WARNO
SURM
1,640 Comments
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.
toora 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
toora 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.
toora 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.
toora 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.
toora 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