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I originally made this mod for personal use only, but I thought that others might enjoy it aswell.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  (30 - 40 of 90)
UlfgardTheUnmaker
UlfgardTheUnmaker - - 1 comments

I haven't tried it out yet, but I'm very excited by the list of changes. I played the beta about ten months ago, and just picked up IH last night since it was on sale; at least back then, I couldn't help but wish that the game was a bit more of the Great War. And not unlike Zataku88 (and apparently his father), I'm a big fan of creating massive defensive works and letting the AI break itself upon them; between your mod and the advice on how to tweak the .xml files to make such an experience happen, I'm really looking forward to playing Iron Harvest in a way that is much more in line with what I'd been hoping for from the outset!

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Tark2 Creator
Tark2 - - 49 comments

Well, let me know how you like it!

Reply Good karma+1 vote
Guest
Guest - - 700,969 comments

Great mod! Is there a easy workaround for removing the Arabian encampment? The AI in my game almost only started creating those ninjas, which was kind of silly haha

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Tark2 Creator
Tark2 - - 49 comments

I just noticed that I've been giving you the wrong information. You need to look for the "arb_structure_tent" entries, not the "usa_structure_hq" entries. Sorry!

Reply Good karma+2 votes
Tark2 Creator
Tark2 - - 49 comments

Check the Units_01_Core.xml and Units_04_Addon_Core.xml. There are several entries for the engineers of all the factions. There you can just remove the entry for the "usa_structure_hq" building for each of them and that should remove the tents from the game in a dirty but quick way. And thanks!

Reply Good karma+3 votes
g1isreal
g1isreal - - 10 comments

Thank you. You're making this game more fun.

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PepperyEarth943
PepperyEarth943 - - 52 comments

Hey how did you mod this game are there any tools I could use

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Tark2 Creator
Tark2 - - 49 comments

You can use a text editor of your choice to open the game's xml-files. To start modding the game I suggest looking into the config-folder and look up some values to modify in order to understand how the file structures work.

Reply Good karma+3 votes
Guest
Guest - - 700,969 comments

Are there any changes planned for the exo-suits? They are a great idea for a middle ground between infantry and mechs, but their mechanics feel rather clunky and mostly situational. Also, the amount of fun that mod brings to the game is just tremendous, awesome work buddy. Please, keep it up!

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Tark2 Creator
Tark2 - - 49 comments

I'm glad you like it! And yeah, I agree regarding the exo suits, they feel like a missed chance to add something special to each faction. Right now I'm just not sure how to make them better honestly. So in the future I might rework them, but for now there are no planned changes.

Reply Good karma+1 vote
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