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Maintained by

Shaman
Last updated 2 days ago
Created at 41 days ago
download sources of futurewars
Future wars takes place 200 years after the events of the Planet Wars. Destructive technologies have advanced rapidly with many units receiving retrofits based on prevailing schools of thought. New technologies like Submunition Dispensers have increased the scale of destruction dramatically. Can you survive this new battlefield?
Github page
In this version, we're starting to impact game play and looking into expanding on gameplay modoptions. Purifier (Krow) is set to receive a new dgun in this version, so stay tuned for that. Some new janky units have been made (always fun) and some missing firepower has been added in the form of Vulcan. Thank you for all the players who helped test V0.19 during the PTS team games!
Often times it feels that the AI has been too easy or gimped by FW changes. It faces a world it doesn't understand. To compensate for this, I've added a new feature: AI_ResourceCheat, which will be expanded on this version to allow for "handicaps". Handicaps allow for players to set resource handicaps such that new scenarios like 8v1 could be viable.
This patch addresses incompatibility with zero-k's latest version.
Please note that all version prior to this version are no longer supported.
* Added a warning message when an AI is going to be inactive.
* fixed compatibility with base game (custom cmds needed updating)
* fixed a bug where newtons were instantly removed from newton AI handler. (caused by a fix made in RC4)
* fixed some complaints about subprojectiles in regards to a WIP commander weapon.
Gauss Repeater:
Range: 170 -> 220
Damage: 30 -> 33.1 (DPS: 180 -> 198.6)
* Fixed a typo in commander weapons.
Purifier:
* Dgun changed to a mix of cluster bombs and purifier beam.
Recon Commander:
* Added Gauss Repeater Rifle.
SLAM:
* Damage: 1512 -> 2000
* Reload Time: 30 -> 16
Vulcan (Dante), the powerful assault strider set to burn the battlefield (and your framerate)
Toad, the heatray AA that pulls air units towards it.
Impaler:
* Range: 1800 -> 1600
EMP Missile:
* Now is considered a cruise missile (consistent with other tacs)
Siren:
* Now tries to enter sonic gun range instead of staying at missile maxrange.
Fusion Reactor:
* Energy output: 35 -> 28
* Energy increases over time to 84.
Singularity Reactor:
* Energy increases over time to 450.
Longbow:
* Now has target leading.
Waylayer:
* Speed: 2.6 -> 2.4
Wake:
* Cost: 1000 -> 1350
* AOE: 500 -> 400
* Strength: 100 elmo/s -> 75 elmo/s
* Spawnheight: 300 -> 250
Purifier:
* Cruise Alt: 400 -> 250 (seeing if this helps it out)
* Damage booster hopefully boosts AOEDOT of napalm weapons and burn time. Maybe?
* Napalm grenade buffed considerably
Flamethrower:
* DPS: 66 -> 231
* Optimized Unitdefs_post which should slightly speed up load times.
* Reduced a lot of loading debug information. (Hopefully should stop spring from thinking it has hung)
* Microoptimizations for cruise missiles
* Submunitions now allow for commanders' subprojectiles to have subprojectiles.
* Added support for energy output increasing overtime.
* Added support for AI resource cheating (use !setoptions ai_resourcecheat = <num>)
* Fixed impaler impact angle.
* Fixed an inconsistency with commander names in module helptext.
* Attempted to fix jumpjet factory's aimpoint for impaler.
* Fixed a rare bug where newton AI could lead to error spam.
Future Wars
PLAY THIS MOD
Maintained by



Last updated 2 days ago
Created at 41 days ago
download sources of futurewars
Overview
Future wars takes place 200 years after the events of the Planet Wars. Destructive technologies have advanced rapidly with many units receiving retrofits based on prevailing schools of thought. New technologies like Submunition Dispensers have increased the scale of destruction dramatically. Can you survive this new battlefield?
Links
Github page
Changelog V0.19 (Release: 3/3/2021 - Current)
In this version, we're starting to impact game play and looking into expanding on gameplay modoptions. Purifier (Krow) is set to receive a new dgun in this version, so stay tuned for that. Some new janky units have been made (always fun) and some missing firepower has been added in the form of Vulcan. Thank you for all the players who helped test V0.19 during the PTS team games!
Often times it feels that the AI has been too easy or gimped by FW changes. It faces a world it doesn't understand. To compensate for this, I've added a new feature: AI_ResourceCheat, which will be expanded on this version to allow for "handicaps". Handicaps allow for players to set resource handicaps such that new scenarios like 8v1 could be viable.
V0.19.5
This patch addresses incompatibility with zero-k's latest version.
Please note that all version prior to this version are no longer supported.
UI
* Added a warning message when an AI is going to be inactive.
Bug fixes
* fixed compatibility with base game (custom cmds needed updating)
* fixed a bug where newtons were instantly removed from newton AI handler. (caused by a fix made in RC4)
* fixed some complaints about subprojectiles in regards to a WIP commander weapon.
V0.19.3
Gauss Repeater:
Range: 170 -> 220
Damage: 30 -> 33.1 (DPS: 180 -> 198.6)
V0.19.2
* Fixed a typo in commander weapons.
V0.19.1
Balance
Purifier:
* Dgun changed to a mix of cluster bombs and purifier beam.
Recon Commander:
* Added Gauss Repeater Rifle.
SLAM:
* Damage: 1512 -> 2000
* Reload Time: 30 -> 16
V0.19.0
New Units
Vulcan (Dante), the powerful assault strider set to burn the battlefield (and your framerate)
Toad, the heatray AA that pulls air units towards it.
Balance
Impaler:
* Range: 1800 -> 1600
EMP Missile:
* Now is considered a cruise missile (consistent with other tacs)
Siren:
* Now tries to enter sonic gun range instead of staying at missile maxrange.
Fusion Reactor:
* Energy output: 35 -> 28
* Energy increases over time to 84.
Singularity Reactor:
* Energy increases over time to 450.
Longbow:
* Now has target leading.
Waylayer:
* Speed: 2.6 -> 2.4
Wake:
* Cost: 1000 -> 1350
* AOE: 500 -> 400
* Strength: 100 elmo/s -> 75 elmo/s
* Spawnheight: 300 -> 250
Purifier:
* Cruise Alt: 400 -> 250 (seeing if this helps it out)
Commanders
* Damage booster hopefully boosts AOEDOT of napalm weapons and burn time. Maybe?
* Napalm grenade buffed considerably
Flamethrower:
* DPS: 66 -> 231
Backend
* Optimized Unitdefs_post which should slightly speed up load times.
* Reduced a lot of loading debug information. (Hopefully should stop spring from thinking it has hung)
* Microoptimizations for cruise missiles
* Submunitions now allow for commanders' subprojectiles to have subprojectiles.
* Added support for energy output increasing overtime.
* Added support for AI resource cheating (use !setoptions ai_resourcecheat = <num>)
Bug fixes
* Fixed impaler impact angle.
* Fixed an inconsistency with commander names in module helptext.
* Attempted to fix jumpjet factory's aimpoint for impaler.
* Fixed a rare bug where newton AI could lead to error spam.