ruse мод на японскую нацию

Eugen Systems | Ubisoft | Released 2010

In R.U.S.E., players use their brain as the ultimate weapon, fighting a war of perception, where the ability to deceive and mislead the enemy determines success. A first in a strategy game, R.U.S.E. reinvigorates the genre by using deception to give new-found depth to the game play.

R.U.S.E Custom Operations by Prolution

Introducing new custom operations for RUSE. Check us out on reddit at R/Rusegame. Search for posts by u/rusebattleofthebulge

r.u.s.e custom operations by prolution war

RUSE ZOMBIE MODE BY PROLUTION

It has finally arrived. Zombies are here for RUSE. Germany has its arsenal limited to 4 types of zombies. The rest of the nations are left alive. for.

ruse zombie mode by prolution horror

Seracha’s HTL Series: Radio Silence

Hello everybody, welcome to my Hold The Line series of mods. This gamemode aims to make the game harder and also make your decisions matter alot more.

seracha’s htl series: radio silence war

Seracha’s HTL Series: Balance Mod

This mod is intended to make the game more balanced as well as make a few changes that me and my friends felt were necessary to make the game better.

seracha’s htl series: balance mod war

RUSE Realistic Ground War 1.0

This mod aims to rebalance the ground war mechanics of the game, changing nearly all of the stats for the ground units, buildings, and defenses. In general.

ruse realistic ground war 1.0 realism

RSCBM rebalances the game, adds all campaign maps to multiplayer and tweaks the game to make micro easier. It also overhauls the game to have more details.

Balanced Realism Mod

his mod is based on the SuperCrumpet’s balance mod, but contains overworked units und factions.

balanced realism mod realism

SCBM and Money Mod

scbm and money mod fighter

R.U.S.E Different Mods

A Collection of Different Mods for R.U.S.E. i made. If you want an specific Mod just ask me. Current Mods: No Air + AA and Arty (v1,v2)/ No Arty (v1,v2.

r.u.s.e different mods war

Ruse more Money

More money for R.U.S.E have fun More money for you to have fun in gigantic battles since it adds 2 to 5 per second and also now you have 9 tracks to fuel.

ruse more money war

Unit Limitations Mod

ever wanted to play battles with no air? no artillery? no tanks or no infantry? than this is the mod for you! simple limitations to allow more gameplay.

unit limitations mod war

R.U.S.E Cheat Mod

a cheat mod which changes thing like production price and production cost which is constantly updated. Enjoy! 🙂

r.u.s.e cheat mod war

Are you tired of running out of money? Is your army failing to keep up with all the new but expensive technology? If you said yes to either of those questions.

Rocketry+

This mod makes a few changes to rockets, with the main addition of the V2 rocket for Germany!

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Ruse мод на японскую нацию

You cannot add new units. You can, however, change prices, speeds, damage, accessibility, range, and many other values of units, and similar values for buildings.

To get started, you will require the Modding Suite below.
Enohka’s Modding Suite [github.com]

Download the latest version. If it does not work, then try an older version! It is not very stable software and may not be compatible with ever version of Windows, especially Win8. You will want to try other versions or try Rugnir’s fork [github.com] which is meant specifically for RUSE modding and includes fixes.

Do not modify any files without backing them up first, see below.

You will need to make backups of the default vanilla game and backups of the mod in case if it (inevitably) breaks. Most likely you will find your RUSE folder in
C:\Program Files (x86)\Steam\SteamApps\common\R.U.S.E
Go into
C:\Program Files (x86)\Steam\SteamApps\common\R.U.S.E\Data\PC\99
and open ZZ_GladPatchableWin.dat with the modding suite. But how do you do that? Simple, open your modding suite, then just click Open (under file) and click on the specified file.

Make sure you are modding the one in PC/99 that says patchable, this is where most modding happens regarding units and buildings.

I implore you to take your own time and explore these files once you get the hang of navigating and modifying values.

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You will first of all want to look for the file named
[genglad\patchable\gfx\everything.cpp.gladndfbin]
and open it. In this location, you will find everything to mod. From units to buildings to factions.

From that location, look for a file with the ID of 309, or the name of TUniteAuSolDescriptor which should say it has 204 instances, unless the game was updated from the time of this guide.

Here, you will find units. Aircraft are found in the «Avion» descriptor, buildings and bunkers are found in the «Batiment» descriptor.

Look for the instance you want to mod. If you look to the right of ID 2702 inside of an instance, you will see its name. At instance 60013, ID 2702 will say M8_Greyhound, the American recon tank. You can look through and find many things in this instance file.

Some fun things can be found in here. For example, ID 2689, or Scale, will be set to 1. You can make units visually larger or smaller by increasing or decreasing this value.

At IDs 2693 and 2694, you will find MaxAcceleration and MaxDeceleration. Modify these values and your units will reach top speed and brake accordingly.

This is how modding units and buildings works, from there you can figure out the rest. If you need to find something specific, add me or one of the other authors on Steam and we can help you out.

Again, I implore you to explore through these lists on your own time. Much of it will be in French, so make sure you have a translator on hand if you do not speak it.

You will now want to export the file and the mod itself. Simply hit the Save Changes Button in the top left of the program. Exit the Modding Suite, go to
C:\Program Files (x86)\Steam\SteamApps\common\R.U.S.E\Data\PC\99
and copy the ZZ_GladPatchableWin.dat file into a folder to zip and distribute.

Simply replace your current ZZ_GladPatchableWin.dat file in PC/99 with the modded one and then you’ve installed the mod!

Remember to back up the vanilla one or you will have to delete that file and verify game files to return to vanilla.

Credit to SuperCrumpets for accomplishing this task and writing this entire section.

Adding maps to the menu:

1.
Open zzgladpatchablewin.dat/ndfwin.dat and scroll down and open
patchable\misc\globals.cpp.gladndfbin and
patchable\misc\mapinfo.cpp.gladndfbin

2.
Go to tmultimapinfo in globals and create a new instance for the map you want to add and fill in the properties, most of them are self explanatory.
The most important one is the GUID which determines what map will be used for it, so go to mapinfo > Tmaploadinfo.

Find the map you want to add and copy paste its Guid to the new instance in globals.

It may require a description as well, I never tested without one. If you need one, just go to Tchaptermapinfo find the same map you want to add and copy paste its description from there. the description is what appears as the map name in the map menu.

3.
Go to tmultipack and tmultipackmanager and add the new instance to the lists there. I’m not exactly sure how it works since after the new map didn’t appear in the menus. I just went there and added the new instance to the same list as the vanilla maps and then added the maps individually to the list in Tmultipackmanager.

You should end up with something like this.

The maps in this state are perfectly loadable and technically we’re in it and playing. the only problem is there arent any HQ spawns to actually start building units and buildings.

We’re going to need to mod the scenario files for the campaign maps however the scenario editor from the mod tools cant open Ruses scenario files and the files themselves dont have the class that contains instances for HQ spawns.

1.
First, we’re going to need to get some tools.
HxD a hex editor and winmd5 to calculate the checksum.

2.
Next, we need to choose a good map to use as the campaign maps scenario file. I’m using the map Strategists as the base for all the maps since it
already supports 8 players and all gamemodes (2teams 3 teams 4 teams and FFA).

Now open datamap_win.dat in Ruse/data/pc/1360.

3.
Now find the map you want to use. it might have different names in the files, a good clue is to look at Tmaploadinfo in mapinfo, there should be
the name of everymap with its name in the files eg strategists has the name «(8) 8 strateges» and path&rootdatapackname «compassrose»

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we dont really need to do this bit yet if were only gonna replace the campaign maps file with a normal maps but its for later on when we want to make changes and still deserves to be number4

7
now we need to recalculate the checksum, go to the very top and after the first 10 bytes that on the right side say scenario..
we delete the next 18 (16 for the checksum and 2 trailing 00’s that we need to delete for it to be calculated correctly)

Make sure you paste the new checksum over the bytes themselves on the left side, if you paste it in the text part on the right it will come out wrong and bigger than it should be.

Praise Hob_gadling for being a hex wizard and making this possible.
http://steamcommunity.com/profiles/76561198003685458/

Good luck, and thanks to SuperCrumpets for achieving this!

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R.U.S.E. mod | Released 2015

Join the discord to find players and for the latest wip.

RSCBM rebalances the game, adds Monte cassino to multiplayer and tweaks the game to make micro easier and more tactical.

MAIN FEATURES:

AI:

The AI is more powerful now, all profiles have been tweaked to be more aggressive and react better and the difficulties changed to:

6 Campaign maps enabled for battle/multiplayer

update: only monte cassino is ready to play the others are unfinished and i probably wont get around to finishing them since the game is basically dead and its not worth the time.

(ALL EARLY WIP With Depots and some start positions nowhere near balanced due to being other maps copy pasted onto the campaign ones with a hex editor, all depots will be manually placed eventually)

hidden Operations unlocked, Operation albion and Kharkov.

FFA enabled on Dday, Center of gravity FFA mid players moved to side cities

General and misc features/changes:

Researching units no longer makes their basic counterpart unusable. most units can be built after researching everything.

AI has been slightly improved, it makes better army compositions and is more aggressive The plan is to make Easy mode around vanilla hard difficulty, normal much harder and hard mode stupidly powerful

Build times have been massively increased for most units to give obsolete ones the ability to outproduce powerful ones and to make the amount of production bases a more important factor.

Economy:

Nuke mode:

RUSES:

Ruses have been rebalanced to improve info ruses and nerf combat ruses like blitz and fana, You now get Ruse cards every 1min in normal and 40s in nuke mode. normal mode starts with 3 cards and Nuke mode 5.

Blitz 1m30s
fanat 45s
terror 2m
fake bases 5m
fake units 5m
spy 45s
decrypt 2m30s
radiosilence 3m
camo 3m
revertintel 5m

AIRCRAFT Overhaul:

Plane Flight models have been overhauled with lower turn rates so their positioning and direction you use them from is more important.

AA guns have more range with very slow turret rotation speeds so its harder to get AA walls where its impossible to attack making planes unusable on some maps.

Airfields price +50%, hp to 1500.

Barracks:
Sahariana
Bersaglieri
Granatieri
Carro Veloce
Carro M11

Arty:
Breda 20mm
cannon 75mm
Obice 210mm
M75
M105

Tanks:
AutoBlinda 40
AutoBlinda 43
Carro M13
Carro M15

AntiTank:
AT 47mm
90mm Flak
Semovente

HQ:
Arty Bunker
Heavy Arty Bunker

Arty:
AA 37mm
ZSU-37
Pushka
ISU 122

HQ:
Pillbox
105mm position
AA position

Arty:
Type 88
Type 37 75mm
KU-SE

AntiTank:
Type 1 47mm
Ho-Ru
Ho-Ri

Airfield:
Susie
Giretsu Kuteitai
Teishin Shudan
Zero
Shinden
Suisei
Renzan

Full changelist in dowload text files.

Other modders can do whatever with this mod, as long as you give me credit for my work.

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RUSE Realistic Ground War 1.0 mod for R.U.S.E.

RUSE Realistic Ground War 1.0

R.U.S.E. mod | Early Access Jun 10, 2021

This mod aims to rebalance the ground war mechanics of the game, changing nearly all of the stats for the ground units, buildings, and defenses. In general, Real world statistics for unit capabilities are taken into consideration when increasing/decreasing values in the game. There are a handful of exceptions here, for the sake of making certain factions irrelevant (cough, Italy). However, some units from the game are left original so as to offer a baseline for the player as to their relative capabilities in the mod (Sherman, Panzer IV). Infantry mechanics have also been changed, and their AT weapons do not offer the massive range they once provided. Additionally, vehicles also have more difficulty identifying units in forests without recon! Most units have had their speeds significantly reduced, but all units now benefit from roads as they would in reality. Please feel free to leave constructive feedback and thanks for playing! I also plan to update aircraft in the future!

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To promote RUSE Realistic Ground War 1.0 and grow its popularity (top mods), use the embed code provided on your homepage, blog, forums and elsewhere you desire. Or try our widget.

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Realistic Ruse 1 35

Balance changes made to aircraft, superheavy and heavy vehicles, building HP and AA units. Certain AA units increased in price and buffed to reflect real-world.

Realistic Ruse 1.2

Artillery has now been updated further, granting increased damage per shot at the expense of decreased splash radius and rate of fire. Germany now has.

Realistic Ruse 1.1

Updated aircraft values for attack, velocity. No more P51s losing to ME109s 🙂 Added the «Rudel» JU87 to Germany.

Realistic Ruse 1.0

Welcome to the full experience! Experience RUSE with a focus on realism and historical accuracy. Aircraft have now been updated to reflect their historical.

Realistic Ruse Ground War 1.25

Small update with a few tweaks to artillery splash radius and unit ranges and speeds. Also added recon capability to Japanese Sniper Infantry

Realistic Ruse Ground War 1 2

Balancing and AI bug fix update. AI seemed to be unresponsive to ruses in the «No Limit» time setting. I believe this to have been a possible stack overflow.

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R.U.S.E Different Mods for R.U.S.E.

R.U.S.E Different Mods

R.U.S.E. mod | Released 2018

If you want an specific Mod just ask me.

No Air + AA and Arty v1:

Disables all Air + AA and Artillery Units in the Game.

No Air + AA and Arty v2:

Disables all Air + AA and Artillery Units in the Game

No Arty v1: Same as Air + AA and Arty v1 but with Air and AA enabled. (OLD Release)

No Arty v2: Same as Air + AA and Arty v2 but with Air and AA enabled.

Admins 1939+:

Makes it possible to build Administrative Buildings in all Timelines

Admins 1939+ / No Arty v2:

Combination of «Admins 1939+» and «No Arty v2»

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Admins 1939+ / No Arty v2

1.) Disables all Artillery Units in the Game 2.) This Mod make it possible to build Administrative Buildings in all Timelines.

No Air + AA and No Arty v2

Disables all Air, AA and Artillery Units in the Game

No Arty v2

Disables all Artillery Units in the Game

Admins 1939+

This Mod make it possible to build Administrative Buildings in all Timelines.

No Arty

OLD RELEASE, PLEASE USE NEW ONE! Disables all Artillery Units in the Game

No Air + AA and No Arty

OLD RELEASE, PLEASE USE NEW ONE! Disables all Air, AA and Artillery Units in the Game

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Компьютерный онлайн портал