WARNO
RebsFRAGO
1,120 Comments
RebelSoldier  [author] 9 hours ago 
@papajack I'll check it out
papajack1 15 hours ago 
It seems the spanish cluster artillery crashes the mod when deployed.
nonaisien 30 Oct @ 1:07am 
Hello!
Thank you for your reply. I understand completely. I'm sure it will work out... Thank you again for taking the time to help me.
Best regards
RebelSoldier  [author] 30 Oct @ 12:52am 
@Inrelius You can do any number of bots
RebelSoldier  [author] 30 Oct @ 12:51am 
@nonaisien I'm sorry but whatever your issue is it is unique to you. I just had an 8 player game last night, all players downloaded and played the mod just fine. I can't fix an issue that I can't reproduce.
nonaisien 29 Oct @ 9:27am 
Hi there. This is my favorite mod, it suits me well. I play a lot of solo and skirmish games, I don't know how to play multiplayer... I don't know how to mod. Anyway, thank you very much for your interest.
Best regards
nonaisien 29 Oct @ 9:20am 
Hello again, I deleted the few mods I was using...all the maps too, shut down the computer and restarted it.
The mod crashes...
Best regards
Kill3rCat [1st FORECON]  [author] 29 Oct @ 9:18am 
@nonaisien please try launching the game with only RebsFrago and see if it still crashes
nonaisien 29 Oct @ 9:04am 
Hello, the game works fine without the mod. Yes, I use other mods (very few) and they work.
Yes, I will send the crash report to the developers.
Thank you very much for your interest in my little problem.
Best regards,
Inrelius 29 Oct @ 7:31am 
Looking to test out the mod with a friend. Is a 2v2 skirmish with bots possible, or is it 1v1 only?
Kill3rCat [1st FORECON]  [author] 29 Oct @ 5:47am 
@nonaisien are you running any other mods? Does it crash without the mod? Have you sent a crash report to the devs?
nonaisien 29 Oct @ 3:35am 
Hello, I am still very satisfied with your mod, but for the past two weeks, it has not been starting up; it crashes on launch. We already had this problem in May 2025. I waited for updates, but unfortunately it still crashes.
If you could fix this, I would be very grateful.
Best regards.
RebelSoldier  [author] 25 Oct @ 7:55am 
@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  [author] 25 Oct @ 7:49am 
@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  [author] 25 Oct @ 7:46am 
@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 24 Oct @ 4:17pm 
Also, do you have a buymeacoffee link or something to support the project?
cojoes 24 Oct @ 4:17pm 
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  [author] 24 Oct @ 10:36am 
@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 24 Oct @ 10:00am 
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 21 Oct @ 1:21pm 
@RebelSoldier
As always, many thanks to you for your effforts.
RebelSoldier  [author] 21 Oct @ 12:27pm 
@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 21 Oct @ 12:25pm 
@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  [author] 21 Oct @ 12:02pm 
@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  [author] 21 Oct @ 11:55am 
@Oberlion Ok thanks for the report I will check it out and should have a fix up soon
Oberlion 21 Oct @ 11:34am 
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 21 Oct @ 11:02am 
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  [author] 19 Oct @ 6:38pm 
@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 19 Oct @ 6:28pm 
I adore the mod but seriously what's with the AI dumping it's infantry 10 billion miles away from the objectives?
IronSide Gamer 19 Oct @ 1:53pm 
@RebelSoldier Thank you so much
Vader 19 Oct @ 1:44pm 
@RebelSoldier nice, will definetly have to try the mod now :D
RebelSoldier  [author] 19 Oct @ 12:57pm 
@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  [author] 19 Oct @ 12:51pm 
@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 19 Oct @ 12:30pm 
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 19 Oct @ 10:53am 
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 18 Oct @ 6:06pm 
ah i see thank you for clearing that up for me
RebelSoldier  [author] 18 Oct @ 5:13pm 
@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 18 Oct @ 5:09pm 
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 18 Oct @ 8:33am 
@RebelSoldier That's great to hear. You're awesome.
RebelSoldier  [author] 18 Oct @ 1:07am 
@Room360 Ok posting a fix
RebelSoldier  [author] 17 Oct @ 11:53pm 
@cojoes glad to hear, thanks for playing
RebelSoldier  [author] 17 Oct @ 11:52pm 
@Room360 It's a serialization problem, there is a specific unit that is not serialized. I'll have to find which one
Room360 17 Oct @ 6:32pm 
@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 16 Oct @ 2:53pm 
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  [author] 16 Oct @ 4:35am 
@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  [author] 16 Oct @ 4:32am 
@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  [author] 16 Oct @ 4:31am 
@NP thanksfor playing!
Room360 15 Oct @ 6:53pm 
@RebelSoldier Thanks for the clarification!
Oberlion 15 Oct @ 2:16pm 
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  [author] 15 Oct @ 10:12am 
@Oberlion you're going to have to be more specific, I edit squad formations to be pretty loose. Multiselect formations are not changed.
Oberlion 15 Oct @ 9:55am 
It seems the infantry is now tightly packed like in Steel Division using this mod. Is that intentional ?