Rusted Warfare - RTS

Rusted Warfare - RTS

Virsenian Glory Remake BETA 0.7.9
448 Comments
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)
drzomboss 1 Aug @ 4:17pm 
sorry for being negative
drzomboss 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.
drzomboss 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
drzomboss 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
danich  [author] 30 Jul @ 12:04pm 
1. "Its not great" that you can train 2 squads? Well, how much do you need, 20 squads? Put a x3 multiplier and then you will get 3000 MP. I don't understand what the problem is here.
2. Perhaps. In fact, jeeps and light armored vehicles are significantly cheaper, only 10 F and 200 MP (compared to a squad for 620 MP). The problem here is in the Frescite rather than in the MP.
danich  [author] 30 Jul @ 12:03pm 
3. Why do you think that unique upgrades for mines are useless? The fact that they do not increase the flow of resources does not mean that there is no point in building them, because they provide tactical opportunities. Rennland allows you to produce troops even where there are no large houses that can be converted into barracks. Velia turns a mine into a heavy fortification that will not be easy to destroy. Gallitia can force an enemy unit to retreat to the base for a reasonable price in the Frescite. Nostova will give a huge radius and detection of invisible units (which is Nostova main weakness).
danich  [author] 30 Jul @ 12:01pm 
I do not intend to add all sorts of fabricators that will generate MP, I have already answered many times. The entire balance is based on how you distribute the resources that are given to you every 3 minutes, and the price balance is also based on this (for example, you cannot make 2 Velian Riflemen Squads because their price is 520. But you can make Nostova Riflemen Squads cuz their price us 400.) By adding MP generation, the balance will be completely broken.
The reason VGR is what it is and why people love it is because it does some things differently than other mods. I understand that many things seem illogical and unclear, perhaps this is so (however, this is why I wrote so many tips that you can read at the beginning of the match). Otherwise, what's the point of all this if I could have done it exactly the same way as others did?
joe02184X2 29 Jul @ 4:20am 
Some opinions on VGR

1. Resources

The HQ should give manpower more frequently, either 400 per min or a set income like regular rusted warfare mods. The idea of having a big budget to build units with is cool but its not really that much manpower to begin with, at best you train two squads on default resources its not great.

In my opinion the manpower costs of vehicles should be reduced, their main limitation should be your supply of fres rather than manpower, if you capture just a few mines your fres outstrips your manpower

Mine upgrades such as mine barracks, propaganda mine, recon mine, ect should give a trickle of manpower to the player who uses them perhaps 25 manpower per min. This would make them a more useful as buildings like the barracks mine would have a little extra manpower for preforming their function while not altering the set manpower system too much.
Sihvo 24 Jul @ 3:54am 
Please play the mod for more than 30 seconds.

In my experience, it takes awhile for the "ready" button to become available
danich  [author] 24 Jul @ 3:54am 
wait 30 seconds
venturerscout0987 24 Jul @ 1:23am 
I can't seem to click ready after I finished clicking the multiplier is it a bug? because I can't play this mod at all
danich  [author] 19 Jul @ 1:59pm 
K. Play in old VG 1.06
EGG 18 Jul @ 5:23pm 
this made is way too complicated for a simple rts game. i'd also recommend making a more simple version.
danich  [author] 11 Jul @ 11:44pm 
Click on the selector, select a multiplier, click ready, select a faction.
hivemindtime123 11 Jul @ 10:54pm 
How do you select a faction to start the game?
manases 10 Jul @ 10:33pm 
ah okok tysm fr I truly appreciate that, I understand that it removes some "realism" of the mod and I do have a huge passion for games/mods that have or add realistic mechanics like project zomboid, but I really could not stand the fog so I really appreciate the future "fix":steamthumbsup:
danich  [author] 10 Jul @ 7:19am 
most likely you were just unlucky, it's a coincidence. In the next update there will be an option to turn off the visual effects of the weather (but they will still debuff units)
manases 9 Jul @ 10:28pm 
hello, going back with @EM7HydraFox yeah the fog is really anoying, is there a way to at least reduce it? there was a time that the fog did not go out at all for the entire match and the fog lastes 34 minutes maybe more, I was on a match with my friend and even thought the match was no where near over we decided to end it because the fog was extremely anoying and just would never clear probably the last time we'll play this mod unless theres a way to fix that (decrease the fog)
gamer7404 8 Jun @ 12:43pm 
okay, cool, sorry about being pushy.
danich  [author] 7 Jun @ 10:48pm 
3 new units for the allied doctrine are planned, they are already on the list and are being worked on. I am not going to add new ones to other doctrines.
gamer7404 7 Jun @ 11:10am 
now on too the allied doctrine, i though it lacked allied vehicles so a new one would be based off the 1921 anti tank model, but instead of having a single gun, it has a volley gun layout that uses 4 light machine guns to mow down infantry. its upgrade options are to either replace them with 3 heavy machine guns for infantry, or 3 auto cannons for vehicles and fortifications. now for the latest faction an idea for a heavy tank. it could possibly be a literal land battleship, able to travel land and sea, taking inspiration from metal slugs big shee. it wouldn't be very fast and its armament would focus on saturation fire rather than really big guns. i know it seems like im just complaining about this update but i love the new flame thrower tank. the reason i pitch ideas is because i think your mod is awesome and would love too contribute in some way.
gamer7404 7 Jun @ 11:09am 
the new update came out and i love the scorched earth doctrine. though if your looking for ideas i would love too share some not only for that doctrine, but the allied one and the latest faction if you'd like too hear it. the first idea is that for the scorched earth doctrine, the AA flak gun is replaced with a 120 mm mortar to further emphasize its dedication too destruction. the emplacement could even get two new upgrades two chose from, a multi-mortar for infantry that would have slightly less range and longer reload speed, and a 160mm mortar that has a longer reload time and range. to balance this the machine gun emplacement and upgrade can only be upgraded to the dual machine gun.
danich  [author] 5 Jun @ 6:14am 
Well, yes, that's what I intended
EM7HydraFox 4 Jun @ 11:59pm 
It also reduces my visibility as well and it's both infuriating and an eye sore
danich  [author] 4 Jun @ 11:13pm 
No. Fog reduces the attack range and visibility of units
EM7HydraFox 4 Jun @ 7:23pm 
Is there a way to disable the fog that comes sometime during a match? This fog is not only an eye sore and extremely disruptive but also lasts way too long.
danich  [author] 4 Jun @ 8:44am 
Thanks dude. The original VG wasn't that bad when it came out, but the concept is completely outdated at this point. Honestly, I'd love to see the old formula remaster (I even came up with a name: Virsenian Glory Arcade (VGA)) but unfortunately there are no people willing to do that. The old VG mod is a much larger scale battles than VGR, it would be possible to implement a fleet of any size without worrying about the problems that would arise in VGR...