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It's just a debug thing I forgot to remove.
The units should teleport to the building position after at least one of the units have reached their position, it works in the same way as the Take cover command, also if no units have reached their positions after some time has passed, but they are close to the building, they will get teleported to their garrison positions.
Yes.
Yes.
What I want to say is that I want to add an air support module in the editor in the Zeus interface
You can press the INSERT key to enter the Zeus interface as long as the Addon option "Wargame Zeus anywhere" is activated.
-Engineer; when placing explosives the engineer will automatically resupply from nearby supply vehicles owned by the player
-vehicles with an active radar will have their vision range doubled when trying to spot flying targets
-aircraft with a passive radar will have 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 options; 'Require SHIFT key for FORWARD move' and 'Require SHIFT key for REVERSE move'
*If checked, will require the SHIFT key to use the FORWARD/REVERSE move vehicle commands.
I wan to work on it when the basic mechanics of the mod are solid enough, you can join the Discord and get updates on what I've been working on more frequently.
With the unit selected use the CANCEL command by pressing 'C' or select it from the 'T' menu.
-Air path planning mode.
*path planning mode is now available for flying rotary wing units.
*hold ALT to move the path arrow handler vertically.
*a vertical line with an aircraft 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 is now available for 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.
For PVP style scenarios, you need a human opponent, there's no enemy AI commander yet, you can also play the single player scenarios from the mission list:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2932626341
They should engage by themselves normally, but AI can be weird sometimes when it comes to long range targets, you can force a unit to shoot with the suppress command, but this is something that I'm working on.
Am I missing something? I thought leaving them in combat mode would make them take the shot as soon as the enemy is in sight and the shot is clear. Just reaching out to see if there are any tips that could help me with this.
The way you are doing it is not supported by this mod, but you can easily achieve the intended effect by customizing the loadout, name of the unit and faction name in the unit cost module, these are options tha have been added after that video was published, which is why they re not explained there.
Feel free to ask more questions here or join the discord https://discord.gg/vugD4Vuawt
I'm a big DRO fan and have experimented with it using this mod, obviously it's not a perfect fit, but I really like the set up menu and how some of the objectives are arranged.
The main difficulties lie in setting up challenges that are interesting for the Wargame gameplay concept and have the AI take advantage of the systems added by the mod in a meaningful way.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3429669044
If you are accessing the zeus interface with the zeus wargame init module or with the zeus anywhere key, than you can't edit the units skill, ammo or HP.
To have the option to edit the units you should use the vanilla Zeus curator module in the editor.
I've never seen that before, but I'll investigate.