I'm afraid that you will have to start from the beginning. As of now, there are no public tools that would convert .rgd files to .xml files.
The only tool that is public, is the Dawn of War 3 one but that tool is meant for DoW and not CoH (Most hashes are not known and will not correctly build the xml structure for CoH).
Thanks. I'm going to cry myself to sleep now. |
Alright actually I'm even worse off than I thought because the Archive.exe file extracts all the different unit files as .rgd and not .xml like the actual mod builder uses.
So basically I need help starting from the beginning.
Please god help me I don't want to redo everything just to fix one problem. |
I published a tuning pack, but I lost the files I used to make it.
I looked up how to extract from an SGA file, but now I've no idea how to use these extracted files. Please help me out. I'm trying to fix some oversights with my tuning pack. |
This a bug from the 64bit version of the game. Change your game to 32bit and update the mod will add the thumbnail. Future updates from 64bit will keep the thumbnail.
Worked! Thanks a lot. |
A few things I can think of:
Move the 'veterancy_action' from sbps to ebps and use a 'change_target_action' with 'change_target_type' is 'squad'. The ebps action will not be runned again upon recrewing.
Or put the 'veterancy_action' in a requirement_action and add an upgrade to the entity (set 'apply_to_entities_in_squad' to 'true'). Then check in the requirement to not have that entity_upgrade so it will only run once.
Disabling disembark is also do-able.
Clone abilities\aef\timed_ability\vehicle_decrew_generic_mp and add the requirement 'not' and in there 'required_unit_type' with 'unit_type' is 'tiger_ace'. There are 3 other decrew abilities, you have to edit them all:
abilities\aef\timed_ability\vehicle_decrew_m20_crew_mp
abilities\aef\timed_ability\vehicle_decrew_medics_mp
abilities\aef\timed_ability\vehicle_decrew_vehicle_crew_mp
Thank you for the response. I ended up puzzling it out myself out of impatience, cloning the blueprint for the tiger ace crew and adding "_recrew" to the end. For that squad blueprint I removed the veterancy action.
Then I just went to the recrew tab on the tiger ace and switched the crew blueprint from the normal squad to the recrew squad. So now any recrewing squad doesn't get vet and it worked out alright in the end.
Also thank you for the explanation of how to disable disembark on tanks. I was confused and thought it had something to do with whether or not the tank had an entry for the AEF race. |
Sadly it seems that no matter what I do, 280x280 .tga image or not, the workshop won't get an icon from uploading the mod. Every single time. I'm going *exactly* what the guide says, word for word. |
says someone who barely cracks a .5 win ratio. lol
Maybe that should tell you something. I don't even play OKW and I know it would be a bad idea to keep my AAHT with a sliver of health anywhere near the most accurate at range AT squad in the game. Where does that put you? |
No, I'll post you a game were good mine placing and bad RNG can win a game without even skill on that clown car.
1-2 volks don't scare clown car it's a stupid power spike on OKW and SOV 1v1.
two good mine placing play overcame by Clowncar due to HP buff.
https://youtu.be/aFSE3gVuC68
https://youtu.be/9KkeV2tu6Bk
What small arms? I'll upload another how a fucking penal can melt light armors without worrying that this AT infantry won't miss a single shot.
PUMA 1 shot is a meme. Nobody uses it now, kubel armor is better than PUMA
Look at the PENALs? Anyone can do that it doesn't take skill to perform that play?
https://youtu.be/QxsUp8CRXmI
You know why he did that? Because he knows Penals will not miss a single shot and kill my unit and I will do the same. I was baiting him but I didn't expect that penal will not get wiped WTF is that RNG?
What if it's zooka USF or AT OKW will you do it? No because you will be wiped without an assurance of killing it.
Playing Clown car on large maps there's no penalty of playing careless just dive and dive if there are any light armor just build penals. Not to mention these Penals melts an established MG too.
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On some maps, Pak43 is downright OP (angermunde, hill400...) if you don't have the doctrinal tools to take it down. On angremunde, buildings block almost all non vertical indirects, even when destroyed and on Hill400 it can shoot through multiple layers of ground/obstacles/tree-lines. On other, wider and more open maps, it's completely useless. Mostly it's a problem of lacking stock units that can take it out. For the 17pdr, OKW has the flame stuka which will kill it even when braced I think (tightrope showed it if I'm not mistaken), and OST has the werfer which will either kill it or severely damage it if the brace is activated before the volley (let's be honest, nobody is going to activate brace for werfer, you'll be busy moving your units).
One also has to take into consideration the following:
17pdr is a building, and as such has a large area that when damaged, will destroy the building and the gun. Pak43 is a big ass gun that can be decrewed. So shooting at a pak43 with... let's say pak howi barrage, you may or may not decrew it, depending on the scatter luck. Shooting at a 17pdr with a ISG: Every barraging shell will damage it and once it's gone, the whole gun is gone.
I think this is one aspect to take into consideration. For pak43 you need pinpoint accuracy, but no brace and can be decrewed, for 17pdr you don't need any of that, but brace is there to help out (which means engies will be on repair duty).
I'd make both 17pdr and pak43 pretty much identical in survivabiltiy/firepower and remove the wallhack completely.
For uniqueness, you can add abilities or w/e to those guns. Pak43 could have piercing shot, 17pdr could have HE shot or whatever.
I see nothing to disagree with here. |
Is it still considered a necro if it's a new thread in a dead category? trollface.tga |