You could make a Win Condition mod with a script that iterates over the players and makes and adjustment if the player isn't human.
However, I'm not sure how much harder the "harder difficulties" would be without a resource boost. There's not a lot of intelligence in the AI's play.
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For a win condition I want to look at the entity property bag groups defined by whatever tuning pack is being used. I think I can do that by (for example) iterating over the definitions in EBP.SOVIET.
Supposing I find an EBP.SOVIET.T_34_76, how do I specify the various extensions and their components in scar? By looking at the attribute editor I've tried things like .cost_ext, extensions.cost_ext, etc., but none of my guesses are working.
Does anyone know how to do this? For example, to look at an entity's cost_ext.time_cost.cost.fuel or crush_ext.default_crush_mode? ?
Thanks.
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Add spawner_ext to it if it doesn't already exist, and then set it up like the spawner_ext on the base buildings. |
Look higher up in the build's output, and at the log file in your tools installation directory, to see if they give more information.
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Yes, replacing the animator (or the whole blueprint) with the one for the West IVj fixed my East IVf1 and IVg/h/whatever. Haven't tried the command tank. (FWIW, the animator for the IVj is named "i".)
Also, my mod lets the West faction build them, and when I do they come in with West skins rather than naked. For my money, making this change for all the German vehicles would be a plus. |
I get the same message when I open a mod that I haven't changed since the update. I only get one instance of the error, presumably because my mod only cloned the P4 "stubby", and no other variants.
Playing without a mod I get the correct P4.
With my mod (which I rebuilt after the update, but without changing) I get a placeholder oopsbox for the P4 "stubby". I get a tank for the P4, but it appears to be the West variant, since it gets a West skin.
Haven't tried the command tank.
In the attribute editor, the animator name for the clones is the same as the vanilla animator name.
People on steam are reporting additional problems, such as no sandbags rendered for hull down.
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Look higher up in the builder's output, to see if there were earlier errors that may have prevented the file from being created. And look at the log file in your tools installation directory, which usually gives more informative error messages.
Also, a couple of people have reported that applying a massive backlog of Windows updates cured an unexplainable "could not find file" problem.
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FYI, I applied a Java update, and even though I told it not to delete older versions my jre7 went missing after the update. Rather than re-installing it I just set my CoH2 Tools option to the newest JRE directory, and rebuilding mods seems to work OK.
The mod builder calls some other programs that use your JRE, and very annoyingly it doesn't check the completion status of those programs, so the last line of the output blindly says it rebuilt the mod even if it failed due to a problem in one of those programs. Set your output window so you can see the output for the whole build. Errors in those other programs (such as missing JRE) will show up in a different color. But you have to look, because the final line will mislead you.
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SgtKane: On the sbps pop-up for adding an ebps to the loadout, there is a tree view and a list view. I find the tree view easier to use. Under 'attributes' it will have all the vanilla stuff, and below that, under the name of your mod, it will have the new stuff you created.
Xyryn: I don't think you can add models yet.
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I moved my mods to a folder higher up in the tree of folders on my system to remove some of the names in the path, and also made the mod's own folder name shorter.
It also helps to keep the names of squads/entities/etc short, since they give their name to their instance folders, which become part of the path.
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