General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Currently I am working on making panzerfausts and grenades seperate from teching but they are bundled together in an upgrade. Then I wondered if the conscript upgrades should be bundled together?
Perhaps it is the projectile under ebps. Under collision there is tp_homing_inf while there is another option tp_homing. Maybe the inf means it can collide with infantry? Also how does garrisoning works? Do infantry gain/change type when they garrison? Panzerfausts can also target buildings.
Hi, I saw a couple posts about an error a lot of people were having. Seemed like no one was able to build their mod after the last patch. But didn't seem to find an explicit explanation or solution. Can someone walk me through what exactly went wrong and how to fix it?
Output when building mod:
Building mod1.mod...
C:\Program Files (x86)\Steam\steamapps\common\Company of Heroes 2 Tools\AttributeEditorXML.exe --operation ModBinaryBurn --root "C:\Program Files (x86)\Steam\steamapps\common\Company of Heroes 2 Tools\assets\data\attributes\attributes.xml" --mod "C:\Users\000\Desktop\mod1\attrib\attrib.xml" --burn_path "C:\Users\000\Desktop\mod1\mod1 Intermediate Cache\Intermediate Files\attrib\attrib"
Error building mod1.mod: C:\Program Files (x86)\Steam\steamapps\common\Company of Heroes 2 Tools\AttributeEditorXML.exe failed with exit code -1. arguments --operation ModBinaryBurn --root "C:\Program Files (x86)\Steam\steamapps\common\Company of Heroes 2 Tools\assets\data\attributes\attributes.xml" --mod "C:\Users\000\Desktop\mod1\attrib\attrib.xml" --burn_path "C:\Users\000\Desktop\mod1\mod1 Intermediate Cache\Intermediate Files\attrib\attrib"
Built mod1.mod.
I have been having a bit of trouble myself. Eventually I got it to work, with trial and error. One problem it seems like that it could be with or at least with me was the preview image, but that usually ends in error code 2.
1. try verifying cashes
2. make sure you try to use shortest names possible because if the directory has a limit of characters and avoid high bit characters.
3. Another possible solution I tried was not to save the mod on the desktop. Try maybe create your mod just inside your C drive (C:\mod1.mod.....). As far as I know, this is safe. This may help with cloning long names files like okw_105cm_howitzer\okw_105cm_howitzer.
It's the Vanguard glider that costs 540MP.
Commandos glider costs 500MP.
Inf commandos cost 440MP iirc'
Btw, note that UKF demo has worse radius than the other two demos (USF and Soviet one).
Speaking about demos. I do not know if someone suggested before, but how about demos help deny blobs and single capping squads is that they inflict a forced fall back like the propaganda artillery along with high damage inflicted to the squad.
Thematically I would say the initial exploding would cause high suppression and damage. Then say a three second delay, so that the animation of the explosion can finish, the pinned squads will auto retreat.
All call-in s and Infiltration units should have a "call in" time. For the latter, enemies can fill up the target houses to prevent infiltration and the infiltration units will spawn in base if that happens.
Exceptions for paratroopers, glider borne commandoes because they have the "call-in" time in animation. Falls should paradrop in like the paratroopers instead of spawning.
So for the call in time, you are referring to a delay before spawning the building? This could help prevent squad wipes on retreat and AT partisans instantly killing a vehicle. It would also makes since that Falls would be dropped in rather than spawned in.
Interesting thoughts, I like the idea of Fallschirmjagers still having FG42's instead of Mp40's though.
Why not spawn them Kar 98's and give them a "2x FG42" upgrade? Since no other unit in the game uses FG's it you could easily modify the weapon stats to put them on par with the BAR's or something.
Another possibility, but right now their cost is too high and too easily to be wiped.
I know that the winter balance patch has a specific guidelines of the team is able to edit (Light Tanks/Vehicles, Squad Formations & Clumping, USF Mortar, Penals & Guards, and Wehrmacht Infantry Scaling.) Anything more really could be too many variables that editing would give a large power creep. So once the dust settles here are some future things that could be taken under consideration. Also I used spoilers to prevent the dreaded wall of text.
Balancing Infiltration units ideas
We do not need more squad wiping machines but they need to be able to scale in the late game. Here are my suggestions
Partisans (SMG)
Stormtroopers
Fallschirmjagers
Infiltration commandos
3. Pershing
4. Demolition Charges
5. Free stuff from teching
6. Ostheer Teching
Now lets talk about the smaller changes that I a suggesting. I am not going to bother with adjusting the various extra commands for soviets and ostheer because there are too many commanders with the same abilities just mixed around. Perhaps this would where custom commanders would come in but that is way out of a possibility of this game.
Conscripts
Shock troops
KV-1
All static Howitzers
Ostheer and US: Stormtrooper's, and Paratrooper's Tactical Assault and Riflemen Fire it up