WARNO
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Warno Realism Improved
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3.557 MB
28 Mar, 2024 @ 11:59am
17 Jul @ 9:01am
42 Change Notes ( view )

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Warno Realism Improved

Description
Updated for v160324


This mod makes Warno much more realistic and slow paced, increasing the importance of carefully prepared and executed combined arms tactics. The most important changes are:
  • A complete rework of the vehicle armor and damage system
        
  • Realistic speed values for all units

  • Increased survivability for infantry in cover & reduced forest line of sight
        
  • Increased range for most ground weapons and removal of vanilla range compression
        
  • Freebuild decks for each nation with all units
        
  • Logistics cannot repair units. For this purpose Field Supply Points, a special type of mobile mini-FOB is introduced.




 Detailed Changes 

 Vehicle Armor/Damage System 
        
  • Damage is only inflicted when a shot penetrates the armor. The higher the difference between armor and penetration value, the higher the chance to penetrate and deal damage.
        
  • The amount of damage no longer based on the penetration value of the weapon. The base damage for a weapon type (e.g. autocannon AP) is always the same when the weapon manages to penetrate. The base damage may be increased due to critical effects.
        
  • Critical effects are much more likely to occur. A penetrating hit may inflict minor damage, or instantly destroy the vehicle by causing the ammo to explode. A high armor value is helpful, but it is no guarantee to be able to tank 5 shots before you have to worry.
        
  • Vehicles with explosive reactive armor or modern composite arrays have different armor values for kinetic and HEAT weapons. For more information see the composite/ERA trait ingame.

 Infantry 
        
  • Increased damage resistance in forests and buildings
        
  • When infantry morale drops, it suffers reduced speed, ROF and weapon range, but also receives damage resistance and stealth buffs. This makes it easier to withdraw infantry before it is destroyed.
        
  • Border guards and “infiltration” units like PSSE have significantly increased deployment ranges.
        
  • RPGs can target helicopters at short ranges.
        
  • Some units received additional HE / fragmentation ammo for their AT weapons.

 Vehicle In General 
        
  • Units with thermal sights have their optics value increased by one level
        
  • Autocannons, tank guns and MLRS got a realistic ROF
        
  • The UI shows all ammunition types separately. The ammo loadout of most vehicles has been adjusted to be more realistic. Some received new ammo types like HEAT
        
  • Vehicle gunners can no longer use multiple weapon systems at once, e.g. a Bradley can no longer use its ATGMs and autocannon at the same time.
        
  • Turret traverse speeds are more realistic now
        
  • Infantry has a much higher chance to survive the destruction of their transport.

 Scaling 
        
  • The unrealistic range compression (in vanilla one meter is displayed as 3 meters) has been removed.
        
  • Most weapon ranges have been increased to more realistic values, up to 2x the vanilla weapon range.

 Terrain
     
  • Forests block the line of sight more effectively
        
  • Building ruins block line of sight and can be entered by infantry

 Logistics 
  • Logistics capacity for all vehicles doubled, for FOBs increased to 50000
        
  • Logistics vehicles can no longer restore unit HP (they can still repair vehicle critical effects!)
        
  • To restore unit HP, either a FOB or a Field Supply Point (FSP) is needed. FSPs can be spawned in trucks or helis and deployed anywhere on the map.




 Known Issues And Bugs 

        
  • AI cannot use FSPs propery and may deploy them instead of a FOB
        
  • NATO/PACT freebuild decks are temporarily disable due to vanilla code changes.




 You Want Your Own Version Of This Mod? 

I published the source code of the python scripts used to generate this mod in my Dropbox. For more details how to use it see the discussions section.
Popular Discussions View All (4)
1
7 Jun @ 8:47am
Freebuild Decks ALL NATO\PACT not working
zuzu
1
3 Apr @ 7:30am
Display error, no support for 4 visible weapons
恩情的人民企业家
0
19 Jun @ 6:02am
PINNED: How to make your own version of this mod
Der Shredder
695 Comments
Λpex - Raubtier 18 Jul @ 7:06am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Der Shredder  [author] 18 Jul @ 6:54am 
Probably desync
Λpex - Raubtier 18 Jul @ 6:46am 
We‘re testing new air combat tactics, weirdly, planes I sent disappeared on my friend's computer, and my friend's planes didn't show up on my screen either. Plus, the scores we saw were totally different.
No idea what caused it, but I'll test it using private server tomorrow.
Murgs 17 Jul @ 10:40pm 
@Der Shredder - Nice, thanks. I've never used combat groups.

There are also exactly 8 tabs as well, easy to rename. So Logi, Inf, etc. etc.

If you are getting crushed, just switch over to normal mode for the extra decks.

It is extra challenging.

Thanks again.
Der Shredder  [author] 17 Jul @ 9:13am 
Units speeds are really fixed now.

@Murgs I am not aware of a way to change this. As a workaround you can create combat groups in the deck designer with all your units. When you select groups in the skirmish games it will only show the number of units that you added to the groups, not the additional ones.
Murgs 17 Jul @ 8:21am 
I only really skirmish, never really got into AG.

@Der Shredder

Is there any way that I can handicap myself?

Example; I open a skirmish on a 6P map.

The game automatically fills both sides with random premades.

I delete the extra 2 that the game dealt me, so now 1v3

The game automatically gives me a 150 point deck, tripling availability.


The Question. Is there a way to stop the game giving me the extra 2 decks?

Would make it super challenging imo.
Murgs 17 Jul @ 8:09am 
Do supply units not revert to vanilla in AG, or can they not repair at all?

Criticals?
Fizz 16 Jul @ 11:23am 
Well, that's a pity to hear. Not beeing able to repair is a big downside unfortunately.

Auf deutsch: Das ist wirklich sehr schade. Die Kampagnen sind ein großer Bestandteil im Einzelspieler. Darin nicht reparieren zu können macht die ganze Sache sehr schwierig. Trotzdem, auch wenn es hier einen kleinen Wehmutstropfen gibt, hervorragende Arbeit mit den Einheitenwerten! Können sich die Entwickler eine Scheibe abschneiden
Der Shredder  [author] 16 Jul @ 11:21am 
Vehicle speeds should be as intended now.
Der Shredder  [author] 16 Jul @ 10:59am 
@Fizz Modding AG unit compositions is not viable with the current file structure.