WARNO
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Warno Realism Improved v1.2.1
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28 mar, ore 11:59
5 set, ore 8:51
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Warno Realism Improved v1.2.1

Descrizione
Updated to v.131005

This mod aims to make WARNO feel more realistic, by slow down combat and changing some game mechanics, such as the logistics and vehicle damage system. There are also new freebuild decks with all units of a nation to create custom divisions, like in wargame.

You can find a basic overview over the adjustments below, a detailed list of changes can be found in the "Discussions" section.

Scaling Changes:
- Most weapon ranges x2
- Removed unrealistic vanilla distance scaling. In vanilla one "real" meter is displayed as 2.92 "ingame" meters. In this mod one "real" meter is displayed as one "ingame" meter.

Terrain Changes:
- Forests and Ruins block line-of-sight more effectively

Logistics Overhaul:
- Increased capacity of supply vehicles and FOBs
- Added Field Supply Points, which are a new type of FOB that will spawn in a transport truck or helicopter, and thus can be deployed freely on the map.
- Supply vehicles can no longer repair unit hitpoints in the field, only FOBs and Field Supply Points can repair hitpoints now.

Infantry Changes:
- Increased damage resistance for infantry, especially when in buildings and forests
- Slowed down infantry by 25%
- Increased the forward deployment range of "infiltrator" units, such as PSSE significantly.
- RPGs can target helicopters at short ranges

General Vehicle Changes:
- Slowed down offroad and road speeds to more realistic values
- All vehicles with thermals have their optic strengh buffed
- New armor penetration system: AP-shots can fail to penetrate armor if they are too weak, and thus deal no damage.
- Critical effects are much more likely to occure, probability depends on vehicle and side hit and if the armor was penetrated or not

Tank Changes:
- M60 now uses the same 105mm ammo as the M1
- Tank rate-of-fire reduced to more realistic values

IFV Changes:
- Autocannons have accurate rate of fire and more realistic fireing behaviour.
- Units carried by APCs/IFVs have a higher chance to survive the destruction of the APC/IFV.

Artillery Changes:
- Increased artillery dispersion to be more similar to early access warno
- MARS/M270 is now a precision weapon (4 missiles at a small area)

Free-Build Decks:
- Decks with all units from one nation
- Unlimited activation points
- New Belgian division

AI changes (experimental):
- Skirmish AI should use more infantry to attack

WIP Future Content:
- Improved unit availability to recreate real life TO&Es - WIP, partially released
- NATO/PACT freebuild decks - release when above is complete
- Realistic battlegroup templates - WIP
- Aircraft damage and critical rework - testing, release in the next update
- AA tweaks and high altitude bombing - testing, release in the next update
- Soviet Helicopter buff - release in the next update
- Further Damage System Tweaks - Testing, release in the next update
- UI tweaks for more unit slots - planned
- UI tweaks for more plane slots - planned

Known Issues And Bugs:
- In the division designer only the first 10 slots of each category are visible, as the UI has not been changed yet
- The AI cannot use the new logistics system properly

If you want to report bugs, provide feedback or have an idea for future content, please let me know in the comments below!
337 commenti
Murgs 19 ott, ore 22:04 
@All

Please see my post titled "@Eugen Updates and Modders" I don't believe that Eugen takes modders into account when they make so many updates one following another...
Murgs 19 ott, ore 21:50 
@Guy - We all want the mod updated.

Did you read all the other posts wrt this mod and it's updates? - then you should know that @Der Shredder has limited time available atm and that he is doing his best.

Be patient, he will get around to it.
Guy 19 ott, ore 21:34 
Please update this mod, you've made this game playable for me
Murgs 17 ott, ore 23:57 
@Krapov _ @Der Shredder

WARNO has just been updated and many mods have been broken as a result. This is one of the broken ones....

Please see previous posts with respect to updates for the mod.

I'm not sure that @Der Shredder will update the mod now and then again at NORTHAG, unless he has sorted his scripting issue out.

If I were him, I would be aiming for the NORTHAG update - specially if I didn't have the time available.

I'm sure that he will advise shortly.
Krapov 17 ott, ore 15:34 
Hello this beautiful mod is not still working (played with 2 days ago) is that normal ?
Murgs 17 ott, ore 11:53 
@Calcium - It's much more realistic than not having it, because it is actually a thing.

If the helo is hovering, as they do in WARNO, pretty much anyone that knows how an rpg works, can shoot the helo down. Provided it's not out of range of course.
Der Shredder  [autore] 17 ott, ore 11:13 
@Calcium The range at which AT can target helis is quite limited. It is more realistic than a Squad
with 6x AT launchers getting wiped out by a Mi24 hovering 50m above them. Also Black Hawk down exists, so it is quite possible even for untrained individuals.
Calcium 17 ott, ore 10:17 
But is that realistic tho? I am sure some talented individual may have the ability to shoot down heli but I dont think shooting down a heli with at launcher is a realistic approach by any military doctrine...
Murgs 17 ott, ore 8:58 
@Calcium - the ability to shoot down helos with rpgs is a realistic addition, which was added by request, if memory serves.

An old friend of mine had half his squad wiped out, when one of the two Pumas they were travelling in, was hit by an rpg. There was literally nothing left to send home....
Calcium 16 ott, ore 14:16 
Could u remove the ability for infantry being able to shoot down heli with at launcher from ground? also would love see a mix pact/nato deck in the future if possible. Love your mod!! :)