Warno Realism Improved

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Author: Der Shredder

Last revision: 11 May at 18:14 UTC (17)

File size: 7.3 MB

On Steam Workshop

Description:

Updated for game version: v189668 (Only US, UK, W-GER, DK and PACT units yet)

This mod makes Warno much more realistic and slower paced, increasing the importance of carefully prepared and executed combined arms tactics. The most important changes are:

  • A complete rework of the vehicle armor and damage system
        
  • Realistic speed values for all units
  • Increased survivability for infantry in cover & reduced forest line of sight
        
  • Increased range for most ground weapons and removal of vanilla range compression
        
  • Freebuild decks for each nation and each alliance
        
  • Logistics cannot repair units. For this purpose Field Supply Points, basically mobile mini-FOB was added.
 Detailed Changes 

 Armor/Damage System 

        

  • Projectile Damage is only inflicted when the projectile penetrates the armor. When AP == AV, penetration chance is 50%. A difference of 1 increases/decreases pen chance by ~16%. The minimum chance to pen is always 20%.
        
  • Kinetic damage is always the same when the projectile penetrates the armor.
  • HEAT damage increases with AP value. Larger missile = more damage.
        
  • Critical effects are much more likely to occur. A penetrating hit may only cause some damage, or instantly destroy the vehicle when the ammo is hit. A high armor value is helpful, but it is no guarantee to be able to survive x shots. A lucky LAW hit can oneshot a T-80U if you are too careless.
        
  • Vehicles equipped with ERA and modern composite armor arrays recieve a dignificant AV bonus against HEAT weapons (+11 for tanks, +19 for light vehicles and IFVs). Kinetic and Tandem-HEAT weapons ignore this bonus. Due to engine limitations, only the AV value against HEAT is displayed on the unit cards.
  • Vehicles equipped with ERA and modern composite armor arrays will suffer minor damage, even when the armor is not penetrated. This is to simulate the poor multi-hit capability of those technologies.
  • Basically all Penetration and armor values were recalculated using real life estimates and averages for vehicle-specific armor layouts.

 Infantry 

        

  • Increased damage resistance in forests and buildings
        
  • When infantry morale drops, it suffers reduced speed, ROF and weapon range, but also receives damage resistance and stealth buffs. This makes it easier to withdraw infantry before it is destroyed.
        
  • Border guards and “infiltration” units like PSSE have significantly increased deployment ranges.
        
  • RPGs can target helicopters at short ranges.
        
  • Some units received additional HE / fragmentation ammo for their AT weapons.

 Vehicles

        

  • Vehicles with thermal sights have their optics value increased by one level
        
  • Autocannons, tank guns and MLRS use realistic ROF values
        
  • The UI shows all ammunition types separately. The ammo loadout of most vehicles has been adjusted to be more realistic. Some received new ammo types like HEAT
        
  • Vehicle gunners can no longer use multiple weapon systems at once, e.g. a Bradley can no longer use its ATGMs and autocannon at the same time.
        
  • Turret traverse speeds are more realistic now
        
  • Some infantry will survive the destruction of their transport, unless it is catastrophically destroyed.

 Terrain

     

  • Forests block the line of sight more effectively
        
  • Building ruins block line of sight and can be entered by infantry

 Logistics 

  • Logistics capacity for all vehicles doubled, for FOBs increased to 50000
        
  • Logistics vehicles can no longer restore unit HP (they can still repair vehicle critical effects!)
        
  • To restore unit HP, either a FOB or a Field Supply Point (FSP) is needed. FSPs can be spawned in trucks or helis and deployed anywhere on the map.

 Army General

  • Reworked units to be more interesting and historically accurate within Warno´s lore (WIP)

Possible Future Content

  • new AI
  • entrenching system
  • new maps for skirmish and AG-battles
  • new units
  • more extensive helicopter & aircraft rework


 Known Issues And Bugs 
        

  • AI cannot use FSPs propery and may deploy them instead of a FOB
  • During scripted missions (tutorial, perhaps some challanges) the game may crash. This cannot be fixed.


 You Want Your Own Custom Version Of This Mod? 

I published the source code of the python scripts used to generate this mod in my Dropbox. For more details how to use it see the discussions section.