Okay, before I can tell you my personal opinions about your mod. Here are something I want to warn(I couldn't find any word better than this. Please forgive me if it makes you upset) you:
1. Do not ever build a balance mod base on your PERSONAL FAVOURITE. You have mentioned something like "I am not a big fan of ..." several times in the post above.
2. Please stop trying to make up new units. Just take a look at how many new units did make into the game from the mods.
From here below are my personal opinions. I am a 3v3 and 4v4 player. I mostly play soviet and ostheer, and once ranked top 10 as soviet before the official DBP patch was released.
1. Both Soviets' and Ostheer's engineers squads changes are not making that much of differences in general. It is hard for any 4 men, size 1, CQC squad get into their effective range before losing their combat strength. If you do want to increase their value on the battlefield. Buff their repairing efficiency. Both of the two "old" factions lack some kinds of repairing units.
2. T1 M42 is a good idea but may become too op vs OST mid-game armor cars.
3. Guard changes are not necessary. Unless you are going to reduce the price or buff its anti infantries values. It already UP compares to most of the German infantries regarding most of them are long range pro.( In team games, not sure about 1v1.)
4."Vehicle Crew Repair Training". I don't really know how will it perform in the team games. T-34s are already too weak like the other main battle tanks in the team games. A free nerfed t-34 won't make any use but giving enemy free Exp( and free fuel for OKW).Also, I don't think it is possible for anyone to build more than six tanks( I am saying six because nobody won't spend 200 munis in exchange for one 1 Downgrade T-34)at the same time. Unless you are excepting people spamming T-70s.
5. Stop bothering with 120mm mortars. If you really want to make some changes to the mortar teams. Increase the ostheer mortar crew number to 6 or buff the 81mm.
6. "Partisans Tactics" How many Stgs? I see your points of changing this unit. But people won't likely to use them since their reinforce cost is so high(the same problem applies to ostheer infantries.You can hardly see ost players spamming infantries because they know their infantries can hardly make any changes to the battlefield but making the most MP thirsty faction in the game even worse.)
7. I like most of your commander abilities changes. But I hope you have a backup plan for those new add-on units.
8. 222 changed back to 221 is judge-able. They give its free upgrade because people think it was UP. Actually, in my opinion, it is still a crap.
8. Non-Doctrinal Puma is an excellent idea. But what is the difference between the call in one and the building one?
I don't really play the other three factions so I couldn't give you any suggestions. But, in general, I like most of your ideas. It is an excellant start. Please add me as a friend on steam if you want to make balance mod together. Please leave a message under the comment section of your steam mod page if you do.
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I tired your mod. It is a pretty nice job. Finally get someone try to rework the whole junk Easter Front. Thx.
I have some suggestions for you.
I am a pro-soviet player. So I only tried soviet. There could be some bias in my sentences. So if you see something you don't like. Please just ignore them.
First. Soviet lack some sort of nonindustrial defensive system to counter german mid game infantry-blobs. The HMG had been nerfed pretty badly by relic, even though you have buffed it. I think it is still unworthy to build one. Nerf Demo is kind of necessary. I know it is kind of tricky. But most of the pro-german players will at least upgrade one of their engineers with a mine deceter. So that have actually made the Demo completely useless already. Both of what i just mentioned are two old ways that most soviet players used to counter blobs. Since relic had eliminate one of them. It will not make any sence if you just eliminate another one.
Second. Just encase you don't know. Soviet 152mm Heavy Field gun is actually doing less AOE (1, 0.15, 0.05) damage than German 105mm Light Field Gun(1, 0.35, 0.05). This makes Ml-20 can hardly kill any infantry unless it is a direct shot. Please check it out. And think about it if you want to change it.
Third. 203mm super heavy artillery. Your price changed is actually higher than what it orginaly was. Decrease damage and two shots per barrage are not necessary. I am sure there won't be any fool just leave a unit over there and let you shot it. If you were trying to make it into a building counter unit. Its damage deal to buildings is way too low. In the last game I just played. It literally took me more than 10 barrages( 20 shots) trying to take out the OKW T4( This including the miss shots). But, if you were just trying to nerf it. Please do not nerf the unit and increase its price in the same time. People will stop producing it if they realize it.
Once again thx for your work. I like it. Keep it up.
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As I said, it's no problem. I just do my best to help the modding scene grow!
I wrote about adding and modifying commander abilities in this thread:
https://www.coh2.org/topic/57379/modding-commander-abilities
If you have any more questions after reading that, please ask them in the other thread, so people with similar questions can find them more easily!
Thanks, All of my problems have been solved, Finally !
I really appreciate your help. Thank you very much. Danke( in your language DE), 非常感谢 (in my language CN) |
Yes, there is something wrong with the trench ebp. You used a version that probably hasn't been touched since before the game's release It would have been better to base your mortar pit on the Ostheer or British trench instead.
To properly enable auto-attack, you need to set "use_building_target_scan_radius" in the mortar pit entity's hold_ext to False. Otherwise, only the building's sight is used to calculate if a unit garrisoned inside it can fire.
The barrage animations don't look right because the auto-attack weapon is not disabled by the barrage ability, so it keeps firing while the barrage weapon is also firing. This is because your new mortar weapons do not have the proper parent hardpoints. For the mortar entity's new hardpoints (6 and 7), you need to set "parent_hardpoint" to 1.
That, my good sir, is a very good description of what emplacements look like in the AE
Thank you Planet Smasher. My mortar pit finally worked .
I really appreciate your help. Thank you very much!!!!
But, sorry. Could you please answer me another question.
I don't really know how to changed a commander's ability individually. To be more specific. I know how to change an ability once and for all( Change one ability for all the commanders that own it), but not for one specific ability for a specific commander. For example. I want to change Guard Rifle Company Guard Troops dispatch into something else. But, for the other Guard troops owned commanders. I don't want to change them? Do you know is there any way to make it happen.( I had set up a new dispatch ability, a new crossbanding upgrade, and a new commander ability)
Thanks for helping me solve my really nooby-like problems, I still have a lot to learn. |
Out of curiosity are the mortars unable to fire outside their sight range? Can they barrage into the fow?
Sight range and weapon range are very different values, and especially pertinent for indirect fire weapons.
The mortars don't need sight in the trench /pit necessarily, so as long as it's sight is appropriate for any other unit using it like infantry or mgs.
I totally understand. But, right now. For some reason. When the mortars get into the trench. It will be automatically limited by the sight of the trench(whatever I set the trench into natural or not). So, just pretend the trench has only 35 range in max sight angle. Then the mortars inside it can only auto attack the targets inside that range.( I set the mortar autofire weapon range to 70, so it should be able to attack any target inside 70 range). I realized it by changing the sight of the trench 100, then the 82mm mortar(which has a range of 70) work fine. But for 120mm mortar( which has a range of 120) won't attack anything outside 100 range, however, I could still ground attack everything in 120 range.I know it is kind of unbelievable. But, I guess there should be something wrong with the trench epbs! |
No problem!
Your new barrage abilities are not working because you forgot to change which hardpoint they use - they are still trying to use the original, unchanged weapons which don't work while garrisoned.
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You also didn't add the new auto-fire weapon to the mortar entity. It still uses the original weapon with 80 range. I would suggest adding it as a second weapon to hardpoint 1 and creating a requirement_action with required_in_structure in the entity's action_apply_ext to switch between the two weapons!
I have tried all of your suggestions. For the barrage problem. They finally worked . Thank you.
BUT, the mortars in the trench do not show any animations when doing Barrage( I have changed "show passenger animation" to TRUE. Do you know what is wrong with it?
For the autofire issue. I have figured out what was wrong by myself.It was because, For some reason, when the mortars get into the trench. They will automatically follow the trench sight data in epbs. I have fixed it by increasing the sight max radius of the mortar trench. BUT!It seems like this is a bad idea. Because, since all the mortars and a weapon that more than 60. Some of them even having a range of 120. It is radiculose when I changed the mortar sight to 130.It could literally have a vision that more than the half-length of a map. Do you any better idea to fix my autofire issue?
But still, I have to say Thank you again. |
No problem!
Your new barrage abilities are not working because you forgot to change which hardpoint they use - they are still trying to use the original, unchanged weapons which don't work while garrisoned.
You also didn't add the new auto-fire weapon to the mortar entity. It still uses the original weapon with 80 range. I would suggest adding it as a second weapon to hardpoint 1 and creating a requirement_action with required_in_structure in the entity's action_apply_ext to switch between the two weapons!
Thx, I will try your suggestions out tomorrow.( I have a test tomorrow, so I have to review for it tonight )
I will tell you the result after I have tried.
Thx again! |
Sure, I can have a look. I can't access the file, though. Could you unlock it or upload it somewhere else?
Sorry for responding you late, I was at school and I did not have my laptop with me.
Here is the new link to my file. https://drive.google.com/drive/folders/0B1Skht32xsnzdVluNEpiYS1ySU0?usp=sharing
If this does not work. I think the only left for me is sending you my folder through email. So, if you can not download anything from this link. Please give me your email address.
Thx a lot |
No problem, helping each other out is the purpose of this forum!
Which model did you use? The trench or the mortar pit? I don't quite understand what you mean.
Let's use the Pack Howitzer as an example. The entity has five different weapons in its combat_ext. The first one is for right-click attack, auto-attack and attack ground. For that one, you need to make sure the minimum range is not too high. The second weapon is used for the standard barrage ability. This ability has a maximum range of 120. Let's say you increase that by 50%, so it becomes 120*1,5=180. Now the range of the weapon also needs to be at least 180, or the barrage ability will not always work.
This means that for every barrage ability, you need to check how high the maximum range can possibly be, including veterancy modifiers and everything. Then you need to make sure the weapon used by the barrage ability also has at least the same range. (More is also alright.)
You can download the files for my mod here: https://github.com/PlanetSmasherCOH/NoMoreSimCity
Open them with the Mod Tools and have a look, maybe that will help you. If there's anything you don't understand, feel free to ask.
If nothing else works, you can also send me your files, maybe I'll find your mistake.
Thx for your file. But, sorry, I couldn't figure out what's wrong with my mortar abilities. And I think we have both misunderstood each other for quite a bit. I added a buff ability to autofire.Not the barrage ability.( But I did set both of them having the same max range). And, for the auto fire issue. In your mortar pit, every support weapon could auto aim the enemies and fire at them. But, in my trench(in my mod, to be more specific), they will not. (oh, I made my mortar trench base on default mortar trench' data which is under epbs environment
, the only two things I changed was added a construction command and changed the "trench" model into a "UFK's mortar pit" model).
Can I send you my file? Could you please help me to check it.
Here are all the changes I did( all base on soviet 82mm mortar)
1. I have made the garrison barrage ability independently compare to a regular barrage.
they are all under mbm/weapon/....barrage_ hold(both of the smoke and normal garrison barrage is named with _hold after their default name.
2. My mortar trench(pit) is under mbm/epbs/environment. And there should be only one file. The construction mission is given to soviet combat engineer.
3. The garrisoned mortar ability is under mbm/abilities/soviet/time_abilites and its name is mortar_hold_round.(it applies to every autofire abilities)
Here is link https://drive.google.com/drive/folders/0B1r6_0QWePLFOEtZcW54SzBfTDg?usp=sharing
Please help me.
Tnx for your help,again |
Have you done this? Also, note that for barrages, you need to make sure the weapon has at least the same range as the ability. Make sure to increase both when garrisoned. Lastly, as far as I know, mobile team weapons (everything with wheels, basically) will only be able to fire to the front of the emplacement, because they can not rotate once set up.
I have a mod that I'll probably release later today where this stuff is included. I can send you the source files if you want.
Yes, I have done all that you mentioned. I have changed everything that might control firing in garrison to "true". And, also. "you need to make sure the weapon has at least the same range as the ability.", Sorry, What do you mean by that? Considering the garrison buffing ability is interdependent on the barrage ability. Do I really need to make sure both of them are having the same range? ( pack support gun is having a different auto fire range and barrage range. ). At this point. Do you think there is any possibility that something is wrong with the emplacement entity?
For auto fire question, I meant for team weapons like mortars and support guns. They should be able to auto-chase(aim) the enemy and fire at them. Originally, they should do these too when they are in garrison. Do you remember if there was a default mortar trench( I think it is under epbs, environment)?Any Mortar in that trench could auto fire at the enemies. I made my trench base on that entity. I only changed the model link and added a construction command. Here are more details about what is happening right now to the mortars in the trench which i made. It will auto_fire (rotate their fire angle and start firing)only when the enemies are close enough( almost face to face, out of the closest limit range). If the enemies are too far away from them(Still in the weapon range, and they are visible.), I have to give them commands to attack the enemies. I think there may be something wrong with the line of sight entity( considering the buff I set up for the garrisoned mortar is only for increasing their weapon range).
Yes. If you can send me your source file, I would appreciate you a lot!
I will give you my email address when you respond to me again.Also, I will send you my source file too. Could you help me check the mortar entities if there is anything wrong?
Once again, Thank you very much Planet Smasher, Thank you very much!!!!
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