Rusted Warfare - RTS

Rusted Warfare - RTS

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Feb 14, 2018 @ 12:48pm
Apr 13, 2018 @ 4:28pm
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Description
Because I can.

Adds a Mobile Construction Vehicle to the game, that can deploy into a Command Center able to build and repair structures by itself. This mod replaces builders and builder ships with engineers, and changes combat engineers so that they can only repair (their cost has been reduced because of that). Experimental Spiders remain the same.

Engineers look exactly the same as the default builders, but hover, cannot be built from the command center and are only able to repair buildings. Their cost has also been reduced slightly.

The MCV overrides the starting command center, and can be built for $2500 in a T2 land factory. They are slow and unarmed, but have high HP. Once they deploy into a command center, they cannot repack. Since resource pools take longer to reach now, the credit generation rate of the command center has been doubled.

The AI works fine most of the time, but they tend to take longer to start building an army (unless the map has several resource pools near their spawn). This mod probably works better in multiplayer, but singleplayer skirmish doesn't have any serious problems.

Want the MCV, but still want builders? Check out my "With Builders" version: http://steamcommunity.com/sharedfiles/filedetails/?id=1309322606

NOTE: This mod might break some campaign or challenge missions. There's nothing I can do about it, it's a consequence of replacing builders.
12 Comments
seabazian Apr 7, 2024 @ 5:28pm 
command and cocker
Bullet May 17, 2019 @ 7:47pm 
Hey how bout another MCV, but its not a starting unit, its just buildable. It creates a construction yard capable of making builders, scouts, and creating buildings with a nanobeam turret. Or it just becomes a secondary command.
Triggered_Atheist Feb 4, 2019 @ 7:46pm 
Hey, this'll definitely make for an interesting game.
Qwazzy Aug 22, 2018 @ 8:13pm 
I definitely enjoy the concept of this - makes for more static but capable bases rather than legions of builders running around all over the place.

However, keeping a weapon on the deployed MCV is... buggy. For one, the range shown when the MCV is selected refers to the weapon, not its build range, so knowing exactly how far out it can build is guesswork. For another, it often gets confused when being attacked amid building, as it stops building but doesn't attack, and manual input is required to get it to fire at enemies.

I made a copy of the MCV and deployed MCV to my personal mod folder and tweaked it some - mainly removing its weapon and adding other custom mod stuff to its build queue. Taking away the weapon works wonders. It won't get confused with building/repairing while under attack, and the range indicator now shows how far out its builder/repairer can reach.
MladoTouan Feb 21, 2018 @ 6:08pm 
Wow thanks, that was quick!
helmet helmet saki helmet saki  [author] Feb 21, 2018 @ 5:48pm 
Here it is: http://steamcommunity.com/sharedfiles/filedetails/?id=1309322606

The command center should work the same as the default one in this mod.
helmet helmet saki helmet saki  [author] Feb 21, 2018 @ 5:45pm 
Sure, I'll upload it in a sec
MladoTouan Feb 21, 2018 @ 4:56pm 
Could you make a mod with only the MCV buildable from the T2 land factory, without modifications for the other units?
draw Feb 17, 2018 @ 11:37pm 
My lil boi its growing up
helmet helmet saki helmet saki  [author] Feb 15, 2018 @ 9:04am 
Yep, the nuke launcher was missing from the command center build list. I added it back and it builds correctly now. Thanks for pointing that out!