Oh man, sounds like hours of tedious work. Also there aren't any presets for USF and Brits, so I'm not sure if it will even work... |
I had that problem before with Paratroopers, but in some patch AI started use them. Now they don't use American tank destroyers though - I never seen them use Jacksons or M10s in battle, even though they used them before without problems. AI loves to build Shermans and halftracks (I added M3 HT for americans) but they never, ever build TDs. Is there any way to fix it? I don't know, maybe there is some priority list or something for AI? |
"Mobile Defense Doctrine's Osttruppen call-in ability"
But that's just doctrine ability, so OP can do it only in one doctrine - from what I understand, he wants to have it with every doctrine, in the building.
BTW did anyone try to add USF's-officer-like units? I mean, for example I build OKW's Flaktrack building and the moment it builds, Sturm offizier is dispatched. How to do it? |
I wasn't very active on CoH2 modding lately, I come back after quite a pause, so maybe this topic was posted already - I'm sorry if it was.
I want to give squads more men, but I noticed that any number bigger than 6 is causing problems with buildings, as such squad can enter only the biggest of buildings (2-stores and more), and they can't enter trenches and bunkers at all. Did anyone find a solution for it? |
I just like the idea of keeping it dedicated AT unit with munitions-costing ability to support infantry. |
Jagdtiger has a supporting fire ability that allows it to play somewhat anti-infantry role. I'd like to add similar ability to other tank destroyers, like Elefant, Jagdpanzer IV and SU-85. I tried to copy the ability of Jagdtiger's but I don't quite understand how it works and I see it uses some scar functions... is it possible to add such ability without messing around with scar? |
I really doubt he tries to offend modders, rather devs who to this day, three years after world premiere, prevent modders from making full-size modifications, which is outrageous. |
So let's imagine that situation: I order Pathfinders to plant a beacon. I drop Paratroopers and 6-pounder on it. After Paratroopers man the gun, I can instantly reinforce them thanks to beacon, but AT gun can't be reinforced and stays with 3-man crew. It would make sense to allow them to reinforce at beacon since it's crewed by airborne team.
Is it possible to implement? If yes, how? |
I made a clone of OKW's FlaK emplacement, just removed doctrine requirements from it. |
Everything seems okay there. Crew has no requirements set for faction.
I double checked everything and while testing it again I noticed something weird. When emplacement is build, crew spawns but... instantly dies. The moment the Pioneers finish building the gun, crew appears and small explosion happens that kills everyone (doesn't touch pioneers though). What the hell is going on?
here are screenshots: http://i.imgur.com/33p7jzf.jpg http://i.imgur.com/uf95FLc.jpg
PS the gun works though |