[All Units mod] poll for OKW base-defense
Posts: 817 | Subs: 5
Some facts:
- OKW has the only base defenses that can be decrewed and turned on the base itself.
- Once they have been decrewed, they take up population cap if you want to use them again.
I would like to know your opinion about this and that's why I've created this poll. Please comment when you've other ideas to improve the gameplay! (I aim for unique content, so I'd rather not add the Wehrmacht defense to OKW)
The mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=350031348
Posts: 2066
Posts: 2066
Posts: 851 | Subs: 1
Currently if you build one you are just wasting resources
Posts: 817 | Subs: 5
Flak is LOOOONG overdue for an upgrade.
Currently if you build one you are just wasting resources
It's not about the build-able flak. It's about the ones which spawn at your base at the beginning of each game.
Posts: 851 | Subs: 1
It's not about the build-able flak. It's about the ones which spawn at your base at the beginning of each game.
Yeah, I'm with you; They are both the same version, no?
Posts: 817 | Subs: 5
Yeah, I'm with you; They are both the same version, no?
They are the same at the moment, but I only want to change to default base version.
Posts: 851 | Subs: 1
They are the same at the moment, but I only want to change to default base version.
Good idea!
Slightly off topic, but I see your mod used often in custom team games.
I had a chance at using it in SP on Sittart summer, the game lagged to a halt, and only closing it would fix it...
No other mod has done this and PC is still new.
Any idea what causes this?
Posts: 817 | Subs: 5
Good idea!
Slightly off topic, but I see your mod used often in custom team games.
I had a chance at using it in SP on Sittart summer, the game lagged to a halt, and only closing it would fix it...
No other mod has done this and PC is still new.
Any idea what causes this?
I'm aware of this problem and it seems to occur only when okw is present. I'm still searching for a solution.
Posts: 851 | Subs: 1
I'm aware of this problem and it seems to occur only when okw is present. I'm still searching for a solution.
Fantastic!
Does that mean when you play as OKW or when you have OKW generally in the game?
I will keep that in mind next time I use the mod, thanks Sneak!
Posts: 817 | Subs: 5
Fantastic!
Does that mean when you play as OKW or when you have OKW generally in the game?
I will keep that in mind next time I use the mod, thanks Sneak!
I had the lag last time when I played 2 vs 4, 2 players vs 2 wehr and 2 okw. I also heard other people had the problem and it didn't matter whenever okw was played with or against. It's very hard to find the problem without good debug tools, so all test-results are welcome!
Posts: 32
I choose this because I like to maintain some diversities between the factions and keep OKW a little different from ostheer.
However, I would like to maintain the abandon critical of Flak position whose are constructed by sturmpioneer (either with the commander or via the all unit mod). By this way, it forces you to strategically choose the position. You can defend hardly a point, but it can turn against you if the enemy manage to kill and recover your flak position. By this way, it decrease the chance to get a "blob" of flak defense
But I don't know if it's possible to do that: remove the abandon critical from the flak base defense, but maintain it for the newly-builded flak defense...
Keep up the good work!
Cheers!
Posts: 851 | Subs: 1
I had the lag last time when I played 2 vs 4, 2 players vs 2 wehr and 2 okw. I also heard other people had the problem and it didn't matter whenever okw was played with or against. It's very hard to find the problem without good debug tools, so all test-results are welcome!
Thanks Dude!
I played a community map with a 5x resources mod + all units mod yesterday as Werh and 3 other OKW... It was fine, no lag...
So far I have had lag on the following with 2 or more OKW 4v4 maps:
The Sheldt (all variations)
Sittart Summer.
Will do more playtesting and get back to you. If you wish, I can also provide you with log dumps and replays.
Sorry to hijack thread
Posts: 817 | Subs: 5
Thanks Dude!
I played a community map with a 5x resources mod + all units mod yesterday as Werh and 3 other OKW... It was fine, no lag...
So far I have had lag on the following with 2 or more OKW 4v4 maps:
The Sheldt (all variations)
Sittart Summer.
Will do more playtesting and get back to you. If you wish, I can also provide you with log dumps and replays.
Sorry to hijack thread
I've updated to mod yesterday with a possible fix. I had 3 games over 30 min each without lag. Against 2 and 4 hard okw AI.
This requires much more tests to be sure, so I want to ask you if you want to test the new version?
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