WARNO
159 ratings
WARNO Tactical Overhaul (Freedom Decks, Realistic LOS, Unit Speed, 2x Scale)
17
8
3
5
4
5
4
4
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
5.087 MB
19 Dec, 2024 @ 8:32pm
17 Jul @ 10:17pm
47 Change Notes ( view )

Subscribe to download
WARNO Tactical Overhaul (Freedom Decks, Realistic LOS, Unit Speed, 2x Scale)

In 1 collection by ShadowofChernobyl
Tactical Gameplay Maps
13 items
Description
Special Thanks
@Silver (Playmobill) for introducing me to WARNO modding. Check out his map West Fulda.
@Yokaiste for publicly providing the source code of their mod. Without this, my mod would not be possible.
@Chinofchrist for their mod which served as the inspiration for many of the scaling and gameplay changes made here, as well as assisting me with my mod

Purpose
This mod is an independent fork of Yokaiste's popular Sandbox Mod that aims to change and implement gameplay mechanics meant to provide a more slow and tactical experience than the base game. If you want more realistic engagements while also having additional options to customize your WARNO experience, consider giving this mod a try

Background
I personally prefer to play WARNO slow and methodically, with small groups of units at a time. Unfortunately, vanilla WARNO is not suited for this and doesn't provide much depth to platoon/company level tactics. I decided to create this mod so that tactical gameplay would be more believable and engaging for myself and players like me.



Key Features
Freedom Decks
Available for both NATO and PACT decks. All infantry units have access to all transports in the game, regardless of nation of origin. Created by Yokaiste, author of Yokaiste's Sandbox Mod. The freedom decks are the exact same as you'd see in their mod. I maintain my personal balanced divisions here.

Reduced LOS for Forests
Dense and light forests provide more realistic concealment. Enemies will no longer be able to see you through dense foliage, light forests or treelines

Fuel Consumption
Fuel consumption for all units has been decreased. Units can go 10x further before needing refueling. This is a lot closer to what you'd see in real life

Unit Speed
Ground units have had their speed decreased to 71% of vanilla speeds, but the "On Road" speed boost has been increased by 18%. This does not affect Air or Helo units

Engagement Range
Doubled visual range and engagement range of all vehicle cannons, auto-cannons, Gatling guns, infantry/vehicle rockets, missiles, grenade launchers and small arms weapons. Meant to more accurately reflect IRL ranges and is balanced by the reduced LOS listed above. This does not include artillery. Artillery ranges have been kept the same as vanilla

Stealth Improvements
Overall stealth for all units increased by 20%. Trees and buildings provide more of a stealth bonus. Players can now set up better ambushes with infantry or vehicles.

Auto-Orientation Disabled
Tanks and other ground based vehicles will no longer forcefully orient themselves to the nearest threat, and now allow you to manually orient them to the most relevant threat.

Weaponry Changes
• Projectile speeds increased by 50% to account for engagement range increase
• Increased A-10's GAU-8 burst length from 25 rounds to 125 rounds for more BRRRRRT
• KSM-65 100mm AT Gun was given AA capabilities due to historical precedent
• BMP-2 auto-cannon rate-of-fire increased for realism (3x). Accuracy decreased by 50% for balance.
• Artillery suppression effect and effect radius has been increased by 20%. Doubled spread of howitzer/rocket artillery to offset this
• Ground based AA Missiles and Guns have had their "time-to-lock" increased by 3x and "time-to-fire" increased by 2x to mitigate AA spam.
• Increased Smoke Grenade & Satchel Charge range (800m) to reflect that of a grenade launcher. Great for pushing your infantry across long fields
• Increased vehicle smoke launcher ammo count from 1 to 3 and shortened "firing time"
• TOS-1 Buratino range increased to 7km

UI Changes
• Increased LOS Tool render distance (8km)
• Unit labels no longer fade away when zoomed in. Makes managing units and targeting enemies easier on maps with realistic terrain/heightmaps

Unit Changes
• Vehicles don't slow down when stunned
• Stun duration increased (8 seconds)
• Infantry take 25% less damage when stunned to simulate going prone
• Helicopters more likely to rout instead of spinning in place when stunned
• Resolute trait buffed by giving it the opposite of Reservist trait de-buffs
• Forward deployment for Field Supply Points (1000m)
• Military Police buff radius increased (3x)
• Jammer range on EW aircraft increased (2x)
• Supply Radius for supply units & Command Aura radius increased (1.5x)
• Supply capacity increased (3x)

Additional Features
• Building ruins provide concealment and can now be entered by infantry
• Doubled income for AG tactical battles

Planned
• Nothing for the time being. This mod is currently in a maintenance phase



Compatibility
Due to the way WARNO was built, and the nature of how its game files are structured, I am unable to make this mod compatible with any other mod which makes changes to the gameplay or the user interface. However, custom maps should work fine alongside this mod. If you encounter a map you believe conflicts with this mod, please report it here

Known Issues
• Penetration values are incorrect in the UI due to scaling changes. No impact on gameplay.

How to Use
1. Subscribe to the mod
2. Enable it in the in-game "mod center" and hit apply
3. Allow your game to restart

Links
Bug Reports & Suggestions
News & Updates
Deck Builds
Vanilla Icon Version


Tags: tactical mod, realism mod, slow gameplay, strategic gameplay, sandbox mod, sandbox realism, Yokaiste’s Sandbox Mod, independent fork, custom gameplay, realistic combat, tactical realism, extended engagement range, doubled weapon range, realistic weapon mechanics, improved stealth, ambush tactics, forest concealment, reduced line of sight, decreased LOS, forest mechanics, cover and concealment, extended vision range, enhanced view distance, manual vehicle orientation, no auto-orient, improved controls, realistic fuel consumption, extended fuel range, slower ground units, reduced unit speed, increased road speed, mobility realism, freedom decks, universal transports, cross-nation units, balanced divisions, infantry flexibility, stealth improvements, rebalanced AA, AA delay, artillery suppression, increased artillery radius, realistic artillery, howitzer spread, A-10 BRRRT, GAU-8 extended burst, unit behavior overhaul, stun mechanics, infantry survivability, helicopter routing, supply range increase, command aura boost, field supply forward deployment, military police buffs, EW jammer range, building ruins usable, increased UI range, persistent unit labels, unit visibility tweaks, tactical overhaul, custom balance, strategic depth, extended options, immersive realism, multiplayer compatible.
Popular Discussions View All (5)
52
2 Jul @ 9:21pm
PINNED: Bug Reports & Suggestions
ShadowofChernobyl
6
10 Jul @ 9:46am
Broken Arrow
Ethereal Phoenix
4
14 Feb @ 4:28pm
PINNED: Deck Builds
ShadowofChernobyl
326 Comments
ShadowofChernobyl  [author] 18 Jul @ 6:19pm 
@Glazedham666, @kajett
:luv:
Glazedham666 18 Jul @ 7:23am 
@shadowofchernobyl

Thanks a ton!!! no apologies needed amigo.....:steamhappy:
ShadowofChernobyl  [author] 17 Jul @ 10:13pm 
@Glazedham666
Yeah it looks like it was caused by the recent patch. I didn't update the mod since they said in the patch notes that it shouldn't invalidate the mod. I'll fix it. Thank you for reporting this, and I apologize for the delay!
ShadowofChernobyl  [author] 17 Jul @ 12:51pm 
@Glazedham666
I see. I'll check it out when I get home tonight and make sure everything is working fine on my end. If anyone else has this issue, please let me know
Glazedham666 17 Jul @ 9:21am 
not sure what happened, but it played fine last night but now the mod is deactivated in my MOD Center. just a heads up.
kajett 16 Jul @ 5:23am 
thank you SOC
ShadowofChernobyl  [author] 14 Jul @ 7:25pm 
@kajett
Not compatible no. However, prior to the creator's absence, I had communicated with him the possibility of merging our two mods into one.

I'll reach out to both him and Yokaiste (since he made the YSM+WiF mod) and discuss feasibility. This is a project I'd like to work on soon.
kajett 14 Jul @ 6:11pm 
would it be possible to see this being compatible with WiF?
ShadowofChernobyl  [author] 14 Jul @ 9:28am 
@Gary
No worries. I am glad that you enjoy the mod. I'll always be more than happy to receive criticisms of the mod if you ever have any :luv:
Gary 14 Jul @ 7:05am 
@ShadowofChernobyl Yes, that was my mistake in assuming it was an intentional removal. It hadn't occurred to me that it could have been a mistake, to be honest.