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Pop cap bugs after December patch

5 Dec 2015, 20:36 PM
#21
avatar of AchtAchter

Posts: 1604 | Subs: 3

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)
5 Dec 2015, 20:42 PM
#22
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

whether intended or not, those popcaps of brit units and volks are ridiculous.
5 Dec 2015, 20:45 PM
#23
avatar of Dreadbot
Donator 11

Posts: 94

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.
5 Dec 2015, 20:48 PM
#24
5 Dec 2015, 21:20 PM
#25
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
Thanks dude for work !
5 Dec 2015, 22:30 PM
#26
avatar of EtherealDragon

Posts: 1890 | Subs: 1



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"
6 Dec 2015, 04:22 AM
#27
avatar of LuGer33

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?
6 Dec 2015, 05:22 AM
#28
avatar of Contrivance

Posts: 165 | Subs: 2

jump backJump back to quoted post5 Dec 2015, 09:33 AMbC_
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).
6 Dec 2015, 07:31 AM
#29
avatar of Olekman
Modmaker Badge

Posts: 208



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"?
6 Dec 2015, 07:35 AM
#30
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13



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.
6 Dec 2015, 07:37 AM
#31
avatar of Contrivance

Posts: 165 | Subs: 2



Could you explain what SBP means? "Squad based population"?


Sorry. Squad BluePrint, the in-editor name for a squad file.
6 Dec 2015, 07:49 AM
#32
avatar of Olekman
Modmaker Badge

Posts: 208



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.
6 Dec 2015, 08:14 AM
#33
avatar of ATCF
Donator 33

Posts: 587

jump backJump back to quoted post5 Dec 2015, 02:23 AMwafive

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):faint:
6 Dec 2015, 08:32 AM
#34
avatar of SpaceHamster
Patrion 14

Posts: 474

I wish they would just increase the popcap you can have or decrease the pop of all units together instead of the mix and match.

Also, grenadiers 8 popcap now with panzer grenadiers being 9, just lol.
6 Dec 2015, 11:45 AM
#35
avatar of wafive

Posts: 36

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
6 Dec 2015, 11:51 AM
#36
avatar of Australian Magic

Posts: 4630 | Subs: 2

jump backJump back to quoted post6 Dec 2015, 11:45 AMwafive
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 :snfPeter:
6 Dec 2015, 12:19 PM
#37
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

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? :P
6 Dec 2015, 12:54 PM
#38
avatar of wafive

Posts: 36



Add 20 Pop cap for 17 pounder and you have entire army :snfPeter:


while the OKW Pak 43 only 13, and Wehr Pak 43 only 10, xD
6 Dec 2015, 13:06 PM
#39
avatar of Stafkeh
Patrion 14

Posts: 1006

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? :P


Thank god he said on the first page its not working as intended.
6 Dec 2015, 13:59 PM
#40
avatar of boc120

Posts: 245

jump backJump back to quoted post5 Dec 2015, 09:36 AMbC_


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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