This mod introduces more diversity into Iron Harvest. Many feel that the infantry and common air units all feel very similar. This mod addresses this. All common units have had their stats slightly changed for each faction, changing how they play. The mod also introduces an airfield structure. Each faction also has 1 unique air unit and 1 specialist skybike, making the airfield structure worth to go for.
I felt that the endgame was a bit stale with only 1 type of superheavy, so I also introduced 2 more superheavy variants for all factions.
To further diversify the game, the weapon systems are distributed differently in Barracks and Advanced Barracks for each faction. I have also created a new special infantry unit for each faction, a "elite" unit that cannot pick up nor drop weapons.
Lastly, it is possible to recruit special factions by building their special structure via the pioneer. These minor factions have special units which can greatly affect the battle.
Changelog/Patch Notes:
Common:
Polania:
Infantry Changes
Mortar and Field Cannon
New Structure: Automine
New Infantry Unit Commandos:
Polanian Riflemen:
Polanian Gunner rework: Snipers:
Polanian Grenadier rework
Polanian Medic
Mech Changes
Rycerz
Straznik Mech:
Smialy Mech:
Mocny Mech:
Lowca Mech:
Polanian Tur Variants:
Polanian Skybike:
Polanian Gunship:
New Unit: Polanian Winged Hussars:
New Unit: Polanian Eagle Frigate:
Oil Pump
Airfield
Michal Sikorski
Anna Kos
Saxony:
Infantry Changes
Medical Tent can now be built by engineers.
New Infantry Unit: Sturmpioneers
Saxony Stormtroopers:
Saxonian Gunner Rework: Panzerschreck Truppen
Saxonian Grenadier:
Saxonian Medics:
Saxonian Flamethrowers:
Mech Changes
Eisenhans Exosuit:
Grimbart Mech:
Isegrim
Stiefmutter Mech:
Wotan
Kaiser variants:
Saxonian Skybike
Saxonian Gunship:
New Unit: Wyvern
New Unit: Drachen Crusier
Iron Mine
Barracks
Airfield
Wilhelm
Gunter
Brunhilde
Rusviet:
New Structure: Forward Factory
Infantry Changes:
HMG
New Infantry Unit: Conscripts
Rusviet Gunner Rework: Rocketeers
Rusviet Engineer:
Rusviet Vanguards:
Rusviet Grenadier
Rusviet Flamer
Rusviet LMG
Mech Changes
Groza Exosuit:
Kolokol Mech:
Nakovalnya Mech:
Serp Mech:
Gulyay Variants:
Air Changes
Rusviet Skybike:
Rusviet Gunship:
New Unit: Ognemet
New Unit: Ural
The Ural is the pride of Rusviet. A tough mech bristling with bomb launchers, it lays waste to all in its path. However, it cannot attack air units.
Iron Mine:
Oil Pump:
Barracks:
Workshop:
Airfield:
New Hero: Tsar Nicolaus (Replaces Viktor Popov):
The leader of Rusviet has joined the battle! Armed with a devastating Gatling Revolver and a Rocket Launcher, Nicolaus is a dangerous reserve 1 hero. He is extremely cheap to build and can be reinforced for free, however, Nicolaus cannot be rebuilt nor revived! Nicolaus also unsuppresses nearby infantry.
Lev Zubov
Olga Morozova
Usonia:
New Infantry Unit: Rangers
Volunteers:
Cannoneers
Paratroopers
Grenadiers
Engineers:
Flamer:
Salem:
Attucks:
Knox:
Stark:
New Unit: Monroe:
Gunship:
Skybike:
New Unit: Crocket:
Revere Albacore:
New Unit: Woodhull:
Samson:
New Unit: John Paul Jones:
Oil Pump
Iron Mine
Workshop
Airfield
Bunker
Bunker (level 2)
Bunker (level 3)
Flame Bunker
Heroes:
William Mason:
New Hero: Randolph Wells:
He may not be fearless warrior, but Randolph Wells is a foe to be feared. Armed with a powerful pistol, Randolph can deal with Infantry very easily. Randolph is very cheap, and only costs 1 coin.
George Mason:
New Engineer Unit: Pioneer:
The pioneer can produce all bunkers, production structures, and once vetted, can produce the AA turret and the special "mini-faction" structures.
Mini-Factions:
Mini-factions are unlocked by producing their corresponding structure. Upon unlocking them, you gain access to 3 unique troops.
Arabia:
Guerillas: A 4 man squad of stealthed snipers, the Guerillas are highly effective against infantry. They fire 2 shot rifles.
Battle Camels: A trio of Camels with LMGs on their backs.
Anti-Armour Battle Camels: A trio of Camels with 2 burst anti-armour cannons on their backs.
Civilian Militia:
Militia: A squad of cheap riflemen ready to defend their homes.
Transport: A repurposed bus that can transport allies. It moves quite fast.
Woodcutter: A weak melee mech.
Tesla:
Sluga: A 7 squad group of robots. They have a weak melee weapon but are adept at repairing damaged mechs.
Setac: A trio of exosuits. They are armed with a powerful anti-armour tesla cannon and can charge it up to shock enemy infantry.
Cuvar: A heavily armoured mech hunter. It is armed with a powerful railgun and can bunker up to be nearly invulnerable. Can also deploy shock traps and fire rockets.
Fenris:
Revolutionary Band: A 10 man squad of weak rebels armed with rifles. They have relatively high health.
Shockers: A trio of crude exosuits armed with tesla guns. They have little health and can be easily killed.
Annhilator: The ultimate doomsday mech. It is armed with a powerful lightning cannon and can use a large variety of powerful abilities.
Hey guys,
this feature will showcase the first changes so far in the Diversity Mod. I have made each Rusviet air unit different from the base ones, and they are all producible from the new structure, the Rusviet airfield. Files for these changes will be forthcoming once all factions gain the Airfield and unique aircraft.
Skybike
When Usonia attacked Rusviet forces in Alaska, the Rusviets were able to capture many downed Skybikes from both sides. The poor performance of the Rusviet skybikes against Usonian Airships like the Revere prompted them to redesign their existing mod. The end product is the present skybike.
Armed with guided rockets, the Rusviet skybike is effective against both air and ground, and outrange the standard skybike. Furthermore, the explosive power of the rockets create crowd control, something the original mgs could not do.
Developed in a secret base in the Kamchatka Peninsula, the Tsarist forces have been able to keep this model of skybikes from Revolutionary hands.
Stats:
Health: 600
Armour: Light
Move Speed: 3.6
Cost: 300 Iron, 60 Oil, 3 population
Repair Cost: 5 Iron per 50 Health
Reserve: Reserve 1, 1 coin, 210 Iron, 40 Oil
Rocket Weapon Stats:
Damage Against Unarmoured: 20
Damage Against Light: 30
Damage Against Medium: 25
Damage Against Heavy: 10
Damage Against Structure: 5
Burst: 4
Reload Time: 4.5 Seconds
Range: 45
Airlift
The original Airlift was far too basic and slow for modern mechanized combat, so a new model was developed. The new Airlift is faster and can unleash a rallying cry, healing and removing suppression for allies, while suppressing enemies.
The sight of an Airlift raises the morale of troops on the field, while enemies are demoralized.
Stats:
Health: 1300
Armour: Medium
Move Speed: 4
Cost: 300 Iron, 30 Oil, 3 population
Repair Cost: 5 Iron per 100 Health
Reserve: Reserve 1, 2 coin, 180 Iron, 20 Oil
MG Weapon Stats:
Damage Against Unarmoured: 3
Damage Against Light: 3
Damage Against Medium: 3
Damage Against Heavy: 3
Damage Against Structure: 3
Burst: 16
Reload Time: 4 Seconds
Range: 16
Suppression Removal Range: 15
Gunship
The Usonian Gunships used by Rusviet had a special ammunition that Rusviet could not constantly buy, so the Rusviet military built its own weapon for its gunships. Its design is very similar to the Nagan"s: high burst, medium damage, and low accuracy. However, the Gunship"s ammunition is much more explosive.
The Rusviet Gunship can also use a variety of special abilities to support units on the ground. These are a sweep of bullets to suppress enemy infantry and a powerful rocket that deals a lot of single target damage.
Stats:
Health: 800
Armour: Medium
Move Speed: 2.2
Cost: 550 Iron, 120 Oil, 5 population
Repair Cost: 5 Iron, 2 Oil per 50 Health
Reserve: Reserve 2, 2 coin, 440 Iron, 95 Oil
Gunships Volley Cannon Stats:
Damage Against Unarmoured: 60
Damage Against Light: 35
Damage Against Medium: 25
Damage Against Heavy: 20
Damage Against Structure: 10
Burst: 4
Reload Time: 6 Seconds
Range: 40
Rusviet Airfield
This structure is still being worked on, but it is now the productions structure for air units. Rusviet air units have since been removed from barracks and workshop. Note that although it uses the headquarters model, the Airfield is a separate structure.
Rusviet Airfield being upgraded.
Compatibility patch for new update. Mod can now be played in campaign and the world map mode. Includes a few small balance changes.
New patch. Replaces Polanian Commando with Cavalry and a Knox rework.
Increased resource production and population for larger armies. Also included some balance changes.
A Compatibility patch for the latest patch and some balance changes. Sorry but I could not figure out how to add Extreme Resources to the game options.
This patch does a major rework of the mod by changing costs of units, balancing many units, removing a bunch of abilities, and completely reworking Usonia...
Hello! please Tell me what I"m doing wrong, I install everything according to the instructions, the game starts (I checked it several times, installed it on a clean game without a readme file) I launch any of the maps/missions, my loading reaches 100 and that"s it, and nothing starts, it can stand there forever, showing 100% loading screen
how to install?
How to Install: Unzip the files, and find the readme files in each folder and follow the instructions there. Do not drag the readme files along with the others, it will break the mod.
dead mod??
Yeah its sort of dead since there"s not much more that can be added to the game since Iron Harvest has limited modding capability. Perhaps I might fiddle around with the campaign in the future.
Hi. Recently I started to be interested in modding for IH. Can you give me your discord? I have a few questions about modding.
Discord.gg Here"s the link! I"m not sure how to improve the skirmish AI; there"s a file for it, but you have to experiment with it.
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Idk if I"m doing something wrong but the new AA mechs for all factions seem to be broken they do not work they won"t spawn if you attempt to produce them. I have tried with all factions and none of them will spawn.
Does it not work for all skirmish maps?