Arma 3
518 valoraciones
ZEUS WARGAME [RTS mod]
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Data Type: Mod
Mod Type: Mechanics
Tamaño
Publicado el
Actualizado el
2.090 MB
12 FEB 2023 a las 3:18 p. m.
8 SEP a las 9:06 a. m.
130 notas sobre cambios ( ver )

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ZEUS WARGAME [RTS mod]

En 1 colección creada por Jacktheviper
ZEUS RTS MOD MISSIONS - [Zeus Wargame mod]
19 artículos
Descripción
"Establishing Battlefield Control... standby"

The Wargame mod is an ongoing project that aims to deliver a tactical wargame on the ARMA 3 engine, featuring new custom waypoints, context sensitives menus, a dynamic cover system, point and area suppressive fire commands and a Planning Mode to give the player more control over his units.


COLLECTION OF MISSIONS TO USE WITH THIS MOD!


https://steamproxy.net/sharedfiles/filedetails/?id=2932626341




CREATE YOUR OWN TACTICAL SCENARIOS!


You can create your own complex tactical scenarios using the init modules found in the Eden Editor under the Wargame Modules tab.

Arma 3 Wargame Mod Editor Modules

https://youtu.be/idyaujO_nYg



Playing as a regular zeus

You can press ’SHIFT+H’ to toggle the unit creation menu on and off.

*This mod is compatible with ZEUS ENHANCED.
*It's necessary for both the Server and all Players to have the mod loaded in order to avoid issues.




Basic controls and mechanics manual
[docs.google.com]

https://docs.google.com/document/d/1Wcf4BYvgPA-ebUae6o5F-JN5r3UwdtOUhhqFAQpCi_E/




FUTURE UPDATES

For future updates I'm looking to refine and add more gameplay mechanics and a dynamic mission generator that will work with custom faction mods, so stay tuned!

  • Suppression command overhaul (area suppression and weapon selection)

  • DYNAMIC CONVOYS and MORALE/POW Capture System

  • Fog Of War system

  • Advanced Planning Mode

  • Dynamic Mission Generator

  • Dynamic Campaign Generator (missions linked by an operational layer)



Patreon
[patreon.com]
I love working on mods and scenarios and I want to be able to continue doing so, the funds from Patreon would allow me to arrange more time in order to improve the quality of my content and increase the frequency of updates.
I also take requests for custom missions and mod features.


Another great way to help would be subscribing to my Youtube Channel :

https://www.youtube.com/@jacktheviper1623/featured


Discord
[discord.gg]
Join the Discord server to get news about the mod and find other players.

https://discord.gg/vugD4Vuawt
Discusiones populares Ver todo (15)
6
6 SEP a las 9:33 a. m.
Tank Spinning Endlessly & Disregarding Commands
Xander3
157
3 SEP a las 9:45 a. m.
FIJO: BUG REPORT
Jacktheviper
2
31 AGO a las 5:10 p. m.
[Antistasi] Armored Vehicles driving only in reverse
Ferox Schattenwolf
923 comentarios
Jacktheviper  [autor] hace 3 horas 
UPDATE:
-status bar for vehicles:
*appears on top of the quick action bar when a vehicle is selected

-engine icon
*icon turns to red when the engine is destroyed
*tooltip shows damage for important parts

-ammo icon
*tooltip shows each ammo type and how much is left

-fuel icon
*color based on fuel available
*tooltip shows how much is left

-supply icon
*color based on supply available
*tooltip shows how much is left

-added callouts when an important part is fully damaged (engine, wheels/track) and when out of fuel
Jacktheviper  [autor] 4 SEP a las 4:00 p. m. 
@howitzerjunkie928
Yes, it's meant to be used in that way as well, there a few groups that use it for Zeus missions.
howitzerjunkie928 4 SEP a las 10:00 a. m. 
Hey man while I havent gotten to try out this mod in game yet I have already watched all the content on youtube that I could and wanted to say fucking amazing job on this it looks truly remarkable. I wanted to ask though, I had showed the mod off to a few members of my unit and while I still need to do some testing first how well do you feel this mod can be used as less of an RTS module and more to enhance the control a Zeus would have over the AI in a mission? the stuff you did with there pathfinding is amazing and we had hoped to try and use the mod to specifically help the AI in navigating Urban environments or even Eden placed environments if that was possible. Regardless though thanks for your time and hope to see more updates in the future for the mod!
Jacktheviper  [autor] 2 SEP a las 2:58 p. m. 
@Hotaninja05
You can do it by selecting the units, then while holding the left control key use the left mouse button to drag a line from one unit to the other.
Hotaninja05 2 SEP a las 1:14 p. m. 
Hey its impossible to separate the vehicle and the crew since you cannot link units to each other in Zeus. So I have to either have 9 individual units in a vehicle and control them one by one or use the pre made groups but then we get the previous problem.
Jacktheviper  [autor] 2 SEP a las 4:23 a. m. 
@Hotaninja05
It's better to separate the vehicle crew, like the driver and gunner, from the passengers, you can separate groups by holding control and using the left mouse button.
When they are in different groups, only the passengers will dismount if you press the disembark option one time, pressing it a second time will then dismount the crew.

Having the passengers in a different group also makes it easier to control them outside the vehicle.
Hotaninja05 1 SEP a las 1:33 p. m. 
Any way to stop the drivers and gunners from leaving the vehicle when the infantry is told to disembark? also why do the vehicles disappear when commanding the units to take cover?
MarkieMarky 31 AGO a las 3:59 a. m. 
Possibility to have lambs compatibility to make AI have animations on idle? AI now is twitching on idle
Jacktheviper  [autor] 30 AGO a las 1:07 p. m. 
@CybilBennet
Thanks, but still there are many things to implement.

@Merciless Sun God
I'm not sure how you have it, but it's better to separate the vehicle crew from the infantry element.
Merciless Sun God 30 AGO a las 12:40 p. m. 
So either I'm not doing something right or the AI is retarded, I'm giving them move orders (mechanized infantry only from what I've seen) and they move about 5 meters stop moving and I've followed the troubleshooting and it hasn't worked.