WARNO
SURM
1,630 Comments
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
themediocrity  [author] Jul 14 @ 6:10am 
It's coming. I'm on a work deadline so my time is limited, but should free up over the next few days. Then it'll depend how much merging pain there is. Could be a few hours, could be a few more days. I apologize for the delays here.
Hey, can you update your mod?
themediocrity  [author] Jun 29 @ 6:36pm 
@American unfortunately AI tuning is pure guess work right now and behaviors change from patch to patch. Longer ranges mess them up and there's not a clear way to fix them. I'll probably spend more time arbitrarily messing with settings but unlike a lot of things there's not some clear way for me to just make them better so I can't promise meaningful improvements unless/until Eugen provides lower level AI access.
Frappo Jun 29 @ 2:34pm 
Is there a fix for AI? The ai tend to just be funky and stay at base in one big group and never advancing
Banzaikampai Jun 27 @ 3:47am 
Truly the Realism Mod to end all Realism Mods. Nice work!

Balance in AG feels completely broken (as expected), yet there is something very entertaining about seeing T-55s getting sniped all the way across the map by Abrams.

I wonder though, how the mod would be without the LoS adjustments, since most maps are just far too small and crowded with treelines for them to have the intended "realistic" effect.
themediocrity  [author] Jun 26 @ 8:35pm 
@cjprince apologies, both issues are due to oversights on my part. I'll fix things up on the next update so everything relevant is clearly marked STAT and set correctly.

@American I've added a few infantry units and command tanks and such, but in terms of new models I have nothing planned right now. The main thing I would want to put in if I ever got into that would be recovery vehicles.
Frappo Jun 26 @ 6:34pm 
May I ask will you consider adding any units of your own?
cjprince Jun 26 @ 6:08pm 
there are other vehicles with unstabilised guns that have small amount of motion accuracy

or just change the amx gun stat so it can only be fired while stationary
themediocrity  [author] Jun 26 @ 4:10pm 
Because the AMX-30 main gun is not stabilized
cjprince Jun 26 @ 12:52pm 
why dont any of the amx 30 main guns have accuracy stat for firing on the move
themediocrity  [author] Jun 26 @ 6:42am 
Thanks guys! I will try to address that stuff as best I can. Unfortunately, a bunch of these are issues on Nemesis 3 units which I don't have so it's hard for me to check my work, but I'll do my best. I will have SOUTHAG, when that comes, but the micro transaction stuff with the Nemesis packs is just less appealing for me. It may be possible to work around, but I might fall afoul of Eugen doing that so I've avoided it.
Gdsm. R. Finio [6th GA] Jun 26 @ 4:37am 
T-34-85 costs more than some T-55's
Gdsm. R. Finio [6th GA] Jun 26 @ 4:35am 
No Smoke Launchers for Merida?
Gdsm. R. Finio [6th GA] Jun 26 @ 4:34am 
Rez. T-55 / T-54 have weird stats. For example 7/15km autonomy compared to 300+ of standard versions. T-55 obr 81 have INSANE 50% accuracy and 30% Motion. Same with AM-1
Frappo Jun 26 @ 1:34am 
Hey good stuff man, I just hope you update it when the new dlc comes out
堕落震荡 Jun 26 @ 1:12am 
When I selected REZ.br-5m280mm in armory, the game crash
Token'Texture_Interface_Weapon_M115' not found in TBUCKTool texture bank.
themediocrity  [author] Jun 25 @ 9:33pm 
Ok, I just pushed an attempted quick fix for the STNEW tag issue.It's hard for me to heck because I don't have Nem 3. Redownload and let me know what you see
themediocrity  [author] Jun 25 @ 11:39am 
Sorry folks. I can't exactly figure out why that's happening (the string exists). I should be able to just eliminate it and hopefully that fixes the problem. I don't have Nem 3 (and it's a Nem 3 unit associated with this token) so that may be why I haven't been getting it.
Gdsm. R. Finio [6th GA] Jun 25 @ 4:40am 
Same here, STNEW error
Frappo Jun 24 @ 2:40pm 
same here it always crashes when I head to the armory
cjprince Jun 23 @ 1:24pm 
Trying to enter armory crashes
Dictionary error: No string token found for token 'STNEW' in dictionary list 'UNITS'
themediocrity  [author] Jun 22 @ 7:16pm 
Alright, another quick fix. I hacked together a solution that kinda works for EW (after the last patch, aircraft could cast EW without being called in). I also think I fixed some issues with FOs. I've also replaced more arty units with FOs in AG.
themediocrity  [author] Jun 21 @ 10:46am 
Alright, I put up a quick fix for FOs and morale levels. I think FOs will not be counterbatteried anymore either (at least they aren't in my tests). I also added smart orders for FOs (though I can't imagine they'll be very useful).
themediocrity  [author] Jun 20 @ 6:12pm 
Updated for the new patch, restored long aircraft reload times, hid arty shell trails, addedhigh point settings again, fixed aircraft numbers, made several FX changes. A fewother tweaks. FUll change log on in the change notes.
themediocrity  [author] Jun 11 @ 12:16pm 
@Koreets. Thanks! I''ll keep on the bombers. It's gradually getting better. I can study the buratino more, but it should be pretty overwhelming against infantry in built up areas because of the nature of FAEs. I have tried to learn more about what the yield really should be there, and I'll keep at it.