WARNO
SURM
1,654 Comments
RubenP96 Nov 19 @ 1:31am 
Thanks for keeping this updated! Just wanted to let you know I had a small crash with MNAD saying a line in the German names was missing or something?
Lord_Rintintin Nov 18 @ 8:22am 
Amazing work as always !

I can't thank you enough for the sheer dedication you put in this mod, always updating pretty quickly even after all this time. Thanks mate !
themediocrity  [author] Nov 16 @ 10:11pm 
I've merged the DLC patch. I have not had much time to test, but since I won't get more time on this for a day or two, I'm taking a flier and putting it up. Report crashes when you see them please. I'm hoping to fix more texture crash issues and keep updating units over the next week or so
themediocrity  [author] Nov 9 @ 7:32pm 
@Darth_Gaymer

This is a little tough. Tanks specifically should be about right for the non-SOUTHAG formations (but Eugen loves obscure reservist units where OOB information is hard to find).

A lot of these late Cold War formations were extremely heavily mechanized and definitely did pay a price in dismount strength. My impression is some of that is lingering assumptions about fighting on a nuclear battlefield where dismounts couldn't do much.

Fire support is a complex issue. I don't give you nearly enough indirect fire for a Soviet unit in a breakthrough fight, but when you get into mobile operations, I might be either too generous or not enough depending on the assumptions you make. Ultimately, skirmish lacks any kind of real operational constraints.
Darth_Gaymar Nov 8 @ 8:11pm 
I like how you try to create battalions sized forces, but I feel like the number of tanks and fire support is too high for the number of infantry that one is allowed? maybe take another look at it?
themediocrity  [author] Oct 31 @ 9:35am 
Pushing an update now that should fix crashes and update a bunch of the SOUTHAG unit stats. Still lots more work to go on SOUTHAG stuff though.
themediocrity  [author] Oct 25 @ 12:14pm 
@Nyanko182 Thanks for the heads up! I should be able to correct that.
Nyanko182 Oct 25 @ 8:09am 
Found a bug in the first SOUTHAG AG campaign: Unknown unit ghost mimetic: Iltis_MILAN_2_RFA.
themediocrity  [author] Oct 24 @ 8:19am 
@橙鼠鼠 Those are definitely bugs. Thanks for letting me know! Something must have changed to break the functionality there. I'll add it to the list and try to fix it for the next update.
橙鼠鼠 Oct 23 @ 6:59am 
first thing i have to say it's the best mod for Warno. and then why the M981 in first campaign can't call artillery fire and the scouts in M3A1 IFV can't dismount? it's a bug or design?
Lord_Rintintin Oct 20 @ 2:37pm 
Great news, thanks again !
themediocrity  [author] Oct 20 @ 12:59pm 
Ok, the mod should be back up. Sorry for the delays. I haven't had much time to test so please let me know if something breaks. SOUTHAG is very much a WiP so some units and decks have been updated, but some haven't, and I haven't touched AG yet.
themediocrity  [author] Oct 20 @ 5:42am 
Apologies, been pretty busy but getting there. Hopefully in the next few days.
setialien Oct 19 @ 2:48am 
Please update!
themediocrity  [author] Oct 5 @ 11:39am 
Yeah, the info panels account for unit effects, so things show as zero during the set up time. I need to make some elements to communicate that set up is in progress and about how long though. Towed SAMs are gonna be a pain though.
Lord_Rintintin Oct 4 @ 5:53am 
@ArxInvicta I think it's a bug in the UI because those weapons have set up time. You can still find their IRL ranges online I guess
ArxInvicta Oct 3 @ 1:27pm 
Question, some AA-Units (for example Skyguard CV 35mm or Rapier FS82 Darkfire) have ranges of 0m against both helicopters and aircraft. Is this a bug or have those units not yet been "implemented"?
themediocrity  [author] Oct 3 @ 7:13am 
I've seen this reported by one other person. I think it's a consequence of the longer render range for the tool in the longer range scale (as it sounds like it happens with some other mods as well). I'm not sure why it started after SOUTHAG. Unfortunately, this doesn't happen for me so it's been hard to debug. If all else fails I guess I can set the tool to a short range, but that will make it pretty useless.
kkuy678 Oct 2 @ 5:43am 
Game always freezes and crashes when I C check one unit's LOS.When I move LOS tool on units' icon, it happens.
themediocrity  [author] Oct 1 @ 10:54am 
I have uploaded an update for the most recent patch. Please let me know if you encounter any issues. I've been working on SOUTHAG units, so you'll notice some of those have been updated.
Rightraoedhelontidae Sep 29 @ 9:34am 
Appreciated, thanks again
themediocrity  [author] Sep 29 @ 9:26am 
I'll see what I can do with the pinned unit behavior since they shouldn't leave. For routing, my ideal would be that units under direct fire can rout from buildings but units being shelled or bombed wouldn't. That's a hard thing to pull off, but whenever I'm up to date with new content, I should get a chance to at least try some ideas there.
Rightraoedhelontidae Sep 29 @ 7:43am 
One of them was routed and one of them was pinned, both of them walked out under artillery fire.

I could only give orders to the pinned one but it died before I saw if it followed them or not.
And I couldn't select the routed one at all (base game behavior afaik)
themediocrity  [author] Sep 29 @ 6:53am 
@Rightraoedhelontidae, I'm assuming you mean when routed? I understand the issue there, Sorry. It's a little tricky because I can't easily differentiate the reason for a unit routing. Whenever I get to spend more time on mechanics again, I can test some concepts there.
Rightraoedhelontidae Sep 28 @ 8:12am 
It would be great if the infantry didn't kill itself by walking out of buildings
"Oh we're under artillery fire, let's go in that field outside" ????
Also the line of sight lag but I don't think you can do much about it
themediocrity  [author] Sep 22 @ 2:09pm 
My suspicion is this is related to the longer render range in these scaling mods. I couldn't find any specific bug though. It works fine for me but I could see this being system-specific sure to the need to render the LOS over a much larger area.
Karmakat™ Sep 22 @ 1:12pm 
I have the "C" lag issue sometimes with SSC mod and sometimes in vanilla. I don't think it is SURM mod or anything. :NATO:
stacho.jr Sep 13 @ 10:06am 
@themediocrity sry, too much effort. But, I remove and download your mod again. Now it is not crash but lagging as hell when using "C". Anyway, good luck with your mod
themediocrity  [author] Sep 12 @ 8:28am 
@stacho.jr I wasn't able to recreate this. If you can post on the bug reports thread and provide a more detailed description of what game settings you had when this occurred I can try to get it to happen. Sorry.
themediocrity  [author] Sep 11 @ 2:51pm 
I'll see what's up. Presumably a merge issue.
stacho.jr Sep 11 @ 12:17pm 
Using "C" key for line of sight makes your mod crash
themediocrity  [author] Aug 24 @ 9:51am 
@cjprince: Thanks, I'll check it out. Should be an easy fix.
cjprince Aug 23 @ 9:00am 
DIVMOB M41 and M46 stats are off, the M41 has 2000m gun range while the M46 has less than gun 700m for example. Also M41's gun in UI shows as 85mm when im pretty sure it should be 76mm
themediocrity  [author] Aug 22 @ 2:10pm 
After much delay due to stability issues, I have a new update. There are lots of minor weapons tweaks and a bit of a nerf for the M270. I also fixed lots of small issues. I also attempted to restore the close combat effects. In theory, pinned infantry will surrender or rout if overrun. I also updated the new DLC units and decks as well as Nemesis 3. I've added set up times for certain SAMs that need time to come into action (specifically the OSA, Rapier, and various towed systems). Overall AA availability has been adjusted to try to better match historic OOBs. In short that means more Tors, and fewer numbers of brigade-level assets (Tunguska, Strela-1/10, Shilka) on the Pact side and generally fewer SAM systems in NATO formations. You'll need to rely more on MANPADS in some cases. I've also cut SEAD availability. I also fixed the health and armor levels of buildings which had been inadvertently reset to vanilla standards.
themediocrity  [author] Aug 15 @ 6:37am 
@Frappo you're right unfortunately I don't really have a fix. Eugen themselves are apparently not very clear on how their AI works (I asked them and they said they didn't really know what the various settings do). I'll keep at it with trial and error but sadly there's no straightforward fix available for modders.
frappo Aug 14 @ 2:21pm 
Hey good mod @themediocrity only issues id like to bring up is that AI when playing skirmish the enemy ai dosent want to take the point or has a huge huddle in one area spinning around and then there is infantry back at spawn area just staying there everything else is wonderful
themediocrity  [author] Jul 29 @ 6:01am 
@Airux: Thanks! Hmmm...yeah that shouldn't be right. I'll see if that's something I can figure out.
Airux Jul 28 @ 12:11am 
@themediocrity, thank you so much, your mod is amazing and very fun to play. One thing though : I keep witnessing my T80B, side armor 9, getting whacked by the 20mm autocanon of the Luchs-Marder, although the penetration should be 2 only, so bounce bounce and bounce again.
Is that a bug, a feature, or something I don't understand ?
themediocrity  [author] Jul 17 @ 9:24am 
@Nyanko182: Thanks for letting me know! I pushed a quick fix that should work.
Nyanko182 Jul 17 @ 7:15am 
Found another little bug in AG Airbourne Assault: FireEffect_RocketInf_Armbrust requested and missing in mimetic world descriptor
frappo Jul 16 @ 11:25am 
I've been playing your recent update and in terms of AI there is a huge improvement compare to before so whatever you are doing keep doing it although ai still kinda clumps at times but def progress
themediocrity  [author] Jul 16 @ 11:25am 
Little update that should restore compatibility. There are also a bunch of small helicopter updates. See the change notes for more.
themediocrity  [author] Jul 16 @ 10:23am 
I did get a laugh out of that. Fortunately, they didn't change the NDFs so I should be able to just recompile and reupload to get the version number correct, but I'm mid way through some fixes so it'll be a moment before that's ready.
Little Viking Jul 16 @ 10:07am 
Man you have the patience of a saint. You just updated the mod today and Eugen released another patch making the mod (again and again) incompatible.
themediocrity  [author] Jul 16 @ 9:01am 
@Nyanko182 Thanks! I'll see what I can do on the AG issues. I think I know what's causing the income issue, but the crash may be the same one people were having with that campaign before that I haven't yet been able to create on my end (maybe some sort of system-specific problem I've created or something).
Nyanko182 Jul 16 @ 8:16am 
Great mod, love the realistic slower paced battles.
However there is a few bugs with the latest version.
The game crashes when starting a new Airbourne Assault AG Campaign on Hard, and at least the left hook campaign has the higher unit prices without the changes to income.

Looking forward to the next update!

Thank you for your work!
Karmakat™ Jul 16 @ 5:29am 
Thank boss! Take your time :NATO:
themediocrity  [author] Jul 16 @ 1:20am 
Alright, it should be back up. I'll be doing more edits and continuing to mess with the as time allows
themediocrity  [author] Jul 14 @ 7:27pm 
I hope so too. I got a couple more things to try but unfortunately it sounds like Eugen doesn't have a great handle on how the AI works (and as modders we don't even have access to much of the AI coding), so I'm not sure how well I'll get to work.
frappo Jul 14 @ 2:39pm 
It’s all good imo I care about quality over quality I just hope you’ll be able to fix the AI tho