I've no idea what I'm doing wrong here, however I can't seem to be able to make the OKW T4 building have access to the attack ground command.
So far, I've tried the following
- change "reject_attack_commands" from False to True at the infantry_support_mp ebps file
- change "attack_ground_type" from not_allowed to anywhere at base_building_flak_20mm_flak38
The first change allows the player to manually pick targets for the T4 building. However, no matter how hard I tried, I can't seem to be able to get attack ground to show up
Am I doing something wrong? Is the attack ground ability only linked to squads (e.g., Bofors, etc, etc?)
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You have a great idea that improves the QoL aspects of the game? Please, drop your idea here:
https://www.coh2.org/topic/57860/some-qol-suggestions
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https://www.coh2.org/topic/57860/some-qol-suggestions
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Post History of Mr.Smith
Thread: Giving OKW FlakHQ access to attack ground commands26 Oct 2016, 19:11 PM
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Thread: Stun Inf without Cancelling Move Orders26 Oct 2016, 10:56 AM
Any action that disables infantry movement will automatically cancel movement orders. Sometimes this will even make infantry unable to respond to a retreat command. I think max_speed_modifier will work just fine. 1. Check out how the soldier_stun critical is implemented in modding tools. 2. Why not already use the soldier_stun critical as it is implemented for the stun nades? |
Thread: Mortars/ISG/Pack Howitzer26 Oct 2016, 09:39 AM
-Revert fix/change to range increase on auto attack at vet 3. Make it affect only barrage as before. Mortar pits need to be a bit more interactive, and also be banned from the base sector. Note that Pack Howie barrage gets really scary at Vet2, when it unlocks HEAT barrage. I guess the option there would be to have a normal, multi-shell barrage, and a HEAT barrage with the same amount of shells it is currently firing. ISG, though, is indeed the hardest to make right: - It lacks a retreat function - FlakHQ lockdown is just around the corner - Even if you give it smoke, it's too expensive to be used as a smoke dispenser To me, it's obvious that the FlakHQ needs to cost popcap (along with some spare resources) to unlock its turret gun (replacement T4 will be free. However, you still need to pay to reactivate the gun). That alone would be enough to make turtling more punishing. However, this doesn't answer the nagging question of how OKW is supposed to break through other people's MG + mortar spam/lockdown, when they completely lack any smoke or any transport options. How about we give OKW a 250 transport halftrack that can be upgraded to a crappier version of the mortar halftrack? >.> In: COH2 Balance |
Thread: October 25th Update25 Oct 2016, 15:06 PM
No. The bug meant that if you picked up an mg34 that Obers had dropped, its power would depend on the squad that would pick it up. 1. Obers would get the same version they dropped. 2. Paras, commandos, and units that like to fire their LMG on the move would get an equal-strength LMG, but would require to go prone. 3. Conscripts, Volks, Penals and other crappy, non-elite infantry would get up a beefed up version that would cause 33% more damage than the original one The first 2 versions were/are equal in terms of DPS. It's just the aesthetics of prone/no-prone. The increased potency of the LMG on the 3rd type of squad was obviously a bug. I am guessing this bug also helped skew people's perception about the potency of the LMG upgrade on Obers. That's why Conscripts that managed to get their hands on an LMG34 were turned into terminators (i.e., it wasn't just their terminator veterancy). Ditto pathfinders and LMG34's. Post-patch, all 3 LMG34 versions will have equal stats. In: Lobby |
Thread: Non RNG Mod for Company of Heroes 225 Oct 2016, 13:21 PM
Most vet bonuses and armour would have to be turned into a reduced-received-damage thing. Things that shouldn't penetrate/hit other things should be given special rules (e.g, bazookas never damaging infantry, 50-cal not shredding king tigers). I also have no idea how you can possibly implement front-armour vs rear-armour things (i.e., giving a flanking tank bonus to damage when attacking from behind). The big question though, is how do fix squad-vs-squad target acquisition. In the live game, it can make a world of difference whether you have 5 Riflemen picking out a single sturmpioneer model, or have their DPS spread apart. I haven't seen anything in the modding tools that would let you do anything like that. |
Thread: (Mr.Smith's) Quality of Life mod25 Oct 2016, 11:28 AM
It happen after successful ambush and after combat ended. Take a longer time than OKW one for re-cloak. That's "kind of" normal, then. Every time either the gun or the crew fires from camouflage, that guy (and possibly the entire squad) enter a cooldown before they can camouflage again (even if you click the ability). What is very possible that has happened is that sturmpioneers (the model) have longer recloak times than Volksgrenadiers. I can have a look at that, and I'll let you know if that was the case. At the very least, I could make it so that the gun/crew only receive the movement penalty while the gun is actually camouflaged (also applies for JP4/Luchs/Soviet ambush). Thanks for bringing this to my attention! |
Thread: (Mr.Smith's) Quality of Life mod25 Oct 2016, 10:17 AM
Sadly I have no British faction to test it. Were the pioneers/raketen recently in combat when you recloaked? While the ability is active (and the crew is still visible), do you still get the movement debuff applied properly? |
Thread: (Mr.Smith's) Quality of Life mod25 Oct 2016, 09:38 AM
-You've solved the problem of pop USF . But do you can decrewing vehicles with 100pop? The main vehicles USF abuses to go over popcap are: - Priests (14 pop) - Jacksons (14 pop) - M10 (10 pop) Basically, just about anything you need to use on demand (you don't always have to fight king tigers 100% of the time). Thus, I thought 12 popcap is a decent value; not too high not too low. You can still go over popcap with USF as follows: - Build loads of ambulances - Every time your popcap runs low, you decrew your vehicles and put the crews inside the ambulances Alternatively, you can kill off the vehicle crews and go with rear echelon crews. However: - Your vehicles suffer from -60% received experience - You get no super-glue - It takes longer for non-vehicle crews to dismount from vehicles than vehicle crews - It costs a lot of MP There is absolutely NO way to eliminate popcap abuse. However, one can make it harder to abuse.
I thought about that. However, then, somebody would be able to put their infantry in the ambulance to make that infantry (or vehicle crew!) worth 0 pop. Instead, I gave medics 0 popcap. That way, if your popcap runs low, you can decrew your ambulance and build that last unit you wanted. I would consider giving ambulance 0 popcap if I can make it no longer decrewable.
In my mod the Artillery Regiment 25-pounder barrage and the tommy 25-pounder barrage are slightly different: - The Artillery regiment blows its entire load (4 airburst shells always + 3 pairs of howitzer shots within 20 seconds). That's meant to be used offensively. - The tommy version takes its time. It takes about 50 seconds to deploy the entire barrage (4 airburst, if you teched + 6 pairs of howitzer shells). Then it's followed by a smoke barrage. Perimeter overwatch is a lost cause. I am with you there. It's simply too much legwork for 2 howitzers to cover an entire front. Especially when units dart in and out constantly. I have thought of three solutions: 1. I could turn the overwatch to an offmap, like OST sector artillery. 2. I could redesign it to only cover one territory. That territory no longer has to be painted orange. 3. Similar to above, but now it can also be targetted on enemy territory (obviously, in that case, the orange markings have to remain) PS: If people could give me feedback on whether the Tommy flare-gun flare-grenade works flawlessly, I would be really thankful. I am planning on using the same implementation to make 25-pounders have the same scatter regardless of where they shoot. |
Thread: Sturmtiger Impending nerfs24 Oct 2016, 19:05 PM
@Mr.Smith Worst case is death. Best case, the squad has lost at least 60% of its effective HP (either through death or severe bruising of the models). Median case I don't know. I guess that in the median case I would like to see a full-health squad have at least 50%-66% chance of survival. Personally, I wouldn't pull the trigger if my well-placed demopack only had 33% chance to wipe a lone squad. At the same time, having a blobber walk into the demo pack with 3 squads means you have very good chances of getting at least 1 wipe. I guess this threshold depends on people's own subjective opinions. Another interesting idea I discovered by accident is having the demo-pack start dishing damage out over time, but extremely fast. This is sort of like having the affected squads washed away from the center of the explosion by the blast-wave, and having to watch the models disintegrate within milliseconds, not being sure whether they will survive or not. If you want to give it a whirl, I've already implemented a version of this idea for my mod: http://steamcommunity.com/sharedfiles/filedetails/?id=740714838&searchtext=quality+of+life Currently, there's only 2 levels of wipey-strength: - Stuka dive bomb - Everything else I made Stuka dive bomb have the same strength as everything else + some extra damage sprinkled on top, over a wide radius. In: COH2 Balance |
Thread: Sturmtiger Impending nerfs24 Oct 2016, 12:13 PM
The sturmtiger is fine, when we consider these facts; Note that the arc of the sturmtiger is not entirely error prone. If the terrain between the sturmtiger and the target is completely flat, the shot will hit. If the terrain has ANY kind of deformation, the shot will derp and sometimes hit short. This is similar to how several artillery-kind of calculations derp with the terrain. AVRE will also derp in the same situation, but to a much lesser extend than the Sturmtiger. In: COH2 Balance |
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