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Combined with the LoS penalties, it would bring forward the infantry's role in close terrain fighting. Fighting deep in the woods from inside a tank should be a complex form of suicide.
They really did engineers dirty in this game. Real combat engineers are all about mobility and counter-mobility, not urban knife-fights - that's the infantry's job. I can understand not wanting to implement minefields and wire for the sake of pacing, but you'd think they'd give a nod to the actual role different units play.
I will definitely consider this, but it might be some time before I can implement it. I'm admittedly still new to WARNO modding, so I'd have to investigate how to add the radius to the engineer units (an idea I really like btw). In theory it would be possible to do this, but it would require adding an entirely new type of radius similar to the ones command units have.
I use python scripts that parse through the game files to implement the changes I make to them every time an update for Yokaiste's Sandbox Mod or WARNO comes out. This helps with pushing updates out quicker, but can make it difficult when it comes to added new code to a file rather than just changing simple values as sometimes the scripts are a little finicky and require tuning.
Edit: One concern I have though is how the AI would respond if at all to this change. I'm worried they may just get stuck instead of going around when encountering woodlines.
Yeah, the AI question is one I can't really speak to. I don't know how much pathing/time estimate assessment it does when it chooses routes. Worth experimenting with, I suppose.
It might be more possible to make the deep woods, further than say 20m, impassible to vehicles full stop, but I don't know if you can parse that from infantry, or if it considers all land units to be the same for terrain. I know I've seen some absolutely absurd hill climbs with AFVs scaling cliff faces, so there is definitely room for improvement there.
(Germany, AA, Gepard 1A1)
(Belgium, AA, Gepard B2)
(British, AA, Skyguard CV 35mm)
Oerlikon GDF 35mm
(Netherlands, AA, Cheetah PRTL)
has way too short range(1200/2825/3000m)
compared to
20mm vulcans (2400/4950/4550m)
Also, PACT's AA guns got short range compared to 20mm vulcan too.
I think they need to be matched on 20mm Vulcan PIVADS range, GDF 35mm should got range up to 5500m.
I suggest (3950/5150/5500m).
20mm Vulcan round has 20 x 102 mm.
35mm GDF round has 35 x 228 mm. (x1.75 thicker, x2.23 longer)
*recording to https://www.wikiwand.com/en/articles/Flugabwehrkanonenpanzer_Gepard
35 x 228 mm FAPDS Round has effective range of 5.5km.
Great catch!
This is not as it should be, and I'll get it fixed. It seems as though I missed a view weapon systems in the Ammunition.ndf file when modifying engagement ranges.
Thank you!
Edit:
These will be the new ranges for the Gepard (just an exmaple).
GRU = Ground Targets
TBAGRU = Heli Targets
HAGRU = Air Targets
Your mod is amazing; it really adds extra depth to Warno, allowing players to craft their own combinations of troops and adjust their strategies by exploring different setups, simulating a more comprehensive war scenario that logically follows the initial moments depicted in vanilla Warno.
If I may be so bold, I’d like to suggest the following: would it be possible to include two extra decks on each side—one locked by nation and another locked by alliance?
Additionally, I’d recommend creating distinct card designs to differentiate between unlimited and limited decks. They are quite different, and matching an unlimited deck with a limited one can lead to imbalanced random PvP matchups. Perhaps a gold frame for unlimited decks could be a simple yet effective way to distinguish them.
In summary, while the chaotic mix of units from every country can be fun, I think introducing more clearly distinguishable and diverse restricted deck options would make multiplayer matches far more enjoyable for a broader audience.
Thank you for taking the time to read this! No matter what, I want to say that your mod is incredibly fun, and I hope it continues to grow even better.
Thanks for your work, sir!
You're most welcome, and I'm very glad you enjoy this mod :)
Though I must clarify that I am not responsible for the creation of those features (divisions, decks, UI designs, etc.)
All of those features have been ported over from Yokaiste's Sandbox Mod. I like your suggestions but would recommend that you send them his way. My expertise in WARNO modding is more-so to do with making gameplay mechanic changes, such as the ones in this mod.
I wanted to separately thank @shadowofchernobyl for his work.
I chose between three mods Spearhead, Warno'90, and Warno Tactical Overhaul. I could not install the other two others
Of the pluses, I would like to note:
1. The infantry finally became playable. Anti -tank weapons finally help her live, and are not just present for show.
2. Those passed when by Abrams or Leopard it was possible to release 10+ charges from RPG or ATGM and not destroy it
3. The tanks did not cease to be formidable force, but now they require accompanying in the form of intelligence and setting smokes when the occurrence is a big plus
4. Intelligence has become more relevant.
5. The current LOS forces acting more tactful it is great
In general, the game has become like Steel Division 2 and this is very cool
Which seemed less interesting and requiring corrections
1. The duration and radius of the smokes, as already mentioned, I chose a modification of the three attached, in one of them there was such a change and it seemed to me that an increase in the time of smoke and its radius was a good idea. This is taking into account the fact that all the same gameplay in your fashion makes you use smokes even more.
2. Glasses and income. Since my friends and I play only the Army General. I do not know what changes are there in skirmishes. However, the time of receiving points during the battle in the campaign is inconveniently distributed. 40 seconds and we get a small profit and we can order a maximum tank, this is clearly not enough. As I understand it, AI receives the same amount too. As a result, we get a situation when, after a starting purchase, we cannot respond to a critical situation in separate failed directions, since there is no way to purchase a shock group. And one by one tank or infantry is a suicide. It would be nice to correct income.
3 time of the game and the speed of units. A separate plus that now we can bypass the opponents from the flank, however, taking into account the game from AI to the general of the army, this turns into a tiring expectation while your troops reach where necessary. There is enough time for maneuvers, the bypasses and this is good, but at the same time the actions of the troops themselves are longer. The speed of units is low, I understand that this is a tribute to realism. However, I think the right solution would be an increase in infantry speed by 20-25% and transport by 15%.
4. An interesting change was made in one of the mods. The advanced deployment was reduced by 40-50% or more or less equal to intelligence and landing. I believe that this is a good addition to its balance.
5. Demolition Charge's throws distance is too small. I am well aware that in reality few people throw grenades into 100-150m. However, for the balance and to use this function as such, I believe that it is necessary to increase the distance of the throw. Otherwise, it turns out that my sapers' detachments must first come closer close to the enemy’s fire in order to use this feature, which is extremely rare, because they either shoot or run.
6. It is possible to increase the life of the infantry so that there is an opportunity to get out of the shelling and fire
I understand that not all my proposals are compatible with the concept of creating complete realism. But it cannot be, the game should remain a game and there should be its nuances somewhere
All this of course, only my modest opinion, perhaps you will not agree with me. However, I hope that some listed changes will interest you and will be made
I actually agree with a few of these, particularly numbers 3, 5 and 6.
Here are my current thoughts:
1. I'm a little wary of increasing smoke time/radius as I've given vehicles more smoke launcher ammunition. I fear that increasing these values would be problematic for PvP players using this mod.
2. I personally haven't touched the income values in the game, but maybe Yokaiste has. I also unfortunately cannot attest to the issue you face in Army General as I almost exclusively play Skirmish. I also don't believe I'm understanding your issue fully. Are you facing issues where you are unable to buy a full company-sized element at the beginning of the match? I apologize for my Biden brain
3. I agree with this, as my gameplay has been a bit slow as well. I will experiment with slightly faster unit speeds and try to find something that is more enjoyable but also believable.
4. As of right now, I would like to leave this as is. I personally like having the forward deployment as it compensates for the extra time it takes for units from the spawn to reach the front, and it also simulates units already being on the front, so to speak.
5. I agree with this as well, and will probably give it a range similar to the one I gave the smoke grenade. It may seem unrealistic, but if nothing else, players can pretend that it's a 40mm HE grenade from a grenade launcher.
6. I don't want to give more infantry more health as of now, but what I will do is give them a damage reduction bonus while stunned, simulating the infantry "going prone" or taking cover when attacked with artillery or other overwhelming fires. I've also been planning on finding the game code responsible for damage reduction in forests and buildings, and give a slight increase to that for infantry only.
I appreciate your criticism and will keep it in mind. These changes will be in either the next update or the one right after.
Thanks for the answer and sorry I couldn't answer quickly
2. question with points and income.
I can send you a link to YouTube youtu.be/FW_KNRKHFVk where I will show the income problem in a 5-minute video
There you can clearly see the situation when the points received in the allotted time of 60 seconds are not enough
I suggest either reducing the time for receiving points for buying units, or making it give more points per minute of time.
On the other questions, I am glad that we agree, thank you for your mod. If I have any more ideas, I will definitely write
Ah yes I see what you mean. Given that at the beginning of the video, it says "очки усиления в минуту" (Points gained per minute), I will see about multiplying the amount of points given per minute by 2x or 4x rather than changing the time to say, 15-30 seconds. I'll implement these changes in the next update.
Thank you so much
1 - Would it be possible to make a garrisonable supply unit? Something like say an engineer squad that has a supply amount/radius that I could put into a building? Some of the maps like Chemical and Factory could really benefit from something like that.
2 - Any way to improve the way Counter Battery or Fire At Will works for artillery? Right now, if the AI queues up multiple units to fire, counter battery only returns fire on the first one. Something like a primary/secondary/tertiary Counter Batter fire. Same with Fire at Will - Maybe a way to designate/prioritize targets so that CLU focuses on infantry, HE on buildings etc.
As I said, great mod and if this is something that won't work, I am totally fine with the way it is now, just a few ideas.
I could actually maybe add #1. Maybe give engineer squads like 300 supply to play around with or something. This should just be a few extra lines of code added onto the unit in the files. I'll look into it
As for #2, I don't think that's possible at the moment with how the game is built. If it is, I'm sure it would require monumental effort towards completely rewriting the counter-battery code. I'll look into this as well, but I don't expect it to be possible.