WARNO
RebsFRAGO
1,108 条留言
RebelSoldier  [作者] 10 月 25 日 上午 7:55 
@cojoes my testing partner is working on creating a 1:1 scale charmarus using the real height map exported from Arma, but it will be a separate workshop download from this mod so it is accessible to all players.

As for this mod, no new major content planned either, I am not a modeler so the new units I can make is limited in scope. I will need to have a larger developer team for something like that; this has largely been a solo project.

I will continue to be doing division adjustments and rebalances, and adding more units when I can come up with them. I would like to make another PACT division but I'm not sure after that how much UI room in the armory will be left over, especially after the next dlc.
RebelSoldier  [作者] 10 月 25 日 上午 7:49 
@cojoes I generally add mechanical overhauls when the good idea fairy hits me and I crunch the numbers and find it to be feasible. I might have more adjusting to do on critical chances or armor resistance modifiers but nothing major planned atm, after all I have just implemented some big changes. The gameplay is about where I want it to be except for the AI; the game simply doesn't have the infrastructure necessary to make AI truly good.
RebelSoldier  [作者] 10 月 25 日 上午 7:46 
@cojoes Glad to hear and you dont need to have money. The best I can ask of you is to tell your friends about it and maybe help tell people about the mod here on reddit or wherever you find people interested in the game.

So far it seems like I have been the only one who will advertise it or anything, and unfortunately that won't last forever if I cant find a community who are willing play it and propel its development along without just me doing it.
cojoes 10 月 24 日 下午 4:17 
Also, do you have a buymeacoffee link or something to support the project?
cojoes 10 月 24 日 下午 4:17 
Hey Reb, do you by any chance plan to keep adding new features, updating paramaters (realism/balance), and some new divisions? Sorry, just checking because I've become obsessed with this mod lol.
RebelSoldier  [作者] 10 月 24 日 上午 10:36 
@Linkraven Thanks for the report I'll get a fix up immediately. I think I found the issue, it looks like it is something Eugen screwed up but fixed on their end after i got the unit in the mod
Linkraven 10 月 24 日 上午 10:00 
Hello, there seems to be an issue with the West German Tornado IDS (SEAD) from 1st Luftland and 5th Panzer, their HARMS can't align to shoot any radar AA for some reason
Oberlion 10 月 21 日 下午 1:21 
@RebelSoldier
As always, many thanks to you for your effforts.
RebelSoldier  [作者] 10 月 21 日 下午 12:27 
@oberlion Ok will check it out,appreciate it. A fix for the recon helis should be up here in the next 30 min or so
Oberlion 10 月 21 日 下午 12:25 
@RebelSoldier
I also noticed in USASOC that Green Beret Leader have access M1008CUCV pickups and huey despite being a 12-men squad and Green Berets 6-men squad had access to the M35 truck. I think it would make more sense to swap these transport options.

Just my opinion though, no pressure.
RebelSoldier  [作者] 10 月 21 日 下午 12:02 
@papajack1 It's np and I didn't feel you were. Yeah unfortunetly the reason alot of games do make concessions to "realism" is because of engine restructions, and I think the vanilla infantry move speeds is one of those. New systems would have to be built for AI to exploit the mod's completely. Ultimately I build for the best tactical multiplayer experience possible and how AI manages is a secondary concern. Ofc, I do my best to make them fit my changes, but I am not going to change my methodology for exceptions they create.

And yes I have modde/added in music. All the original vanilla music is retained in battle plus some new soundtracks. On the main menu I am currently arranging something that has a bit of a 90's techno-thriller vibe that is more appropriate and feels less redundant
RebelSoldier  [作者] 10 月 21 日 上午 11:55 
@Oberlion Ok thanks for the report I will check it out and should have a fix up soon
Oberlion 10 月 21 日 上午 11:34 
Hello @RebelSoldier
I just found a bug with CTD. Message is "Token 'Heli_recon' not found in TBUCKTool texture bank."
I was playing Div. du Rhin against a soviet 16ya Spetsnaz. Just called a allouette III reco wit allouette III atgm. Probably the origine of the bug I imagine.
papajack1 10 月 21 日 上午 11:02 
Oh I'm sorry if I sounded confrontational. I wrote this off the back of a 3v3 where I got left to die on the frontlines by my allies and I got a tad heated.

Modding in rifle grenades was inspired and I quite enjoy some of the changes, evne if there are side effects. Also, did you mod in extra music?
RebelSoldier  [作者] 10 月 19 日 下午 6:38 
@papajack1 As mention below it's not anything I have controI over, aIot of AI behavior is hard coded'
It is likeIy the result of the AI reacting to the suppression/rangescaIing changes and not having the Iighting movement speed that vaniIIa has to compensate
papajack1 10 月 19 日 下午 6:28 
I adore the mod but seriously what's with the AI dumping it's infantry 10 billion miles away from the objectives?
IronSide Gamer 10 月 19 日 下午 1:53 
@RebelSoldier Thank you so much
Vader 10 月 19 日 下午 1:44 
@RebelSoldier nice, will definetly have to try the mod now :D
RebelSoldier  [作者] 10 月 19 日 下午 12:57 
@Vader All that and other big changes as well. Complete overhaul of the mission list and their priorities which they use to spawn units and make attacks; complete overhaul of their spawn compositions for those missions (eg., the AI were spamming all manpads first instead of infantry with vanilla values) and so on. Defense placement priority is also altered (though the amount of control the game gives me is limited) so AI are generally pretty good about setting long range radar batteries up in good visibility locations, with specific missions for those spawns, etc
RebelSoldier  [作者] 10 月 19 日 下午 12:51 
@IronSide Gamer I recommend pretty much the same, except probably a bit higher curve to basically act a population cap for the AI. So, probably 3-4%. The AI unfortunately is still inefficient about concentrating forces and arranging a proper killchain they they will always spawn faster than they can kill each other on default settings.
Vader 10 月 19 日 下午 12:30 
Are there any other changes for the AI to make it smarter, or is this list all of the changes?:
- AI has higher resource multipliers per difficulty level and are evenly graduated.
- AI artillery will most greatly prioritize counter-battery fire and establishing artillery superiority.
- AI has a longer duration memory of player assets and positions.
IronSide Gamer 10 月 19 日 上午 10:53 
I have two questions:

1) In the guide there is this "These are settings that I recommend for a 3v3 Conquest game, for example: - 3000 starting Command Points (1500 for inexperienced players) - 1x Command Point Income - 2% Command and Control (every unit deployed by a player reduces their income by 2%) - 90 minute time limit - 9000 point limit"
I usually play against the CPU, what settings do you recommend?

2) Do I have to create a deck for each battalion?
loofa 10 月 18 日 下午 6:06 
ah i see thank you for clearing that up for me
RebelSoldier  [作者] 10 月 18 日 下午 5:13 
@loofa AI spawns plenty of infantry, you likely aren't seeing them much because they have high concealment and take a minute to get to a shooting position. AI like to dump their infantry out of transports a bit far from the front for my liking but I don't think it's something I have much control over.
loofa 10 月 18 日 下午 5:09 
for some reason the enemy AI doesn't spawn in any infantry units, I have no idea why I really think I'd enjoy the way this mod goes about changing the gameplay but I cant try it properly, if someone could help id be so appreciative
Room360 10 月 18 日 上午 8:33 
@RebelSoldier That's great to hear. You're awesome.
RebelSoldier  [作者] 10 月 18 日 上午 1:07 
@Room360 Ok posting a fix
RebelSoldier  [作者] 10 月 17 日 下午 11:53 
@cojoes glad to hear, thanks for playing
RebelSoldier  [作者] 10 月 17 日 下午 11:52 
@Room360 It's a serialization problem, there is a specific unit that is not serialized. I'll have to find which one
Room360 10 月 17 日 下午 6:32 
@RebelSoldier I think I found a bug. Whenever I make a deck for MNAD, it never saves. I can spend a few activation points and it works fine, but if I spend ~65-72 and save it, it disappears from my list of decks. I tried it 4 times at different activation point spends and every time, the deck would disappear. Are you able to recreate this on your end? Thanks in advance!
cojoes 10 月 16 日 下午 2:53 
I have played a lot of realism mods for Warno, but this one is one of, if not the best realism mod I've played. Good work.
RebelSoldier  [作者] 10 月 16 日 上午 4:35 
@Everyone I apologize for the frequent updates, been working alot of different things as well as running Southag damage control, if you need changelog info I keep in the discord, the link in the mod description here
RebelSoldier  [作者] 10 月 16 日 上午 4:32 
@Oberlion I tightened formation size up by 20% so infantry would be easier to see in the armory yes, but the mod still disperses them much more than in vanilla
RebelSoldier  [作者] 10 月 16 日 上午 4:31 
@NP thanksfor playing!
Room360 10 月 15 日 下午 6:53 
@RebelSoldier Thanks for the clarification!
Oberlion 10 月 15 日 下午 2:16 
In the armory (didn't play tonight cause of deck wiped out), infantrymen are standing shoulders to shoulders. It makes it easier to see them all esp. for large squads but I was surprised since it wasn't a thing previously.
RebelSoldier  [作者] 10 月 15 日 上午 10:12 
@Oberlion you're going to have to be more specific, I edit squad formations to be pretty loose. Multiselect formations are not changed.
Oberlion 10 月 15 日 上午 9:55 
It seems the infantry is now tightly packed like in Steel Division using this mod. Is that intentional ?
RebelSoldier  [作者] 10 月 14 日 下午 7:26 
@Room360 It's a feature. 14th represents a reunification division, as it was historically
Room360 10 月 14 日 上午 8:48 
@RebelSoldier, I noticed that if you create a deck using the 14. Pz. Grenadier, it includes units from both East and West Germany. The other German decks don't have this, so I'm not sure if this is a feature or a bug. Thank you for a great mod!
RebelSoldier  [作者] 10 月 11 日 上午 5:23 
@Bartek also you have to rmember that the game is range scaled while movement speed is not, therefore the effective rates of fire, ammo consumption and resupply also have to be scaled. Resupply times are not a fixed value, they depend on how much supply the unit has actually used.
RebelSoldier  [作者] 10 月 11 日 上午 5:17 
@Bartek I've already overhauled supply and reload times and they have to be scaled with that of aircraft. Aircraft has infinite supply and the game limits the maximum supply value I can set (hence all supply values are 1/10 of one kg.) It wouldn't make much sense if aircraft could run on cycle without the same resupply schedule that applies to the ground units. It would make them already way more overpower than they are.

Refueling and repairing requires both units to be stationary and out of combat. That is a difficult thing to do in alot of MP games, and while the exchange doesn't take long the actual time spent rotating those units is also pretty massive. If you play with C&C a surplus amount of supply vehicles will inhibit your income.

I've balanced the whole mod around infantry replenishment, which is a core vanilla game mechanic. The cost of replacements is equivalent to the weight of a man in the mod.
Bartek 10 月 11 日 上午 4:50 
I've noticed that the Rebs Frago mod focuses on realism. What do you think about the ammo and fuel resupply time for combat units? Replenishing a tank or helicopter takes literally seconds. In my opinion, extending this time would be more realistic. I'm also curious about replenishing infantry units with a logistics vehicle? Steel Division didn't have such a feature.
Dog With a Machinegun 10 月 10 日 上午 10:02 
Ah, okay fair enough
RebelSoldier  [作者] 10 月 10 日 上午 9:41 
@Dog With a Machinegun It's just different flavors of infantry for the Soviets. They get the motorstrelki with the TTsko camo and two RPK's as opposed to one PKM.
Dog With a Machinegun 10 月 10 日 上午 9:30 
is there any particular reason why 27th Guards Moto didn't get Guards infantry like a lot of the other guards formations? It and 3rd Guards are the only 2 that don't get any
RebelSoldier  [作者] 10 月 10 日 上午 7:55 
@Bartek I mean, there's around 3000 unit files in the game every unit has its own number, but I have been thorough about being consistent. Most tanks and ifvs have concealment values in between 1-3, The smallest infantry units (eg., snipers) is 7.2. The largest infantry squads are 0.8. The lowest concealment planes are about 0.4, and the highest are just under 0.7, which is a substancial difference at range. The F-117 and the recon drones are the exceptions, the recon drones are about 1.2 and the F-117 is a pretty whopping 2.68.
Bartek 10 月 10 日 上午 7:38 
I asked about specifics because that's simply my inquisitive and perfectionist nature. :) So, I don't need to delve into the numbers. I simply need to play, and with experience, I'll better understand the approximate distance at which I can be spotted or spot an enemy, and how to effectively hide. Thanks again for your work. It's been a while since I've seen such a complete and playable mod as yours.
RebelSoldier  [作者] 10 月 10 日 上午 7:25 
@Bartek Infantry in the mod are treated as area targets, so yes pretty much all anti-personnel fires are suppressive fires. Additionally another consideration that I have for rates of fire is rangescaling, the range scale of the mod is 2x, while unit speeds themselves are unmodified by this, so I err on the side of highest sustainable rates of fire to account for those dramatically shorter closing distances.
RebelSoldier  [作者] 10 月 10 日 上午 7:22 
@Bartek Optics has been totally overhauled. Caps on sight have been effectively removed, so all spotting is done through optics values.

In the vanilla game, all stealth and optics values are at fixed intervals, the thresholds of which you see are displayed on the unit card. However, in the mod, I calculate stealth for infantry and crew served weapons by their unit size, stealth for vehicles by their height, and stealth for aircraft is curved by their estimated RCS. Radar air optics values are themselves curved by their real life detection range against a trackable target. Other activities modify stealth/concealment, such as shooting or being stationary. In the mod suppression against infantry also increases their stealth, because it is implied that their use of microterrain and cover has increased.

I don't know what specifically the calculation looks like that puts all this stuff together but I have tuned it to what I have found to be satisfactory.