Bump. I will really appreciate help. |
Actually, topic. I'm trying to get this to work so that the AI uses dispatch abilities from troop-production buildings. I've tried under the AI categories but those only affect unit abilities. |
EDIT: Alright so everyone had the issue LOL |
They "hope" to update the tools, but it doesn't have anything to do with hope. They do have the manpower, it only comes down to whether they are willing to invest it - or if DoW3 is more important to them. What they wrote does sound nice, but I'll believe it when I see it. I sincerely hope that they go through with it, but they haven't exactly kept all their promises in the past.
I think at this rate it could be treated like a prophecy.
The Great Prophecy of Good Updated Modding Tools
Fufilling this Prophecy includes:
Custom Models importing
Custom Sounds importing
Custom Everything creation ability
I can only dream..... |
True, but you could say that about the whole game. After all, the last balance patch came out in June, and the last new content (Overwatch Doctrine and Tactical Support Company) was released last December. Do you really believe there is any kind of "team" working on COH2 any more? If so, what have they been doing in all this time? There's probably one guy making some skins now and then, and that's it.
If they have no further plans for producing new content, why not add full modding support? Big mods might attract some new players, maybe selling a few more copies of the game. I don't think it would hurt DoW3 sales.
Here's just a guess, but I think they're starting to not care. If they really wanted the modding community to develop further then they should've pushed for improved tools a long time ago. |
I will give you, guys my personal oppinion about "why" I mod coh2.
Basically I am a WW2 fanboy (in the first place) and the second one is I am a fanboy of Xalibur blitzkrieg mod. About 2 years ago blitzkrieg mod team refused to move on Coh2. I tried a few mods like Spearhead but in my point of view they were not good enough for me. Then I started my own modification trying to move the Blitzkrieg mod spirit to Coh2.
My idea is to have a community of people who enjoy my work, share his opinions using our forum and in this way make a "mod" all together.
What Wikinger mod expect in a future:
I am realistic, Relic is a business. There is nobody working for free (only the "modders" like us ). But, I would like to have some support from relic. For example the possibility to add skins for infantry, a few new models or allow us the add 3D models by ouerselves.
At the end:
I love to "mod" because give you the oportunity to have a game who react in the way you want. I love the realism and I hate the "ping, pong" battles in vanilla Coh2.
Then for me the modding of Coh2 will continue for a long time.
Regards
Olhausen
Passion is nice and all, but with the limited nature of the tools, also limits modders' abilities and creativity. Though yeah I get what you mean. I love this game too. |
Cool, thanks man. |
There's a forum post here - http://forums.relicnews.com/showthread.php?139122-How-To-Income-and-Upkeep
That explains Manpower per minute and etc. But I was wondering whether it's the same numbers for CoH2 or is the game using a different one? |
Actually, title. Let's say I want to have a unit that can pass through anything, but not crush, how do I do that?
So far I could only achieve a similar (but not satisfactory) result by setting the pass_type of the unit to heavy_crusher. This allows the unit to walk through most terrain object except things like buildings, other units, and of course, tank traps. |
I just feel like Relic is trying to quietly drop efforts on updating the modding tools (like, not giving a care). They are probably too focused on balancing the game for tourneys and other players, but shouldn't they have another team focused on the modding tools, for a company like Relic? |