WARNO
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Chinofchrist's Tactical Mod (Realistic LOS / speeds, 1.5xScale, Freedom Decks, etc.)
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21.564 MB
15 Sep, 2023 @ 2:37pm
29 Jul @ 9:48am
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Chinofchrist's Tactical Mod (Realistic LOS / speeds, 1.5xScale, Freedom Decks, etc.)

Description
DESCRIPTION
(Update 23JUL2025) A mod that aims to provide a slower, more realistic experience while also increasing player choice with freedom decks, an expanded air wing, new units, new mechanics, etc.

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Recently Updated:
  • Updated freedom decks!! Now with way more transport options and scroll bar!
  • 20 aircraft slots!
  • TOR missile interception! (will expand to other appropriate SAMs)

Known Issues:
  • Can't scale UI distances so weapon ranges are large
  • Smoke for infantry removed for now
  • DFPs and sensor pods broken for now

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DETAILED CHANGES
New Mechanics
  • TOR missile interception!
  • UAV Jamming effect from command vehicles
  • Realistic Line of Sight (LOS) : units can no longer see through tree lines
  • "Entrenched" Trait to HMG / AT teams (increased defense when stationary for a time)
  • Infantry "take cover" when stunned (take 30% less damaged + stealth increase)
  • Artillery setup / tear down times (10 seconds)
  • White Phosphorous rounds in place of smoke for artillery (but not mortars), will set fire to impact area
  • Chance of spontaneous fires on regular terrain
  • Bailout condition when vehicles reach <10% health (unit health is increased so this will only happen if the unit was about to die anyway)
  • FOB forward deployment and x 3 supply
  • Defensive fighting position (DFP) unit test (huge forward deploy, no transport, almost no movement. I don't recommend letting AI use) (broken at the moment)
  • Unguided bombs have more forward momentum allowing launch from further away
  • Cruise missiles

Improved Mechanics / Gameplay Tweaks
  • Land unit speed reduction by -25%
  • IFV ability gives infantry bonus speed
  • Increase infantry survivability when armored transports are hit
  • Increased stun duration (8 seconds)
  • Fuel capacity x 5
  • Supply capacity x 1.5
  • Increased damage reduction in forests and buildings by 10%
  • Increase light armored vehicle armor +1
  • Increased artillery correction effect
  • Increased vehicle smoke dispersion
  • Reduced number of AA units per card overall, including in default decks
  • Increased all unit health by 2
  • Units still fire at hvy armor even if no penetration
  • Fire direction and UAV jamming abilities for FOBs
  • Fire direction and UAV jamming for CMD Vehicles
  • UAV Jamming effect from and SIGINT scouts
  • All AP rounds still fire even if armor can't be penetrated

Aircraft Tweaks
  • 16 aircraft slots
  • Altitude increase by 30% (but lowered dive bomber altitude for increased survivability)
  • Increased ECM effectiveness for all aircraft by +10%
  • Ground sensors for strike aircraft (AT & LGB)
  • Evac angle, time and altitude increase
  • Helos no longer stun locked spinning in the same spot. More likely to route.
  • Increase unguided bomb dispersion
  • UAVs can be targeted like helicopters

Infantry Tweaks
  • Grenade launchers instead of satchel charges
  • No infantry speed reduction in any terrain
  • Forward deployment for HMG / AT teams
  • Increased concealment bonuses
  • Take cover effect when stunned
  • Smoke for recon infantry (removed for now until I find a good way to automate the process)

Scaling
  • Distance scaling x 1.5 (ranges, spread, bonuses, supply radius, vision, etc.)
  • 2.0 x projectile velocity
  • Reworked AA:
    • ADA 1.5 x range
    • MANPADs 1.5 x range overall
    • Tactical SAMs 1.5 x range (helicopters) / 1.75 x range (aircraft)
    • Operational SAMs 1.5 x range (helicopters) / 3.0 x range (aircraft)
    • AA Missiles 1.5 x range (helicopters) / 2.25 x range (aircraft)
  • Aircraft turn radius x 2
  • Suppression radius of all weapons +50%
  • Damage radius on artillery and bombs +10%
  • SEAD detection range x 3.0
  • EW range x 3.0
  • Command radius x 3.0
  • Formations of multiple units more spread out

New Units
  • Su-35S LGB, HE & SEAD variants
  • F-16 w/ GBU-38s (500b GPS guided)
  • SU-24M w/ Kh-59 (1000lb cruise missile)
  • F-15E w/ AGM-158 JASSM (1000lb cruise missile)
  • AH-64D Longbow w/ AGM-114L (radar guided hellfire)
  • M-270 ATACMS (cluster and unitary warhead variants)
  • SU-25 IDF (fires rockets indirectly from longer distance)
  • DFPs for PKM, NSV and Konkurs ATGM
  • BTR-90 transport

New Decks
  • Nation Freedom Decks
  • NATO and PACT Freedom Decks
  • 100 activation points per Freedom Deck
  • 60 activation points per regular deck

Game Modes Changes
  • Added 6000, 8000, 10000, 20000 point conquest modes
  • Added 1%, 3% options for C&C deduction
  • Reduced income and unit bonus for Very Hard and Hardest AI difficulty
  • Multiplied AG Tactical points and time x 2

AI TWEAKS
  • VERY EASY AI is defensive but aggressive with ARTY and AIR
  • HARDEST is extra aggressive
  • Reduce number of AA missions performed by AI

Cosmetic
  • LOS Tool extension and adjustment
  • Removed artillery/mortar shell smoke trails
  • Longer SAM missile trails
  • Thermobaric explosions for TOS-1
  • Infantry dead bodies stay
  • More realistic helicopter movement

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FUTURE PLANS
Near Term
  • Expand missile interception capability to appropriate SAMs
  • GMTI trait
  • Ground based EW radio jamming (causes delay in unit movements within a radius)
  • AA setup/tear down times
  • DPICM artillery shell options
  • High altitude UAVs / sensor pods (TESTING)
  • Allow bailed out vehicles to be captured

Long Term
  • Learn to import 3d models
  • Add modern units (F-35, S-300, Patriot, etc...)
  • Transportable supply points
  • Obstacle emplacement (mines, trenches, etc.)
Popular Discussions View All (6)
15
24 Jul @ 4:39am
Bug Reports
chinofchrist
6
4 Feb @ 8:01am
AI Tweaks
chinofchrist
3
7 Sep, 2024 @ 11:25pm
Map Discussion
chinofchrist
540 Comments
TheWeirdOne 29 Jul @ 6:59am 
Keep up the amazing work=)
Mjolner 27 Jul @ 9:19am 
This mod is fantastic. Any chance of maybe adding an AC130 gunship at some point?
pabloignaciopachecocarrasco 26 Jul @ 9:30pm 
this is the best mod for warno, def my favorite, but why craters on the battleground just stay like 1 minute? i would love if craters remains on the battleground as long as you can to add more realistic ambience please. sorry for my english
moo12171 20 Jul @ 8:19pm 
@Chinofchrist "AGM-158 JASSM has been selected but cannot be activated or deployed."
chinofchrist  [author] 20 Jul @ 12:15pm 
@moo12171 how so? You just have to target the ground. It has a long travel time though.

@DDR, oh shoot I thought that got fixed with a past Eugen update. I'll look into it.
moo12171 20 Jul @ 12:14am 
@Chinofchrist AGM-158 JASSM Why doesn’t this weapon work, or is there a special way to use it?
DDR 19 Jul @ 7:51am 
thanks for fixed arty napalm and thanks for your hard work the best mod in absolute that pity that i cant play with the mod at operations
chinofchrist  [author] 19 Jul @ 2:55am 
The beginning of missile interception is here! The Soviet TOR can shoot down incoming missiles. I'll do more research on what else in this era can do interceptions and add the ability accordingly. Any suggestions are welcome!
Glazedham666 18 Jul @ 3:24pm 
Thx for the reply and the attention to detail!!:steamthumbsup:
chinofchrist  [author] 18 Jul @ 2:40pm 
Fixed the napalm arty crashing issue. Don't worry the transport freedom will be back soon! I just automated the deck fixing process after the last update but I still need to do it for the transports.