This mod introduces more diversity into Iron Harvest. Many feel that the infantry and common air units all feel very similar. This mod addresses this. All common units have had their stats slightly changed for each faction, changing how they play. The mod also introduces an airfield structure. Each faction also has 1 unique air unit and 1 specialist skybike, making the airfield structure worth to go for.
I felt that the endgame was a bit stale with only 1 type of superheavy, so I also introduced 2 more superheavy variants for all factions.
To further diversify the game, the weapon systems are distributed differently in Barracks and Advanced Barracks for each faction. I have also created a new special infantry unit for each faction, a "elite" unit that cannot pick up nor drop weapons.
Lastly, it is possible to recruit special factions by building their special structure via the pioneer. These minor factions have special units which can greatly affect the battle.
Changelog/Patch Notes:
Common:
Polania:
Infantry Changes
Mortar and Field Cannon
New Structure: Automine
New Infantry Unit Commandos:
Polanian Riflemen:
Polanian Gunner rework: Snipers:
Polanian Grenadier rework
Polanian Medic
Mech Changes
Rycerz
Straznik Mech:
Smialy Mech:
Mocny Mech:
Lowca Mech:
Polanian Tur Variants:
Polanian Skybike:
Polanian Gunship:
New Unit: Polanian Winged Hussars:
New Unit: Polanian Eagle Frigate:
Oil Pump
Airfield
Michal Sikorski
Anna Kos
Saxony:
Infantry Changes
Medical Tent can now be built by engineers.
New Infantry Unit: Sturmpioneers
Saxony Stormtroopers:
Saxonian Gunner Rework: Panzerschreck Truppen
Saxonian Grenadier:
Saxonian Medics:
Saxonian Flamethrowers:
Mech Changes
Eisenhans Exosuit:
Grimbart Mech:
Isegrim
Stiefmutter Mech:
Wotan
Kaiser variants:
Saxonian Skybike
Saxonian Gunship:
New Unit: Wyvern
New Unit: Drachen Crusier
Iron Mine
Barracks
Airfield
Wilhelm
Gunter
Brunhilde
Rusviet:
New Structure: Forward Factory
Infantry Changes:
HMG
New Infantry Unit: Conscripts
Rusviet Gunner Rework: Rocketeers
Rusviet Engineer:
Rusviet Vanguards:
Rusviet Grenadier
Rusviet Flamer
Rusviet LMG
Mech Changes
Groza Exosuit:
Kolokol Mech:
Nakovalnya Mech:
Serp Mech:
Gulyay Variants:
Air Changes
Rusviet Skybike:
Rusviet Gunship:
New Unit: Ognemet
New Unit: Ural
The Ural is the pride of Rusviet. A tough mech bristling with bomb launchers, it lays waste to all in its path. However, it cannot attack air units.
Iron Mine:
Oil Pump:
Barracks:
Workshop:
Airfield:
New Hero: Tsar Nicolaus (Replaces Viktor Popov):
The leader of Rusviet has joined the battle! Armed with a devastating Gatling Revolver and a Rocket Launcher, Nicolaus is a dangerous reserve 1 hero. He is extremely cheap to build and can be reinforced for free, however, Nicolaus cannot be rebuilt nor revived! Nicolaus also unsuppresses nearby infantry.
Lev Zubov
Olga Morozova
Usonia:
New Infantry Unit: Rangers
Volunteers:
Cannoneers
Paratroopers
Grenadiers
Engineers:
Flamer:
Salem:
Attucks:
Knox:
Stark:
New Unit: Monroe:
Gunship:
Skybike:
New Unit: Crocket:
Revere Albacore:
New Unit: Woodhull:
Samson:
New Unit: John Paul Jones:
Oil Pump
Iron Mine
Workshop
Airfield
Bunker
Bunker (level 2)
Bunker (level 3)
Flame Bunker
Heroes:
William Mason:
New Hero: Randolph Wells:
He may not be fearless warrior, but Randolph Wells is a foe to be feared. Armed with a powerful pistol, Randolph can deal with Infantry very easily. Randolph is very cheap, and only costs 1 coin.
George Mason:
New Engineer Unit: Pioneer:
The pioneer can produce all bunkers, production structures, and once vetted, can produce the AA turret and the special "mini-faction" structures.
Mini-Factions:
Mini-factions are unlocked by producing their corresponding structure. Upon unlocking them, you gain access to 3 unique troops.
Arabia:
Guerillas: A 4 man squad of stealthed snipers, the Guerillas are highly effective against infantry. They fire 2 shot rifles.
Battle Camels: A trio of Camels with LMGs on their backs.
Anti-Armour Battle Camels: A trio of Camels with 2 burst anti-armour cannons on their backs.
Civilian Militia:
Militia: A squad of cheap riflemen ready to defend their homes.
Transport: A repurposed bus that can transport allies. It moves quite fast.
Woodcutter: A weak melee mech.
Tesla:
Sluga: A 7 squad group of robots. They have a weak melee weapon but are adept at repairing damaged mechs.
Setac: A trio of exosuits. They are armed with a powerful anti-armour tesla cannon and can charge it up to shock enemy infantry.
Cuvar: A heavily armoured mech hunter. It is armed with a powerful railgun and can bunker up to be nearly invulnerable. Can also deploy shock traps and fire rockets.
Fenris:
Revolutionary Band: A 10 man squad of weak rebels armed with rifles. They have relatively high health.
Shockers: A trio of crude exosuits armed with tesla guns. They have little health and can be easily killed.
Annhilator: The ultimate doomsday mech. It is armed with a powerful lightning cannon and can use a large variety of powerful abilities.
Hey guys,
this feature will showcase the first changes so far in the Diversity Mod. I have made each Rusviet air unit different from the base ones, and they are all producible from the new structure, the Rusviet airfield. Files for these changes will be forthcoming once all factions gain the Airfield and unique aircraft.
Skybike
When Usonia attacked Rusviet forces in Alaska, the Rusviets were able to capture many downed Skybikes from both sides. The poor performance of the Rusviet skybikes against Usonian Airships like the Revere prompted them to redesign their existing mod. The end product is the present skybike.
Armed with guided rockets, the Rusviet skybike is effective against both air and ground, and outrange the standard skybike. Furthermore, the explosive power of the rockets create crowd control, something the original mgs could not do.
Developed in a secret base in the Kamchatka Peninsula, the Tsarist forces have been able to keep this model of skybikes from Revolutionary hands.
Stats:
Health: 600
Armour: Light
Move Speed: 3.6
Cost: 300 Iron, 60 Oil, 3 population
Repair Cost: 5 Iron per 50 Health
Reserve: Reserve 1, 1 coin, 210 Iron, 40 Oil
Rocket Weapon Stats:
Damage Against Unarmoured: 20
Damage Against Light: 30
Damage Against Medium: 25
Damage Against Heavy: 10
Damage Against Structure: 5
Burst: 4
Reload Time: 4.5 Seconds
Range: 45
Airlift
The original Airlift was far too basic and slow for modern mechanized combat, so a new model was developed. The new Airlift is faster and can unleash a rallying cry, healing and removing suppression for allies, while suppressing enemies.
The sight of an Airlift raises the morale of troops on the field, while enemies are demoralized.
Stats:
Health: 1300
Armour: Medium
Move Speed: 4
Cost: 300 Iron, 30 Oil, 3 population
Repair Cost: 5 Iron per 100 Health
Reserve: Reserve 1, 2 coin, 180 Iron, 20 Oil
MG Weapon Stats:
Damage Against Unarmoured: 3
Damage Against Light: 3
Damage Against Medium: 3
Damage Against Heavy: 3
Damage Against Structure: 3
Burst: 16
Reload Time: 4 Seconds
Range: 16
Suppression Removal Range: 15
Gunship
The Usonian Gunships used by Rusviet had a special ammunition that Rusviet could not constantly buy, so the Rusviet military built its own weapon for its gunships. Its design is very similar to the Nagan's: high burst, medium damage, and low accuracy. However, the Gunship's ammunition is much more explosive.
The Rusviet Gunship can also use a variety of special abilities to support units on the ground. These are a sweep of bullets to suppress enemy infantry and a powerful rocket that deals a lot of single target damage.
Stats:
Health: 800
Armour: Medium
Move Speed: 2.2
Cost: 550 Iron, 120 Oil, 5 population
Repair Cost: 5 Iron, 2 Oil per 50 Health
Reserve: Reserve 2, 2 coin, 440 Iron, 95 Oil
Gunships Volley Cannon Stats:
Damage Against Unarmoured: 60
Damage Against Light: 35
Damage Against Medium: 25
Damage Against Heavy: 20
Damage Against Structure: 10
Burst: 4
Reload Time: 6 Seconds
Range: 40
Rusviet Airfield
This structure is still being worked on, but it is now the productions structure for air units. Rusviet air units have since been removed from barracks and workshop. Note that although it uses the headquarters model, the Airfield is a separate structure.
Rusviet Airfield being upgraded.
Compatibility patch for new update. Mod can now be played in campaign and the world map mode. Includes a few small balance changes.
New patch. Replaces Polanian Commando with Cavalry and a Knox rework.
Increased resource production and population for larger armies. Also included some balance changes.
A Compatibility patch for the latest patch and some balance changes. Sorry but I could not figure out how to add Extreme Resources to the game options.
This patch does a major rework of the mod by changing costs of units, balancing many units, removing a bunch of abilities, and completely reworking Usonia...
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dead mod??
Yeah its sort of dead since there's not much more that can be added to the game since Iron Harvest has limited modding capability. Perhaps I might fiddle around with the campaign in the future.
Idk if I'm doing something wrong but the new AA mechs for all factions seem to be broken they do not work they won't spawn if you attempt to produce them. I have tried with all factions and none of them will spawn.
Does it not work for all skirmish maps?
Wow, excellent work, really adds a lot of fun to the game. Here's hoping one day the devs allow for the unit images and titles to be changed and maybe even new models introduced. Not sure why but with the new units and balance changes game feels like the way it should be as opposed to whatever vanilla is.
The only tricky part is the new air units seem to murder end game units but that's more to do with the AI unfortunately not defending them. Excellent stuff all round!
разработчик мода ты осел верни все как было баланс портит мод как и игру!! не будьте раками без баланса играйте и все улучшайте а не на оборот
? I don't have enough data to fix what is broken. Can u tell me which units are op? Also this is a mod. U don't need to play it if u don't like it lel.
hi, I wanted to ask how to install the mod in question. I hope you can help me out. Kind regards from me
Discord.gg Join the IH modding server and I can help u there.
Latest update broke the description of almost every troop, I don't care, this **** slaps astronomically. Your mod is the only reason I didn't refund, even the AI spamming engineers for the 5743289563489th time is of no matter, they just walk into machine gun fire regardless, turning their wives into widows and me into a smiling man.
Thanks for making a game with a WW1 theme more defensive, much love
That's great to hear. What do you mean about breaking the description of every troop? What units have this bug? That should not have happened but if that's the case I should fix that.
Also I'll try to see if I can stop the AI from spamming engineers so much lol. However, the devs are the one that chooses the AI build order so idk if I can fix that.
Didn't read the file description first and thought the white picture was a bug, and some new units got missing descriptions (always shows their file name instead of a description i. e LOC_sax_aircraft_wyvern_desc). Arabic troops from battle tents don't have this bug, maybe it only applies to custom-made units?
Found another one in the final mission of the game btw. Once you kill a certain spiderbot right at the beginning (part of an enemy troop on the lower left from your spawnpoint) his corpse spawns an infinite amount of other spiderbot-corpses, eventually bricking your PC and CPU if you aren't fast enough to force-close the game.
Had to go throught the unimaginale suffering of deleting and reinstalling the mod before and after the mission, which took about 20 seconds. There were no differences betwen the modded mission compared to the normal one, so I can't really tell what caused it.
Got the GOG version and usually run the game directly over the exe. file, no idea if this plays a role or not.
Yep that only applies to New units.
As for the spiderbot bug, I've tried to fix it countless times, but it always seems to reoccur. I'll do my best to try to fix it.