Arma 3
ZEUS WARGAME [RTS mod]
Max Shadow 1 Jun, 2023 @ 5:04pm
A few suggestions
Hey, I just tried this mod, and I think it's pretty cool, although there's room for improvement. I'd like to make a few suggestions:

1) The automatic popups are pretty annoying (hover menu, group info). When you hover over a moving vehicle, it's hard to click on the menu items, they keep disappearing. The group info popup blocks the view, and it also gets stuck when you open a Zeus Enhanced menu by double clicking a squad icon. I think both menus should work like the tactics menu, by holding a different key binding.

2) Ordering a vehicle to "take cover" behind another vehicle makes the driver clip through the vehicle and do a run animation. Vehicles should ignore this order.

3) Some things could be automatically calculated instead of having to define them manually. For example, detecting artillery vehicles, setting the number of available grenades and explosives based on the units inventories (with a configurable array of custom grenade and explosives classnames), or automatically assigning a unit as heavy weapons if it's manning a deployable weapon or carrying a deployable backpack. Looks like this is already in the game, my bad

4) If none of the selected units is able to follow a specific order, it should be hidden from the tactics menu, or at least greyed out. For example, engineering or explosives.

5) Some scripts could be turned into EDEN modules, to make them easier to place and configure without having to use the composition.

6) A checkbox in addon settings to completely disable this mod would be nice.

7) A slider in addon settings to change the time multiplier when using planning mode would be useful.

8) To avoid confusion, planning mode should only spawn handles for the selected units and vehicles, not every existing unit. Maybe this behavior could be toggled with an extra addon setting.

9) Planning mode can be activated outside Zeus. It's probably better to block this to avoid potential problems.

But overall it's pretty good. I think this has the potential to become something huge. The planning mode is one of the best features I've seen in a mod, and one I miss from the old C2 mod. Keep up the good work!
Last edited by Max Shadow; 1 Jun, 2023 @ 9:01pm
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Showing 1-12 of 12 comments
Jacktheviper  [developer] 2 Jun, 2023 @ 12:02pm 
Thanks for the well thought out post, you have some good suggestions that I'll take into consideration for future updates.
Canelo 21 Jun, 2023 @ 11:26am 
I've played alot of Men of war and this mod with testing and stuff seems to be on the right track to be almost a full-fledged RTS in arma 3. Is it possible to add unit mechanics such as break contact, or bound forward? Thank you very much
Jacktheviper  [developer] 22 Jun, 2023 @ 10:22am 
Originally posted by Canelo:
I've played alot of Men of war and this mod with testing and stuff seems to be on the right track to be almost a full-fledged RTS in arma 3. Is it possible to add unit mechanics such as break contact, or bound forward? Thank you very much

Thanks, the classic Men of War is one of my favorites games too.
Although I feel like the player can execute these actions pretty well using the Planning Mode, it may be possible to automatize them to some extent to reduce the micro.
kgp227 25 Jun, 2023 @ 1:24pm 
Would you consider adding modules for cover positions that could be used in the eden editor? DCO Soldier FSM has something like this, however that mod clashes with the cover system in your mod, so can't really use both together.
Jacktheviper  [developer] 26 Jun, 2023 @ 5:10pm 
Originally posted by Fear | kgp227:
Would you consider adding modules for cover positions that could be used in the eden editor? DCO Soldier FSM has something like this, however that mod clashes with the cover system in your mod, so can't really use both together.

I'm not exactly sure what you mean, what would be the function of the modules?
I added an option to disable the take cover action entirely.
kgp227 26 Jun, 2023 @ 6:19pm 
Originally posted by Jacktheviper:
Originally posted by Fear | kgp227:
Would you consider adding modules for cover positions that could be used in the eden editor? DCO Soldier FSM has something like this, however that mod clashes with the cover system in your mod, so can't really use both together.

I'm not exactly sure what you mean, what would be the function of the modules?
I added an option to disable the take cover action entirely.

To set up prepared positions to fight against would be the idea. Sort of like this
https://youtu.be/BVRzvnMtD9s
Jacktheviper  [developer] 26 Jun, 2023 @ 7:14pm 
I see, that's pretty cool, I don't really have plans to add that kind of system at this moment, you can just disable suppression from units you don't want to be affected by suppressive fire from my mod.
You can either use 3den enhanced to disable it on units in the eden editor or Zeus Enhanced during gameplay.
Tiger Mafia 9 Jul, 2023 @ 2:38am 
I would like to suggest some quick things:
1.adding some contextual actions based on special features like: -.land/fast rope for helos
-.Drop bomb for fixed wings
-.artillery on point (I know you can use it via suppression but it would be easier with a proper interface)
Congratulations for the mod Idk how I've could been playing without it
kgp227 10 Jul, 2023 @ 9:11pm 
Originally posted by Jacktheviper:
I see, that's pretty cool, I don't really have plans to add that kind of system at this moment, you can just disable suppression from units you don't want to be affected by suppressive fire from my mod.
You can either use 3den enhanced to disable it on units in the eden editor or Zeus Enhanced during gameplay.

No worries, I found a lighter weight alternative anyways
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2781057968
Jacktheviper  [developer] 12 Jul, 2023 @ 3:30pm 
Originally posted by Fear | kgp227:
Originally posted by Jacktheviper:
I see, that's pretty cool, I don't really have plans to add that kind of system at this moment, you can just disable suppression from units you don't want to be affected by suppressive fire from my mod.
You can either use 3den enhanced to disable it on units in the eden editor or Zeus Enhanced during gameplay.

No worries, I found a lighter weight alternative anyways
https:// steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2781057968

That's an interesting mod, these custom garrison points are probably picked up by the Occupy Building function, although the function will give priority to other already existing positions.

Also I believe the O.T expansion mod has an invisible building position object that provides a similar function:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1923321700
Last edited by Jacktheviper; 12 Jul, 2023 @ 4:18pm
Jacktheviper  [developer] 12 Jul, 2023 @ 4:22pm 
Originally posted by Tiger Mafia:
I would like to suggest some quick things:
1.adding some contextual actions based on special features like: -.land/fast rope for helos
-.Drop bomb for fixed wings
-.artillery on point (I know you can use it via suppression but it would be easier with a proper interface)
Congratulations for the mod Idk how I've could been playing without it

To use artillery support you need a group with the Forward Observer trait (looks like a binoculars) and a group with the indirect fire trait (looks like a mortar bomb).

To check the traits, press ' I ' when a group is selected.

Select the Forward observer and use the tactical menu option to call for fire support, the mortar unit must be within communication range of the Forward Observer or have a HQ group connecting the them, you can check this on the map screen, it's a blue circle drawn around your selected units.
Last edited by Jacktheviper; 12 Jul, 2023 @ 4:22pm
kgp227 30 Jul, 2023 @ 9:13am 
Since we have a garrison building feature, it would be nice to have a "clear building" command as well. There is another mod I use for this purpose at the squad command level called Tovas AI improver and it is very responsive as far as clearing buildings is concerned. Is this something you could take a look at?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2453964790
Last edited by kgp227; 30 Jul, 2023 @ 9:13am
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