WARNO
WARNO Tactical Overhaul (Freedom Decks, Realistic LOS, Unit Speed, 2x Scale)
339 Comments
RAINI-{QAQ} 19 hours ago 
Thank you for your hard work. I like this module very much, but can you make a mod with “death or dishonor”mod?
ShadowofChernobyl  [author] Aug 23 @ 2:26am 
@freedom_222
Apologies for the mega-late reply. I don't believe there's anything I can really do about that. It's something I experience to a degree as well. I do apologize, and I'm glad that you're otherwise enjoying the mod
BroDimm Aug 16 @ 6:13am 
that's base game also. Buggy/Sticky LOS tool. I have raised discussion but no one give shhit. I thought it was just mine
freedom_222 Aug 16 @ 5:23am 
Hello I have an issue with the mod. Specifically with LOS - Line of sight. Whenever I use it with this mod the Line of Sight (C key) gets very buggy - only when a unit is selected, otherwise works fine. Any other players with this? I tried with other mods and validated my game files, no issues on my side it is only this mod (my favourite).
ShadowofChernobyl  [author] Aug 3 @ 2:23pm 
@Nuclear Winter
:luv:
Feesh Aug 3 @ 8:03am 
Very nice work. Thank you.
ShadowofChernobyl  [author] Aug 1 @ 9:29am 
@Newbinator
Any tme! :winter2019happyyul:
Newbinator Aug 1 @ 12:55am 
@Shadow...Cheers for your answer, appreciated
ShadowofChernobyl  [author] Jul 30 @ 8:44pm 
@Newbinator
It's not exactly tailored around it, but it's completely compatible. I also made the following change for AG:

"Doubled income for AG tactical battles"
Newbinator Jul 30 @ 1:14am 
Silly question but is this built for Army General?
ShadowofChernobyl  [author] Jul 27 @ 7:25pm 
@Big Poppa Shmee
The TOS thing is definitely a bug. I'll get that sorted tomorrow.

The decks are made and maintained by Yokaiste. My mod just ports them over

Ty for reporting the bug, though. I greatly appreciate it!
Big Poppa Shmee Jul 27 @ 4:56pm 
Also the TOS 1 only fires to 3500 not 7000 like you said
Big Poppa Shmee Jul 27 @ 1:56pm 
I love it but, its a little TOO much choice. I wanna make my own deck but wow, its a real pain in the ass going through the free deck menu, so much so I just gave up, and went back to the original version. At least make it so there's the option for pact only/nato only when creating a free deck.

Too much clutter in the deck building menu for me to enjoy, personally. If you could at least separate the nations that would be a big quality of life change.
ShadowofChernobyl  [author] Jul 18 @ 6:19pm 
@Glazedham666, @kajett
:luv:
Glazedham666 Jul 18 @ 7:23am 
@shadowofchernobyl

Thanks a ton!!! no apologies needed amigo.....:steamhappy:
ShadowofChernobyl  [author] Jul 17 @ 10:13pm 
@Glazedham666
Yeah it looks like it was caused by the recent patch. I didn't update the mod since they said in the patch notes that it shouldn't invalidate the mod. I'll fix it. Thank you for reporting this, and I apologize for the delay!
ShadowofChernobyl  [author] Jul 17 @ 12:51pm 
@Glazedham666
I see. I'll check it out when I get home tonight and make sure everything is working fine on my end. If anyone else has this issue, please let me know
Glazedham666 Jul 17 @ 9:21am 
not sure what happened, but it played fine last night but now the mod is deactivated in my MOD Center. just a heads up.
келаратт Jul 16 @ 5:23am 
thank you SOC
ShadowofChernobyl  [author] Jul 14 @ 7:25pm 
@kajett
Not compatible no. However, prior to the creator's absence, I had communicated with him the possibility of merging our two mods into one.

I'll reach out to both him and Yokaiste (since he made the YSM+WiF mod) and discuss feasibility. This is a project I'd like to work on soon.
келаратт Jul 14 @ 6:11pm 
would it be possible to see this being compatible with WiF?
ShadowofChernobyl  [author] Jul 14 @ 9:28am 
@Gary
No worries. I am glad that you enjoy the mod. I'll always be more than happy to receive criticisms of the mod if you ever have any :luv:
Gary Jul 14 @ 7:05am 
@ShadowofChernobyl Yes, that was my mistake in assuming it was an intentional removal. It hadn't occurred to me that it could have been a mistake, to be honest.
ShadowofChernobyl  [author] Jul 13 @ 3:44pm 
@Gary
I was able to identify the issue you're referring to. It is a bug, and not intentional. I have fixed the issue and pushed the update to the workshop page.

The issue was caused by the variable names associated with weapon range being changed from French to English within the game's code. I had just gotten off work when I updated the mod and was exhausted. Because of this, I forgot to update the variable names in my script for modifying missile ranges.

Please report bugs when you identify them rather than saying "Mod was fun while it lasted" and down-voting the mod. It's misleading to others.

If you are unsure if a change is intentional or not, please check the Change Notes or the News & Updates discussion thread.
Gary Jul 13 @ 7:09am 
Very disappointing to see all the range enhancements gone. Mod was much fun while it lasted.
ShadowofChernobyl  [author] Jul 12 @ 11:50pm 
@Glazedham666
As for why they delete the units? I'm honestly not sure. Maybe they deem them too unbalanced ig
Glazedham666 Jul 12 @ 9:29pm 
@shadowofchernbyl

thx for the explanation....I wonder why? Adjustments to stats? or something else? just curious....
ShadowofChernobyl  [author] Jul 12 @ 12:00pm 
@Glazedham666
Same here, but not all of them disappeared. It seems as though any deck that had deprecated (soon to be deleted by Eugen) units has been deleted.

The decks that I had which did not have those units is still present.

@DDR
I could do this in theory, but admittedly it already takes a great deal of time to update the mod, so I'm a little wary on uploading new mods that I'll have to maintain. With a change like the range scaling, that change needs to be made on every single code instance of the affected weapons in the game. I think for now, the only versions of WTO that I'd like to maintain is the Default Unit Label version and then hopefully a World In Flames combined mod.

@plant gardener
That sounds intentional but I'll double check just to be safe
plant gardener Jul 12 @ 9:48am 
when my units are in a forest, their attack range is so little that they cant attack enemies a meter in front of them. am I doing something wrong or is that how its supposed to work?
DDR Jul 12 @ 12:09am 
Thanks so much for your hard work but is possible an option that range scale of 1.5 x?
Glazedham666 Jul 11 @ 10:49pm 
@ShadowofChernobyl,

Not sure about others, but my custom decks are gone. thanks in advance.
ShadowofChernobyl  [author] Jul 11 @ 9:51pm 
[NOTICE]
The update is out!

As always, please let me know if you encounter bugs :)
ShadowofChernobyl  [author] Jul 11 @ 1:20pm 
[NOTICE]
I will begin work on the update this evening (approx 6 hours from now).

I'm not yet sure of the extent to which the game files were changed, so I can't give an estimate for when the mod will be updated at this time.

Historically, it's never taken more than an hour and a half, so I'm confident the work will be done before the sun rises in Europe.
ShadowofChernobyl  [author] Jul 11 @ 1:20pm 
@Pablito
I'm glad you're enjoying the mod :winter2019happyyul::luv:
Pablito Jul 10 @ 6:02pm 
Ty for the update brother. Best Overhaul that I've continued to use :steamthumbsup:
ShadowofChernobyl  [author] Jul 10 @ 9:40am 
[NOTICE]
Hey folks, looks like the game has been updated again. I'll get to work on getting this mod up to date hopefully this evening or tomorrow morning.

I greatly appreciate everyone's patience and I wish you all a great day!
ShadowofChernobyl  [author] Jul 7 @ 6:39pm 
@Glazedham666
No worries, brother. Thank you for the kind words :winter2019happyyul:
Glazedham666 Jul 7 @ 9:23am 
@shadowofchernobyl

thanks for the response. i was just curious. Great mod.....I love the freedom it gives.:steamthumbsup:
ShadowofChernobyl  [author] Jul 6 @ 6:16pm 
@Glazedham666
I haven't yet added any new units to the game, so there's only what already exists, or the vehicles that are added in Yokaiste's Sandbox Mod .
Glazedham666 Jul 6 @ 11:45am 
Quick question....Why no AH-64 Longbow? The Longbow is on the Kiowa Recon unit with hellfire missiles.
Obi Jun 29 @ 3:28am 
All good. I found "most" maps work well with this mod; however, it just is what it is. I don't expect you to stress over it. Thanks for giving it a look over.
ShadowofChernobyl  [author] Jun 28 @ 9:52pm 
@Obi
No problem at all, but I do have bad news.

I tried for an hour and 20 minutes but wasn't able to get the LOS in a reasonable state without using the "BlockVision = true" modifier on the tree-lines, but each time I would just end up being able to see hundreds of meters through tree-lines.

Technically speaking, the issue should be blamed on the map makers, as they put a concealment area on those fence-lines when there shouldn't be one.

I do apologize though. I agree that this issue is unsatisfactory.
Obi Jun 28 @ 5:51pm 
Thanks man, appreciate the upkeep.
ShadowofChernobyl  [author] Jun 28 @ 12:11pm 
@Obi
Okay yeah, I'm taking a look at the maps now. I'm definitely seeing some fencelines where this is the case. It's because the map makers designated them as treelines even though they're really not. This mod was primarily played and tested by me on West Fulda by Silver, so that's what I balanced it on.

I think I'm going to set "BlockVision" to false for treelines, but just increase their LOS concealment factor by a lot until I get something that works best for both these fencelines and also regular looking treelines.
Obi Jun 28 @ 7:16am 
It seems the maps are random. I just went through the skirmish maps and it doesn't seem to line up with any of those either. I know your intent was to make thin tree lines block LOS, but in doing so, even fences now block LOS completely. Also, tanks are somewhat blind on their own?
ShadowofChernobyl  [author] Jun 28 @ 1:06am 
@Obi
I gotcha, I'll have to take a look at it tomorrow evening. I'm about to hit the hay
Obi Jun 28 @ 12:11am 
First mission during the Fulda Gap campaign.
ShadowofChernobyl  [author] Jun 27 @ 11:59pm 
@Obi
That is very strange. What map is this?
Obi Jun 27 @ 8:12pm 
Here are some examples: https://imgur.com/a/D9jqaum
ShadowofChernobyl  [author] Jun 27 @ 6:24pm 
@Obi
This is probably because of the fix I implemented a few days ago. Tree lines are meant to block LOS, but after the recent game update, I had forgot to re-implement that feature. If you send an imgur.com screenshot, I can check it out and see if it looks abnormal though