Fog of War Mod Guide
Alot of stuff needs explaining to others brave enough to subscribe and a lot of stuff needs remembering by me about what this rambling mod does
So here it will begin to be writ Very slowly im guessing, foucus on stuff that needs explaining priority first, that is no Guarantee it will get done thou
Just some very very sketchy basics 1st – wip stickers all over this thing
Intro
Introduction
Well this wont be much of an intro yet
This humble mod so far has grown from 1 table and a dozen edits as stealth mod to 49 tables now
The last calculation i tried i put edits at about 1.2 million+ edits and changes…..
So..Summarising all that is a job for someone else, But its just me so were a bit stuffed
Vanilla stats but almost everything else has been tweaked – summary
Triage info will follow
Game Lobby Setup
Mod and AI are designed to be played on very low incomes for very long games , but this is not necessary . Can be played up 1.5 Income and works fine
The lowest income is the 2.0 it is actually 0.25
Income is delivery twice as slow every 2 minutes so anything you pick including 2 (0,25) is actually half of what is normal
Time to victory is alot longer so use the duration setting in lobby to modify. 0,75 is about an hour higher duration gets alot longer
AI Difficulty is Different
– To setup and tweak the pain/difficult , Ai difficulty now looks like this for options
Hardest + 100 and +100& Deck sIze and a different AI Strategy
Very Hard AIt + 15% and +100% deck size (basically if you need a zerg)
Hard Ait + 10 % income (boost and enemy or ally)
Medium Ait – is default
Easy Ati – 10% income (nerf an enemy or ally)* u
Very Easy +100% Deck Size (normal income good for ally or enemy if you need larger numbers)
– Hard Medium and Very Easy share the Same AI
-*Easy has a different ‘strategy’ profileand may be good for defender or on low points so remained
– Hardest has a Unique vanilla profile i haven’t tested
Can use this to change size of enemy difficulty income a fair range
Vision and Recon
This is a long one so to start, stealth is up, even planes can disappear
Optics or what ill call vision is down for recon vehicles closer to SD44 levels, some low vision units got a buff as terrain is much more concealing
Chart shows the basics- more explanation along one day
Planes
The basic changes for most planes
– A whole stack whet Up 1/3 in altitude and the middle moved around a bit
– Planes are more Durable, less accurate with bombs and weapons in favour of evasion
– Many Fatal Plane crits (like ground vehicles) remapped to longer but non fatal crits
– Plane Refuel Reload faster but repair slower
– Planes gain Xp when on the battle for time and a small amount for kills (for balance)
– Keeping Fighter and Recon on patrol near your spawn is good for both their role and the xp they gain
– All planes gain optics from XP
– All planes take 2 to 3 times the time to evacuate the battle, makes fighter pursuit much more worthwhile.
– Fighter will not see so far horizontally and are often heading up and down more instead
So it makes stuff much more vertical – high alt Bombers are less vulnerable to AA but less accurate, fighter have more a roll in chasing them down, and friendly AA will not protect bomber against them as much so escorts become a good idea
IT all needs lots of explaining that ill do sometime (maybe)
For low flyers, not much of a list so far 3 of them, had 19 but not sure how many to rebuild
The Two Lightning Recon’s French and US
P38J5F_5B1 Lightning FR and F5A Lightning US
The British Red Devil’s Proto Recon Mosquito
These are pretty simple, they fly real low so use to ‘path find recon’ Can get in recon stuff other cant and might even survive
So set a path (holding shift) for their entire run from spawn to enemy fly by back to your safe territory, At end of path can hit V to set evac but usually i keep them on map, planes gain xp when on map. You can then set follow camera and enjoy the ride
Flying low has benefits and risks
– Most AA if you carefully navigate will not have time to track and engage, this needs careful navigation plots
– low levels are harder to spot for all but if seen by fighters are in trouble
– all low levels climb steeply when panic or ‘Evac’, this can make them very vulnerable or be life saving evasion if timed correctly
– Winchester off thou not needed for these as they are unarmed is highly recommended (options – gameplay)
humble start but planes take a bit of getting used to so had to start somewhere
This is all about Steel Division 2 – How to Make Mod + Game Lobby Set Up Guide; I hope you enjoy reading the Guide! If you feel like we should add more information or we forget/mistake, please let us know via commenting below, also you can check the original article here, and thanks! See you soon!
- All Steel Division 2 Posts List
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