This lightwheight mod introduces unique aspects to each nations infantry and changes how the population works, along with some smaller features. It mostly applies it's own balance on top of the values the game had when it came out, taking it's own path apart from the balancing introduced by the devs in the latest updates.

I originally made this mod for personal use only, but I thought that others might enjoy it aswell. Therefore it might not be balanced well. It should work in multiplayer and co-op as long as all participating players have the mod installed. Playing with the mod in the campaign should also work, but it will make some missions harder and others easier because of the unique infantry aspects.

To install, extract the .zip-file, open the "Mod"-Folder and copy-paste the "config"- and "battleplan"-folders into the games root folder. Overwrite all the files it asks you to.

To uninstall, open the "Backup"-Folder and copy-paste the "config"- and "battleplan"-folders into the games root folder and overwrite all the files it asks you to, or just delete the config- and battleplan-folders of the game and do a steam check.


Features:

  • Bunker costs are halfed
  • Bunker cannons now have the same range as their weapon platform counterparts
  • Infantry, bunkers and landmines don't cost population
  • Landmine's iron cost is halfed
  • Barbed wire cost is halfed
  • Sandbags are free and much quicker to build
  • All physical obstacles (including sandbags) have tripled HP
  • Mech population costs are halfed
  • Machineguns do 50% more damage on unarmored and lightly armored targets
  • All factions are allowed to build all types of infantry (Machineguns, Medics, Flamethrowers)
  • All grenadiers get +25% HP
  • All units that are built at the barracks are built twice as quickly
  • Resource points gather more resources, but upgrades cost double as much:
    • Iron: 6 on first stage, 12 on second
    • Oil: 2 on first stage, 6 on second
  • AA turret can be built anywhere on the map, just like bunkers
  • AA turret cost and damage halfed
  • Battle Tent added to all factions in skirmish
  • Engineers of every faction need to be veterans to build the Battle Tent
  • Constructing barracks and workshops grants 750 XP to the constructing engineer, allowing you to quickly level them up in order to gain access to the Battle Tent. Engineers need 1000 XP to level up to veterans, so you can either build two structures or gather the needed XP by repairing mechs and other buildings (or maybe you can use this mechanic to quickly gain access to a strong infantry squad relatively early)
  • All maps now feature the same amount of possible teams as they have player slots. This means that FFA is now possible. DISCLAIMER: Do not use teams 5 and 6 when playing any other gamemode than Annihilation, it won't work correctly.


  • Faction specific (changes do not apply to exo-suits, mechs, heroes and weapon platforms):
    • Saxons:
      • SMGs get +25% damage and +25% range
      • All infantry have elite stats when they are trained and get only slightly better when they level up
      • All infantry cost is 25% higher and they take 25% more time to train
      • Bunkers are rebalanced for cost effectiveness
    • Polanians:
      • Bolt-action rifles get +50% range
      • All infantry gets +10% speed
      • All infantry starts with half as much damage and slightly lower HP than other factions, are on par with other factions as they become veterans, and get double the damage and slightly more HP than other factions when they become elite
      • Bunkers are cheap, quick to build and cost no oil, but are fairly weak
    • Rusviets:
      • Shotguns get +50% damage
      • All infantry HP is reduced to 38% and repair costs are halfed but squad sizes are doubled, effectively giving them double the damage for the same amount of resources but making them very vulnerable against all AOE weapons when in groups and weak when they are alone
      • Bunkers are expensive but very durable
    • Usonians:
      • Automatic rifles get +12.5% damage and +37.5% range
      • All infantry has twice as high stats for suppression, allowing them to overwhelm enemy infantry much easier in open field battles
      • All infantry starts with 75% of their actual damage when they are deployed, but get on the same level as other factions once they become veterans
      • Paratroopers require fully upgraded barracks and workshop but cost half as much iron and a bit of oil
      • Paratroopers have been moved to the HQ
      • Paratrooper Bunkers have a longer cooldown for their ability to spawn paratrooper units, but the ability only costs a bit of oil
    • Arabians:
      • Arabian units can be hired as "mercenaries" by all factions for oil
      • All units are built four times as quickly as units of other factions
      • Assassins are now invisible while they are moving
      • The AI will use arabian units as well
      • Arabian units have no other advantages or disadvantages, so they can be used to work around the weak points of your own infantry for the cost of not having the advantages
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Steel Harvest v3.8

Steel Harvest v3.8

Full Version 1 comment

Removed battle tents from the World Map mode as I couldn't get them to work properly, and hopefully fixed issues in the campaign.

Steel Harvest v3.7

Steel Harvest v3.7

Full Version 6 comments

Fixed destroyer cannons not spawning on "The Great Wastes" and drastically reduced build times for land mines

Steel Harvest v3.6

Steel Harvest v3.6

Full Version 1 comment

(Experimental) Balance changes and fixes

Steel Harvest v3.5

Steel Harvest v3.5

Full Version 2 comments

Update for compatibility with the 07.06.21 update of Iron Harvest.

Steel Harvest v3.4 (Outdated)

Steel Harvest v3.4 (Outdated)

Full Version

(Hopefully) Invisible unit fix

Steel Harvest v3.3 (Outdated)

Steel Harvest v3.3 (Outdated)

Full Version 2 comments

Bug fixes

Post comment Comments  (0 - 10 of 90)
Guest
Guest - - 690,501 comments

can you make a mod for infantery only that increase the range and a realistic damage ? :) great mod btw

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Tark2 Creator
Tark2 - - 49 comments

Thank you, but development of this mod has been more or less concluded for now and I'm not really interested in starting another project regarding Iron Harvest. Sorry to say, but I can't help you with your request.

Reply Good karma+1 vote
Guest
Guest - - 690,501 comments

I wish I could learn how to modify the values myself, but I can't find any sources on how to do so, any tips?

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Tark2 Creator
Tark2 - - 49 comments

First off all, get Notepad++. Then, go into the config folder of Iron Harvest. There you will find the most important files for changing stuff in the game. At that point just look around and try stuff out. A lot of the file names and values in them are accurately named for you to see what they do.

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Fallen-angelz
Fallen-angelz - - 14 comments

would you be so kind as to share what files to edit or how to update it ourselves instead of asking you everytime there's an update? because its causing too many issues in the campain.

Thank you for this amazing mod

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Tark2 Creator
Tark2 - - 49 comments

The files that probably cause the most issues in the campaign are located in battleplan/units, with the prefix "sp_". I think if you revert those to vanilla, most issues should be fixed. I'll look into it myself as well, but let me know if that fixes the issues for you.

And glad you like it!

Reply Good karma+1 vote
BlackSeBo
BlackSeBo - - 1 comments

First of all thank you for this mod i like to play with the config of games to modify them to my and the preferences of my friends with your mod as template i can do a that a lot easier....

Is there something i have to do to get the FFA to work i have only two visible teams and one "vs." between both. I just tried that with the mp_4p_06.json config from Moddb.com and i could open that Map with 4 visible Teams with 3 "vs." between me and them.

I compared this json file from your mod and the one from ffa-game-mode mod the difference is that he put a different value for DefaultTeam for each "Player" so every Player is in its own team by default. I guess the reason why you didnt do that is that players should be able to choose if they want more than 2 teams.

My question is how.

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Tark2 Creator
Tark2 - - 49 comments

Are you talking about what is shown when picking factions? I just tried it, even though it only shows two players it still ends up as FFA once you get on the map. To be honest, I don't really know how to fix it that it shows up correctly in the faction screen. Maybe the answer can be found in the FFA mod that you linked, I'll have to look into it.

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Guest
Guest - - 690,501 comments

can you make it where the building of the mis infantry building is disabled or tell me how to disable it

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Tark2 Creator
Tark2 - - 49 comments

I guess you're talking about the arabian infantry? Check the Units_01_Core.xml and Units_04_Addon_Core.xml. In there are several entries for the engineers of all factions, and there you need to look for the "arb_structure_tent" entries and remove them.

Reply Good karma+1 vote
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