Heya, Janne252, thanks for the tutorial on that. I've been experimenting around with the mod tools ever since, had been waiting for this time to finally mod CoH2 like this. I need some help though;
I'm trying to create a custom-unit or a mix to say it differently. The unit is almost identical with the Guards Rifle Infantry, except this time, only 2 Guards and 4 Conscripts, like a cheaper version of the Guards. And I aim to place them in the barracks (1st building) of the soviets.
What I tried was to clone the Guards unit file and rename it to guards_troops_custom_mp, then I placed them as a spawnable (Spawn_item) in the barracks though when I started a game, they didn't appear at all. Mind helpin' me on this one? That'd be great if you can ^-^
Ah, another is if theres a way to change default weapons or so properly? I've already tried cloning a sniper and giving him an officer's model, but the sniper rifle seems to be invisible, even though he's doing the animations for it and even firing it.
Check the squad/entity requirements. There's most likely a requirement to the Guards Commander upgrade which prevents it from showing up in your T1.
About invisible weapons - currently we can't modify files which would fix this.
Ive been trying to get the Zis-6 to show up in tier 3 for MP, but i cant seem to get it to do that... Under "motorpool", i saw that there were MP versions of the KV-1 and Zis-6 alongside the normal units. I tried my best to edit some spawning data, but i still cant figure out what allows the MP Zis-6 to show up in T3. The M5 and Zis-6 took up the same slot, so i successfully removed the M5 from the slots, but that was as far as i got. I will also need to figure out how to switch the unit preview that shows up when hovering over T3 in the CE's build menu...
There is a unit called US-6. Is it a complete unit, since ive never seen any mention of the Studebaker anywhere? Im assuming no, but i wonder why it is in the game files to begin with.
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I made myself an Ostheer-Soviet mod checklist, and ill see if i can fulfill most of my objectives (though many aspects are based off of changes that people already made, so i know those are possible - mainly balance changes since im trying for my own faction design changes)
And... Is it possible to make a commander ability upgrade on infantry a stock upgrade for stock infantry? Like the Anti Tank tactics PTRS upgrade, for example.
Sorry for demanding a lot. I have never edited game files to change stats of... Everything and to add new content. I usually used the game files to look at hidden content.
If a squad is not showing up in a building - check the squad/entity requirements. There might be something blocking them from being displayed such as required_player_upgrade. For weapon package upgrades, you should take a look at existing upgrades like the Obersoldaten IR MP44 package, as it requires an upgrade before it can be used.
I've modified the costs of some vehicles, and it appears to work correctly for built vehicles, but the results for call-ins are all over the map. Some work as expected, some retain the original price, and some show a price that matches neither.
Are the attributes for call-ins specified somewhere other than under 'races'? I don't see anything special for them, and some of the vehicles under 'races' are obviously only used for call-ins.
Call-in are abilities. Usually they have their own cost_ext and the squad cost is ignored.