The Wasteland RTS code is made for A6, so you would have some problems implementing it in A7 directly.
What is more important than the code itself is to get the
system bahind an RTS.
For a spacebased RTS you actually have the advantage to have
a free space. So all you need to worry about is to have a basic unit to unit collision avoidance. (many examples here in the forums)
Another thing for RTS is to learn to use handles to entites.
And understand how simple finite state machine AI works.
RTS is not mythical.
Many users just do the conceptual error to approach it
with the same way they approch FPS games.
(seeing a unit as standard acknex Entity using a c_move based movement code etc)
RTS units should be rather seen as abstact entites.
So rather operate on them by using data arrays etc.
This solves many problem of handling the massive interactions between these units.
The entites are just visualisations of these abstract RTS units.
AI (understanding methods and structure) seems for most people here to be the major trouble
when making the game (once the graphical and leveldesign issues
work fluently). This is probably the reason why RTS is such
a hard topic, as it cant run without an AI - in contrast to
many other types of games.