Pop cap bugs after December patch
![avatar of AchtAchter](/images/avatars/MG_34.png?updated=1428069549)
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Wouldn't have been an easier fix to allow to go over popcap when the army value would be smaller than 101 popcap after the unit is called in?
In that way you can still call in a Pershing at 84 pop even if your real pop is 84.5 (or whatever)
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The old pop cap was fine. I don't why sections cost 10 pop cap and shocks 12 that doesn't represent their strength.
Wouldn't have been an easier fix to allow to go over popcap when the army value would be smaller than 101 popcap after the unit is called in?
In that way you can still call in a Pershing at 84 pop even if your real pop is 84.5 (or whatever)
I think this is a much better idea than what they did. It might even be as simple as making the actual population limit 101/102 but still displaying 100.
![avatar of Diomedes](/uploads/avatar/17732.png?updated=1445005334)
Posts: 103
Soft cap won't let you reach it anyways.
![avatar of vasa1719](/uploads/avatar/10039.jpg?updated=1408056701)
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Permanently Banned![avatar of EtherealDragon](/images/avatars/april14_05.png?updated=1398148391)
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Sound reasonable, but why on earth give volks such a low pop? I have seen nothing but swarms of them and have been wondering how they can get so many without hitting pop cap in the first place.
+9000
This patch might as well be called "Return of the Shrek Blob"
![avatar of LuGer33](/uploads/avatar/15501.jpg?updated=1455139248)
Posts: 174
whether intended or not, those popcaps of brit units and volks are ridiculous.
10 pop cap for Royal Engineers, 5 pop cap for Volks.
How... how does that happen?
![avatar of Contrivance](/uploads/avatar/14164.png?updated=1427152999)
Posts: 165 | Subs: 2
ALL POP CAP WAS ROUNDED UP IT IS LISTED UNDER BUGFIXES BECAUSE USING DECIMAL POINTS IN POPULATION LED TO A LOT OF THOSE CALL IN BUGS
Why was the old system of a separate additional SBP pop bonus ditched? It avoided the problem of decimals on individual entities, but still allowed for fine tuning of a squad's popcap (i.e. Panzergrenadiers were individually 2, then +1 from the SBP = 9).
![avatar of Olekman](/uploads/avatar/13453.png?updated=1611589379)
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Why was the old system of a separate additional SBP pop bonus ditched? It avoided the problem of decimals on individual entities, but still allowed for fine tuning of a squad's popcap (i.e. Panzergrenadiers were individually 2, then +1 from the SBP = 9).
Could you explain what SBP means? "Squad based population"?
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Could you explain what SBP means? "Squad based population"?
Not sure what it stands for, but sbps is a tool in the editor that modifies things for a squad rather than an entity and is used for things like veterancy, model composition, formation, etc.
In the editor there's a population modifier that you can add to the squad itself rather than the entities that make it up. It's Grenadiers were worth 7 pop in the previous patch.
We just need to go back and modify the squad pops from there while allowing us to keep larger infantry units at 1 pop per model to avoid ridiculous numbers.
![avatar of Contrivance](/uploads/avatar/14164.png?updated=1427152999)
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Could you explain what SBP means? "Squad based population"?
Sorry. Squad BluePrint, the in-editor name for a squad file.
![avatar of Olekman](/uploads/avatar/13453.png?updated=1611589379)
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Not sure what it stands for, but sbps is a tool in the editor that modifies things for a squad rather than an entity and is used for things like veterancy, model composition, formation, etc.
In the editor there's a population modifier that you can add to the squad itself rather than the entities that make it up. It's Grenadiers were worth 7 pop in the previous patch.
We just need to go back and modify the squad pops from there while allowing us to keep larger infantry units at 1 pop per model to avoid ridiculous numbers.
Oh right, sbps. Though adding popcap cost to them? That must be new, because I don't recall that one from vCoH.
![avatar of ATCF](/uploads/avatar/5745.jpg?updated=1449348406)
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sorry for the bad english xD thx before
No need to say sorry, when you can construct easy to read threads like this with pretty pictures!
(But yeah solve this popcap issue, since how can anyone be expected to start with 4 grens and not feel like you are running out of popcap in the first minutes of the game)
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Also, grenadiers 8 popcap now with panzer grenadiers being 9, just lol.
![avatar of wafive](/uploads/avatar/13814.png?updated=1442603425)
Posts: 36
while with OKW 50 pop cap can build 10 volksgrenadier, lol
![avatar of Australian Magic](/uploads/avatar/9727.png?updated=1475048234)
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if you playing British with Bolster in early game, and build 3 Tommies, and 2 sappers, they took 50 pop cap
while with OKW 50 pop cap can build 10 volksgrenadier, lol
Add 20 Pop cap for 17 pounder and you have entire army
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![avatar of wafive](/uploads/avatar/13814.png?updated=1442603425)
Posts: 36
Add 20 Pop cap for 17 pounder and you have entire army
while the OKW Pak 43 only 13, and Wehr Pak 43 only 10, xD
![avatar of Stafkeh](/uploads/avatar/1111.png?updated=1434634366)
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When I read all of the popcaps for inf and read that Volks are 5, my jaw dropped. Is this intentional? It seems kindof insane, kinda like typing in all caps. Are you ok, Brad?
Thank god he said on the first page its not working as intended.
![avatar of boc120](/images/no_av.png)
Posts: 245
i wasnt sure if people would read it if it was in lower case.
We read it, and I understand what you are saying and why you made the change. However, you can't just make that change without overhauling the popcap and population so that we can still have the right number of each kind of unit. Volks can't be only 5 and shocks can't be almost as much pop as a light/medium tank.
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