WARNO
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(3x) SSC + SCO
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4.544 MB
2 Apr, 2023 @ 3:54pm
20 Jul @ 10:23am
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(3x) SSC + SCO

In 1 collection by Space
(SSC + SCO) | Space's Scaling Conversion + Space's Combat Overhaul
7 items
Description
UPDATED: v.158113 06/17/25

WARNING: 3x Scaling really is too big for any of the maps currently in the game, (maybe with the exception of Iron Waters 20p) I recommend that you play with 1.5x or 2.0x, and on the larger maps. You can find the other versions in the linked collection.

WARNING: If you experience desync in multiplayer games, have all players turn down their graphics settings and verify integrity of game files!

This version includes both Space's Scaling Conversion and Space's Combat Overhaul. Check out the linked collection above for more of my mods, and the other scaling options!

Join the discord to participate in beta testing, leave feedback, report bugs, and stay updated on all of my mods. Hopefully one day we can maybe organize some larger multiplayer games as well.

Click here to join the discord![discord.gg]

Space's Scaling Conversion and Space's Combat Overhaul are both built and maintained fully using Ulibos' ndf-parse, click here to view the github![github.com]

Space's Combat Overhaul

This mod includes countless changes to the gameplay I have made, generally focused on increasing the depth of gameplay.

This is very much still a live project, and will continue to be updated and changed as it grows. Expect the balance to change often as I take feedback.

If you have any feedback to give, or would like to participate in beta tests for features before they are pushed to the live version, join the discord at the top of the page! Feedback can also be left on the linked discussion posts, or in the comments.

Summary of Main Features:
  • Complete Infantry Combat Rework: including a new suppression and pinning system, a complete overhaul of infantry weapon types, smoke grenades, and much more.
  • Airplane Combat Rework: high and low altitude bombing runs to evade AA, Laser Guided bomb changes, rework of SEAD function to enable scouting of enemy AA, and more.
  • Vehicle Changes: New Vehicle Damage effects, damaged vehicles are slower and less accurate. At 1HP, vehicles become abandoned.
  • Helicopter Changes: Increased heli maneuverability, heli stun replaced with short rout, helis now fire rocket and gun pods on the move enabling strafing tactics, and more.
  • MLRS Changes: More realistic fire rates for MLRS, and increased supply cost and reload time for large caliber MLRS, some other minor changes.
  • Logistics Changes: +50% supply to vehicles, cheaper fuel costs, increased fuel autonomy range, and other changes.
  • Deckbuilding Changes: Increased infantry availability, more to come.
  • [EXPERIMENTAL] New AI Attack Strategies: Adjusted attack unit composition (more inf, aa), airstrike/arty frequency and priority, adjusted AI income.

Be sure to check out the full list of features in the linked discussion post below, as I changed quite a lot more than this but can't fit it all on this page!

Full Features and Changes List

Change Log


Space's Scaling Conversion

You may have noticed that in vanilla, the scaling is compressed (a small field is 2km across, a soccer/football field is almost 400m long), and for some players like myself, this can really throw off both the immersion and gameplay in unexpected ways. This mod changes the distance scaling of the game by a scaling ratio to increase engagement distances for everything across the board, evenly scaling up all aspects of the game. This mod extends the distances in the game by the factor specified in the title of the mod, making 1km in the new scaling equivalent to either 1.5km, 2km, or 3km of vanilla units (depending on the version you pick).

For example using the 2x modding version, an ATGM with a range of 2800m in vanilla still displays a range of 2800m in the 2x modded version, but that 2800m of distance in the mod is equal to 2800m x2 in vanilla units, so effectively it can shoot to a vanilla distance of 5600m.

The mod also includes several UI fixes to compensate for the increased scaling, including a fully functional extended LOS tool that scales with the scaling option, so you always can have confidence in what your units' lines of sight are.

I find that it really significantly changes the pacing of the game, I would recommend bringing decks with Artillery and SEAD. If you are playing with Space's Combat Overhaul, SEAD is added to all decks.

This mod is best played with the 1.5x or 2x scaling and on large maps with lowered income, due to the increased range of everything. However, 3x is available and should offer the most realistic scaling. Beware that most maps are not built to handle the full 3x scaling, and are mostly too small except for maybe Iron Waters 20v20.

The only other changes I make are to reduce the unit movement and turret rotation speeds to much more manageable values and to reduce the forest LOS to 200m from 300m, otherwise the scaling gets overwhelming quickly.

I also added some additional highlighted lines to the LOS tool at 750m, 2250m, and 2800m to represent the top ranges of Infantry AT, Tank Cannons, and ATGMs. Some non-highlighted lines were added at 3000m and 4000m, and the text size was increased for better readability.

Please let me know in the comments or discussion posts if you have any feedback or bug reports!

TO PLAY OLD ARMY GENERAL SAVES: Navigate to <yourSteamInstallLocation>\SteamLibrary\steamapps\workshop\content\1611600\ and look at each Config.ini file inside each mod folder until you find the correct version of my mod. When you find the proper Config.ini, change the Version number to the one you started your save with (also indicated in the mod changelog) to make your save files playable. Be warned that this may make you unable to play multiplayer with the mod. To undo this, either verify the game integrity or reinstall the mod.
127 Comments
Space  [author] 3 Apr @ 5:00pm 
@Λpex - Raubtier I'll take a look through the game files and see what effects it might have! Thanks for the idea!
Λpex - Raubtier 3 Apr @ 3:37pm 
Height parameter, for example: sometimes from the unit's perspective it blocked by an object, e.g. It is on a back slope or behind a building. Now if the unit gets a higher height parameter or the object height parameter is lowered, the unit probably be able to attack.

(Sorry I don't know much about this, I've just seen other authors using similar ways.)
Space  [author] 3 Apr @ 1:19pm 
@Λpex - Raubtier Again, not sure what you mean by the height parameters. Do you mean that units on hills should get extra vision or something?

Stealth bonus is hard to adjust because if you mess it up, you end up with invisible units shooting at you that you can't spot. It also breaks the AI.
Λpex - Raubtier 3 Apr @ 12:45pm 
Well, anyway, the situation so far is that 3x gives me a great sense of immersion, but the units always see enemies through thick trees that they shouldn't be able to see with their perspective.

A similar problem occurs in 1.5 and 2x, and can probably be improved by modifying the viewing and stealth ratings of units if you don't change the height parameters of items in the map
Space  [author] 3 Apr @ 9:14am 
@Λpex - Raubtier I have talked about this before, but I can't make Forest LOS any lower without doing a complete rework of how close quarters fighting is handled with inf and vehicles. If you want, you can try out 2x or 1.5x which would feel like it has lower Forest LOS. It just feels weird on 3x because of the scaling.

Not sure what you mean with the height differences, I don't think that is something I would be able to mod on my own. We can't really create new scripts or anything for this game, we can only edit values that already exist or make new copies of those same types of things. So if you're suggesting that I add some completely new mechanic to the game unfortunately I probably wouldn't be able to.
Λpex - Raubtier 3 Apr @ 5:21am 
Forest LOS still too high, and doesn't take into consideration the effects of terrain/height differences, improving these will greatly enhance the experience.
ArxInvicta 31 Mar @ 11:48am 
Thanks a lot for the fix! :)
Space  [author] 31 Mar @ 10:22am 
@ArxInvicta Should be fixed now.
Space  [author] 31 Mar @ 8:19am 
@ArxInvicta YEah a few other people have reported that. I'm trying to fix it ATM.
ArxInvicta 30 Mar @ 10:23am 
Not exactly sure what is causing it, but the LARS rocket artillery is now shooting its missiles straight up - like 90 degrees angle. It also causes 90% of the "fire on ground" attempts to show "weapon angle too high".

Not sure if this affects other rocket artillery as well.