WARNO
WARNO Tactical Overhaul (Freedom Decks, Realistic LOS, Unit Speed, 2x Scale)
331 Comments
ShadowofChernobyl  [author] 23 hours ago 
@Newbinator
It's not exactly tailored around it, but it's completely compatible. I also made the following change for AG:

"Doubled income for AG tactical battles"
Newbinator 30 Jul @ 1:14am 
Silly question but is this built for Army General?
ShadowofChernobyl  [author] 27 Jul @ 7:25pm 
@Big Poppa Shmee
The TOS thing is definitely a bug. I'll get that sorted tomorrow.

The decks are made and maintained by Yokaiste. My mod just ports them over

Ty for reporting the bug, though. I greatly appreciate it!
Big Poppa Shmee 27 Jul @ 4:56pm 
Also the TOS 1 only fires to 3500 not 7000 like you said
Big Poppa Shmee 27 Jul @ 1:56pm 
I love it but, its a little TOO much choice. I wanna make my own deck but wow, its a real pain in the ass going through the free deck menu, so much so I just gave up, and went back to the original version. At least make it so there's the option for pact only/nato only when creating a free deck.

Too much clutter in the deck building menu for me to enjoy, personally. If you could at least separate the nations that would be a big quality of life change.
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.
келаратт 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.
келаратт 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.
ShadowofChernobyl  [author] 13 Jul @ 3:44pm 
@Gary
I was able to identify the issue you're referring to. It is a bug, and not intentional. I have fixed the issue and pushed the update to the workshop page.

The issue was caused by the variable names associated with weapon range being changed from French to English within the game's code. I had just gotten off work when I updated the mod and was exhausted. Because of this, I forgot to update the variable names in my script for modifying missile ranges.

Please report bugs when you identify them rather than saying "Mod was fun while it lasted" and down-voting the mod. It's misleading to others.

If you are unsure if a change is intentional or not, please check the Change Notes or the News & Updates discussion thread.
Gary 13 Jul @ 7:09am 
Very disappointing to see all the range enhancements gone. Mod was much fun while it lasted.
ShadowofChernobyl  [author] 12 Jul @ 11:50pm 
@Glazedham666
As for why they delete the units? I'm honestly not sure. Maybe they deem them too unbalanced ig
Glazedham666 12 Jul @ 9:29pm 
@shadowofchernbyl

thx for the explanation....I wonder why? Adjustments to stats? or something else? just curious....
ShadowofChernobyl  [author] 12 Jul @ 12:00pm 
@Glazedham666
Same here, but not all of them disappeared. It seems as though any deck that had deprecated (soon to be deleted by Eugen) units has been deleted.

The decks that I had which did not have those units is still present.

@DDR
I could do this in theory, but admittedly it already takes a great deal of time to update the mod, so I'm a little wary on uploading new mods that I'll have to maintain. With a change like the range scaling, that change needs to be made on every single code instance of the affected weapons in the game. I think for now, the only versions of WTO that I'd like to maintain is the Default Unit Label version and then hopefully a World In Flames combined mod.

@plant gardener
That sounds intentional but I'll double check just to be safe
plant gardener 12 Jul @ 9:48am 
when my units are in a forest, their attack range is so little that they cant attack enemies a meter in front of them. am I doing something wrong or is that how its supposed to work?
DDR 12 Jul @ 12:09am 
Thanks so much for your hard work but is possible an option that range scale of 1.5 x?
Glazedham666 11 Jul @ 10:49pm 
@ShadowofChernobyl,

Not sure about others, but my custom decks are gone. thanks in advance.
ShadowofChernobyl  [author] 11 Jul @ 9:51pm 
[NOTICE]
The update is out!

As always, please let me know if you encounter bugs :)
ShadowofChernobyl  [author] 11 Jul @ 1:20pm 
[NOTICE]
I will begin work on the update this evening (approx 6 hours from now).

I'm not yet sure of the extent to which the game files were changed, so I can't give an estimate for when the mod will be updated at this time.

Historically, it's never taken more than an hour and a half, so I'm confident the work will be done before the sun rises in Europe.
ShadowofChernobyl  [author] 11 Jul @ 1:20pm 
@Pablito
I'm glad you're enjoying the mod :winter2019happyyul::luv:
Pablito 10 Jul @ 6:02pm 
Ty for the update brother. Best Overhaul that I've continued to use :steamthumbsup:
ShadowofChernobyl  [author] 10 Jul @ 9:40am 
[NOTICE]
Hey folks, looks like the game has been updated again. I'll get to work on getting this mod up to date hopefully this evening or tomorrow morning.

I greatly appreciate everyone's patience and I wish you all a great day!
ShadowofChernobyl  [author] 7 Jul @ 6:39pm 
@Glazedham666
No worries, brother. Thank you for the kind words :winter2019happyyul:
Glazedham666 7 Jul @ 9:23am 
@shadowofchernobyl

thanks for the response. i was just curious. Great mod.....I love the freedom it gives.:steamthumbsup:
ShadowofChernobyl  [author] 6 Jul @ 6:16pm 
@Glazedham666
I haven't yet added any new units to the game, so there's only what already exists, or the vehicles that are added in Yokaiste's Sandbox Mod .
Glazedham666 6 Jul @ 11:45am 
Quick question....Why no AH-64 Longbow? The Longbow is on the Kiowa Recon unit with hellfire missiles.
Obi 29 Jun @ 3:28am 
All good. I found "most" maps work well with this mod; however, it just is what it is. I don't expect you to stress over it. Thanks for giving it a look over.
ShadowofChernobyl  [author] 28 Jun @ 9:52pm 
@Obi
No problem at all, but I do have bad news.

I tried for an hour and 20 minutes but wasn't able to get the LOS in a reasonable state without using the "BlockVision = true" modifier on the tree-lines, but each time I would just end up being able to see hundreds of meters through tree-lines.

Technically speaking, the issue should be blamed on the map makers, as they put a concealment area on those fence-lines when there shouldn't be one.

I do apologize though. I agree that this issue is unsatisfactory.
Obi 28 Jun @ 5:51pm 
Thanks man, appreciate the upkeep.
ShadowofChernobyl  [author] 28 Jun @ 12:11pm 
@Obi
Okay yeah, I'm taking a look at the maps now. I'm definitely seeing some fencelines where this is the case. It's because the map makers designated them as treelines even though they're really not. This mod was primarily played and tested by me on West Fulda by Silver, so that's what I balanced it on.

I think I'm going to set "BlockVision" to false for treelines, but just increase their LOS concealment factor by a lot until I get something that works best for both these fencelines and also regular looking treelines.
Obi 28 Jun @ 7:16am 
It seems the maps are random. I just went through the skirmish maps and it doesn't seem to line up with any of those either. I know your intent was to make thin tree lines block LOS, but in doing so, even fences now block LOS completely. Also, tanks are somewhat blind on their own?
ShadowofChernobyl  [author] 28 Jun @ 1:06am 
@Obi
I gotcha, I'll have to take a look at it tomorrow evening. I'm about to hit the hay
Obi 28 Jun @ 12:11am 
First mission during the Fulda Gap campaign.
ShadowofChernobyl  [author] 27 Jun @ 11:59pm 
@Obi
That is very strange. What map is this?
Obi 27 Jun @ 8:12pm 
Here are some examples: https://imgur.com/a/D9jqaum
ShadowofChernobyl  [author] 27 Jun @ 6:24pm 
@Obi
This is probably because of the fix I implemented a few days ago. Tree lines are meant to block LOS, but after the recent game update, I had forgot to re-implement that feature. If you send an imgur.com screenshot, I can check it out and see if it looks abnormal though
Obi 27 Jun @ 5:50pm 
The LOS seems a bit off, everyone from tanks, helos, and recce units can no longer see past a chicken wire fence that borders a lot of roads.
ShadowofChernobyl  [author] 24 Jun @ 6:35am 
@N3xus
I see the issue. Thank you for the report and I apologize for the inconvenience.
N3xus 23 Jun @ 1:11pm 
realistic LOS is not present anymore
ShadowofChernobyl  [author] 22 Jun @ 9:46am 
@Bluu
You can always just use the Limited YSM battlegroup or the vanilla battlegroups. If you're asking about changing the current YSM battlegroups, then the guy to ask would be Yokaiste over on his mod page .

@RegisFuror
I'll look into this when I get back into modding the game more. As of right now I'm taking a modding break as I'm a bit burnt out of WARNO. But don't worry, I plan to keep this mod up-to-date whenever there's a game update.
Bluu 21 Jun @ 8:06pm 
Would it be possible to have the option to keep the default game unit costs and unit slot amounts? I don't really like having unlimited options, it's much more fun for me to work with the activation point limit.
RegisFuror 19 Jun @ 9:22pm 
Love the mod, but a version that increases the AG battle timer and score limit would be nice to account for the slower pace of gameplay.
ShadowofChernobyl  [author] 17 Jun @ 10:44pm 
@Duke De Blangis
You're very welcome. I do apologize for the inconvenience and I hope you were able to get your decks back
Duke De Blangis 17 Jun @ 10:37pm 
I think that i asked about it last time but i was not sure about it ... thank again