WARNO
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Realistic Tactical Battles (Back In Action)
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2.376 MB
May 11, 2022 @ 5:35pm
Nov 21, 2024 @ 9:06am
116 Change Notes ( view )

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Realistic Tactical Battles (Back In Action)

In 1 collection by Cryptic
Warno Realistic Tactical Battles Mods
3 items
Description
***Last Updated 11/21/24***

THIS MOD WILL LIKELY NOT BE UPDATED ANYMORE AFTER TODAY. I'M TIRED OF HAVING TO MANUALLY REMAKE THE ENTIRE MOD EVERY FEW DAYS.

If you appreciate(d) my time and work after all these updates and time, please consider donating.

BUY ME A COFFEE / DONATE? (Paypal)[www.paypal.com]

Designed and intended to make the game more realistic, tactical, deliberate, and slower paced. Firefights will be longer, more frequent, and more impactful in the long run. Definitive lines will appear for both supplies and fronts with how units function. Your decisions in combat and in planning or lack thereof will become more important.

Any and all changes are listed below.

Changelog / Features:
  • Base Game Changes:
    • Range Scaling is now 1-2 (This means 1 meter is 2 visual meters simulated in the game instead of the default 1-3 --- Weapon ranges are still set to their default values, but this change makes them able to engage from much further away)
    • Removed 1000 point game option
    • 2000 and 4000 point game options are still present
    • Added 6000 point game option
    • Added 8000 point game option
    • Added 10000 point game option
    • Base income per minute reduced to 200 from 260 (I recommend playing at 0.5x Income Factor though for 100pts/min)
    • Activation points per deck raised to 80
    • Front armor determination angle is now 75 instead of 60 (The idea is that tanks and armored vehicles should and would be trying to minimize their own damage to stay alive)
    • Rear armor determination angle is now 105 instead of 120 (Rear shots were a bit too easy)
    • Empty transport resale distance doubled
    • Large buildings get a 50% increased height bonus (8m high to 12m high) to better differentiate them to small buildings
    • Light forest and small buildings now block line of sight (No more magic miracle shots through a bunch of trees, brush, or a small alleyway)
    • All forest and all building concealment bonuses are +30%
    • All smoke concealment bonuses are +50%
    • All smoke heights are now 30m high instead of 25m high
    • Infantry corpses now last 45 minutes instead of 10 seconds
    • Destroyed vehicles now last 90 minutes on the battlefield instead of 50

  • Unit Changes:
    • All unit max speeds are 65% of their default value including road speed bonuses (It was WAY too high)
    • All unit acceleration/deceleration are 65% of their default value (It looked silly)
    • All supply vehicle supplies are multiplied by 15
    • All FOB supplies are multiplied by 30
    • All FOB health is now tripled
    • All unit health is now doubled (To make firefighting more frequent and to reduce one-shot engagements)
    • All weapon accuracy has been reduced by 10% of their total local value across the board (This means 30 accuracy becomes 27 --- NOT 30 becomes 20 --- To help prevent so many one-shot engagements and promote firefighting between units)
    • All fuel distance values (The distance a vehicle can go before out of fuel) are multiplied by 10 (Again, totally unrealistic in the base game)
    • All numbers of units in packs are multiplied by 3
    • All unit pack availability numbers are multiplied by 3
    • Weapon dispersion at MAX range is now 15% higher (15% LESS accurate)
    • Weapon dispersion at MIN range is now 15% lower (15% MORE accurate)
    • All suppression is 20% increased (Makes combat a lot more intense but it balances out with the concealment bonuses --- Blind the enemy and eliminate)
    • Supply radius is increased by 30%
    • Commander radius is doubled
    • Units with forward deployment capabilities have 20% less deployment range (The reason is because with the range scaling being 1-2, units could deploy over half the map's length in some cases)
    • All ground units and air units with no ECM now have a 5% chance (Works exactly like air unit ECM) to avoid being hit when fired upon (This value is reduced from enemy accuracy - this change is mainly to slightly lower the lethality of combat now that the mod has 1-2 range)
    • All air units that have ECM by default have had their value for this multiplied by 1.4 (Aircraft is not represented well in the base game, and is severely underpowered by default)

  • AI Changes:
    • AI BOT CONTROLLED FIGHTER Aircraft will no longer target gunships or AT helos specifically (They can still shoot them if already in range but they will not scramble for them - that's like sending a howitzer at a house cat - a video game invention that is COMPLETELY UNREALISTIC)
    • AI BOT CONTROLLED Aircraft (ALL TYPES) now have a bit more variety in targets that they can go after (Examples: Napalms can now be used on support vehicles, fighters may now strafe infantry in the open)
    • AI units will now be a bit more cautious when low on health or low on fuel (40% instead of 30% for health, 20% instead of 10% for fuel)
    • AI decision time for sending planes out is now 7 seconds instead of 5 seconds (It was a bit too fast sometimes and felt cheap)
    • AI artillery strike threat time is now 30 seconds instead of 60 seconds (This variable was how long after it detected an opposing artillery firing that it would remember the exact position - the AI was a little TOO good at counter battery fire)
    • AI now only knows exactly where your units are after combat/recon for 5 minutes instead of 6
    • Hard AI now get a +20% income (Previously 0, Very Hard and Insane modifiers are still +50% and +200% --- This is to make sure the game is still a challenge versus AI since they don't manage the limited resources as well as a human player would)
    • Hard AI now get +20% units in their decks (Previously 0, Very Hard and Insane modifiers are still +50% and +100% --- This is to make sure the game is still a challenge versus AI since they don't manage the limited resources as well as a human player would)
    • Hard AI now get +20% starting money (Previously 0, Very Hard and Insane modifiers are still +50% and +80% --- This is to make sure the game is still a challenge versus AI since they don't manage the limited resources as well as a human player would)

---Works in ALL gamemodes including Army General, Singleplayer, and Multiplayer!---

Enjoy!

-Cryptic