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 17 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 29 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  (60 - 70 of 208)
darmoff Jul 30 2013, 6:45am says:

I Reinstalled my game i got patch one i made seperate folder named mods put the HumanRes folder in it made a copy of the UAWEA.exe did the MODPATH= part and i went on the game saw folder named mods nothing on it tho

+1 vote     reply to comment
con7con Jul 30 2013, 10:00am replied:

What you should do is have a Mods folder in your main UAW folder and have the HumanRes folder in that, after launching the game with the "MODPATH=Mods\HumanRes" you can then select the human faction in Skirmish, their icon is a little blue orb with a grid effect.

+1 vote     reply to comment
Lucifer1793 Jul 26 2013, 9:24pm says:

Great changes thanks! Can we expect more updates? (capturing, super weapon, balancing, bugs etc)

+1 vote     reply to comment
con7con Jul 26 2013, 11:29pm replied:

Yes, you can. I am in the progress of adding a couple of new units and have fixed some old bugs.

+3 votes     reply to comment
Lucifer1793 Jul 27 2013, 7:58pm replied:

Nice one, thanks con7con :)

+1 vote     reply to comment
The_Freedom_Fighter Jul 25 2013, 1:53pm says:

Question: were there supposed to be medics? I'm looking at it's xml right now. Were they those yellow buggy useless HAZMAT guys in the previous version or were those different infantry?

+1 vote     reply to comment
sys2408 Jul 25 2013, 11:13pm replied:

As far as I know, there are seperate unit.

When I enable medic and try to create them, they just got stuck in the exit of barrack however.

+1 vote     reply to comment
con7con Jul 25 2013, 11:53pm replied:

Correct, currently they are not implemented but I am looking into it, I have just finished adding a scientist unit which allows for capturing of neutral structures.

+1 vote     reply to comment
The_Freedom_Fighter Jul 26 2013, 2:28pm replied:

Great! I always thought those HAZMAT dudes were some kind of a engineer unit. Just some ideas I cropped up with for them, not like they would be implemented anyways: the Science Team functioning as an infantry support. Their grenade launchers(?) fire teargas(lol?) that reduces the speed and firing rate of affected infantry and they have the ability to lob a grenade at an area which clears radioactive clouds, as well as remove radiation damage from affected units.

Last question: Did you tried implementing the Defender's transport logic? I'm curious what that white box shown above it is supposed to be when you select it.

+1 vote     reply to comment
The_Freedom_Fighter Jul 23 2013, 1:31pm says:

Bug report: Can't build more Constructors as Novus.

+1 vote     reply to comment
con7con Jul 23 2013, 2:17pm replied:

Good catch, to fix this open "NOVUS_VEH_Constructor" in XML-Units and change <Affiliation>Military</Affiliation>" to "<Affiliation>Novus</Affiliation>" and the problem should be resolved.

+1 vote     reply to comment
Guest Jul 23 2013, 3:23pm replied:

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