WARNO
WARNO Tactical Overhaul (Freedom Decks, Realistic LOS, Unit Speed, 2x Scale)
394 Comments
ПЯТЕРОЧКА 13 hours ago 
@mightyo Ot dushi za pomosh.
@ShadowofChernobyl thxysm
ShadowofChernobyl  [author] 18 Oct @ 5:56pm 
@ПЯТЕРОЧКА

Like @mightyo mentioned, you can assign a keybind to toggle the UI. I do also have a seperate mod that is identical to this except it allows unit names to fade:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3480872833
mightyo 18 Oct @ 2:30pm 
@ПЯТЕРОЧКА posmotri v nastroykah upravlenia ili keyboard tam vnizu mozhno perenaznachit klavishu kotoraya skrivaet UI
ПЯТЕРОЧКА 18 Oct @ 11:49am 
Please add the ability to disable the display of troop icons when zooming in on the map with the mouse wheel. Sometimes you want to create a cinematic shot, but a mountain of troop icons gets in the way. Or you need to spot troops in a forested area, and there are a bunch of different icons of infantry and equipment, this is very detrimental to the gameplay.Please tell me if there's a way to disable this now. Thank you very much in advance. This mod is truly magical!!! Thank you very much.
ShadowofChernobyl  [author] 14 Oct @ 2:38am 
@kartoffelherzog Keyes
This means a lot, and I share this feeling with you :)
kartoffelherzog Keyes 13 Oct @ 9:49pm 
just want to say, thank you for this mod, to me i dont think i can play this game without it
ShadowofChernobyl  [author] 10 Oct @ 4:39pm 
@ColourlessAmoeba
This is a known and commonly reported effect of the 2x range increase that has been a part of the mod since day one. The actual penetration capability has been unchanged and the effect on gameplay is likely not what you think.

WARNO calculates the pen values shown in the armory by finding out what the penetration capability would be at the maximum range for that weapon. Since the max range was doubled, the pen values we're seemingly decreased. However at 500 meters, you will have the same penetration values in Vanilla and in my mod.

[Continued Below]
ShadowofChernobyl  [author] 10 Oct @ 4:39pm 
Since one of my desires for this mod is the lengthening of time that engagements last before one "side" wins, I don't think I will double the penetration values for the tank cannons in order to get their max-range pen values back to what they used to be.

I may on the other hand see if I can adjust the calculation that takes place on the backend so that it checks to see what the penetration value would be at half of the max-range.

I hope this clarifies what is taking place here well. Also thank you for playing the mod :)
ColourlessAmoeba 10 Oct @ 3:36pm 
All tank cannons seemed to be messed up. Almost every single round is somewhere 1-6 pen. The missiles are the only things that can penetrate enemy or friendly armour.
ShadowofChernobyl  [author] 10 Oct @ 10:20am 
@AgNO3
:luv:
AgNO3 10 Oct @ 5:31am 
ty for your work!
ShadowofChernobyl  [author] 9 Oct @ 5:27pm 
Mod is now up to date
ShadowofChernobyl  [author] 7 Oct @ 2:21am 
@ВЛАД
Yeah, it looks like an update just got pushed out a couple hours ago. Unfortunately, I have a busy day ahead of me so I won't be able to update this mod today most likely. However, you can still keep playing the mod by doing the following things:

1. Right-click WARNO in your Steam Library
2. Click Properties
3. Click the Betas tab
4. In the Beta Participation drop-down menu, select the previous version of WARNO
5. Enjoy until the mod updates for the latest version of the game

If YSM has been updated, I'll push out an update for this mod most likely on Wednesday
ВЛАД 7 Oct @ 2:08am 
Please tell me, my game on Steam has updated and now similar mods are inactive and I can't activate them. Is this because the mod is different from the game version after the update? If so, will there be an update for the mod? Thanks in advance!
ShadowofChernobyl  [author] 2 Oct @ 10:34pm 
@Duke De Blangis
No problem, and no worries :)
Viktor 2 Oct @ 8:31pm 
Thx for answer, i played on very hard ... I dont know about that issue
ShadowofChernobyl  [author] 2 Oct @ 2:22pm 
@Duke De Blangis
Can you clarify what you're asking a little further?

If you're referring to the enemy having more units than you gave them, that is a base game issue and is caused by raising the difficulty of the AI to Hard or Hardest.

This mod doesn't have any impact on whether or not this takes place
Viktor 2 Oct @ 5:45am 
Great mod, but why i have in skirmish battles units on enemy side that i not choose on deck ??
ShadowofChernobyl  [author] 29 Sep @ 10:28am 
@SnakePliskn
I am very glad you enjoy the mod :winter2019happyyul::luv:
SnakePliskn 29 Sep @ 7:01am 
Thank You for keeping this great Mod up to date and active. Your efforts are so appreciated!
ShadowofChernobyl  [author] 26 Sep @ 3:48pm 
The update is out! :winter2019coolyul:

As always, please let me know if you find any new bugs. I did this update in a bit of a hurry so there may be some.

Enjoy!
ShadowofChernobyl  [author] 25 Sep @ 9:19pm 
[NOTICE]
Good afternoon, everyone!

I am aware of the long-awaited SOUTHAG update and will be updating this mod once the next version of YSM is uploaded to the Steam Workshop. Please do not spam Yokaiste to update his mod, as I'm sure he is aware already and just needs to get the free time to update his mod. We greatly appreciate everyone's patience and understanding.

Until then, you may follow these steps to continue playing with this mod:
1. Right-click WARNO in your Steam Library
2. Click Properties
3. Click the Betas tab
4. In the Beta Participation drop-down menu, select the previous version
5. Enjoy until the mod updates for the latest version of the game
ShadowofChernobyl  [author] 24 Sep @ 9:34pm 
@Kingpanther7
:winter2019happyyul::luv:
Kingpanther7 24 Sep @ 9:26pm 
i understand thanks though for all your hard work responsiveness and modding.
happy gaming!
ShadowofChernobyl  [author] 24 Sep @ 8:00pm 
@Kingpanther7
Yeah I can do that, but I can't promise to keep it maintained. I don't want to add too much onto my plate with the other three mods that I have currently to keep up-to-date
Kingpanther7 24 Sep @ 8:50am 
what it be possible to make a sub mod for it?
ShadowofChernobyl  [author] 23 Sep @ 9:09pm 
@@Kingpanther7
I am sorry :(
Kingpanther7 23 Sep @ 6:45pm 
i:steamsad:
ShadowofChernobyl  [author] 23 Sep @ 6:44pm 
@Kingpanther7
Ah I see. Yeah the combination mod I made with A World in Flames also has the feature preventing unit labels from fading
Kingpanther7 23 Sep @ 6:42pm 
it was the comment i made sep 11 on how when you zoom in the unit labels dont disappear
ShadowofChernobyl  [author] 23 Sep @ 6:23pm 
@Kingpanther7
Sorry for the delayed response, but can you clarify what you're asking pls?

@HuskyStrylight
Unfortunately, there's currently no way (that I know of) for me to make these two mods compatible with each other.

Both our mods would have to be merged into a single mod in order for it to work. You would have to reach out to the creator and ask if they'd be willing to share their source code with me as without that, I would be unable to.

However, even then, I'm not yet sure I'd want to commit to maintaining another mod through the inevitable WARNO updates that will ensue, causing the mod to be out-of-date.

I suppose I would be willing to do this as long as two things were true:

1. The creator of the other mod was cool with it, and provided me their mod's source files.
2. I did this without the expectation of maintaining it through future WARNO updates. You'd still be able to play the mod by reverting to older versions of the game.
HuskyStrylight 22 Sep @ 12:25pm 
Will there be any way to make this mod compatible with the mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3466696134&searchtext=
Kingpanther7 17 Sep @ 7:41am 
nice but does it have the unit labels prob?
ShadowofChernobyl  [author] 16 Sep @ 7:22pm 
@Kingpanther7
No sir, not for this mod. I did make a combined mod with "A World in Flames" however:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3554281691
Kingpanther7 15 Sep @ 11:17am 
do you plan to one day add more modern units (90s-2010s or even 20s) ?
ShadowofChernobyl  [author] 15 Sep @ 1:46am 
@AbuLaki
I think I found a way to make both of us happy. I personally find the 1 second delay between a squad of infantry firing a rocket launcher, reloading, aiming and then firing again to be wayyy too fast.

The next update to this mod will see this delay increased by about 2x-3x. The time it takes infantry to fire the first rocket will stay pretty much the same, but the time it takes them to place follow up shots will be delayed noticeably in order to make vehicles more threatening and also the engagement overall more realistic.
AbuLaki 14 Sep @ 5:37am 
thanks for the reply, yes ingame it dosent look too crazy, i just play alot of solo skirmish and like having vehicle pose a real threat. With the LOS reduced vehicle have a hard time against infantry when in range of rockets. Is it difficult to tweak an existing mod ? can i just change some files values or its a different system.
Kingpanther7 12 Sep @ 9:57am 
thats ok just wanted to be sure thanks a million for the help and the mods happy gaming ^^
ShadowofChernobyl  [author] 11 Sep @ 10:27pm 
@Kingpanther7
Unfortunately yes
Kingpanther7 11 Sep @ 10:09pm 
awsome will i have to remake my decks if i use that one?
ShadowofChernobyl  [author] 11 Sep @ 9:06pm 
@Kingpanther7
Yessir, use this mod instead. I do my best to keep it updated:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3480872833
Kingpanther7 11 Sep @ 8:53pm 
is there a way to make unit labels disappear when zoomed in?
ShadowofChernobyl  [author] 11 Sep @ 9:39am 
@AbuLaki
Unfortunately, most likely not. This would put the infantry at great risk of becoming useless against enemy vehicles as everything else except infantry would have received the 2x range increase.

Also to be clear, the 2x engagement ranges in the mod are not unrealistic due to the fact that WARNO has shrunk the real-life meter down to half of its length.

This means that a football/soccer field of around 100 meters is now 200 meters in game. You can actually see this on maps that feature football fields.

So the 2x engagement ranges are specifically meant to give the weapons in the game the ranges that they would have in real life
AbuLaki 10 Sep @ 1:21am 
hello, Would there ever be a version with infantry having shorter engagement ranges. Because it is a little too much in my opinion when the small arms can go above a kilometer and rpg can shoot at vehicles also from an kilometer away. Thanks
ShadowofChernobyl  [author] 9 Sep @ 3:32pm 
@N3xus
My decks are still present and everything in the mod config looks good. Try unsubscribing from the mod and then re-subbing.

If you were one of the players who opted into reverting a change I had made to the mod a couple months ago in order to get your decks back, please follow the steps below:

- Go to SteamLibrary\steamapps\workshop\content\1611600\3387658237
- Open Config.ini in your preferred text editor
- Replace line 6 with "ID = 0 ; Mod Steam ID, do not modify"
- Restart WARNO and load the mod in the Mod Center"

If you have never done this before, you don't need to follow those steps. This is only for people who manually made the edit to the mod config on their computer which was wiped when the mod was updated
N3xus 9 Sep @ 12:10pm 
my decks got wiped
ShadowofChernobyl  [author] 7 Sep @ 2:44am 
@大王乌贼
Sure, I'll update this mod momentarily :)
大王乌贼 7 Sep @ 2:34am 
UI Changes
• Increased LOS Tool render distance (8km)
• Unit labels no longer fade away when zoomed in. Makes managing units and targeting enemies easier on maps with realistic terrain/heightmaps这个能不能去掉
Imalla 31 Aug @ 1:04am 
Thank you for your work :steamhappy:
ShadowofChernobyl  [author] 30 Aug @ 7:39pm 
Sorry for the wait, everyone. The mod has been updated for the latest version of the game. As always, please let me know if you encounter any bugs or issues. Enjoy!