I gave all my east german commanders camouflage.
I have no idea why but 4 commanders are showing camouflage when I have the ability set as -1 in the ui display.
They are: Assault support, Mechanized assault, Spearhead, Lightning war.
As soon as I typed them out I realized that means something is up with the Tiger tank.
How would I go about finding what the heck is causing this problem?
ambush_camouflage_unlock has been changed to:
1 command point requirement.
ui position modified to -1.
ambush camouflage upgrade has been changed to:
required squad upgrade: ambush camou package
required in state (unmodified)
required race:german
ui position modified to -1
ambush camou package changed to:
requires 1 command point (unmodified)
requires territory requirements (unmodified)
(required player upgrade removed)
|
Yea I was tinkering around with this and I think it should help but the AI sometimes has a mentality of : not one step back. I am guessing that is a function of the minimum number of territories owned.
I already noticed a difference with vehicles by changing what the AI views as low health.
I'm not sure that changing the reinforcement times was the best idea - or rather I'm not sure I understand the parameters fully.
I think the numbers just need some tweaks to prevent the AI from practically suiciding his tier 1 units and then saying hey well I just lost 6 infantry squads so I should totally replace those with 3 at guns and 3 hmg squads.
|
It's a new day with a new weapon related problem. Unlike regular CoH2 I'm making the armies very unequal in terms of manpwoer/fuel/etc. In short one army is quantity and one is quality (wonder where I got that idea).
I was wanting to make a HMG function one way when held by germans and another if it is captured by allies (would still be a good unit but not exactly the same). I have a regular mg42 that I cloned that has different stats.
I noticed in ebps for the HMG that I can go to the recrewable extension and under race data I can change the weapon to a diffrent file. Let's say I make a new entry in sbps (cap_hmg) and link that sbps to the race recrew extension.
What all do I need to do to make sure this works so that Axis units picking up the weapon get the mg_42 and Allies units picking it up get the cap_hmg)
1. I need to make a new entry in ebps/ sbps for cap_hmg
2. I need to make a weapon data entry for cap_hmg
3. I need to link the recrew extension for the new weapon to cap_hmg for allies and change the recrew extension for cap_hmg to go back to the mg_42 (for the germans)
4. I need to link the sbps to the new ebps for the cap_hmg (need to re-check the tutorial on that but it should not be a problem).
Is there a step 5-6 that I'm missing?
|
Under AI settings under reinforcement I notice:
"wait time in seconds before retrying a failed reinforcement" :60
"time in seconds to wait for reinforcement before it is considered failed": 15
Shouldn't those two numbers be backwards?
For example in my mods the soviets pretty much have infinite manpower (at least for expert ai).
It makes way more sense to say - every 15 seconds try to reinforce again. If you fail reinforcement 4x then stop trying to reinforce and just go fight instead.
Does anyone happen to know what the retreat_capacity_ratio is? Is that a limit of how many units of the army are allowed to retreat? If this is what I think it is then I want to try setting this to zero.
I notice the value : "retreat_combat_rating_ratio" is set to zero.
So what is the fallback capacity ratio?
I feel like these may be the settings holding back the AI. Is that why it behaves so unlike a person? It has been hard coded to only to allow a set ratio of its troops to retreat.
Also what is the retreat health ratio? Is this another measure to make sure the AI isn't retreating a huge portion of its army (as a function of health)?
I assume I want to set things to zero when I want them to be ignored - as in ignore combat retreat ratio. |
Changing the per unit scale to 1 is fantastic as now the AI just pumps out units nonstop. I definitely see it getting confused however when the Ostheer made 4 at guns in a row after losing some infantry units; this made little sense because they were definitely winning the vehicle war. Likewise the soviets at one point made 3 maxims in a row when they lost some infantry squads.
If we had the ability to tell the AI not to make more than 2-3 AT guns (unless it was totally desperate) it would really feel robust. I suppose I will have to fiddle with individual unit settings when I get everything more polished.
|
No I was thinking about more of a forward spotter idea for the Americans. I didn't want to give him a gun to prevent the temptation that it would be a unit that could assist in a fight. And I didn't want it to be a unit that could sneak up to a sniper and kill them either.
Is it problematic to go about changing the unit icon? I have no clue how to go about doing that. As a standard answer I will say that if it is complicated that's enough to make me rethink the idea and put my ideas to work somewhere else. |
Thank you... I saw that but I didn't know if you could use that to force a soldier on spawn to have no weapon. I will give it a shot |
I'll be sad one day if you stop having all the answers.
Is there a weapon upgrade for empty hands? |
I want to change a flamethrower weapon upgrade to instead add one soldier who is holding that flamethrower. Is that possible? (this would be for the sturmpioneer squad).
I look at the grenadier veteran squad leader upgrade (which adds 1 soldier and one rifle). It has 2 actions : slot_item_add (which I understand) and UI decorator action - which I assume changes the graphic on the grenadier squad to note it is now a 5 man unit.
I don't see anything about adding an extra soldier.
When I look at the pioneer veteran squad leader upgrade there isn't even an action!
|
I tried some very simple things to make it work like required race:aef as the only requirement and that didn't work either.
I do have this ability set as a secondary ability (if that matters).
*edit* I got it working by making a new army ability with just the command cost. Not sure why that works and cloning the ability regularly does not. |