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Same in the x3 scaling version.
Fixed the spotting issues!!! Apologies that it was broken for so long. As always let me know if there are any more bug reports!
https://images.steamusercontent.com/ugc/42325567791713759/14D27FAD94724AEA8F858AE77F7B5A8A3F0601C9/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
MOD:
https://images.steamusercontent.com/ugc/42325567791714833/E9C237187FF414B7D3CE9F8FBE77E36FDC202114/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
The first screenshot is vanilla showing LOS as normal.
The second shows the unit's LOS (particularly, look to the hills in the upper right, you can see they should be able to see there). However there is a gray "filter" in a tight radius around the unit.
It seems that the unit (Pulemetchiki, in this case) has some kind of artificial limitation preventing it from seeing its "actual" LOS.
Does that make sense?
Unless the issue happened multiple times in multiple different scenarios, in which case I can take another look at it. I don't see anything out of the ordinary with the stat card though and like I said I haven't made any changes to the M60 specifically that I didn't also make to every other vehicle.
If you click the UI icon for the LOS tool and then click the exceptional stealth filter, then click the LOS UI icon again to disable the overlay, the filter continues to be applied to your normal LOS tool bound to 'C' as well.
I tested this using the LOS tool -- with mod activated, select unit (any type) and hold C while hovering over them. You'll see what is "visible" to them (a recon helicopter can see, say, 5km), but a gray filter forms a radius of about 200m around them. I then opened a skirmish on Vanilla and did the same thing; again, with several unit types. The gray "filter" still exists, but this indicates whether they can see a unit that's "stealthed" to them. So the filter will be in forests, among buildings, etc.. The buttons for "bad," "mediocre," "good," and "exceptional" adjusts the filter accordingly.
In conclusion, it seems to me like WARNO's built-in stealth mechanic is bugged within the mod. Everything else seems to be working fine. I hope this helps!
I did hear of other people having strange issues with spotting. I'll look into it, some stuff moved around after the last patch. Thank you for the report, they are always appreciated!
Otherwise you could take a screenshot of each deck and just quickly remake them. You might be able to figure out the differences in the export code too and manually make them compatible but you would have to make the same deck on 2 different versions and compare the codes.
Regarding the bombs unfortunately I can't adjust their physics like that really
@Limited strategy time Do what MixedMethods said, that should force it to update.
This update came with a few structural changes to the files and as a result several features had to be disabled temporarily while I rewrite them.
However it should come with some bugfixes at well, and fixes to my own code that should eliminate most if not all of the recent issues with game crashes.
CURRENTLY DISABLED TEMPORARILY:
- Plane altitude overhaul system (high alt / low alt bombers)
- Additional supply cost for some weapons (LGB, MLRS)
- Most custom AI parameters
- Smoke grenades no longer show on the UI for infantry unfortunately. They do still function though. Remember that all engineers, command units, and special forces have smoke grenades.
This incorporates Eugen's fix to the AI!
Merry Christmas everybody!