Arma 3
ZEUS WARGAME [RTS mod]
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Update: 26 Oct @ 8:04am

-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

-New Addon Option to disable the improved AI shooting routine and use the vanilla AI system;
*Enable advanced AI shooting; Enable advanced AI shooting", "When activated will use a new custom function to engage enemy targets, disable to keep the vanilla AI behaviour.

-added Set Unit Skill module with the options:
-Aiming Skill
*Set the the unit aiming skill, this affects the bullet spread when the unit is engaging an enemy target or when using the suppression command, choose a value from 1 to 100.
-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, but is limited by the max range the weapon s projectile can reach, choose a value from 5 to 5000.
-Affect synced units only
*Check this option to only affect the units synced to this module in the Editor, otherwise it will affect all units of the same class.

-infantry view range rebalance
*optics will give a limited bonus to infantry view range based on their zoom strength
*reduced base view range for infantry to 1000

-Objective Area Module
*when an owned objective area is being captured by an enemy it will not be possible to redeploy units to it

-added basic support for the K9 Companion mod by J3FF
*can use the path planning mode to control the dog companion movement
*the dog will automatically attack nearby enemy targets it can see

-added basic support for the Marby s Critters mod by Marbearis
*can use the path planning mod to control the ants movement
*spitter ants attacks will be more accurate based on the unit skill level set in the Editor

-added new option to the Air Support module, "Custom image"
*Set a custom image for this option in the Air Control menu, leave as 'default' to display the synced aircraft s default Editor preview image.

-added new option to the Custom Fortifications module, "Side Owner"
*This custom fortification option will only appear to Zeus Players belonging to the selected side, select All for all sides.

-added new option to the Air Support module, "Starting Distance"
*Determines the distance from the target position where the aircraft will be spawned

-if an AA missile is selected in the Air Support Panel, the aircraft will fire at air targets near the targeted position

-changed artillery targetting to follow the mouse pointer instead of being tied to the map grid
-artillery units will resupply automatically from nearby supply vehicles every time they shoot using the Fire Support command

-removed the addon option,"Activate the AI base skill bonus", that set all units skill to 1 that was added before to improve AI reactions (becomes obsolete with the new shooting system)

-smoke grenades launched from grenade launchers lose all velocity at the target position, other projectiles continue at the same speed
-units that are submerged underwater will be harder to spot

-fixed cluster submunitions not hitting the target position when using the Air Support module
-fixed; static objects in the zeus control list were being affected by the path planning mode
-fixed; setting manual target with vehicles would make the vehicle stop being able to engage new targets
-fixed; sometimes artillery units are not recognized and they dont become available for the fire support option

Update: 7 Sep @ 2:37pm

-when placing explosives the engineer will automatically resupply from nearby supply vehicles owned by the player

-increased the max possible spotting range
-vehicles with an active radar will have their vision range doubled when trying to spot flying targets
-aircraft with a passive radar will hve their vision range doubled when trying to spot targets that have an active radar, in order to simulate radar warning receivers
-display a radar icon on the vehicle information sidebar, it can be clicked to toggle the vehicle RADAR ON/OFF

-new addon option; 'Require SHIFT key for FORWARD move'; If checked, will require the SHIFT key to use the FORWARD move vehicle command, right click in front of the selected vehicle to force it to move forward towards the mouse position.
-new addon option; 'Require SHIFT key for REVERSE move'; If checked, will require the SHIFT key to use tge REVERSE move vehicle command, right click behind the selected vehicle to force it to move in reverse towards the mouse position.

-fixed an issue with the suppression command where it would show an error when the T menu was clicked before it was closed while the suppression command was hovered by the mouse pointer (thanks to kgp227 for a detailed report on the issue)
-config tweak to prevent smoke grenades shot from grenade launchers from bouncing around after hitting the ground

Update: 31 Aug @ 11:12am

-Air path planning mode
*path planning mode adapted to flying rotary wing units
*hold ALT to move the path arrow handler vertically
*a vertical line with an aicraft symbol at the bottom shows the position on the screen to click and drag the flight path arrow handler

-Naval path planning mode
*path planning mode adapted to Naval units

-new planning mode shortcut key, hold CTRL while a path arrow is currently selected to freely edit the path

-Engineer fortification command; whenever an engineer unit is going to place a fortification, it will automatically draw supplies from nearby supply vehicles.

-fixed an issue with the disembark command where sometimes the crew would dismount together with passengers
-air support function; added some dispersion to the projectiles fired to slightly increase area of effect and realism
-fixed updating the kill scoreboard for friendly fire

Update: 10 Aug @ 10:44am

-new addon option "Show civilian friendly groups icons"; uncheck this to hide the friendly groups icons from civilian groups only
*jac_displayCivlianFriendlyGrpIcon

Update: 27 Jul @ 2:19pm

-new Journal entry that displays the custom unit list set with the Unit Cost module
-new Journal entry that displays the air support list set with the Air Support module

-killboard
*fixed issue with killfeed and killboard; now showing properly in MP games
*added menu scrolling for more than 10 players

-fixed an issue with Air Support module Paradrop where it would fly at higher altitude than expected

-optimization, 'jac_fnc_zeusAddMSG3D' remoteExec is now called only on 'jac_curatorsLocalList' instead of all localitiess

-changed line of sight function sensitivity to smoke to prevent units from being blinded by thin smoke/dust

Update: 20 Jul @ 7:51am

-added the killboard
*move the mouse towards the top of the screen to see the killboard showing the kills for each side, click on it to see a list detailing the kills for each player separatedly

-new Addon option to show or hide the killboard
*Show Killboard

-added the INTERFACE section to Addon Options and moved some options to it
*Activate context sensitive menus
*Require key to open context sensitive menus
*Show killfeed
*Show Quick Action Bar

-improved killfeed
*dont show message if there is no killer or if killer is the same unit as killed

-air support module
*added a parameter to determine the distance to the target at which the aircraft will be at when it releases its ordnance, set a value inbetween 1000 to 5000

Update: 13 Jul @ 9:56am

-artillery targeting overhaul
*the Forward Observer now can call fire support on positions outside his line of sight, but the accuracy will be reduced significantly
*the target position will be forced to snap to the map grid

-new addon option 'Enable Accurate Fire Support'
*Allow more accurate targeting with the Fire Support system by reducing the size of the artillery grid to 1 square meter

-fixed an issue where vehicles placed using the empty Zeus tab would not receive the Wargame AI tweaks properly, this would make the AI ignore player commands.

-known issue; units in 'hold position' mode will not shoot at enemies if the 'New Spotting Routine' option is turned off
*in order to prevent that if the 'New Spotting Routine' option is turned off, units will now always start in 'move at will' mode

Update: 6 Jul @ 8:45am

-Artillery Radar System
*The Artillery Radar System will draw a circular area marker on the map indicating the approximate position of any enemy artillery or mortar unit that have fired recently.
*The marker also shows the time the artillery or mortar unit was detected within that area, the marker is updated every time a new shot is fired, it will be deleted automatically after a few minutes have passed.
*This system will be activated only when the mission maker uses the 'Artillery Radar' Editor module or if the player has the 'Activate Artillery Radar' Addon option checked.
*The editor module can be optionally synced to a trigger and it will only be activated when the trigger is activated.

-new addon option, 'Activate Artillery Radar', to activate the artillery radar system for all players

Update: 22 Jun @ 12:16pm

-units paradropped with the new paradrop option will have their custom loadout set in the Editor.

-new addon option; Show Quick Action Bar
*Uncheck to hide the Quick Action Bar that appears at the bottom right corner of the screen when a unit is selected.

Update: 14 Jun @ 1:56pm

-added new options to the Unit Cost Module to allow further customization of the Zeus Create Menu
*Faction Name; changes the name of the faction the unit belongs too; i.e. NATO
*Category Name; changes the name of the category the unit belongs too; i.e. Tanks

-added a new option to the Air Support Module, Paradrop
*sync infantry group or vehicle to the Air Support Module together with a plane and check the Paradrop option
*when the paradrop option is used during the game, the plane will fly over the target position and then release the units with parachutes