Hi
i need help i want add a new upgrade to volks, for test i add Panzerfüsilier G43 package but result is:
invisible g43
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someone create a balance mod based on feedbacks, a real balance mod |
Hi there:
You need Flex SDK and Java for sure. I recommend the Eliwood videos to show you the correct way to start your modding work.
Ok here we go:
...
These are basic stuff I wish you good luck. Don´t forget to say thank you to Eliwood.
Regards
Olhausen
Thank you i found all parameters, Eliwood videos was very useful |
hi
how to change squad size or upgrades or... in Attribute Editor, i read tutorials but i cant find some parameters in Attribute Editor like "squad_loadout"
i dont have Flex SDK and Java, these are necessary for balance/tuning mod ? |
I don't understand why this unit was added.
The PAK howie is excellent, the USF didn't need another IDF unit.
agree agree agree |
this patch is sh*** |
So basically even a light car can end the game now.
- Panzerfaust: Costs more than its equivalents and is locked behind a slow teching (Compared to SU/OST, early-early game)
- STG Sidegrade: Around %20 increased damage @ close range and zero improvement at long range, the distance volks are supposed to excel at. You shouldn't pay 60 munis just to get two downgraded versions of sturmpioneers MP44s. They already got 4, and for free.
- Panzershreck: How about just creating a new "AT" unit instead of overloading sturmpioneers with their hefty reinforce cost. EDIT:Actually it is fine on sturms, since it seems to be an improved version, also sturms have some use past the 5 minute mark. So this is a non-issue.
- Medics: As stressed out by every one else, the fuel cost is just silly, given the fact that they will be bleeding early game due to heavy light car domination.
- M1 81mm: USF does not need this. Just reduce the price for teching nades and remove this new cheese altogether. It is Single–handedly negating %99 of the core CoH2 design and gameplay elements. They have the most broken howitzer in game already so there is no justification for adding this, and specially in HQ! WTF. So either remove this or remove ostheer T1 and T2 buildings altogether. The MG34 at 2-3CP makes zero sense as well, as long as this unit exists.
And now some suggestions.
- Allow OKW to build caches: Since the asymmetrical aspects of the design have been buried long time ago and now that OST can build sandbags, USF can build mortars and both the SU and USF have an excellent early/mid/late game (contray to their original design), there is nothing wrong with allowing OKW to build caches.
- Either reduce the cost for using the panzerfaust, double the damage or remove the teching requirement. Or captain molo apprentices will reign supreme again.
- Move obers to Tier 2, or buff volks damage up to 14-15
+1000 |
While i agree, OKW should not pay fuel for healing, i think the same should go for all faction.
Until this patch only USF had to pay fuel for healhy. 10 fuel
no usf have ambulance and is movable, so should have fuel cost + other armies have caches, supply drop and 10 or 15 fuel more not big problem for them but okw dont have caches + expensive tech and tanks, so 30 additional fuel cost is unacceptable |
yes okw medics and pioneers shouldn't have fuel cost |
no stg again, just buff them |