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I originally made this mod for personal use only, but I thought that others might enjoy it aswell.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  (50 - 60 of 90)
Guest
Guest - - 700,969 comments

Do you think you could add fenris/tesla units to the mecernaries thing you setup with arabia?

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Tark2 Creator
Tark2 - - 49 comments

Yes, but I'd rather not. Adding the tesla units was one of the first things me and others tried, but I think the quality of those units is not good enough. You can really see that they are not meant to be used by players: Missing icons, clunky controls for attacks and abilities... If it weren't for that, I would've already added them.

Reply Good karma+1 vote
Zataku88
Zataku88 - - 110 comments

And there’s the fact that Tesla doesn’t really have an army. He has a personal defense force thats barely good enough to keep the Rusviets off his lawn. He doesnt really have an interest in the Polanian slap fight everyone is involved in and while he invented automachines, he doesnt have the budget for mass military production.

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Guest
Guest - - 700,969 comments

The game would be more interesting if basic infantry could build sandbags. How do I mod this?

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Zataku88
Zataku88 - - 110 comments

Basic infantry lack shovels. That is why they cannot fill sandbags.

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yayaya220
yayaya220 - - 21 comments

Interesting ideas, I will also try them.

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Tark2 Creator
Tark2 - - 49 comments

In theory you'd have to edit the Units_01_Core.xml, Units_04_Addon_Core.xml, UITeamConfigurationRepository.xml, UITeamConfigurationRepository_Addon.xml and their counterparts in the config_mp folder. You need to look up each infantry unit that you want to add the sandbags to and copy the corresponding entries from the engineers to those units. As there are no entries for basic infantry in the UITeamConfigurationRepository files you'll have to make some new ones for them, in the same way the engineers are set up in those files.

I tried adding sandbags to basic infantry before, but I wasn't succesfull with it because I couldn't get the build menu to show up for them. Building animations might also be a problem, the game might crash even if you are succesfull in adding sandbags to basic infantry. But if you get it done, please keep me updated. I'd love to add that to Steel Harvest.

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Luxcilla
Luxcilla - - 3 comments

Are all of the files in the "Config" Folder read by the game?

I tried adding some units in the USA HQ and it doesn't show up in the campaign.

It shows up in the skirmish but screws up the game if you add units from a different faction.

Do you also know how to add specific abilities to a unit?

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Tark2 Creator
Tark2 - - 49 comments

All files in the config folder are read by the game. However, in skirmish they are overwritten by the files in the config_mp folder. So if something doesn't show up in the campaign, you need to edit the files outside the config_mp folder. Also keep in mind that you need to edit the Structures.xml or Structures_addon.xml as well as UITeamConfigurationRepository.xml or UITeamConfigurationRepository_addon.xml and their counterparts in the config_mp folder if you want to properly add units to a production building.

Adding existing abilities to units should be relatively easy. Each unit with an ability has an <AutoAbilities> or <UnitAbilities> section that can be copied to another unit. However I never tried that before, so I don't know if that will work properly.

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Luxcilla
Luxcilla - - 3 comments

I Modified all those files you mentioned.

I tried adding the engineers from each of the faction to the
"usa_structure_hq" ID. Maybe thats the problem? that you can't add units that aren't part of the faction you're editing.

But the campaign has some missions that included heroes from the other factions, I tried editing the "mapOverrides" which surely overrides the campaign but shows no changes.

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Tark2 Creator
Tark2 - - 49 comments

Hmm, weird. I'll have to try that myself when I have the time. Adding units from a different faction shouldn't be a problem, but maybe the developers hardcoded something weird. In what way does the game mess up when you add engineers from different factions? Have you tried other unit types?

I never tried editing the mapOverrides before. But after working on the new update for Steel Harvest I have a suspicion that we are very limited to what we can do in the campaign. I think that each mission has hardcoded limits to what units can be built, and these limits also seem to be structured differently from mission to mission. An edit that might work for one mission might not work for another. Especially the pre-DLC campaigns seem to be very strict in what units and buildings they allow. Or maybe I'm just not looking into the right files.

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