bugs and some rebalance.
SUSHIMAKI  [autor] 1. kvě. 2021 v 8.06 
Its hard to understand but i just upload a new version with many fixes.
EmotionAbyss 1. kvě. 2021 v 5.22 
if English is bad I'm sorry I'm Russian
EmotionAbyss 1. kvě. 2021 v 5.21 
This is only the case with the air and hover plants the reason is that they copy the ground plant since everything is fine with it
EmotionAbyss 1. kvě. 2021 v 2.28 
The mod is beautiful just this layering during the game quite strongly affects the balance since the lad bots manage to build only sorrel with zhtim nasdoenie that after that their cde does not smoke out)
EmotionAbyss 1. kvě. 2021 v 2.24 
SUSHIMAKI naraX plants have a bagan grid and can be built almost on top of each other will there be a fix?
AEOA 30. dub. 2021 v 21.00 
Amazing mod, but I have found a bug where if I come back to a saved game, the T1-T3 nests aren't able to produce any units and says the build times are infinite.
SUSHIMAKI  [autor] 30. dub. 2021 v 15.38 
yes
Lukencio™ 30. dub. 2021 v 12.41 
Amazing mod guys!
Hey sushimaki, can i make a battleship based on the mod designs?
something like an experimental unit
SUSHIMAKI  [autor] 29. dub. 2021 v 20.44 
Version 1.2 bring many balance changes and feature as well as the NaraX faction (Insectoid robots).