Finally, a mod for Universe at War that adds in the Humans as a full new faction!

This is will start out as simply adding them for skirmish (haven't tested lan yet) and eventually branching out into Global Scernario mode.

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9 comments by con7con on Dec 9th, 2013

Hello, I would just like to let everyone know that after a slight lapse in working on the mod due to University I am again working on the mod, mainly fixes to a few bugs but I have made some larger changes, view the changelog below.

Note: The Missile Storm is a WIP, if anyone has any idea for the human SW feel free to contact me. Also if anyone can think of any ideal buildings to act as the militarys' SW building then please let me know.

Additions -
-(Military) Added the Tech Officer, a support infantry unit using stolen novus technology. Able to capture structures and remove viruses from allied units.
-(Military) Added the SEVA Marines, a tough infantry squad able to go toe to toe with enemy units and come out fighting, immune to most environmental hazards.
-(Military) Missile Storm, a super-weapon that calls upon off site missile batteries and submarines to desolate the area with HE missiles.

Changes -
-(Military) Removed VTOL builders' references to apache in sound files.
-(Military) Added GUI support for superweapons, fixed some announcement sounds. ("SW Ready", etc).
-(Military) The military has been renamed to the "United Earth Alliance", this is to reflect the orignal ideas for the faction before they were removed from the game, references to which can still be found in unit names and on textures.
-(Novus) Fixed the Novus being unable to build more builders.
-(All) Changed damage values of various units to increase balance, needs more work.

These are the main largest changes that are currently notable, I shall update as progress continues and will release the update when it is ready.

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Universe at War Release

Universe at War Release

Jul 21, 2013 Full Version 15 comments

This release adds plenty to the mod, the main feature being Military building.

Human Resistance v0.6

Human Resistance v0.6

Aug 13, 2010 Demo 26 comments

Human Resistance v0.6 All campaign units are in, including all the other unused vehicles that the humans field. The military comes as a full new faction...

Post comment Comments  (30 - 40 of 204)
TheKaiser223
TheKaiser223 Sep 24 2013, 12:43am says:

Just for anyone who can't get this to work, what I did was unzip the data folder, make a new folder called HumanMod, put the data folder in there, put it in the mods folder in the directory, and then I added this to the launch options in steam MODPATH=Mods\HumanMod. I hope this works for you guys, and have a nice day.

+1 vote     reply to comment
LGPG
LGPG Oct 19 2013, 6:22pm replied:

i don't have steam, what i do?

+1 vote     reply to comment
LGPG
LGPG Oct 19 2013, 6:25pm replied:

and it dosen't appear the folder called mod's, shall i need a update?

+1 vote     reply to comment
ImperialKaskins
ImperialKaskins Oct 28 2013, 10:01am replied:

No just create a folder and call is mods.

+1 vote     reply to comment
Oaks
Oaks Sep 7 2013, 9:20am says:

Its great to see its alive once again.So CanadaMan7 is still busy with his Halo mod?
So now,Military faction has HQ,flying VTOL builders? Can they repair structures/vehicles? Can they acquire credits as Reaper drones?
Or they have buildable those Matter engine-like structures? They could have animation model of Oil stations.Can they have only 5 of them? (Like Masari in patch 2)
Will skirmish battles now begin without preplaced all production structures?(only with HQ,one builder)
Will Heroes be buildable from HQ?(with icons,proper prices,descriptions,later some Stealth hero could be added)
Could Military have something like buildable neutral capturable static Detection drone(Pulse scan for removing Novus virus,Hier. radiation;apart from those LAV's)
Is the ,in future, AI for Military planned?
Then comes already mentioned things like Capture ability for Marines,Superweapon like that missile silo from Hierarchy mission 2,buildable Laser turrets for AA defense.(or Vulcan could gain AA)
Infantry healing-Defiler radiation ability code ID based, on an ambulance maybe.Or some kind of Military upgraded Spitter turret-like structure.Maybe the Barracks itself could be able to do that?
And final objective,Military becoming full fledged faction-upgrades,Global conquest (which is of course humble wish and hope for somehow distant future,I guess)

+4 votes     reply to comment
Guest
Guest Sep 9 2013, 11:39am replied:

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MODDEDWARFARE
MODDEDWARFARE Aug 27 2013, 9:28pm says:

So would the missile super weapon be possible then? To make it fair you could make it so you have to build a nuclear reactor before you can build the launch pad.

I think the models for the launch pad might be:
WO_Launch_Pad.alo
WO_Launch_Pad_DC.alo

+1 vote     reply to comment
LavstorM
LavstorM Aug 24 2013, 3:17pm says:

is it possible to install mods to crack versions of this game?

+1 vote     reply to comment
Guest
Guest Aug 26 2013, 7:53pm replied:

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Kasix
Kasix Aug 23 2013, 8:13am says:

I'm a little confused with the steam wersion installation. Do I need to write in launch options only the mod folder or with executable and do I need to copy UAW.exe ?

+1 vote     reply to comment
Kasix
Kasix Aug 23 2013, 11:00am replied:

scrach that. I changed the mod directory and now it works just fine.

+1 vote     reply to comment
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CanadaMan7
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Released Aug 13, 2010
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