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» Ants Ants Ants! On Steroids!
» Credits to TommyCD1 for making the original Ants Ants Ants! map, which this map is based on. Download Link: insectsonsteroids.7z Extract to your vanilla Army Men RTS root directory. Custom Campaigns \ Missions Add-on Support, by TommyCD1, is recommended. The Ants and Cockroaches have been injected with steroids concocted by a Certain Mad & Bad Doctor Sedge. The steroids: Make the Ants' and Cockroaches' chitinous exo-skeletons tougher; Allow them to spit further; Make their spits stronger and deal splash damage; Allow the Soldier Ants to knock down Aircrafts ( :o ) with their spits. Mission Objective: Destroy all Nurseries Medal Goals: No Heroes Lost Pick Up all Bonuses There are four Bonuses: two full health bonuses, one speed boost, and one newly added weapon boost ( 8) ). Q: Where to find them Bonuses? A: Hints https://i.imgur.com/l1kJa9I.png https://i.imgur.com/1PS220c.png The Player-controlled Green Team shall start with just 2,000 Plastic and 800 Electricity; however, Thick has answered Sarge's call to arms: https://i.imgur.com/AIZKxf9.png The stats of all five Heroes' (Sarge's, Vikki's, Thick's, Scorch's, and Bullseye's) are buffed. They are all stronger and tougher than they were in vanilla; and only take 80% damage from Ants' and Cockroaches' spits. Even Thick will prove himself to be quite usefully powerful. The Green Team has the foresight to stock up on more resource objects: https://i.imgur.com/sAKhYW5.png https://i.imgur.com/QbgoBbr.png https://i.imgur.com/APkSutd.png Also, there are more destructible props so players can let off steam ( X-( ) https://i.imgur.com/jPope37.png https://i.imgur.com/WCdGc8X.png https://i.imgur.com/faiSSNx.png Last yet not least, Please report bugs, I will fix them asap! P.S. You can actually extract to either subfolder gb or so < missions of your AMRTS Heroic 1.1; however, to be able to play the Ants Ants Ants! On Steroids.x mission; you will need use NotePad++ to Open the file if_shell.cfg in shell < p < client < p Find and change if ("sys.buildtype", "!=", "release") { Exec("if_shell_missionlist.cfg"); } to if ("sys.buildtype", "==", "release") { Exec("if_shell_missionlist.cfg"); } then also find and change: if ("sys.buildtype", "!=", "release") { CreateControl("Development", "Static") { Geometry("Right"); Size(100, 30); CreateControl("Missions", "Shell::Button") { Geometry("ParentWidth"); Size(0, 30); Font("System"); Text("Missions"); OnEvent("Button::Notify::Pressed") { Activate("|Shell::MissionSelect"); Deactivate("<<"); } } } } to if ("sys.buildtype", "==", "release") { CreateControl("Development", "Static") { Geometry("Right"); Size(100, 30); CreateControl("Missions", "Shell::Button") { Geometry("ParentWidth"); Size(0, 30); Font("System"); Text("Missions"); OnEvent("Button::Notify::Pressed") { Activate("|Shell::MissionSelect"); Deactivate("<<"); } } } } https://i.imgur.com/rGilBTC.png https://i.imgur.com/o9SwPk2.png https://i.imgur.com/ImlFtJa.png
» Mon Mar 25, 2024 4:07 pm






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» Heroic 1.1 Mod
» Download Link S09.7z Extract the contents of S09.7z into S09 < story < missions of your AMRTS Heroic 1.1 copy. Changes: Fixed a bug which caused Two Half-Tracks + Infantry combo to come much earlier than intended; Fixed the backwards-facing Heroes bug: https://i.imgur.com/WQeu3fg.png The Outpost is assigned... one more Bazooka Man as guard https://i.imgur.com/KRb9Ug9.png The Speed Boost is moved towards the end of the road; the Green Team shall need to fight the Tan guards to get it: https://i.imgur.com/jYBfazv.png Redesigned the event-triggers: The "Tan welcome commitee" (1 Grunt + 1 Machinegunner + 1 Half-Track + 1 Chopper from the West and 1 Grunt + 1 Sniper from the Northeast ) will pay the Blokos' Village a visit AFTER the Green Team will have built an HQ or Resource Depot (the hero-armored Bravo Company can easily crush them tho') The Tan western Base and eastern Outpost will only attack AFTER the Green Team will have killed all Tan units guarding the Road; even so, the Green Team shall still be compelled to clear the Road because the Villagers will always come out at the 5-min mark (5 minutes should suffice for the player-controlled Green Team to build some defense and a few Medic Jeeps); The Tan Base & Outpost shall dispatch attack squads less often. Tips: Rush the Super Duper HQ to unlock AA Guns or simply leave 1 Hero (Sarge or Riff or Thick; advisably Riff because he deals splash damage) at home to defend against Choppers; Spamming Infantry is inadvisable, as the Tan attack squads consist of only anti-infantry units (Don't worry too much about the attacking and defending Tan Snipers; Bullseye outranges them and, even if Tan Snipers somehow get the 1st shot on him, it shall take them...seven shots to fell hero-armored Bullseye); If player has enough Electricity, lay down Thumbtacks to outright kill the incoming Half-Tracks so base defense will only have to handle Infatry & Choppers. Please report bugs, I will fix them asap!
» Fri Mar 15, 2024 10:05 am


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» Heroic 1.1 Mod
» Okay. I probably will not be playing this anytime in the future soon, but I can help bugfix if need be, anyone else reports things. My advice for balancing difficulty, especially in regards to vanilla gameplay: If you want more difficult Tan attacks, they should never be simply made bigger. I would recommend either making them slightly faster (either sending them sooner, or sending them more frequently) or replacing units with "stronger" variants. For example, instead of grunts, send grenadiers. Instead of machine gunners, send snipers. Instead of half-tracks, send tanks. Add a single mortar man to a squad. There are lots of ways to drastically increase the effectiveness of the enemy AI in very subtle ways. Another reason making enemy squads even 10-20 seconds more frequent, or the reason why the vanilla game only sends squads every 5 or so minutes: the Tan AI has the advantage of having an already fully constructed base, AND has an exorbitant amount of resources, AND being a computer player is can micro-manage perfectly. 10 - 20 seconds can make a big different when you are out of resources, and you're trying to fight your way in after trading units with towers and other static defenses. It also helps in that, while the Tan is attacking the player, yes, the main flow of the game is going to usually be the player advancing onto the Tan's territory. Meaning that they have the advantage in that their facilities construct units which are then thrust into battle sooner: they have less distance to go after all and pretty much construct as soon as possible (ignoring build modifier handicaps of course).
» Wed Mar 13, 2024 1:39 pm


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» Heroic 1.1 Mod
» Well, I've made it to Mission 9, and now this mission is also too hard to complete. It seems instead of my suggestion of re balancing heroes (which are still overpowered, enough that if I use my heroes for defense while I create an army, then send out an army with heroes, I can complete every mission before this and after first try without losing any units) it seems that instead, Tan is now instead far more aggressive to make them threatening even with absurd heroes. Or, again, Mission 9 where Tan are so hyper aggressive now attacking from more angles than you have heroes, or attacking in high volumes. I literally had two Half-Tracks and machine gunners and shit attacking my base before my first Depot was even constructed. Yes, the heroes obviously beat them, but it stays at this level or increases as the map goes on. So what do I do when I need my heroes to clear out the road? Or the villagers start moving? I can build towers, but the nerfed speed of the Bulldozer makes way harder than it needs to be while villagers run head first along the road, or Choppers come attack before I'm even allowed to build AA guns, which require a Super Duper HQ now. Anyway, I'm done ranting, and I'm pretty done with this mod. Sorry to be extreme, but yeah. I ain't enjoying it anymore, so. :W Also, Mission 9 hero units spawned backwards, so I think several cutscenes have been broken? Should confirm them all later. Extremely negative yet still constructive review. 1st, I'll reduce the Tan's hyper-agressiveness: The "Tan welcome committee" (1 Grunt + 1 Machinegunner + 1 Half-Track + 1 Chopper from the West; and 1 Sniper + 1 Grunt from the Northeast) will attack the village at around between the 3-minutes and 5-minutes marks; only then will the Tan attacks begin (this should give you enough time to build at least one medic); The Eastern Outpost will only send attack a small attack squad (either 3 Grunts or 1 Machinegunner + 1 Sniper) every 60-90 secs instead of just 30-60 seconds; The Western Base will only send: a light land attack squad (no Half Track, just Infantry) every 100-120 secs; a medium land attack squad (Two Half-Tracks plus Infantry) every 130-150 secs; a heavy land attack squad (Four Half-Tracks plus Infantry) every 160-180 secs; a light air attack (just one Chopper) every 140-170 secs; a heavy air attack squadron (Two Choppers) every 170-200 secs. The Two Half-Tracks and Machinegunners, etc. combo is one type of Medium attack squads; they should NOT be sent that early to the village before your 1st depot had been finished, I'll fix that bug. P.S. : As well as the backward-facing Heroes issue P.P.S. : I thought of this change before: only allowing the Tan E-Outpost and W-Base to start attacking after the Bravo company will have cleared the road. Still, I then thought: "Nah, that would make the mission too easy". However, now in light of your constructive criticism (based on your very negative experience with having to the Heroes to clear the road and defend the Villagers and defend your base), I will implement that change: The Tan will not attack until the Green Team will have cleared the road (the Tan welcome committee will still pay the village a timed visit tho')
» Wed Mar 13, 2024 12:53 pm


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» Heroic 1.1 Mod
» Well, I've made it to Mission 9, and now this mission is also too hard to complete. It seems instead of my suggestion of re balancing heroes (which are still overpowered, enough that if I use my heroes for defense while I create an army, then send out an army with heroes, I can complete every mission before this and after first try without losing any units) it seems that instead, Tan is now instead far more aggressive to make them threatening even with absurd heroes. I may be bias towards new content of any kind over remixing / restyling of existing things, but I like this updated version even less now. I don't think I'll be finishing to be fair, I am just not enjoying this mod whatsoever anymore. :( What did I like before and after? Well, as said before, changes where your goal strategy has to be different was mostly it. Changes such as needing to find new / different cockroach locations in Mission 6, or having to destroy all mines in more missions like Mission 7. Or new map appendixes such as the one I mentioned in Tan Some Hide. These are the changes that I find most interesting, but the mod difficulty is now too comically overtuned to the point that I simply don't want to deal with it anymore just to experience missions that, again, I've already played before. I want new content is what I'm saying, but having to get through old content but more arduous isn't worth it to me. Unit rebalances could be interesting, but you need gradual introduction of them in order to explore them I think. The base game does it well enough in that when new units are introduced to you. Expecting to get an instant grasp of what units can do differently and how they are good and bad is well enough, such as grenadiers being bulkier, mortar men being faster, choppers being strong, tanks being weaker against infantry. But expecting this while also expecting you to be so adept at the base game that you are supposed to be able to survive the insane Tan is just too much. For example, maps where you cannot rely on Heroes, such as some Great Battles where you only have Sarge and cannot use him effectively to defend multiple chokepoints. Or, again, Mission 9 where Tan are so hyper aggressive now attacking from more angles than you have heroes, or attacking in high volumes. I literally had two Half-Tracks and machine gunners and shit attacking my base before my first Depot was even constructed. Yes, the heroes obviously beat them, but it stays at this level or increases as the map goes on. So what do I do when I need my heroes to clear out the road? Or the villagers start moving? I can build towers, but the nerfed speed of the Bulldozer makes way harder than it needs to be while villagers run head first along the road, or Choppers come attack before I'm even allowed to build AA guns, which require a Super Duper HQ now. Anyway, I'm done ranting, and I'm pretty done with this mod. Sorry to be extreme, but yeah. I ain't enjoying it anymore, so. :W Also, Mission 9 hero units spawned backwards, so I think several cutscenes have been broken? Should confirm them all later.
» Tue Mar 12, 2024 4:43 pm










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