If you have any problems with tank paperdolls, or tank not being scary enough, check load order. This mod overrides Tank.uasset and has to be the last in the load order (highest number in mod.json) so it overrides any other mod that changes this asset.
VTOLs: Igors: 2x Hull HP, 3x Engine HP VTOLs (Warriors): 3x HP Tanks from other mods: Struct and Turret HP = base HP each, armor is base HP * 1.5. These tanks will show 0 as weight.
If you are running Yet Another Mechlab, you must keep this mod's load order higher than YAML (if you didnt change load orders, 6 should be OK, YAML being 5 by default).
1.1.3 Scary Tanks Minor update to support Coyote Missions Aerospace fighters (will not increase their HP).
I recall some time ago hearing that this mod reduces the number of turrets spawned in favor of more tanks. Is this true? Or am I thinking of another mod or nothing at all?
i noticed the steam version of the mod not listing the new vehicles added even though it is marked as the same version as this mod, and i also have not encountered any of the listed vehicles using the steam version. are they actually two separate versions?
also i've had some ideas of making other wheeled vehicles using modifications of the Riverjack and Swiftwind chassis. if you know how to do everything on the Unreal Editor side of things i could whip some things together. would love to pop some Hetzers!
have you seen any of the jeeps on missions? I haven't and I don't know if I am just unlucky, there is a minor mod conflict or I am missing something else.
I haven't played it much so I don't know for sure but I haven't seen them. They are in the screenshots as an enemy vehicle. Maybe it hasn't been added yet.
For people that are wondering - yes, it is absolutely possible to (repeatedly) successfully go through few starting missions of the campaign, with the default values of everything in this mod. In fact, just for fun and giggles, I also did the mission where you recruit freeman too, using only the starter Javelin.
For a change, it require player to actually mind what they are doing (the missions become hard, indeed), but it is absolutely possible to win. Just mind your own HP. Becomes a bit more pleasant to play with step-on death re-enabled to vanilla (the crush damage still does enough to disallow mindless stepping over everything in the Javelin).
I completely agree on this one - It is a challenge but completely doable. If using YetAnotherMechlab with it, it is even a bit easier if you swap the Centurion STD200 engine into it, strip a couple heatsinks and jumpjets, and then max out the armour. It's a tanky and quick little bugger at that point.
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This mod overrides Tank.uasset and has to be the last in the load order (highest number in mod.json) so it overrides any other mod that changes this asset.
VTOLs: Igors: 2x Hull HP, 3x Engine HP
VTOLs (Warriors): 3x HP
Tanks from other mods: Struct and Turret HP = base HP each, armor is base HP * 1.5. These tanks will show 0 as weight.
If you are running Yet Another Mechlab, you must keep this mod's load order higher than YAML (if you didnt change load orders, 6 should be OK, YAML being 5 by default).
1.1.3 Scary Tanks
Minor update to support Coyote Missions Aerospace fighters (will not increase their HP).
Does YAML include all this functionality?
For a change, it require player to actually mind what they are doing (the missions become hard, indeed), but it is absolutely possible to win. Just mind your own HP. Becomes a bit more pleasant to play with step-on death re-enabled to vanilla (the crush damage still does enough to disallow mindless stepping over everything in the Javelin).