You are wrong!
There we go:
Map X is bad because I lost on it
Please remove map X
No!
Map X is bad because it isn’t map Y, which I win on
Make map X map Y |
The changes you say plus:
SU 76 moved to sov T4, and given buffs so it matches the StuG more closely (medium tank hunter)
76mm Sherman with AOE removed added to stock USF with a 50 fuel tech - just like Ostheer 50 fuel to access premium medium, panther.
UKF already has Comet/Churchill to deal with mediums. |
This should not be an issue but it will take some time.
This stuff here will take no time.
Some conflicts are here. Currently in my mod, Ostheer's Pioneers out right build mg bunkers. I am assuming you do not want Grenadiers with this capability, unless it is doctrinal Field Defenses. Additionally, who would make the interaction with forward reinforcement bunker and healing bunkers.
With USF, I have currently the mg nests built are the base MGs rather than fighting positions. Do you want fighting positions or Sandbag MGs? Additionally for riflemen field defense, do you want upgraded/un-upgraded fighting positions or Sandbag MGs.
For OKW, I have currently the Sturmpioneers build concrete bunkers which have more health but take longer to build. Perfect for a modded faction with one unit. Do you want concrete bunkers or Ostheer bunkers? I am assuming the Volks bunkers are Ostheer MG bunkers still?
For UKF, do you want Royal Engineers to build the MG bunker? Should the MG bunker have the advance emplacement upgrade?
Some conflicts are here. How do you want to handle USF ambulance in relation to base medics?
For OKW, do you want the Medic upgrade to affect the Battlegroup HQ as well?
For UKF, do you want the Medic upgrade to affect the Forward Assembly?
This is a tall order. If you still want this it will take 1-3 weeks to implement. It is not as easy as to copy and paste. I have made a lot of adjustments and will take a lot of testing. As well my current layout is tailored my mod.
While Soviets is straight forward, Ostheer is not. One reason of my mod is how bad the Ostheer teching structure is. While maybe in most games you can skip one structure, you will probably build t1, t2, t3. This makes the battle phase system to have extra steps when each step. Prime example is battle phase 3. If the cost of T4 and battlephase 3 was combined, it would be no difference. Additionally, I am assuming you do not want the Ostheer Weapon Racks.
For OKW, how would you have the interactions work with the prefab bases work with the SWS halftracks? All to build as many as you want? Still limit to one? The ability to build units on the field from the mechanized HQ would be pointless. I could sync up a deployment of a halftrack to the base building at home. Such as lay down the Mechanized HQ from the SWS. Once it starts building, the corresponding building at home would also build.
Much more complex than I originally thought. I would say too much work, better to invest the time into your last mod so it’s the best it can be.
So yeah, don’t spend the extra time. Thank you for reply! |
vet 3 on a rather weak unit is hard to achieve. Cons can win 1v1 grens, but ostheer has plenty of options to face cons on lategame, from pgren to PIV and Pwerfer
Bro those all cost a lot more than conscripts |
1- OKW
2- OST
3- Soviets
4- USF
5- UKF
How did he depict it so well? A much higher win rate for Axis over allies must result from this unanimously agreed on truth
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Why can’t I A-move my grenadiers into anything at al and win |
Can you make a version with just these changes?
All factions start with prefab bases
All factions can build MG Bunkers for 200 manpower 20 fuel
All factions can research medics in T0 for 200 manpower 25 fuel
All slot items DO NOT drop
All tanks DO NOT abandon or have main gun destroyed
All static weapons can NOT be decrewed
When there health reaches 0 they will die
It’d be really nice because we want these + the vanilla gameplay because learning two gameplays takes too much time |
Move most of the cost of Battle phase 2 to battle phase 3
Make Panzer 4 and Ostwind require battle phase 3
Make T4 cost 50 fuel
Add short P4 to T3. More of the same units in different factions isn’t interesting.
Idk this is what I’d do |
Ritter is happy |
Why not split the hull MG into two MGs with separate targeting? You wold still only see one MG graphically shooting but the other one would still do damage, and the damage will be more spread out |