WARNO
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Warno Realism Improved
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3.446 MB
28 Mar, 2024 @ 11:59am
11 Feb @ 3:23pm
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Warno Realism Improved

Description
Updated to v146198

This mod aims to make WARNO more realistic and immersive, by slow down combat and changing some game mechanics, such as the logistics and vehicle damage systems to be more realistic. There are also new freebuild decks with all units of a nation/alliance 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 are twice the vanilla range
- 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
- Infantry can enter destroyed buildings

Logistics Overhaul:
- Increased capacity of supply vehicles and FOBs
- Added Field Supply Points, a new type of "mini-FOB" that can be spawned in a transport truck or helicopter, and dropped anywhere on the map.
- Supply vehicles can no longer repair unit hitpoints, only FOBs and Field Supply Points can.

Infantry Overhaul:
- Significantly increased damage resistance for infantry, especially in buildings and forests
- New suppression and morale system, infantry gets offensive debuffs and defensive buffs, the lower the morale drops. This keeps infantry longer alive, to provide better chances to withdraw units before they get destroyed.
- Slowed down infantry movement speed to realistic values
- Increased the forward deployment range of "infiltrator" units, such as PSSE significantly.
- RPGs can target helicopters at short ranges
- HE ammo for more infantry rocket launchers (Only RPG-7 Frag yet).

Vehicle Damage System Overhaul:
- Shells have a chance to bounce off and deal no damage, depending on projectile AP value and target armor value
- Damage is no longer affected by AP value or angle, what matters is if the shot penetrates the armor or not. Additional damage may be caused by critical effects.

Critical Effect Overhaul:
- Critical effects are much more likely to occure. Effect probability depends on which side of the vehicle was hit.
- Ammo or fuel explosions cause insta-deaths.
- Some criticals require repair vehicles to fix, like "Engine Destroyed"

Better ERA / Composite Armor System:
- Vehicles with ERA or composite armor get +8 armor rating on top of their base armor, representing the increased resistance against HEAT weapons.
- Weapons that are not affected by ERA/composite armor, like tank APFSDS or tandem HEAT weapons ignore this additional armor.

Vehicle Changes:
- Realistic speed values for most vehicles
- All vehicles with thermals have increased optic strenght
- Seperated vehicle ammo types (e.g. tank AP and HE ammo) into individual weapons
- Adjusted various armor, penetration, range, accuracy and reload speed values to be more realistic
- All autocannons have their IRL 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:
- MARS/M270 is now a precision weapon, it fires 4 missiles with a small dispersion radius

Free-Build Decks:
- Decks with all units from one nation, and all units from NATO/WP
- Unlimited activation points

AI changes:
- On the todo list

WIP Future Content:
- Improved unit availability reflecting real life TO&Es (partially implemented)
- Realistic more historically accurate battlegroups for Skirmish + AG
- high altitude bombing
- UI tweaks for more plane slots

Known Issues And Bugs:
- The AI cannot use FSPs properly

If you want to report bugs, provide feedback or have an idea for future content, please let me know in the comments below!

Mod Source Code:
Source code of the python script used to generate this mod:
https://www.dropbox.com/scl/fo/s5dycwvfew2cd9fn1a6z5/AN17fIoZzC8ruKGbqh9Y_B8?rlkey=251xo4n23vde6780liiewpf8s&st=q0jwa5ze&dl=0

To use it you need the WARNO NDF-Parser by Ulibos:
https://github.com/Ulibos/ndf-parse

You may have to copy the links manually into your browser, otherwise they might not work
549 Comments
Caffer1 24 Feb @ 1:13pm 
Thanks so much for great mod @dershredder ! I appreciate you updating it to keep it current !!
Der Shredder  [author] 24 Feb @ 7:34am 
@Luigi Those are only for Skirmish.
Luigi ℘ 24 Feb @ 7:00am 
Im playing Army General, how do I deploy Field Supply Points, "mini-FOB". Was it through the transport truck or helicopters? In that case - how?
610731050 18 Feb @ 10:05pm 
To make your mod more realistic, can you create a new deck system like SURM (for example, one M1CP corresponds to 13 M1s), and make it impossible to repair units and replenish troops?It's too realistic
Der Shredder  [author] 18 Feb @ 9:23am 
@Murgs
The performance problems with (very large) decks are known issues in the vanilla game, should be fixed with the next hotfix, according to Eugen.
Murgs 18 Feb @ 1:43am 
Yes, deleting all my previous saved BGs fixed the issue.
Murgs 17 Feb @ 9:39pm 
@All

I haven't played in a while, and when I loaded up the mod today, all my saved battlegroups were mixed up, British became PACT and everything was jumbled. When selecting a battlegroup, the window that shows the makeup of the group was mostly white...

On top of it, the game was lagging terribly and I zeroed it down to this mod.

I deleted all my saved BGs and I think the problem is now fixed. So if any of you had this issue this may be a solution, will update.

About to create a group and play - have a nice day...

Thanks again @Der Shredder for a great mod.
610731050 16 Feb @ 11:56pm 
Can you adjust the aircraft slots to 12? And add features to those vehicles with TVD (description: optics +1)
Murgs 15 Feb @ 8:07am 
@x973ice

Thanks, as I said, never gave it much thought until now, glad you understood my Q, in retrospect it probably wasn't the best worded.
x973ice 14 Feb @ 3:41pm 
@Murgs
the thickness is measured perpendicular to the plate face so yes thickness is thickness