WARNO
Allied Annihilation
42 Comments
Gravity  [author] 13 Jul @ 3:10pm 
The current plan with this mod is to provide the next update when the next expansion drops in a few weeks.

If you would like to continue to use this mod until the next update, you can right click on Warno in your Steam Library. Select "Properties". Go to the "Beta" tab. Now select the most recent version that is compatible with the mod. This will allow you to play campaigns and continue to use this mod until the next update.

Thanks for your patience and support.
Gravity  [author] 30 Jun @ 11:57pm 
The changes to ticket generation, starting force strength, and battle times are not compatible with Operations. All Army General, Skirmish, and Multiplayer modes still work.

If you would like a version of this mod that is compatible with Operations just let me know and I can give you the files needed.

Thanks for your feedback!
コルヴォ カン 30 Jun @ 7:35pm 
I wonder if this is usable in operations? seems like when I try to play operations with the mod enabled it will restart and automatically disable the mod.
Gravity  [author] 25 Jun @ 7:26pm 
There are 3-4 units that are now priced at 999 or 99 points. These units are either redundant or obsolete compared to other units in that deck or battle group.

The reason for these changes is to offset the reduced ticket costs of the other 99% of units. Battle groups in larger campaigns have their "strength" based on individual ticket values. This means that making all units 0 or 1 ticket cost will result in a large number of empty battle groups.

By making a few redundant or obsolete units cost 999, users will no longer experience any empty battle groups, while still maintaining a steep discount on the majority of units.

If you would like any specific units tweaked or adjusted just let me know.

Thanks for your patience and support.
Gravity  [author] 25 Jun @ 4:53pm 
No problem, always happy to help. Thanks for subscribing and happy hunting.
SteelWarrior001 25 Jun @ 4:08pm 
@Gravity
Okay, that makes sense. Thanks.
Gravity  [author] 25 Jun @ 3:06pm 
@Steelwarrior001

All your Leopards, Marders, and other units have Exceptional optics built-in so the Luchs becomes obsolete. There are several units in your deck that are better armed, cheaper, and still have the highest level optics.

Essentially, when the battle groups are created at the start of some of the larger Army General campaigns, it uses the individual unit costs as a basis to then determine the "strength" of that battle group.

This means if you make all the units 0 or 1 point cost, you will end up with a lot of completely empty battle groups. I am trying to find some outlier units that I can assign a high card value to, which then balances out the other cheaper units.

Hope this helps!
SteelWarrior001 24 Jun @ 5:34pm 
For some reason the Luchs cost 999 to deploy. Not sure if just my issue or not.
Gravity  [author] 17 Jun @ 1:16am 
The mod should now be updated and working.

Please let me know if you experience any issues or would like anything changed.

Thank you for your patience and support.
SuebicCrepid 16 Jun @ 11:50pm 
nice, thx!
Gravity  [author] 16 Jun @ 12:41pm 
The recent update has broken any mods that made gameplay tweaks.

The mod will need to be rebuilt from scratch. I expect this to take 1-2 days.

I will post an update once it is complete.
SuebicCrepid 16 Jun @ 7:30am 
Love this mod! Unf todays update broke it. It can no longer be applied.
aggressor 20 Apr @ 4:33pm 
Great Mod, Thank You ! :german:
Gravity  [author] 2 Apr @ 11:37am 
Making tanks and other units too cheap breaks any divisions that aren't at full strength.

If they get discounted anymore than they currently are, it will break Army General campaigns.
fubuki◢◤ 2 Apr @ 5:32am 
need more cheap tank:PolygonHeart:
Gravity  [author] 1 Apr @ 6:59pm 
Tweaks made to further decrease the number of battalions that start at low strength in larger campaigns.

Increased the number of tickets available at the start of tactical battles to compensate for the ticket cost changes.
Merr 1 Apr @ 2:23am 
Now I can relax in AO, TYSM I love your mod.
MrBeardyDrummer 1 Apr @ 2:17am 
This is the mod I was looking for. AG is way too time intensive for me and this type of mix fixes that. Thanks!
Gravity  [author] 31 Mar @ 4:37pm 
Most NATO units carry significantly more supplies.

Supply trucks are essentially mobile FOB's now.
Gravity  [author] 30 Mar @ 3:30pm 
Artillery issue should be resolved now. You may have to restart any campaign that was started when the bug was active to fix the battalions.
Ray123 30 Mar @ 1:14pm 
Some of the field artillery regiments in HW 66 are at 0% strength
Gravity  [author] 30 Mar @ 11:04am 
I'll take a look at editing weapon statistics after I finish cleaning up the most recent changes.
fubuki◢◤ 30 Mar @ 8:39am 
Can you increase the range of the troops' weapons pls
Gravity  [author] 29 Mar @ 5:06pm 
I have made some changes to the overall battle modifiers with the goal of increasing the size and scale of tactical battles.

-Tactical battles now have a 60 minute timer. (Increased from 50)

-Battalions in tactical battles now have 15-20% more morale points and earn ticket points at a 15-20% higher rate.

These changes effect both NATO and PACT units. There is not currently a way to have these global values only effect one side.

As always, if you find any bugs or have any feedback please let me know in the comments.
fubuki◢◤ 29 Mar @ 8:29am 
need more buff:PolygonHeart:
fubuki◢◤ 29 Mar @ 7:14am 
GOOD MOD:PolygonHeart:
Gravity  [author] 28 Mar @ 10:40pm 
Tweaking unit ticket values has resolved the empty battalion issues.

Most units still have a discounted Army General ticket value, just not as large as it was before.

Any campaigns that were started when the bug was active will need to be restarted to fix the empty battalions. Sorry for any inconvenience that causes.
Poza 28 Mar @ 12:28pm 
thanks for your effort on this mod dude, hella fun to play with
Drip-Michel Régimbal 28 Mar @ 8:29am 
Thanks it works now.

Found a bug in AG Hwy66. Most NATO units are all empty. 0% strength
Gravity  [author] 27 Mar @ 9:06am 
Just tested in AG and Armory and I am seeing the updated numbers.

Could you try deselecting the mod in game, restarting Warno, then re-selecting the mod?
Drip-Michel Régimbal 27 Mar @ 7:44am 
Updated the mod, doesn't seem to be working. No changes in the armory or AG.
Gravity  [author] 26 Mar @ 11:42pm 
The mod is now fully compatible with the most recent game update.
РУССКИЙ 23 Mar @ 4:19am 
генерал потужности
Gravity  [author] 21 Mar @ 9:42am 
1. Leopards should be buffed now. Still trying to track down where the YPR vehicles are in the files. Will continue looking and update when I find them.

2. Greek units aren't currently in the game but I would imagine they will be added this year or next.

3. I'll take a look at what it takes to edit battle groups and if it fits the scope of this mod. Will post updates later.
EstaticGiant 21 Mar @ 7:41am 
Could you make it so one battlegroup has all the NATO troops
Elite_ΑΛΤΙΑΝ_Sniper 21 Mar @ 5:09am 
Very cool consept , is there any posibility that we will see greek units ?
:NATO::steamthumbsup::steamthis::steamthis::steamthis:
Baton_Mars 21 Mar @ 3:10am 
thanks and could you please buff YPR-765 and leopards 2
Gravity  [author] 20 Mar @ 7:49pm 
Buffs to the Dutch 4e have been completed.

If I missed any units please let me know.
Baton_Mars 20 Mar @ 3:16pm 
can you buff dutch 4e division
Kafu Chino 20 Mar @ 9:51am 
Can you increase the range and attack of all units?
Gravity  [author] 19 Mar @ 12:18pm 
Buffs to the 101st Airborne have been completed.

If you see any units I missed please let me know.
stew 19 Mar @ 9:46am 
can you buff the units in the 101st airborne division? amazing mod btw