Arma 3
620 ratings
ZEUS WARGAME [RTS mod]
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
3.141 MB
12 Feb, 2023 @ 3:18pm
26 Oct @ 8:04am
177 Change Notes ( view )

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ZEUS WARGAME [RTS mod]

In 1 collection by Jacktheviper
ZEUS RTS MOD MISSIONS - [Zeus Wargame mod]
21 items
Description
"Establishing Battlefield Control... standby"

The Wargame mod is an ongoing project that aims to deliver a tactical wargame on the ARMA 3 engine, featuring new custom waypoints, context sensitives menus, a dynamic cover system, point and area suppressive fire commands, a Planning Mode to give the player more control over his units, a Fog Of War system for multiplayer PVP scenarios and an improved AI shooting routine that gives the AI the ability to select the appropriate weapon and ammo type for their target, better target prioritization and increased engagement ranges.

COLLECTION OF MISSIONS TO USE WITH THIS MOD!


https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2932626341




CREATE YOUR OWN TACTICAL SCENARIOS!


You can create your own complex tactical scenarios using the init modules found in the Eden Editor under the Wargame Modules tab.

Arma 3 Wargame Mod Editor Modules

https://youtu.be/idyaujO_nYg



Playing as a regular zeus

You can press ’SHIFT+H’ to toggle the unit creation menu on and off.

*This mod is compatible with ZEUS ENHANCED.
*It's necessary for both the Server and all Players to have the mod loaded in order to avoid issues.




Basic controls and mechanics manual
[docs.google.com]

https://docs.google.com/document/d/1Wcf4BYvgPA-ebUae6o5F-JN5r3UwdtOUhhqFAQpCi_E/




FUTURE UPDATES

For future updates I'm looking to refine and add more gameplay mechanics and a dynamic mission generator that will work with custom faction mods, so stay tuned!

  • Suppression command overhaul (area suppression and weapon selection)

  • DYNAMIC CONVOYS and MORALE/POW Capture System

  • Fog Of War system

  • Advanced Planning Mode

  • Dynamic Mission Generator

  • Dynamic Campaign Generator (missions linked by an operational layer)



Patreon
[patreon.com]
I love working on mods and scenarios and I want to be able to continue doing so, the funds from Patreon would allow me to arrange more time in order to improve the quality of my content and increase the frequency of updates.
I also take requests for custom missions and mod features.


Another great way to help would be subscribing to my Youtube Channel :

https://www.youtube.com/@jacktheviper1623/featured


Discord
[discord.gg]
Join the Discord server to get news about the mod and find other players.
We play matches every weekend.

https://discord.gg/vugD4Vuawt
Popular Discussions View All (22)
201
8 Sep @ 4:59am
PINNED: BUG REPORT
Jacktheviper
68
9 Aug @ 11:03am
PINNED: Mission making; questions and suggestions
Jacktheviper
11
1 Apr @ 7:15pm
Tank Spinning Endlessly & Disregarding Commands
Xander3
1,269 Comments
After the update, infantry AI likes to leave cover and wander around during battles
Jacktheviper  [author] 26 Oct @ 8:18am 
MAJOR UPDATE:

- Improved AI shooting routine
*better target prioritization, AI selects the appropriate weapon and ammo type for their target, increased engagement ranges, better AI aiming skill customization

-added Set Unit Skill module with the options:
-Aiming Skill
*Set the unit's aiming accuracy
-Max Shooting Range
*The base Max Shooting Range at which AI units will engage targets, the attack range can be increased by long range optics.

-added basic support for the K9 Companion mod by J3FF
-added basic support for the Marby s Critters mod by Marbearis
*can use the path planning mode to control the dog companion and ants movement
*spitter ants attacks accuracy will be based on the unit skill level

This is the most impactful update in a while, with the new AI shooting functions, the game is completely changed.
There are too many changes to list here, check them in the changelog:
https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/2932697000
Jacktheviper  [author] 24 Oct @ 5:24am 
@MaLaKaToN!
You can separate the characters from the squad, either holding CTRL and using the left mouse button to disconnet the characters from the squad, or you can click on the group management menu option at the bottom right corner of the screen and selecting the option to split the group.
MaLaKaToN! 23 Oct @ 12:10pm 
Really nice mod! Good job. One question, is possible that my own character don't move with the squad? I mean only make orders to the IA (my squad)
Jacktheviper  [author] 10 Oct @ 7:52am 
@寂夜HT
The mod checks if there are enemies near the building before attempting to teleport the units.
寂夜HT 10 Oct @ 7:11am 
Your ground vehicle often rotates due to a conflict with the AI logic of the original game. My disabling method can solve this problem, and the mod I developed is also implemented in this way
寂夜HT 10 Oct @ 7:08am 
My translation software is not very good
寂夜HT 10 Oct @ 7:08am 
I reread and found translation error. I humbly request that you modify this item. When the troops occupy a building, the building should be cleared before teleportation, otherwise there will be many dramatic scenes when there are enemy troops inside the building
botted 2 Oct @ 9:13pm 
@Jacktheviper thanks i appreciate it
寂夜HT 2 Oct @ 11:52am 
But do not disable any other functions besides that