Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






@ShadowofChernobyl thxysm
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
This means a lot, and I share this feeling with you :)
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]
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 :)
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
No problem, and no worries :)
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
I am very glad you enjoy the mod
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!
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
happy gaming!
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
I am sorry :(
Ah I see. Yeah the combination mod I made with A World in Flames also has the feature preventing unit labels from fading
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.
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
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.
Unfortunately yes
Yessir, use this mod instead. I do my best to keep it updated:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3480872833
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
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
Sure, I'll update this mod momentarily :)
• 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