I have some general questions on mods. I'm interested in making a mod because:
1)Larger (3v3 or 4v4) team game degenerate into a battle of mortars, LEIG's, mortar pits, walking stukas, etc, etc. I would like to make a mod that nerfs all indirect to the point that it is secondary to the main battle.
2)The tier system is messed up. It was okay when it was just Ost and Soviets but factions since then aren't organized the same way. I would like to try making a 4 tier standard where T1 is team weapons, T2 is light vehicles, T3 is mediums (T34/76, PIV, Sherman), and T4 is better tanks like T34/85, Panther, Easy 8. I would like to implement
I looked at the mod guide but it didn't answer all of my questions. If anyone has time to answer this I would greatly appreciate it.
Questions:
1) Can additional tiers be created, including costs to unlock tiers?
2) If UKF cannot be fit into the tier system, could it be excluded from the mod, at least temporarily? (It is so different from everything else that it seems like it would be really difficult to balance).
3) Similarly, can most commanders be excluded? Air supremacy, arty cover, Stuka CAS, Stuka dive bomb all problematic.
Modding questions
2 Apr 2017, 17:00 PM
#1
Posts: 1954
2 Apr 2017, 19:37 PM
#2
Posts: 632 | Subs: 1
Welcome! I recommend watching these tutorials first:
https://www.youtube.com/playlist?list=PL9maeIrWK0SOuYjVgeWa6CEg-4VYwU3zf
1. That's absolutely possible and not very difficult to do. Have a look at the Ostheer HQ and tier structures in the "ebps" category, specifically their upgrades and requirements, to see how!
2. I don't think you can disable a faction, but you can make it useless by, for example, removing their HQ and starting unit in the "army" category.
I'm working on a mod where the British faction has a somewhat more conservative tier structure - feel free to look at the source files, which are available here:
https://github.com/PlanetSmasherCOH/BritishArmy
3. To learn how to modify commanders, have a look at this thread:
https://www.coh2.org/topic/57379/modding-commander-abilities
Please note that it does not apply to UKF commanders, because unlike those from other factions, they actually use the commander system properly. To modify a British commander ability, you have to clone it while keeping the name.
If you want to completely exclude them, this one might help:
https://www.coh2.org/topic/59835/q-how-do-i-disable-commanders
Good luck with your mod. If you have any questions, feel free to ask them here!
https://www.youtube.com/playlist?list=PL9maeIrWK0SOuYjVgeWa6CEg-4VYwU3zf
1. That's absolutely possible and not very difficult to do. Have a look at the Ostheer HQ and tier structures in the "ebps" category, specifically their upgrades and requirements, to see how!
2. I don't think you can disable a faction, but you can make it useless by, for example, removing their HQ and starting unit in the "army" category.
I'm working on a mod where the British faction has a somewhat more conservative tier structure - feel free to look at the source files, which are available here:
https://github.com/PlanetSmasherCOH/BritishArmy
3. To learn how to modify commanders, have a look at this thread:
https://www.coh2.org/topic/57379/modding-commander-abilities
Please note that it does not apply to UKF commanders, because unlike those from other factions, they actually use the commander system properly. To modify a British commander ability, you have to clone it while keeping the name.
If you want to completely exclude them, this one might help:
https://www.coh2.org/topic/59835/q-how-do-i-disable-commanders
Good luck with your mod. If you have any questions, feel free to ask them here!
2 Apr 2017, 21:54 PM
#3
Posts: 1954
Welcome! I recommend watching these tutorials first:
https://www.youtube.com/playlist?list=PL9maeIrWK0SOuYjVgeWa6CEg-4VYwU3zf
1. That's absolutely possible and not very difficult to do. Have a look at the Ostheer HQ and tier structures in the "ebps" category, specifically their upgrades and requirements, to see how!
2. I don't think you can disable a faction, but you can make it useless by, for example, removing their HQ and starting unit in the "army" category.
I'm working on a mod where the British faction has a somewhat more conservative tier structure - feel free to look at the source files, which are available here:
https://github.com/PlanetSmasherCOH/BritishArmy
3. To learn how to modify commanders, have a look at this thread:
https://www.coh2.org/topic/57379/modding-commander-abilities
Please note that it does not apply to UKF commanders, because unlike those from other factions, they actually use the commander system properly. To modify a British commander ability, you have to clone it while keeping the name.
If you want to completely exclude them, this one might help:
https://www.coh2.org/topic/59835/q-how-do-i-disable-commanders
Good luck with your mod. If you have any questions, feel free to ask them here!
Awesome, thanks!
14 May 2017, 05:19 AM
#4
Posts: 1954
Welcome! I recommend watching these tutorials first:
https://www.youtube.com/playlist?list=PL9maeIrWK0SOuYjVgeWa6CEg-4VYwU3zf
1. That's absolutely possible and not very difficult to do. Have a look at the Ostheer HQ and tier structures in the "ebps" category, specifically their upgrades and requirements, to see how!
2. I don't think you can disable a faction, but you can make it useless by, for example, removing their HQ and starting unit in the "army" category.
I'm working on a mod where the British faction has a somewhat more conservative tier structure - feel free to look at the source files, which are available here:
https://github.com/PlanetSmasherCOH/BritishArmy
3. To learn how to modify commanders, have a look at this thread:
https://www.coh2.org/topic/57379/modding-commander-abilities
Please note that it does not apply to UKF commanders, because unlike those from other factions, they actually use the commander system properly. To modify a British commander ability, you have to clone it while keeping the name.
If you want to completely exclude them, this one might help:
https://www.coh2.org/topic/59835/q-how-do-i-disable-commanders
Good luck with your mod. If you have any questions, feel free to ask them here!
I've been starting with USF and trying to duplicate the Soviet tier system. I created a Heavy Armor building, but don't see how to make an icon to build it. Also, I tried replacing the M36 in T3 with a M10 but all that happens in the mod is that the M36 disappears. What is the setting to enable new tiers to build? Also, how do I get the M10 to show up in T3? In general, what do I do to change a call-in unit to a buildable unit that is tied to a tier?
14 May 2017, 08:50 AM
#5
Posts: 766 | Subs: 2
I've been starting with USF and trying to duplicate the Soviet tier system. I created a Heavy Armor building, but don't see how to make an icon to build it.
There is an upgrade that Unlocks each tier in USF. These upgrades are in the upgrade slot and not the spawner slot.
(upgrade\aef\research\captain_dispatched_upgrade_mp, upgrade\aef\research\lieutenant_dispatched_upgrade_mp,
upgrade\aef\research\major_dispatched_upgrade_mp)
Upon upgrade for each of the buildings. It hides the upgrade by requiring itself not to be ugraded and the Spawner officer is revealed in the same slot once the upgrade is met. This may sound confusing but look at it and you may understand. The units inside each building requires the upgrade to be researched in order to be used. In order have an additional "tier" (for to call in a Jackson) You could add in another upgrade to T3 for additional items. (change the requirement for the Jackson to this new upgrade)
If you want to build a new tier structure, you will need to add it under Squad_Engineers of the Rear Echelons. If you want your base to build it, you could having a building use an ability for a spawn entity.
Note Display and "Usage and Display" in the requirements will hide it if the requirements are not met.
Also, I tried replacing the M36 in T3 with a M10 but all that happens in the mod is that the M36 disappears. What is the setting to enable new tiers to build? Also, how do I get the M10 to show up in T3? In general, what do I do to change a call-in unit to a buildable unit that is tied to a tier?
Under spawner of the building ebps, this is where you can build your units. The units must have the appropriate requirements met. This might mean, the M10 requires a certain upgrade. Naturally the M10 has requirements for campaign and doctrinal. Remove theses and add a requirement for the upgrade\aef\research\major_dispatched_upgrade_mp.
14 May 2017, 11:26 AM
#6
Posts: 632 | Subs: 1
Also, I tried replacing the M36 in T3 with a M10 but all that happens in the mod is that the M36 disappears. What is the setting to enable new tiers to build? Also, how do I get the M10 to show up in T3? In general, what do I do to change a call-in unit to a buildable unit that is tied to a tier?
To make a call-in unit buildable, you have to add the squad to a building's spawner_ext. Also, both the unit's squad and entity can have requirements - you can usually just remove them, unless you want to lock the unit behind an upgrade or a CP value. That's probably the reason for the M10 not showing up. You should also check its cost (found on the entity), because that is independent from the cost of the call-in ability.
I've been starting with USF and trying to duplicate the Soviet tier system. I created a Heavy Armor building, but don't see how to make an icon to build it.
Adding custom icons is explained here. Basically, you would add all your building entities to your builder unit squad's engineer_ext and give each of them a required_structure! Just look at the Soviet base buildings for reference.
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