So. A long time ago I made a mod for a friend. I shipped over the files to them, and they released it publicly as ModA.
Now, we wanted to create a new mod, that contains elements of modA, but want it to appear as a separate workshop item.
Therefore, I created a new mod. I copied all the files of modA, and ran a substitution script that changes the id of ModA files to match the id of ModB files. My friend managed to upload (publish for the first time) ModB just fine, and both ModA and ModB appear as separate items.
Then, I tried modifying ModB. I shipped over the entire mod (with the updated files). My friend is able to compile and play the updated modB just fine. However, they are not able to publish changes to modB at all.
Has anybody encountered a situation like this before?
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Where i can see the patchnote for DBP 1.2? I have found it in the steam workshop, but haven't find any info about it.
http://steamcommunity.com/sharedfiles/filedetails/?id=1191687226
The reason v1.2 hasn't been made public is because, for some reason, the original mod refuses to update itself. So, Relic is looking into why this is the case, which is why v1.2 hasn't been publicly released.
If anybody has experience with workshop items refusing to update themselves, please contact me, so that we can find a solution.
I guess you can download the mod. If you are planning on playtesting Soviets, it's not worth playing v1.1 anymore, due to Conscript DPS "bug".
Conscripts
Our original changes to Conscript DPS caused an unintended, but significant increase in their DPS around ranges 5-to-15. We are adjusting the values to obtain the intended DPS curve.
- Near range reverted from 10 to 0
- Near accuracy adjusted from 0.7182821 to 0.7572339
Forward Retreat Points (affects all FRPs)
- Penalty changed to +75% reinforcement time per model
- It is now, again, possible to immediately disable the FRP
- 120 second cooldown on re-activating FRP after deactivation remains
Rear Echelon
- Rear echelons cannot use smoke when upgraded to flamethrowers (already in effect since v1.1)
Bugfixes
- Fixed an issue that prevented squads from properly obeying garrisoning commands
- Readjusted pathfinding behaviour for vehicles to avoid suboptimal behaviour around obstacles
- Addressed an issue with Target-Weak-Point and Treadshot abilities, that they were taking too long to fire
- Hammer tracking; partially revert duration from 7 secs to 9.5 secs
- Adjusted Lend-lease Sherman hotkey to avoid overlap
- Fixed an issue where the Jackson would cost more than intended (cost from 145FU to 140FU)
(v1.2 changes are minimal because it was meant to be a hotfix for v1.1).
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It can not kill a artillery piece (only decrew it)
Wait what? Since when?
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HEAT rounds are also a nice way to augment P4/King Tiger damage vs infantry too. Too bad not many people know how to use this properly.
+30% penetration, +30% damage. Lasts 20 seconds |
We havr strange bug, pac dont move adn AA HT same.
zis can sometimes completely bug and never be able to move again. Is this the bug?
What about AAHT not moving? Did you turn handbrake on by mistake?
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Pathfinding has changed in DBP. Before we go on to make adjustments for v1.2, I want to hear everyone's experience with the new Pathfinding behaviour, and if they've run into unwanted situations with it.
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Not exactly what I suggested.
Grenadier win from 35-25
Conscripts win from 20-15
Grenadier win or about the same from 5-0
Who wins at ranges 5-15?
With this arangements Grenadiers have the upper hand for the duration of the game:
- Conscripts will always get bled while closing in
- Grenadiers will always have the option of retreating after bleeding Conscripts
- Grenadiers will always also have the option of closing in and finishing the Conscripts
Close range units are usually given the benefit of having higher lethality, due to the potential for them bleeding while closing in.
By making Grenadier close-range output better than conscript close-range output (since conscripts are durable), you've created a super-soldier squad that can both A-move to win engagements, and can also gun down enemies super fast at close range.
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This is not entirely true, for example the sweet spot for fighting against shock troops with either long range unit like grens or mid range unit like pgrens is around range 17 becouse this is where shocks stop to deal any statistically important damage. At the same time both grens and pgrens deal more damage at range of 17 than at extremes of 0 and 35. So in fact it is not in extreme but exactly in the middle.
The optimal range to fight vs Shocks is always max range. I would never abandon my 35 range to get closer to Shocks to deal any damage. Let THEM close the distance.
My point, however, is that for every unit engagement there is a specific range from which unit A wins if the fighting happens below that range, and unit B wins if the fighting happens after that range.
What Vipper is asking for is designate a range segment (e.g., 10-25) within which Conscripts will win, and outside which Grenadiers will win.
That's never going to work well though. Cons will get bled closing in from 35 to 25. Then, Grenadiers will relocate from 25 to 10, and now Conscripts will start losing again.
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I think he means that it would be better if "sweet spot" distance in fight between unit X and unit Y wouldn't be at point blank range for unit X and as far as you can for unit Y, but somwhere in between, like it was at range 25 for cons vs grens.
As far as I can tell, for every pair of units in the game, the sweet spot is always at the extremes. I can't think of any exception where this rule doesn't apply. Heavy sappers, maybe?
Obviously, for the unit that has to go up close to win, actually moving all the way to point-blank range ends up hurting you, because you lose DPS due to moving, and you are potentially losing cover.
This is why for close-range units like Panzergrenadiers, that can actually DPS until far enough, often the best strategy is to sit at mid-range. That's because you still win, and there's potentially more cover for you to choose from.
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Conscripts will still have to close in to beat Grenadiers in the early game. The patch doesn't change that.
The curves are still different. If the cross-over range (where Conscripts start winning Grenadiers) is too long at 25, we'll just change the mid range.
Yes, v1.1 Conscript DPS is a bug. And, unfortunately, we have to wait until v1.2 is released before we can really test the changes.
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