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Rapporter et oversættelsesproblem
In address to the forerunner being too overpowered, control points have their health reduced, and the mega control points have longer firerate and don't produced sentinels aside from the enforcer. So playing forerunners should be easier now.
The flood gamemode have minor changes as I intend this to be the more harder gamemode.
Quite a slow update, but I hope this make the game more enjoyable.
Expect a update.
it breaks immersion a bit if you just want to fight the covenant. maybe add some kind of miner and builder for it in its stead
I have seen your feedback. But for awhile, I sadly don't have time to implement fixes. I have been dealing with a lot of things in real life. But now, I may have time to get some updates in, expect them soon.
-SNiGS- JAM, I appreciate you able to import more halo sfx into my mod. Audacity is a good free software to use.
Using Audacity allowed me to export Halo .wav sounds into .ogg files. I put them in the main games sound file directory (rusted warfare/res/raw), and then picked which sounds to replace, deleting the vanilla file and Renaming the halo sound file, as the same Name of the Vanilla file i deleted. Tricking the game into playing the sound i want. I've replaced all the interface sounds, menu selection, unit movement with Halo Weapon sounds. This pretty much covered all the bases for the 2 "Base" factions, which ergo, covered the other 2 as well as they share the same technology respectively.
@GABI modding this game is incredibly accessible. Subscribing to this mod will create a directory in your workshop folder. (program filesx86/steam/steamapps/workshop/content/647960/3013176948)
All the files you need and want to modify will be right there. If you want to change stats or costs, use notepad++ , if you want to edit graphics of anything, use the free version of GIMP
I thought of allowing player and ai to build around them, but decided to add buff their firepower by giving the ones far from faction bases with turrets and a new sentiental type and reduce their health to balance.
The turrets are a bug I just noticed, I'll plan to get another update soon that fix that.
With the maps, I stated that some will not work, especially those that have many resource pools near the a faction spawn point. In the future, I plan on making maps for this mod.
Now about the Spartans, the 200 health is suppose to be a balance for the faction.
The UNSC faction has more vehicle variety and small amount of infantry types. Their powerful infantry type, the Spartans, are more powerful than the Covenant and Banished most powerful infantry.
To balance, the Covenant and Banished vehicles, which are in small amounts compare to their infantry types, are a bit more powerful, with their strongest vehicle types the Locust and Scarab able to drain Forerunner control points in two hits.
I thought of adding shields to the Spartans as a late game upgrade, but yeah the 200 is a bit strange but it is a balancing measure game play wise. I will think about changing the stats about this if you could show more reason it improve the gameplay.
'Its weird on how the spartans have 200 health while the elites have 190. The creator should implement shield and armor to them. Changing the health from the spartan to 185 is better.'