As we all know, the company of heroes series has somewhat low weapon ranges. Some maps are designed around this range (Stalingrad, Achelous river), while others seem to be designed for a range of 40 or 50 meters (cover placement and sector size/shape).
I personally like the range EAW and TGW present us (50 meters), as I think the maps are designed better for them, it works better with squad-ai, allows more room for maneuvering, and is better for cinematics.
I want to know what you chaps think. Thus im setting up a poll to determine what most people want to see. Please add a comment after your vote explaining your decision, as every opinion can provide thoughtful insight.
Note: The poll is just a general measure. Other ranges (like sniper range) would scale according to the average range above. |
Hi Eliwood:
Personally, I only want to have the posibility to have our own 3D models in game. What I dont know (because I am not a system man), if this required a big developement in the tool.
Coh2 has a big potential and my only concern is to release it. I know Relic is a company and he focus on made money and this is ok, but there should be a way to have a better tool for mod makers.
Btw, do you know something about Relic plans for Coh 2 Workshop ?
Regards
Olhausen
No, adding 3d models and such is actually already possible, Relic has just decided to not let anybody do it. If the builder detects a file type that's not on a list (I don't know where this list is or how to modify it, but its probably in the exe), it stops building the mod (As it did when I tried to add some custom squad-ai files). Some files are a exception, like when I was editing the .abp files I left a sua file in one of the folders. The tools built the mod, but the game blocked it from launching. |
Im not completely sure, but you can try checking the AI settings in attrib editor. Ai_economy is the most important one there I think. |
For squads, its easier to use required_not with required_squad (or something similar, cant remember the proper name). There you can set the max amount of that squad a player can have. You can do this in the action_apply of the squad you want to limit. |
It could be because the idle plan (squad-ai) was removed. In most squad-ai files, they have a entry near the top that specifies the sound directory to use sounds from and the chance of one playing during each phase:
-- sound options
sound =
{
soundDirectory = "Battle_Chatter",
soundPercentage = 30.0,
}
Since none of the multiplayer/skirmish units have a idle plan designated in squad_behavior, this could be the reason why you cant hear idle chatter and what-not. I know for sure its the reason why firefights are nearly silent (voice-wise). |
Ah that's a shame.
I just did some SCAR hunting, and I found it.
"Squad_SetAttackPlan( Squad* squad, const char* planName )' Can be bound to a toggle button and used to disable the attack plan. There are also entries for the retaliation plan, reaction plan, pinned plan, etc. This is how we would create a button that disables/changes squad-ai. |
Bad news chaps. The community patch that was in the works has been called off, and talks with relic have resulted in no new modding capabilities. Thus, squad-ai is, as of writing this post, impossible to change in COH2. We might never see the day when COH2 can have complete overhauls. |
Ok, so I narrowed down which of the buildings cause issue. I've no idea why they cause issues though.
For instance, all of the rural houses are OK. In the rest of the folders, about 20-30% of the houses are bugged for some reason.
I had that same problem. Its because the path to the file is too long. The path and file named combined must not exceed something like 100 letters. The rural buildings have shorter names, and the new Russian buildings are not put in their own folder, thus the builder allows you to change those. All the other buildings have long names and long paths, thus you cant build your mod with them. Its a strange limitation that can only be solved by shortening the path. I would reccomend moving your main mod files a bit closer to /D, change it from:
D:\Windows7\Documents\my games\Company of Heroes 2\mod projects\ConsMod\consmod Intermediate Cache\Intermediate Files\attrib\attrib
to:
D:\Windows7\Documents\ConsMod\consmod Intermediate Cache\Intermediate Files\attrib\attrib |
Would be interested, but extensive testing would be needed. Is there any way we can get a mod to test focused feedback on just this?
Aye, me and Mr. Smith are trying to get relic to allow squad-ai modding. Once they do, we can test and refine it during the patch beta. |
I have another question for everyone.
Should certain squads have their own unique AI, or should all squads behave the same?
Should conscripts try to spread out and slowly advance on the enemy, and should shock-troops try to get close to the enemy as quick as they can? Should Grenadiers be a balanced mix between the above mentioned?
If you don't think this would be good for multiplayer, how about single-player? Would you like to see this kind of behavior in the campaign/TOW scenarios?
(Not related to the question above, just a little bit of info):
Vehicle AI is something im very interested in. It seems during the early days of COH vehicles were going to be in squads as-well. A old, unused tank plan from late 2004 has a squad of 3 tanks slowly move closer to the enemy, the core tank going in a straight line and the flanks trying to get around the enemy and firing into the rear. A later plan (early 2005) has the Axis stug move closer to the enemy after each shot is fired (this could have been used for the E3 demo). Maybe early COH was more like the War-Game series? |