Thanks, I will make game mode require the tuning pack. As a vanilla game mode your script does a pretty good job at making a Infantry only mode. At least for the Germans and Soviets. I'm going to play around with it an see what I come up with.
Here is what is going on. In the tuning pack I have cloned all the commander units. This is so you can unlock them with tech, but still have the ability for commanders to call them in without the tech. Plus I have the 4 Hero units, 1 for each factions.
Here is what i have entered in each table in the script for the KV-1 from the Tuning pack.
List of available units
_kv_1_3_squad = (squad = "60184aa041214b40a01f528d81870ff2:kv-1_3_mp", isvehicle = true)
List of units in a table
_kv_1_3_squad,
-- Block all vehicles by default, true/false
_disable_vehicles = true
Do i need to add anything to the helper functions?
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Nice Script, I have integrated it into a game mode I am building for my tuning pack. It blocks the vehicles, except for the Custom Units in my Tuning Pack. I know I need to add them in but every time I have tried it just screw up the script. I have added them to the lists and tables just like you have the vanilla squads and abilities, (except for giving them unique names, I tried doing them like the T34_85's you have in there. ) but I'm missing something.
I was also wondering if you had an updated copy with the OKW and AFE units included. It would save me a world of typing.
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Lemmy MOD V1.2
This MOD works to improve your COH2 game pace and balance, I have crafted a few custom units for each faction, I have made some American and a Soviet Units cheaper and boosted their manpower intake to reflect their ability to out produce the Germans in real life. I have made most Commander Units buildable but with a progression system that retains the utility of commanders by letting them bypass the required upgrades to unlock production of the units they can call in. I have also tied manpower production to the capture points and added manpower upgrades to observation posts for German, U.S., and Soviets and added supply trucks for the OKW. This is the first mod I have Built for COH and the first mod I have ever released to the public. Thanks for trying it out.
-Changes-
Added Hero Units -
The OKW Gebirsjager - Elite Alpine Soldiers that can be deployed behind enemy lines.
The Soviets have a KV-2 Tank Commander
The Wehrmacht has a Command King Tiger
The US has the Master Sgt. Ranger unit- A powerful Ranger Unit, for hard fighting
Added Upgrades -
Added Supply Tent for US with Resource Upgrades -
Maximize Supply Lines I - Increases Resource Production
Maximize Supply Lines II - Increases Resource Production
American Industry - Reduces Build Times
Winter Clothing - Unlocks Infantry Upgrade Winter Clothing
Dispenses Bazookas
Soviet Supply Tent has all upgrades the US has except American Industry
Unlocks Survival Training ? Health Upgrade
Can recruit conscripts and penal squads from it.
German factions get a slightly reduced version of Maximize Supply Lines I in their existing buildings.
New Infantry Upgrades -
US:
Field Training - adds first Vet rank, if already achieved adds 575 xp
Winter Clothing - Makes infantry immune to blizzards, use to your advantage
Soviet:
Infantry Health Upgrade -self explanatory
Long Range Sights - adds accuracy and range to rifles
Upgrade Mortar Sights - adds accuracy and range to rifles
German Factions Have Enough Vanilla Upgrades.
Added upgrade system for unlocking commander units and some custom units, commanders can call in these units without unlocking the required upgrade to preserve their utility.
Americans work on an upgrade system ex. Unlocking the upgrade "Call in Rangers" unlocks rangers and 81mm Mortars for productions but disables the 60mm mortars. all units that are disabled are noted in the upgrades help text.
German upgrades follow their established technology scheme with two new battle phases.
Soviets and OKW have a new tech to unlock Heavy Tanks.
Added increases in Manpower to all capture points, and observation posts for the Soviet and American Factions, and small boost to the Germans.
Added Opel Supply truck to the OKW.
Added boost in fuel and munitions to their respective observation posts, for factions that can build them.
Added Tank Traps, Timed Explosives, and sandbag walls to all factions base units (American-Rear Echelon, East German-Pioneers, OW-Volksgrenadier, and the Soviets-Conscripts have them. All Have the paratrooper timed explosives that go off 5 sec. after they are set, unless they had the triggered explosive to begin with. This is to prevent camping with the triggered explosive).
-Changed Unit progression for all Factions-
All German Factions Have Rocket Launcher Half-track.
All Factions Have Mortars.
All Factions Have a Heavy Tank (Americans get more Shermans to Choose From).
All Factions Infantry and Team Weapons Population Reduced to the actual number of people in squad.
Upped OW Flack Damage slightly.
Most infantry units have upgrades.
Added officer to OW, German and soviet HQ
Added Rangers to American Motor pool.
Added KV-1, KV-8, and ZiS-6 Transport/Ambulance Truck to the Soviets
Added Rocket Launcher Half-track, King Tiger, and Kubel wagon Medic to OW
Added King Tiger Command Tank and Tiger Tank to Wehrmacht
Added Sherman Easy 8 and Bulldozer Sherman and priest to Americans
Added *NEW* "Crocodile" Sherman to the Americans *NEW* (right now it's working with the KV-8 Flame Projector and Gun, and animations but has Shernman armor and stats. That the best i can do until they let us have access to the animations).
Various Minor Changes, I don't really remember, mostly adding abilities and upgrades.
This Mod is best used with high pop cap settings.
See The Change Log For Updates and New Additions.
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