But it was designed cons mid-close and grens long. I think only cover makes difference currenty, otherwise it´s an RNG fest
Aye, it is. In vanilla, all accuracy values are the same for every rifle, and damage is only slightly higher on the grenadier rifle. Thats why what you described happens, because they are nearly the same. In-fact, conscripts are actually better because they have 2 extra men on-top of that. |
Posting this for opinions for the mod im working on.
What do you chaps think of RNG? Is a little bit good to spice the game up or is it just unfair? Should the punishment for losing a single dice roll be the same as messing up a few commands?
I might take the results after a week or so into consideration.
As for the descriptions for the poll, those are just examples. So lets say a drop wins, that means there will be a decent amount of RNG for everything in the game, while if a pinch wins, everything currently stays the same.
As always, feel free to describe your choice in a post. Try to be civil and respectful to your fellow mates. |
I doubt it had anything to do with E-sports considering units running out of cover has been a thing since the very beginning out of CoH existence which was especially prominent when you gave units attack orders. If you're targeting a heavy MG, the last thing you want is for 2-3 members to be ducking to object C when you need to kill the gun ASAP. You also had mortar bombs landing nearby, forcing members out of cover into MGs even if it did not land directly.
The only AI I would accept is slight position shifts when the squad is moving, different, alternating stances when firing, and spreading out in the open IF no attack orders are given or there is a 5-10 second delay before it activates.
All of this would be perfectly possible with a little bit of scar scripting (as mentioned in a previous post). |
This is a continuation of this post, you should read a bit of this first.
This is just to see the responses in numbers. If you want to comment on this page, go ahead, but I wont be replying to questions or any other discussion, Im only lurking around on the other one. I'll take the results after 1 month for granted, and maybe lelic might aswell?
It might be scummy voting in your own poll, but I voted for Improvements and The whole sha'bang.
As always, keep your posts civil and try to explain your reasoning! |
Ask yourself, "How does providing heavy cover that prevents all types of incoming fire going to work on a map?" What you will quickly realize is that the cover will dominate early game, or be in a place that doesn't matter. These types of cover are best left to comp stomps.
Well preventing all types of weapons is just overpowered, even in real-life. Flamethrowers and grenades were still very effective against bunkers, their effect being increased because of the enclosed space. Demolition charges and super-heavy artillery was also effective at removing bunkers, though would take a little while to do it. In addition, the hidden bunkers the soviets constructed were cheap and quick and not made to deal with anything but small-arms and light-artillery/cannons. |
One thing you chaps might know is that DOW2 is on the same engine as CoH. One thing you might not know is how different it is (file-structure, gameplay elements, etc.).
Overall, the game/engine is actually somewhat superior to CoH. There are many new capabilities, and many gameplay elements have been updated (Example: Squad-ai is attrib-based and has more options than CoH), and while some things have been simplified (there are only 5 types of cover compared to CoH's 10), and others might seem to be missing at first (Weapon accuracy system), are actually just in different places (Weapon accuracy has been replaced by damage, per say. All weapons have a accuracy of 1 that can be decreased through cover modifiers. Damage takes the mantle of dealing with distance from accuracy, as damage can now be reduced depending on distance. Armor and penetration is a thing, but its somewhat under-utilized). Formations have been consolidated and are much simpler to use but not lacking any functionality, and Scar has been expanded.
However, all of this stuff is relatively unused. It does make sense, as DOW isn't supposed to be as realistic/tactical as CoH, focusing more on good micro and effective ability usage. What strikes me as odd is that some of the changes/additions that would be a good thing to carry over to CoH2, like the squad-ai and knockdown system (infantry can get knocked down depending on the force of a explosion or during a charge, bigger/better units have less of a chance of being knocked) weren't. In-fact, CoH2's version of the engine seems much more similar to Essence V1 than V2 of DOW2.
Anyone have any ideas as to why this is? |
There are many such defenses that mappers can place, however it doesn't really make sense for random bunkers in villages on the Eastern Front.
Well, It actually kinda does make sense. The soviets disguised bunkers and other defenses as houses/civilian buildings when constructing the Stalin Line. |
You forgot some things. The medic entity's that the station spawns must have medic_ext in the ebp (just set the stats in there to the coh1 equivalent) and medic animations in the apb (I think they already have them). I myself are having trouble just getting the medics to spawn, but someone else on here has been able to do it (I forgot who). |
Good news chaps. Squad-AI has been added to the white-list, and is now modifiable. If you want to see it, check out the next version of IAC when its released (next version will be 0.07).
Edit: It seems that, while it has been white-listed (mod-builder does build the mod when squad-ai files are present), the game does not load the files. I think they only load on startup. That means, since relic isn't patching coh2 anymore, we probably wont see a fix for this. If you use the archive viewer to look at the next version of IAC, you can find the dump of AI files I've created, and if you want, use those as examples.
The only luck I've had is with DOW2, which has very advanced and modifiable squad-ai. One big new feature is that you can specify requirements for certain phases, so if the unit has a certain weapon, he will/wont move, etc. So, technically (though its not recommended as performance might suffer a bit), you could make one perfect AI file with a crap-ton of phases and requirements, and use that for every single unit in the game. A bloody programmers wet dream. |
Well its def something with windows then. Something must have updated while your computer was on. Im not sure about your own preferences, but I turn off automatic updates for everything. If you dont, then it is most certainly updates that have caused this problem.
Try uninstalling whatever Java version you have and put in the latest version of 7 (Java 7 is very stable and compatible with most things), Java 8 can cause some problems. I don't think Video-card drivers are the problem here, as this is something with the XML.
I forget what program/update/software handles XML files, but that software not being compatible/implementing new things that the current version of the attrib editor cant handle is probably it. Knowing updates, its probably a update related to security and/or performance. So if an update caused this, then updating even more is probably not going to help. Downgrading a few things might be the solution here. |