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Rusted Warfare - RTS For Mac

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Name : Rusted Warfare – RTS Strategy
Publisher Company : Corroding games
Current Version : 1.14
Category : Strategy
Size : 24M
Requires Android : 2.2 and up
Rating : 4.7
Get This Game On : Google Play

Dec 10, 2020 Rusted Warfare is a fully featured multiplayer RTS inspired by classic real-time strategy games with fun gameplay and modern multi-threaded tech. A pure RTS with no microtransactions. Online and offline multiplayer over wifi and mobile networks. Campaign, skirmish, survival, and challenge missions, with full AI.

  • Rusted Warfare is a Real-Time and Strategy game published by Corroding Games released in 2017. Rusted Warfare has the following styles of gameplay. In a real time strategy game multiple players are fighting for control of a battlefield, usually in a top down view. RTS games can also be in a 3rd.
  • Rusted Warfare - RTS Strategy - a classic real time strategy game. In it the player will control his own army, consisting of different armed forces, both ground and air. The user is not required to extract resources, so the whole gameplay is focused on combat. Using all of the terrain.
  • Rusted Warfare is a fully-crafted strategy game inspired by classic real-time strategy games such as Total Annihilation and Command and Conquer. FEATURES:. Pure RTS without microtransactions or DRM. Multiplayer online and offline on wifi and mobile networks. Campaign, skirmish, survival and challenge missions, with full AI.
  • Alternatives to Rusted Warfare for Windows, Mac, Linux, Steam, Wine and more. Filter by license to discover only free or Open Source alternatives. This list contains a total of 20 apps similar to Rusted Warfare. List updated: 3/28/2020 6:42:00 PM.

Rusted Warfare – RTS Strategy 1.14 Apk Mod : Rusted Warfare – RTS Strategy 1.14 Apk is an strategy category games for android. You can download this new version games from our safe download links with single click.

Rusted Warfare is an fully featured RTS inspired by classic real-time strategy games such as Total Annihilation and Command and Conquer.

FEATURES

  • A pure RTS with no microtransactions and no DRM
  • Online and offline multiplayer over wifi and mobile networks
  • Campaign, skirmish, survival, and challenge missions, with full AI
  • Over 40+ unique land, air, and sea units for balanced gameplay
  • Experimental units and nuclear missiles for the big endgame battles
  • Tactical And Strategic opportunities with unique units such as

→ Flying Fortresses

→ Combat Engineers

→ Amphibious Jets

→ Shielded Hovertanks

→ Laser Defences

Rusted Warfare - Rts For Mac Catalina

  • Fast interface: Issue commands through the minimap, multi-touch support, unit groups, rally points
  • Strategic zoom: Zoom out to view and issue commands across the whole battlefield
  • Save and load games including multiplayer games for that quick lunch time battle
  • Reconnect disconnected multiplayer games and avoid any disappointment
  • Create and load your own custom levels
  • Fully scales from phones to large screen tablets
  • USB keyboard and mouse support

Play on the go against your friends on your phone or tablet.

Also Like : Toolbox for Minecraft: PE Apk Mod

Rusted Warfare Ios

Ios

WHAT'S NEW

= Rusted Warfare v1.14 =

-4 new maps

-New units:

For

WHAT'S NEW

= Rusted Warfare v1.14 =

-4 new maps

-New units:

Rusted Warfare Demo

—Heavy Anti-Air Mech, Lightning Turret T1 & T2, Artillery Turret T2, Watch tower, AA beam gunship

—Modular Spider: Starting unit only. Starts with no weapons but has 6 slots where turrets, or modules can be built and upgraded. How to open ableton keygen on mac os x.

-Much faster map and fog rendering (27x faster in extreme benchmarks)

Rusted Warfare Free

-See-through interface from PC (can be switched back to classic style in settings)

-Tons of other changes. See #updates-and-betas in discord Simonida milojkovic grabljivica pdf.

Best Rts For Mac

Now, Download this new version games Rusted Warfare – RTS Strategy 1.14 Apk For free from direct Download Links and mirror upload sites.

Rusted Warfare - Rts For Mac Os


A new update to Rusted Warfare is out!
[h2]New Unit: Modular Spider[/h2]
-A walking mobile base
-Starts with no weapons but has 6 slots where turrets, or modules can be built and upgraded.
-Is a Starting unit only, picked from the Game Options (cannot be built normally unless using mods)
-Possible add-on modules:
---Shield Gen, Anti-Nuke, Fabricator T1 & T2, Laser Defense, Lightning, Flak, Artillery, Sam T1 & T2, Gun T1 & T2, Plasma T1 & T2
-Very heavily armored but slow
-Base speed is reduced if any weapons are attached
-Can build units and buildings
-Auto repairs nearby units
-Can move over water
-Built-in Fabricator
-Goes nuclear on death (if nukes are enabled)
[h2]New Turrets and buildings[/h2]
-Lightning Turret T1 & T2 - Upgraded from basic land turret
-Artillery Turret T2 - Upgraded from artillery turret
-Watch tower - Sees through fog in a large range, built from T2 builders
[h2]Extractor T3 upgrades[/h2]
New optional upgrades, only one can be picked at a time:
-Overclock: Much less health. Generates credits faster. Can be reverted back to T3 for a 50% refund.
-Reinforce: More health. [Adds shield. Self-repair. But generates same credits. Can be reverted back to T3 for a 50% refund.
[h2]New Unit: AA Beam Gunship[/h2]
-Anti-air particle-beam weapon
-Beam weak vs shields
-Can not attack land
-Slow speed unless using afterburner action
-Balance wise this unit is meant to counter Amphibious Jets but be countered it's self by Heavy Interceptors (creating a triangle)
[h2]New Unit: Heavy Anti-Air Mech[/h2]
-Strong and long range air attack
-Area affect anti-air
-Weak land attack
[h2]New servers[/h2]
-Relay servers for easier hosting of games (useful when mixing in Android/iOS clients that cannot use steam invite)
---To setup a relayed game use 'direct join' to one of: us1.relay, us2.relay, asia1.relay
---Other players will be able to join your game by entering the shown Room Code into direct join.
---Games aren't public yet, so share your room id with friends or on the discord server.
-Modular Spider FFA battle royale servers (with up to 100 players!)
---Closing borders to force battles between players
---Crates randomly drop around the map that can be reclaimed
---(This was setup before AoE also did this lol)
[h2]Releasing on iOS very soon[/h2]
-Store page here: https://apps.apple.com/au/app/rusted-warfare-rts/id1514329124
-Cross-platform multiplayer between Windows, Linux, Mac, Android, and iOS
-Any support on release would be great. (Pre-orders would be helpful too but I know people don't like to do that.)
[h2]Other major changes.[/h2]
-New maps: Hills (2p), Manipulation (4p), Two Large Islands (10p), Wetlands (10p)
-Spectator support, players can be set as spectators to just watch games. And all players can be set as spectators from team layout.
-Borderless fullscreen option on Windows/Linux
-PC version uses a lot less memory loading images from mods so it can support bigger mods
-Can create replays in sandbox (and play them back within the editor) useful for creating videos, trailers or machinima
-Can hide the interface in sandbox and replays for screenshots and videos
-New background map added to menu rotation
-Nicer map rendering when zoomed out
-Afk players players get shared control turned on to their allies as if they disconnected
-Much faster rejoins and resyncs in multiplayers, with less impact on replays
-Adds 1.5x, 2.5x income multipliers to the existing 2x setting
-The host can pause multiplayer games by typing ‘-pause'
-The host can type ‘-roomlock true' in battle room to stop new players joining
-Android: Now has export as map in sandbox
-Fix attack move on bombers, etc
-Defeat stats screen
-Flying fortress can be picked as a starting unit
-Carrier $38000->$30000, x5 factory speed to x2 factory speed. To help make this a more general purpose unit.
-Fabricator $1500->$2200 (as well as upgrades), to promote more extractor focused gameplay.
-Android: Much faster map and fog rendering (27x faster in extreme benchmarks, yes really)
-Android: See-through interface from PC, can be switched back to classic style in settings
-Android: Unit cap can be changed in settings, up to 10,000 units per team
-Lots of new map scripting features for creating custom missions
-A bit of a tutorial help added to mission 1
-Improved pathfinding with better performance
-Fix fog not being restored when loading saves
-Fix streaming maps from compressed .rwmod files in multiplayer
-Better performance on units with large numbers of actions
-Much faster unit/mod loading times
-Better handling of out of memory while loading mods
-FPS cap upped to 300fps for high refresh rate screens
-Fix xOffsetAbsolute, yOffsetAbsolute, xOffsetAbsoluteRandom and yOffsetAbsoluteRandom weren't working on [effect], this might cause issues for mods that expect them to be broken.
-New 500x500 pixel map thumbnail image limit, recommended is 100-200px (note: this is just the preview image, not the map size)
-Fix false positive warning message with addTeamTags/removeTeamTags map scripts
-Fix income multiplier and no nuke option not working in single player skirmish
[h2]Lots of new modding features[/h2]
-See: Rusted Warfare: Beta Modding Reference for complete 1.14 reference
-Added: [graphics]isVisibleToEnemies and [graphics]showOnMinimapToEnemies - allows creation of stealth systems when used with canOnlyBeAttackedByUnitsWithTags, and converting to revealed versions
-Added: [ai]lowPriorityTargetForOtherUnits and [ai]notPassivelyTargetedByOtherUnits - Allows better wall buildings that units don't target by default.
-[action]addActionCooldownTime, [action]addAllActionCooldownsTime and [action]clearAllActionCooldowns - Player cannot use action again till timeout expires
-[animation]effect_Xs: { x, y, name } - Spawn effects while playing an animation
-Added: [action]convertTo_keepCurrentTags
-Added: [core]disableDeathOnZeroHp
-Added: [action]takeResources_directTransferStoppingAtZero
-Per unit leg limit is now 20
-Added %{self.playerName}, %{self.teamName}, %{self.resource.X} to showMessageToAllPlayers, etc actions to create dynamic messages
-Added: [turret]aimOffsetSpread
-Added: [action]addWaypoint_position_relativeOffsetFromSelf
-Added: [action]whenBuilding_rotateTo_aimAtActionTarget and [action]whenBuilding_rotateTo_rotateTurretX (BETA NOTE: is broken in some cases)
-Added: [attachment]showAllActionsFrom (logic boolean) - shows actions from the attachment when parent is selected, when clicked actions will be applied to the attachment as if they were selected. Can be used to create inventory systems, or control subsystems of a unit, etc.
-[action]isAlsoViewableByEnemies and [action]isAlsoViewableByAllies - Allows other players to see actions from this unit, useful for showing stats to other players (eg missile count, items collected)
-transportedUnitsToTransfer=X option added to unitSpawn fields - Moves units from the source unit into the newly created unit. Can be used to create parachutes from planes, teleport effects, etc
-Added: [movement]heightChangeRate
-Added: [movement]fallingAcceleration, [movement]fallingAccelerationDead
-New logic function: self.height()
-Added: [effect]alsoEmitEffectsOnDeath
-Added: [effect]lifeRandom
-spawnPoint_eachActiveTeam option added to [core]onNewMapSpawn
-Added: [action]addWaypoint_triggerActionIfMatched
-Added: [action]showMessageToAllEnemyPlayers (need test)
-Added support for ranges in flag ids (eg: unsetFlag=1-5)
-Note unit flags are now unset before new flags are set
-unitRef feature with functions: self, self.parent(), self.transporting(slot=x), self.attachment(slot=X) - eg: [action]textAddUnitName: unitRef self.attachment(slot='1')
-Added: [action]textAddUnitName: unitType or unitRef
-Added: [action]descriptionAddFromUnit: unitType or unitRef
-Added: [action]descriptionAddUnitStats: unitType or unitRef
-Changed: [action]unitShownInUI: now also supports as unitRef
-Added: [action]unitShownInUIWithHpBar - (boolean) default true, Only used when unitShownInUI is a unitRef
-Added: [action]unitShownInUIWithProgressBar - (boolean) default true, Only used when unitShownInUI is a unitRef. Replaces HP bar if active
-Added: [action]attachments_unload
-Added: [action]forceUnloadTransportNow_onlyOnSlot
-Added: [resource]displayRoundedDown
-Added: [projectile]wobbleAmplitude
-Added: [projectile]wobbleFrequency
-Added: [projectile]turnSpeed
-Added: [projectile]spawnProjectilesOnEndOfLife (projectile types) - eg: spawnProjectilesOnEndOfLife: torpedo_split(offsetDir=90), torpedo_split(offsetDir=-90)
-Added: [projectile]spawnProjectilesOnExplode (projectile types)
-Added: [projectile]spawnProjectilesOnCreate (projectile types)
-spawnProjectile options: spawnChance, maxSpawnLimit, recursionLimit, offsetX, offsetY, offsetRandomXY, offsetRandomX, offsetRandomY, offsetHeight, offsetRandomDir, offsetDir
-Added: [turret]canAttackMaxAngle
-transportUnloadedOrRemovedUnit added to [action]autoTriggerOnEvent
-Changed: [projectile]pushForce / pushVelocity now working on all units
-Added: [turret]barrelOffsetX_onOddShots
-Added: [core]canReclaimUnitsOnlyWithTags
-Added: [core]canRepairUnitsOnlyWithTags
-Added: [placementRule_X] section - allows creation of
-[placementRule]anyRuleInGroup:X (Only require 1 of the rules in this group pass, instead of all. Use the same group name on other placement rules to create a group.)
---[placementRule]searchTags:X
---[placementRule]searchTeam:[TeamRelation] defaults to own
---[placementRule]searchOffsetX: defaults to 0
---[placementRule]searchOffsetY: defaults to 0
---[placementRule]searchDistance:X
---[placementRule]excludeIncompleteBuildings: [true/false]
---[placementRule]excludeNonBuildings: [true/false]
---[placementRule]minCount:X
---[placementRule]maxCount:X
---[placementRule]blocksPlacement: [true/false]
---[placementRule]cannotPlaceMessage: Message shown to player if this rule fails (will be first failing rule in mergedRuleGroup)
---[placementRule]checkEachTile: [true/false] defaults to true (set to false to only test unit center)
-Added: [projectile]mutatorX_addResourcesDirectHit
-Added: [projectile]mutatorX_addResourcesAreaHit
-Added: [core]exitHeightIgnoreParent
-Added: [core]ignoreInUnitCapCalculation (defaults to true for buildings)
-Added: [action]iconExtraImage
-Added: [action]iconExtraColor
-Added: [action]iconExtraIsVisible (logic boolean)
-Added: [core]explodeTypeOnDeath - (options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding)
-Added: [core]fogOfWarSightRangeWhileNotBuilt
-Added: [projectile]moveWithParent
-Added: [projectile]sweepOffset
-Added: [projectile]sweepSpeed
-Added: [turret]idleSweepAngle
-Added: [turret]idleSweepDelay
-Added: [turret]idleSweepSpeed
-Added: [turret]idleSweepCondition
-Added: [turret]idleSweepAddRandomDelay
-Added: [turret]idleSweepAddRandomAngle
-Added [turret]altProjectile (Projectile) and [turret]altProjectileCondition (LogicBoolean)
-Added numberOfUnitsInAggressiveTeam() logic boolean (for the special 'aggressive to all' team)
-Added logic boolean self.numberOfUnitsInAllyNotOwnTeam
-Added: [attachment]keepWaypointsNeedingMovement
-Added: [core]effectOnDeathIfUnbuilt
-Added: [action]setBuilt (float 0-1)
-Added: [action]offsetSelfAbsolute: x,y,[height]
-Added: [action]alwaysSinglePress (default false) - No confirmation needed on mobile, use with canPlayerCancel: false and allowMultipleInQueue: false to also hide the queue interface.
-Added: [action]addActionCooldownApplyToActions (actions)
-Fix requireConditional on queue items causing false positive desync message to show
-Added [core]isUnselectableAsTarget (boolean) and [attachment]isUnselectableAsTarget (boolean) (defaults to the isUnselectable's field)
-Added 'tookDamage' to autoTriggerOnEvent
-Added [effect]animateFrameLooping (boolean)
-Added [projectile]hullDamageMultiplier (float) - can be used to create EMP weapons that affect shields only
-Added [turret]onShoot_triggerActions (actions)
-[attack]canAttackFlyingUnits/canAttackLandUnits/canAttackUnderwaterUnits no longer required if [attack]canAttack is false
-Added: [attached]redirectDamageToParent (boolean) and [attached]redirectDamageToParent_shieldOnly (boolean)
-Added [graphics]image_shield
-[action]resourceAmount, [action]convertResource_* now also support built-in types like: energy, ammo, credits, hp, shield
-Added [action]addWaypoint_target_randomUnit_tagged (needs testing)
-Added [action]addWaypoint_target_randomUnit_team (needs test)
-Added [action]addWaypoint_target_randomUnit_maxRange (needs test)
-Added 'teamTagDetect' map trigger type (parameters: team, teamTag)
-Added 'setPassiveTarget' waypoint type (needs test)
-Added 'techLevel' to unit spawn parameters, mostly for built-in units and setting damagingBorder size.
-Added 'alwayStartDirAtZero' to unit spawn parameters
-Added 'xOffsetRelative' and 'yOffsetRelative' to projectile spawn parameters
-Fix: newly captured buildings don't reveal fog
-Added [projectile]beamImage (image)
-Added [projectile]beamImageOffsetRate (float)
-Added [projectile]beamImageStart (image)
-Added [projectile]beamImageEnd (image)
-Added [projectile]autoTargetingOnDeadTargetRange
-Added [projectile]autoTargetingOnDeadTargetLead
-Added [projectile]retargetingInFlight (needs test)
-Added [projectile]retargetingInFlightSearchDelay (time)
-Added [projectile]retargetingInFlightSearchRange (float)
-Added [projectile]retargetingInFlightSearchLead (float)
-Added [projectile]retargetingInFlightSearchOnlyTags (tags)
-Added [projectile]sweepOffsetFromTargetRadius (note: shielded hovertank uses 0.4 for it's attack)
-[projectile]moveWithParent now locks with turret instead of unit body for smoother beam effects
-Added[projectile]instantReuseLast_alsoChangeTurretAim - Make turret's aim include last projectile's spread and sweep offsets, useful for beam weapons
-Added [projectile]instantReuseLast_keepAreaDamageList - default false. Keeping the list was the normal behaviour in 1.13 making area damage not apply a second time but this is not useful. Use this only if you want the old behaviour.
-Added [projectile]targetGround_includeTargetHeight for area affect AA weapons
-Added [graphics]showShieldBar and [graphics]showQueueBar
-Added [projectile]beamImageEndRotated and [projectile]beamImageStartRotated
-Allow built-in resources with self.resource() and self.isResourceLargerThan()
-Added moveCamera map trigger
-Added [projectile]targetGroundHeightOffset for shooting over or under a target. Might be useful for projectiles that split and rain down.
-Added [projectile]teamColorRatio_sourceRatio default is (1-teamColorRatio)




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