Long Range Fighting (LRF) Mod for Skirmish & Multiplayer (4.5.5)

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Black Project
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Long Range Fighting (LRF) Mod for Skirmish & Multiplayer (4.5.5)

Post by Black Project »

wz2100mp_long_range_fighting_v1_0.wz
Image

LRF Mod is a skirmish and multiplayer modification for version 4.5.x (4.5.5 and above) aimed at giving all weapons a slight increase of max range according to it's subclass type (cannons, rockets, etc).

But the mod does not limit itself by slight range buffs per damage research, though.

Defensive structures are dramatically more accurate than vehicles, rendering them more useful when holding the line. A huge variety of land and air defense structures are made available for players to build. Previously cut weapons before the game's first retail release back in 1999 are fully restored and ready to be used at player's service in the design menu and on the battlefield. Thermal armor are more attractive to be researched.

FEATURES:

- Remodeled gun barrel GFX for Light/Medium/Heavy Cannon (detailed muzzle brake) and Avenger/Vindicator SAM (more missile tubes).
- Damage upgrades slightly increase weapons' max range.
- Engine upgrades will increase power output by 10%.
- Laser Satellite Command Post is upgraded by laser upgrades (accuracy, damage and firerate).
- Mortars are now upgraded by howitzer's accuracy and damage upgrades in an attempt to make them not obsolete late-game.
- EMP Mortar is now upgraded by mortar's accuracy and firerate upgrades.
- Increased all defensive structures' accuracy to 100%.
- Research topics are much cheaper, allowing players to spend more power on units and/or structures. Research time remains unchanged for most of them.
- Decreased research time of vehicle/cyborg thermal armor upgrades.
- Vehicle thermal armor upgrades will increase hitpoint percentage by 15%.
- Cyborg thermal armor upgrades will increase hitpoint percentage by 18%/17%.
- Reduced hitpoint percentage increase of vehicle kinetic armor upgrades to 15% from 30%.
- Reduced hitpoint percentage increase of cyborg kinetic armor upgrades to 18/17% from 35%.
- Defensive/base structure upgrades will increase thermal armor points.
- All AIs will use LRF mod's extra weapons and defenses.
- Increased guard tower height to 3 from 2.
- Increased Research Facility's hitpoints to 1000.
- Increased VTOL Factory's hitpoints to 1000.
- Increased electronic resistance of all defenses and base structures.
- Changed and tweaked hit/miss/watersplash effects and firing/explosion sounds of nearly all weapons.
- Added VTOL variants for existing weapons:
++ VTOL Medium Cannon
++ VTOL Avenger SAM
++ VTOL Vindicator SAM
++ VTOL Stormbringer AA Laser
- Added 7 cut weapons:
++ Hyper Velocity Heavy Cannon + VTOL
=== Stock base range (upgraded): 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Hitpoints: 350 hp
=== Weight: 6000
=== Power cost: 300
=== Build time: 90 seconds
=== Damage: 135 (VTOL: 270)
=== VTOL ammo capacity: 2 rounds
=== Firerate: 9 rounds per minute ( 6.6 seconds )
=== Weapon class: KINETIC
=== Weapon effect: ALL ROUNDER
=== Required research: Hyper Velocity Cannon; Heavy Cannon; Cannon Laser Designator
++ Heavy Assault Cannon
=== Stock base range (upgraded): 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Hitpoints: 425 hp
=== Weight: 5000
=== Power cost: 250
=== Build time: 80 seconds
=== Damage: 80
=== Splash damage: 70
=== Splash radius: 128 units / 1 tile
=== Firerate: 20 rounds per minute ( 3 seconds )
=== Weapon class: KINETIC
=== Weapon effect: ALL ROUNDER
=== Required research: Assault Cannon, Cannon Autoloader Mk3, Dedicated Synaptic Link Data Analysis Mk3
++ Mammoth Cannon (Supergun)
=== Stock base range (upgraded): 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Hitpoints: 100 hp
=== Weight: 30000
=== Power cost: 400
=== Build time: 100 seconds
=== Damage: 250
=== Splash damage: 125
=== Splash radius: 256 units / 2 tiles
=== Firerate: 8 rounds per minute
=== Burst size: 2 rounds
=== Burst interval: 15 seconds
=== Weapon class: KINETIC
=== Weapon effect: ALL ROUNDER
=== Required research: Heavy Cannon, Dedicated Synaptic Link Data Analysis Mk3
++ Earthshaker Rocket
=== Stock base range (upgraded): 6400 units / 50 tiles ( 12800 units / 100 tiles )
=== Hitpoints: 15 hp
=== Weight: 20000
=== Power cost: 700
=== Build time: 200 seconds
=== Damage: 360
=== Splash damage: 180
=== Splash radius: 256 units / 2 tiles
=== Firerate: 1 round per minute ( 60 seconds )
=== Weapon class: KINETIC
=== Weapon effect: ARTILLERY ROUND
=== Required research: Ripple Rockets; HESH Rocket Warhead Mk3
++ Devastator Bunker Buster Missile + VTOL (NEWST's 1.12 fan patch weapon)
=== Stock base range (upgraded): 1792 units / 14 tiles ( 2329.6 units / 18.2 tiles )
=== Hitpoints: 20 hp
=== Weight: 400
=== Power cost: 300
=== Build time: 90 seconds
=== Damage: 340 (VTOL: 380)
=== VTOL ammo capacity: 1 round
=== Firerate: 8 rounds per minute ( 7.5 seconds )
=== Weapon class: KINETIC
=== Weapon effect: BUNKER BUSTER
=== Required research: Scourge Missile
++ Angel Missile (4-Barrel Archangel)
=== Stock base range (upgraded): 12800 units / 100 tiles ( 16640 units / 130 tiles )
=== Hitpoints: 50 hp
=== Weight: 20000
=== Power cost: 700
=== Build time: 200 seconds
=== Damage: 160
=== Blast damage: 160
=== Blast radius: 64
=== Firerate: 12 rounds per minute
=== Burst size: 4 rounds
=== Burst interval: 20 seconds
=== Weapon class: KINETIC
=== Weapon effect: ARTILLERY ROUND
=== Required research: Seraph Missile Array, Ripple Rockets, Advanced Missile Warhead Mk2
++ Prismatic Heavy Laser + VTOL
=== Stock base range (upgraded): 1792 units / 14 tiles ( 2329.6 units / 18.2 tiles )
=== Hitpoints: 300 hp
=== Weight: 5000
=== Power cost: 400
=== Build time: 60 seconds
=== Damage: 300 (VTOL: 600)
=== VTOL ammo capacity: 2
=== Firerate: 10
=== Weapon class: HEAT
=== Weapon effect: ALL ROUNDER
=== Required research: Pulse Laser
- Changed weight of the following weapons:
++ Machinegun: 200 => 600
++ Twin Machinegun: 400 => 800
++ Heavy Machinegun/Assault Gun/Twin Assault Gun: 600 => 1000
++ Flashlight: 300 => 800
++ Pulse Laser: 500 => 1000
++ Stormbringer AA Laser: 4000 => 1000
++ AA Flak Flak Cyclone: 4000 => 1000
++ AA Flak Cannon Tornado: 5000 => 4000
++ Hurricane AA Gun: 2000 => 1000
++ Whirlwind AA Gun: 5000 => 4000
++ Mini-Rocket Pod: 250 => 500
++ Bunker Buster Rocket: 250 => 500
++ Tank Killer Rocket: 300 => 1000
++ Heavy Rocket Array: 300 => 1000
++ Mini-Rocket Array: 250 => 500
++ Flamer: 250 => 500
- Changed Heavy Plasma Launcher:
++ Damage: increased to 100 from 50
++ Firerate: decreased to 1 rpm (60s) from 2 rpm (35s)
- Changed Cannon Fortress Turret:
++ Damage: increased to 450 from 360
++ Firerate: decreased to 8 rpm (7.5s) from 10 rpm (60s)
++ Splash damage: decreased to 225 from 260
++ Splash radius: increased to 320 units (2.5) from 256 units (2)
- Changed Missile Fortress' Turret:
++ Damage: decreased to 660 from 1100
++ Firerate: Increased to 20 rpm from 12 rpm
++ Burst interval: decreased to 12s from 20s
- Changed Nexus Link Turret:
++ Enabled fire-on-the-move feature
++ Damage: increased to 50 from 2
++ Firerate: decreased to 20 rpm (30s) from 600 rpm (0.1s)
++ Weapon Effect: changed to "ALL ROUNDER" from "ANTI PERSONNEL"
- Changed Plasma Cannon:
++ Damage: decreased to 250 from 500
++ Splash damage: decreased to 125 from 500
++ Firerate: Increased to 8 rpm (7.5s) from 4 rpm (15s)
- Changed Archangel Missile:
++ Required research: Angel Missile
++ Damage: increased to 200 from 160
++ Blast damage: increased to 200 from 160
++ Power cost: increased to 800 from 700
- Changed power level setting:
++ Low: increased to 100% from 85%
++ Medium: increased to 200% from 100%
++ High: increased to 300% from 125%
- Changed propulsion's max allowed speed:
++ Wheels: 320 units / 2.5 tiles
++ Half-tracks: 256 units / 2 tiles
++ Tracks: 192 units / 1.5 tiles
++ Hover: 320 units / 2.5 tiles
- Tweaked base stock range of all weapons to account for increased max range from damage upgrades:
++ MACHINE GUN
=== Machinegun: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Twin Machinegun: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Heavy Machinegun: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Assault Gun: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Twin Assault Gun: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Hurricane AA Gun: 1280 units / 10 tiles ( 2560 units / 20 tiles )
=== Whirlwind AA Gun: 1280 units / 10 tiles ( 2560 units / 20 tiles )
++ ENERGY
=== Flashlight: 1792 units / 14 tiles ( 2329.2 units / 18.2 tiles )
=== Pulse Laser: 1792 units / 14 tiles ( 2329.2 units / 18.2 tiles )
=== Heavy Laser: 1792 units / 14 tiles ( 2329.2 units / 18.2 tiles )
=== Stormbringer AA: 2048 units / 16 tiles ( 2662.4 units / 20.8 tiles )
++ CANNON
=== Light Cannon: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Medium Cannon: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Heavy Cannon: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Hyper Velocity Cannon: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Assault Cannon: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Twin Assault Cannon: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Plasma Cannon: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Cyclone AA Flak: 1280 units / 10 tiles ( 2560 units / 20 tiles )
=== Tornado AA Flak: 1280 units / 10 tiles ( 2560 units / 20 tiles )
=== Cannon Fortress Weapon: 1152 units / 9 tiles ( 2304 units / 18 tiles )
++ GAUSS
=== Needle Gun: 1792 units / 14 tiles ( 2329.2 units / 18.2 tiles )
=== Rail Gun: 1792 units / 14 tiles ( 2329.2 units / 18.2 tiles )
=== Gauss Cannon: 1792 units / 14 tiles ( 2329.2 units / 18.2 tiles )
=== Mass Driver Fortress Turret: 1920 units / 15 tiles ( 2496 units / 19.5 tiles )
++ ROCKET
=== Sunburst AA: 1280 units / 10 tiles ( 2560 units / 20 tiles )
=== Bunker Buster: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Mini-Rocket Pod: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Lancer: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Tank Killer: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Mini-Rocket Array: 1024 units / 8 tiles ( 2048 units / 16 tiles )
=== Heavy Rocket Array: 1152 units / 9 tiles ( 2304 units / 18 tiles )
=== Ripple Artillery: 6400 units / 50 tiles ( 12800 units / 100 tiles )
=== Heavy Rocket Bastion Turret: 1152 units / 9 tiles ( 2304 units / 18 tiles )
++ MISSILE
=== Avenger SAM: 2048 units / 16 tiles ( 2662.4 units / 20.8 tiles )
=== Vindicator SAM: 2048 units / 16 tiles ( 2662.4 units / 20.8 tiles )
=== Scourge Missile: 1792 units / 14 tiles ( 2329.2 units / 18.2 tiles )
=== Seraph Array: 1920 units / 15 tiles ( 2496 units / 19.5 tiles )
=== Archangel Artillery: 12800 units / 100 tiles ( 16640 units / 130 tiles )
=== Missile Fortress Turret: 1920 units / 15 tiles ( 2496 units / 19.5 tiles )
++ MORTARS/HOWITZERS
=== Mortar: 2304 units / 18 tiles ( 5068.8 units / 39.6 tiles )
=== Bombard: 2304 units / 18 tiles ( 5068.8 units / 39.6 tiles )
=== Incendiary Mortar: 2304 units / 18 tiles ( 5068.8 units / 39.6 tiles )
=== Pepperpot: 2304 units / 18 tiles ( 5068.8 units / 39.6 tiles )
=== EMP Mortar: 2304 units / 18 tiles ( 5068.8 units / 39.6 tiles )
=== Howitzer: 5120 units / 40 tiles ( 8192 units / 64 tiles )
=== Ground Shaker: 6400 units / 50 tiles ( 10240 units / 80 tiles )
=== Incendiary Howitzer: 4096 units / 32 tiles ( 6553.6 units / 51.2 tiles )
=== Hellstorm: 5120 units / 40 tiles ( 8192 units / 64 tiles )
++ FLAME
=== Flamer: 640 units / 5 tiles ( 1280 units / 10 tiles )
=== Inferno: 640 units / 5 tiles ( 1280 units / 10 tiles )
=== Plasmite Flamer: 640 units / 5 tiles ( 1280 units / 10 tiles )
=== Heavy Plasma Launcher: 5120 units / 40 tiles ( 10240 units / 80 tiles )
++ BOMB
=== Cluster: 512 units / 4 tiles ( 896 units / 7 tiles )
=== HEAP: 512 units / 4 tiles ( 896 units / 7 tiles )
=== Phosphor: 512 units / 4 tiles ( 896 units / 7 tiles )
=== Thermite: 512 units / 4 tiles ( 896 units / 7 tiles )
=== Plasmite: 512 units / 4 tiles ( 896 units / 7 tiles )
=== EMP: 512 units / 4 tiles ( 896 units / 7 tiles )
- Increased projectile speed of all weapons:
++ Unguided Indirect-Fire Weapons: 1536 units / 12 tiles
++ Lasers: 3840 units / 30 tiles
++ Rail Guns: 3200 units / 25 tiles
++ Missiles: 1920 units / 16 tiles
++ Rockets: 2432 units / 19 tiles
++ Cannon: 2560 units / 20 tiles
++ Anti-Aircraft Weapons (except Stormbringer) and HV Cannons: 3072 units / 25 tiles
++ Machine Guns: 2560 units / 20 tiles
++ Flamers: 768 units / 6 tiles
++ Bomb Bays: 640 units / 5 tiles
- Removed structure limits for VTOL Rearming Pads
- Increased default/max structure limits:
++ Research Facility: 5/20 -> 5/50
++ Power Generator: 10/10 -> 10/50
++ Laser Satellite Command Post: 1/1 => 1/5
++ Satellite Uplink Center: 1/1 => 1/5
++ Repair Facility 5/5 => 5/50
- Changed "strength", "hitpoints" and "structureModel" of some defenses:
++ Mortar Pit: MEDIUM -> HARD; 300 -> 800 hp
++ Incendiary Mortar Pit: MEDIUM -> HARD; 300 -> 800 hp
++ Bombard Pit: MEDIUM -> HARD; 300 -> 800 hp
++ Pepperpot Pit: MEDIUM -> HARD; 300 -> 800 hp
++ EMP Mortar Pit: MEDIUM -> HARD; 300 -> 800 hp
++ Howitzer Emplacement: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLMRTPIT.PIE"
++ Incendiary Howitzer Emplacement: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLMRTPIT.PIE"
++ Ground Shaker Emplacement: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLMRTPIT.PIE"
++ Hellstorm Emplacement: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLMRTPIT.PIE"
++ Mini-Rocket Battery: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLMRTPIT.PIE"
++ Heavy Rocket Battery: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLMRTPIT.PIE"
++ Ripple Rocket Battery: 400 -> 800 hp; "BLHOWMNT.PIE" -> "BLAAMNT2.PIE"
++ Tank Killer Emplacement: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLAAMNT2.PIE"
++ Hyper Velocity Cannon Emplacement: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLAAMNT2.PIE"
++ Plasma Cannon Emplacement: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLAAMNT2.PIE"
++ Railgun Emplacement: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLAAMNT2.PIE"
++ Gauss Cannon Emplacement: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLAAMNT2.PIE"
++ Seraph Missile Battery: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLAAMNT2.PIE"
++ Archangel Missile Emplacement: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLAAMNT2.PIE"
++ Flashlight Emplacement: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLAAMNT2.PIE"
++ Pulse Laser Emplacement: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLAAMNT2.PIE"
++ Heavy Laser Emplacement: 400 -> 800 hp; "BLHARDPT.PIE" -> "BLAAMNT2.PIE"
++ Machinegun Bunker: "BLPILBOX.PIE" -> "BLCANPIL.PIE" (turret exposed)
++ Twin Machinegun Bunker: "BLPILBOX.PIE" -> "BLCANPIL.PIE" (turret exposed)
++ Heavy Machinegun Bunker: "BLPILBOX.PIE" -> "BLCANPIL.PIE" (turret exposed)
++ Rotary MG Bunker: "BLPILBOX.PIE" -> "BLCANPIL.PIE" (turret exposed)
- New defensive structures (66):
++ EMPLACEMENTS (5):
=== Mammoth Cannon
=== Earthshaker Rocket
=== Angel Missile
=== Pulse Laser
=== Prismatic Heavy Laser
++ GUARD TOWERS (29):
=== Hurricane AA Gun
=== Whirlwind AA Gun
=== Sunburst AA Rocket
=== AA Flak Cyclone
=== AA Flak Tornado
=== Stormbringer AA Laser
=== Avenger SAM
=== Vindicator SAM
=== Flamer
=== Inferno
=== Plasmite Flamer
=== Machinegun (Steel)
=== Twin Machinegun (Steel)
=== Heavy Machinegun (Hardened)
=== Assault Gun
=== Twin Assault Gun
=== Flashlight
=== Heavy Laser
=== Prismatic Heavy Laser
=== Tank Killer
=== Light Cannon
=== Medium Cannon
=== Heavy Cannon
=== Hyper Velocity Cannon
=== Hyper Velocity Heavy Cannon
=== Assault Cannon
=== Heavy Assault Cannon
=== Rail Gun
=== Gauss Cannon
++ BUNKERS (21):
=== Machinegun¹
=== Twin Machinegun¹
=== Heavy Machinegun¹
=== Assault Gun¹
=== Twin Assault Gun
=== Flashlight
=== Pulse Laser
=== Heavy Laser
=== Prismatic Heavy Laser
=== Mini-Rocket
=== Lancer
=== Tank Killer
=== Scourge Missile
=== Medium Cannon
=== Heavy Cannon
=== Hyper Velocity Cannon
=== Hyper Velocity Heavy Cannon
=== Assault Cannon
=== Heavy Assault Cannon
=== Needle Gun
=== Rail Gun
=== Gauss Cannon
¹ exposed turret replacement, can shoot VTOLs
++ HARDPOINTS (11):
=== Hurricane AA Gun
=== Sunburst AA Rocket
=== Stormbringer AA Laser
=== Mini-Rocket
=== Hyper Velocity Heavy Cannon
=== Twin Assault Cannon
=== Heavy Assault Cannon
=== Needle Gun
=== Flashlight
=== Heavy Laser
=== Prismatic Heavy Laser
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Last edited by Black Project on 05 Apr 2025, 05:14, edited 2 times in total.
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Black Project
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Re: Long Range Fighting (LRF) Mod for Skirmish & Multiplayer (4.5.5)

Post by Black Project »

Here's images of some featured stuff LRF provides.

ADDED DEFENSES

ImageImageImage
ImageImageImage

MODEL-SWAPPED DEFENSES

ImageImage

ADDED CUT WEAPONS

Hyper Velocity Heavy Cannon (half ROF for twice the damage and size)
Image

Heavy Assault Cannon (punches harder than Twin Assault Cannon for half the Assault Cannon's firerate!)
Image

Mammoth Cannon (Mammoth Tanks in Warzone 2100!)
Image

Devastator Bunker Buster (from NEWST's 1.12 Patch)
Image

Angel Missile (Archangel Missile without the "Arch".)
Image

Earthshaker Rocket (fires a powerful and accurate rocket, long reload time)
Image

Prismatic Heavy Laser (All-Rounder Laser Weapon)
Image

REMODELED WEAPONS

Light Cannon (detailed muzzle brake)
Image

Medium Cannon (detailed muzzle brake)
Image

Heavy Cannon (detailed muzzle brake)
Image

Avenger SAM (more missile tubes)
Image

Vindicator SAM (more missile tubes)
Image

MORE VTOL WEAPONS

Devastator BB Missile
Image

Avenger SAM
Image

Vindicator SAM
Image

Stormbringer AA Laser
Image

Prismatic Heavy Laser
Image

Medium Cannon
Image

Hyper Velocity Heavy Cannon
Image
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Doruletz
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Re: Long Range Fighting (LRF) Mod for Skirmish & Multiplayer (4.5.5)

Post by Doruletz »

Black Project wrote: 05 Apr 2025, 03:48 wz2100mp_long_range_fighting_v1_0.wz

Image

LRF Mod is a skirmish and multiplayer modification for version 4.5.x (4.5.5 and above) aimed at giving all weapons a slight increase of max range according to it's subclass type (cannons, rockets, etc).

But the mod does not limit itself by slight range buffs per damage research, though.

Defensive structures are dramatically more accurate than vehicles, rendering them more useful when holding the line. A huge variety of land and air defense structures are made available for players to build. Previously cut weapons before the game's first retail release back in 1999 are fully restored and ready to be used at player's service in the design menu and on the battlefield. Thermal armor are more attractive to be researched.
Nice. I downloaded it, will try it and get back to you with comments and suggestions.
One question:
I hope it is not a Portuguese only MOD, right? It does have a default English interface?
What do I think about Window$ ??? Just see my AVATAR...
tauron12
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Joined: 12 Jun 2022, 10:30

Re: Long Range Fighting (LRF) Mod for Skirmish & Multiplayer (4.5.5)

Post by tauron12 »

Thanks, which folder do I place this in?
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Black Project
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Re: Long Range Fighting (LRF) Mod for Skirmish & Multiplayer (4.5.5)

Post by Black Project »

tauron12 wrote: 09 Jul 2025, 10:04 Thanks, which folder do I place this in?
To install the mod, just place it inside the "autoload" folder.

For Windows users: "...Users\Win10\AppData\Roaming\Warzone 2100 Project\Warzone 2100\mods\4.5.5\autoload"

To access the configuration directory, just open the game, select "Options", then click on the "Open Configuration Directory" on the bottom left of the "Options" window. It will open the "Warzone 2100" folder.

Exit the game, then access the "autoload" from the recently opened config folder and then copy and paste the mod inside the "autoload" folder.

Launch the game with the mod installed and if you have done correctly, the game will display the currently loaded mods on the top left of the screen.

To uninstall the mod, simply remove the mod inside the "autoload" folder".
tauron12
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Re: Long Range Fighting (LRF) Mod for Skirmish & Multiplayer (4.5.5)

Post by tauron12 »

Thank You, much appreciated.
Malice
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Re: Long Range Fighting (LRF) Mod for Skirmish & Multiplayer (4.5.5)

Post by Malice »

I was toying around with making my first mod and since I loved how well this plays I actually used your mod as the base , currently its just for personal use but would it be okay to announce separately? It simply adds EMP/Thermal versions for Howitzers, Ground Shakers and Cyborgs but using your stats as the basis for balance.

EDIT: I actually just ended up updating it for 4.6.3 as well by "accident" XD
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Malice
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Re: Long Range Fighting (LRF) Mod for Skirmish & Multiplayer (4.5.5)

Post by Malice »

There's a typo in bonecrusher.js , there's an extra "o" in playerLoose it should be playerLose this will fix the bonecrusher AI not working. The Cobra AI is also just breaking but I couldn't get it to work at all