Arma 3
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Total Warzone - Warzone 2100 Factions
   
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1.674 GB
8 Jan, 2022 @ 10:42am
15 Jun @ 4:56pm
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Total Warzone - Warzone 2100 Factions

In 2 collections by brendob47
Warzone 2100
51 items
Aerodynamics Lab Compatible Mods
4 items
Description
Total Warzone: Bringing the Warzone 2100 Universe into Arma 3
Inspired by the 1999 RTS Warzone 2100, Total Warzone re-imagines the setting within Arma 3 using a combination of rugged, modern, and futuristic assets to suit your needs! The Project factions should roughly be in-line with a mid-Beta through Gamma campaign tech level, and features a large list of asset options to suit standard, scavenged, recovered, allied, or any other creative possibility you may desire.

v1.9: Expedition III or "The Second Update So Big It Won't Even Fit In The Changelog!"
Soft dependencies are now incorporated for Scion Conflict Vehicle Extension, SOG:PF, Aerodynamics Lab (and its soft dependencies), and more!
So. Many. Updates. The full changelog is within the mod files.

Includes compatiblity with the AbramsX mod!

To see the full list of changes see the Changelog!

Factions
BLUFOR:
The Project
The Project (Arid)
The Reclaimers
The Reclaimers (Arid)
New Paradigm*

*Limited, intended for narrative or gameplay purposes.

OPFOR:
New Paradigm
The Collective
NEXUS
Greater Khanate
Iron Dragon

INDFOR:
Scavengers
Scavengers (Arid)
Scavengers [East]
Scavengers [East] (Arid)
NEXUS

CIV:
Civilians [WZ]
Civilians [WZ] (Arid)
Civilians [WZ] (East)

ALL:
Militia [WZ]
Militia [WZ] (East)

Includes music player script!
null = [0,5] execVM "\b47_wz_music\scripts\SoundtrackPlayer.sqf";
Parameter 1 Default: Menu
0: all tracks
1: Original 1999 soundtrack
2: Legacy Soundtrack by AlexTheDacian
3: Songs by Martin Severn (Original and recovered)
4: Aftermath Soundtrack by LupusMechanicus

Soft Dependencies
Scion Conflict Vehicle Extension: Assets added by this mod have been given soft dependency status to reduce the number of hard dependencies. I still highly recommend loading it to get the full NEXUS arsenal of aircraft and vehicles.
ToH Characters, adds women subcategories to TP, TP Arid. Includes womens fit variant of the regular faction combat uniform.
GreenMag, boxes for Needle Dards, Rail Darts, laser charge packs.
SOG:PF, adds extended options to aircraft weaponbox.
Aerodynamics Lab, FIR F-14, Pook's AF: Aircraft added to factions when AL and assorted sub-soft-dependencies are loaded.
Reaction Forces cDLC: Adds Pickup variants with rocketpods, etc. Recommended for fun low-tech fights with Scavengers.
AbramsX: Adds M1AX to The Project as a top-tier Python.

Soft dependencies not working? Take a look below:
"Ok, so I managed to fix it, I at first unsubscribed and resubscribed , then I forced the update that steam wasn't allowing to download to download . I honestly have no idea why it didn't, but it seems to have possibly just been on my end. In case any one has the same issue they should follow what I had done."

Join us on Discord!
Though it isn't a formal unit, I'm running a campaign using this mod. Prepare for landing in the Western Sector, and come take a look.

https://discord.gg/pBvfet5Zj6

Suggested terrains:
-Los Alamos II
-Project Utah
-Santa Catalina Island
-Farabad (The coast and highway feels Fallout-ey like the TV show.)
-Mega City 3
-Twin Lakes (I use this to represent Project HQ.)
-Kimmirut
-Vidda
-Vostok Winter Island

-Chernarus 2035
-Novogorsk
-Krayina
-Livonia
-Ivanivokova

-Kerama Islands
37 Comments
brendob47  [author] 2 Jun @ 3:15pm 
The lag should be solved in the next update - the refraction effect was way more intense than I initially thought and will only be on Heavy Lasers from now on.

I haven't changed laser ammo stats in a while, so you probably just need to load Pulse Laser Batteries. The Flashlight ammo is significantly weaker on purpose since it's the weakest laser in WZ2100, and makes it a little more fun (IMO) to fight laser cyborgs as a non-cyborg without instantly dying. I'll probably bump the Flashlight Ammo damage up a little bit though.
DOMinatorxXx420 31 May @ 3:54pm 
So upon testing again.

Number 1 it lags my game badly. I didn't have this problem before nor do I have this problem with other weapons.

Number 2 The laser is weaker it seems. The bullet impact stat in the armory goes to about half the meter. I remember it being distinctly higher and being able to kill non shield targets, even space marines, with ease.

3 I honestly thought the cyborg laser was the ultimate weapon, however now I started using the mark 2 rail guns in the mod with them.

I deleted the scenario because it wasn't working like I wanted to. I'm going to make a new one on tanoa with the rail gun cyborgs fighting, someone. I'll likely upload a video showcasing the scenario and hopefully create a thumbnail for it. (I don't know how to create a thumbnail.)
brendob47  [author] 30 May @ 1:44pm 
Config-wise, the blue "Flashlight" and the green "Pulse" lasers have the same speed and can be fired out of the same weapons. The "Flashlight" is in the same damage class as a 5.56 rifle, but with considerably higher penetration, while the "Pulse" laser is roughly in the class of a 20 mm shell. I just ran some testing in ACE and they both seem to be functioning as advertised with custom laser damage.

Side note, what are your thoughts on the laser gun fire rate? I'm thinking of slowing it down a bit.
DOMinatorxXx420 28 May @ 7:49pm 
I'll check this weekend as I can't play it rn but I'll let you know. I made a scenario and uploaded it to steam using the green cyborgs if you want to check it out, I don't know how to put a thumbnail but if you play it and give me some tips I'll upload more scenarios using the warzone 2100 mod.
brendob47  [author] 26 May @ 5:13pm 
Problem noted - mind checking if this is with ACE only? I'll make it a high priority item since I have custom damage configs for ACE lasers. Nothing should have changed in the vanilla game which affects laser ammo (config-wise, they're a bullet with special FX)
DOMinatorxXx420 24 May @ 1:12pm 
The cyborg laser seems to have been nerfed beyond being useful, can you restore the previous version of the weapon please that shot yellow lasers, or if they are still green make them move with the speed of the previous version and their damage.
DOMinatorxXx420 25 Jan @ 12:25pm 
I've gotta say, this is one of the best mods on the workshop. It is a constant in my load orders
David 3 Jan @ 9:25am 
i fucking love you
brendob47  [author] 14 Dec, 2024 @ 12:09pm 
Thanks! I have an update currently being made to integrate the features of the latest Aegis update, and some new things like adding motorcycles with an FFV seat for even more Mad Max vibes
Leon Portier 14 Dec, 2024 @ 10:10am 
wow this is till active, nice!