Arma 3
ZEUS WARGAME [RTS mod]
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Update: 10 Jan @ 8:14pm

-disciplined vehicle AI fix
*AI tweaks to fix the issue where vehicles in 'hold position' mode would move or spin around independently of player commands
*by default the AI starts in 'hold position', to make the vehicle use vanilla AI behaviour change the mode in the T menu AI options to 'move at will'
*to set the default AI mode to 'move at will' uncheck the option 'AI default movement mode' in Addons option

-added faisafe check to make sure vehicle has moved from initial position in scriptef move

-added 'vehicle waypoint' menu option to the 'T' menu
*'land', 'transport unload', 'hook' and 'unhook', 'load vehicle inside vehicle cargo' and 'unload vehicles from cargo' new waypoint options

-added the group management menu to the quick action bar (lower right side of the screen)
*allows the player to rename groups, join all selected units to the same group or split them all from their groups, change AI movement mode and action mode and see the group information card

-removed the O shortcut key that displayed the group information, now to see the group information can also use the group management menu

Update: 20 Dec, 2024 @ 9:47pm

-zeus camera tweak to allow playerto look above like in zeus enhanced

-path arrows size now changes based on the distance to the camera to improve visibility at long distances

-new addon option "Toggle minimalist interface", minimalist interface mode will be toggled automatically to improve visibility during Planning Mode, on by default.
*jac_pathPlanningMinimalistHUD

-add a limit to vehicle moving speed in path planning scripted move in order to prevent running off road as much

-added the option "Show the scorebar" to the Zeus Init module; uncheck it to hide the scorebar that shows how many Victory Points each side has

-engineer fortification points are now tied to the individual unit instead of the group
*each engineer unit starts with 100 fortification points, which are used to place fortifications like sandbags, barbed wire and tank traps on the map using the 'fortifications' menu

-added the mod logo as a Shoulder sleeve Unit insignia that can be found in the arsenal

-fixed an issue with the engineer 'breach obstacle' command

-reverted disabling AUTOTARGET and FSM because it didnt solve the issue with units moving on their own

-fixed an issue where if the zeus key was pressed right at the start of a PVP match, the player was able to access the regular zeus interface without the limitations set by the unit cost modules

Update: 8 Dec, 2024 @ 8:14pm

-added new information to vehicle bar
*current ammo selected to be used when the suppressive fire command is used
*current engine mode; if engine will be kept running or turned off whenever the vehicle is idling for a while (change the mode in AI options menu in the T Menu)

-click on ammo icon to open the select ammo type menu

-when a vehicle is captured, remove population cost from the Zeus that owned it

-added the Zeus Points and Victory Points rewards assigned to an unit in the unit cost module to the creation menu information sidebar

-engineer
*added small and large sandbag fighting positions to the engineer fortification options
*added camouflaged net to the engineer fortification options

-can now tell units to garrison bunkers present on the map or placed by Engineer units

-fixed, players using the Add nearby objects command to get control over another player suppression action handler

-improved AI control (experimental)
*disabled FSM and AUTOTARGET in "Hold position" movement mode
*changing to "move at will" will reenable all vanilla AI functions

-attempt to fix; some RHS armored vehicles that seem to have issues spotting and engaging enemy targets

Update: 30 Nov, 2024 @ 1:57pm

-improved garrison function to be more reliable and place units at the right top or bottom positions in the target building depending on the garrison option chosen by the player

-added a new option to the Unit Cost Module; 'Zeus Points Reward';
*when a unit of the kind synched to the module is killed, Zeus players that control the killer unit will receive this amount of points as a reward, the value can be set from 0 to 1000

-added a new option to the Unit Cost Module; 'Victory Points Reward';
*When a unit of the kind synched to this module is killed, the side which the killer belongs to will receive this amount of Victory Points as a reward, the value can be set from 0 to 100

-added new options for the Zeus init module to enable/disable nightvision and thermal vision for the Zeus camera

-vehicle status bar
*click on the vehicle crew information icon to dismount passengers, if there are no passengers, the crew dismounts (affects all currently selected vehicles)

-added vehicle smoke icon vehicle status bar when a vehicle with smokescreen launcher is selected
*click to launch vehicle smoke when available (affects all currently selected vehicles)

-changed the Zeus Tactical Ping default shortcut to "Left SHIFT + left mouse button"

-fixed an issue with Direct control when Wargame Zeus Anywhere is used

Update: 23 Nov, 2024 @ 4:08pm

-added 'Zeus Tactical Ping'
*Zeus players can place a 3D marker visible to other Zeus players using 'Left ALT + Left Mouse Button'

-added new unit cost module option, 'start in the air'
*if this option is checked, aircraft placed by the Zeus will start at flying altitude.

-added new Deployment Area module option, 'remove after Preparation Phase'
*if checked, this Deployment Area will disappear automatically when the Combat Phase starts after the Preparation Phase.

-added 'Custom victory condition' to PVP Mode Init module
*this expression will be checked every second, when it returns 'true' the game will END and the side with the most points will win.

Update: 17 Nov, 2024 @ 2:18pm

-tweaked suppressive fire in order to have more accuracy when shooting at long range target positions

-fog of war
*now enemy vehicles inside fog of war wont be automatically made visible when empty, they must first be spotted by a friendly unit
*if the vehicle is captured, then it will stay visible for the new owner

-fixed AI automated defensive grenade throw
*AI controlled units (not in the control list of any Zeus player) will attempt to throw a grenade on units assaulting directly in front of its position when they are pinned down behind cover

Update: 10 Nov, 2024 @ 11:10pm

-added a new icon to the vehicle information sidebar with vehicle crew and passenger information

-fixed Deployment Area was not added to some players at the beginning of the match

-can now synchronize a Deployment Area module to trigger in order to only create the Deployment Area when the trigger is activated, multiple modules can be placed

-fixed issue with direct control when the controlled unit is also the Zeus camera area object

Update: 8 Nov, 2024 @ 1:07pm

-spotted mines will be marked with an icon both in the map and in the Zeus view
*can be disabled in Addon options 'mark known mines'

-new addon option to automatically remove enemy units from the Zeus control list; 'Remove enemy units from Zeus' added to the misc section
*based on a requested feature from some players

-taking damage from nearby explosions will now trigger the pinned down state for units in cover

-fixed an issue with the Victory screen not showing the proper winning side in a PVP match

Update: 3 Nov, 2024 @ 1:22pm

-added a new Addon option, 'Force units to stop', If checked it will force units to stop moving when the player enters Planning Mode with 'TAB'.
*the option is off by default.

-placing explosives
*units will stick the explosive to a vehicle or building wall if it is close to the target waypoint position

-soldiers will now break building windows when the group garrisons or when the unit is ordered to take cover near a window

-zeus reconnecting
*now players will maintain the same Zeus unit control list, zeus creation points and population cap data when reconnecting to the same game session on the same side

-fixed issue with Zeus init module where players would not become Zeus in MP
*if the issue still persits, try disconnecting and reconnecting to the server

-show popcap cost when a unit is selected in the Zeus creation menu

-added the ability to refund units inside the deployment area when deleting them
*the amount of Zeus points refunded is determined by how damaged the unit is, the max value that can be refunded is equal to 80% of unit original value

-FO fixes
*area selection is green but it does not allow fire mission
*if there is no los to target pos, do not exit set fire support mode and reselect FO unit

Update: 25 Oct, 2024 @ 9:40pm