Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You're not the first to ask for basically the same mod but for Allies. I have no intention to recreate the entire mod by myself so don't expect such mod coming from me.
You "can" play as the Allies but keep in mind the mod was not made with such intent so it's gonna be cluncky at best.
Also, this is the live version that is currently in hiatus. I continued the developement on a separate branch, the experimental branch, while we wait for the original author of the mod to eventually come back.
Madman ! You're a madman !
Well, thanks for the enthusiastic response ! Frankly, it was so overwhelming that I don't even know what to say, so I'll just encourage you to give the Kriegsmarine another try in my experimental version. I just hope your PC will survive.
5. i have a ton of experience with this game and can play at vary high leaves but i tried the other commanders and tend to only pick joint operations because of the lefh to go counter barrage and the big at guns to destroy heavy duty soviet armor pushes i think this is perfectly fine but it seems like im doing something wrong because you put tons of work into making this mod absolutely amazing and breathed new life in a game i have bought since the beginning ( still remember when penos 1 shot tiger tanks with satchels (good times)) so is that suppose to be the meta when
3. if possible the airborne officer can you make him have the regal fuel building because its cool to
1. when using the inf officer i promote a unit and it still carries over the buff to the unit like a gren upgraded to a ober is that what is supposes to happen?
The Commissar has a conditionnal invulnerability so long as any of his body guards are alive.
It's not fun to play against so I changed it in the experimental version (A.k.a. the version I'm developing in parallel while waiting for the original author, Artig0, to come back).
It has become truth
"You can count on Ostruppen ! Seriously."
Why, thanks you for your kind words !
After the long absence of the original author (Artig0), I finally decided to keep developing it in an experimental branch if you wanna see some updates. Don't hesitated to join the Discord server too (to see Ravil pester me with crazy ideas) !
Infantry only options would be legendary! And custom commanders lists for German troops :D
Thank you!
Yeah, Artig0 really don't like command sector restricton and the one put on the strategic bombing was me insisting.
As a support dev', I don't have authority to modify the main mod but I did create an experimental version of it where I made my changes and fixes. I have yet to address the Hauptmann Luftwaffe airstrikes but it's quite high on the list.
While you technically can, it was not conceived with players playing as the allies in mind.
It already is a request to be playing as the allies versus the Axis but making basically the mod twice is quite the work as you cna imagine, so it's unlikely.
i just want to ask are we going to see an update in 1-2 months not anything major but at least some-thing?
also is there any-chance i could get my hands on the Hetzer (AT) AI fix, also know how on how to make the AI not give up after the 30min mark in my mod?
Hello Horde Defenders,
Small QoL patch today sorry for the brief update haven't had too much time lately!
As always, thank you for your support!
Hello Horde Defenders,
New patch is live. Have a few QoL changes like conflicting keybinds and removing muni cost for sprint. A couple other balance changes, like the Panther II Hunter Killer now has a long 88mm by default and the American forces now have access to the T26E4 Super Pershing as a prestige unit for the M26. Also the Kubelwagen got some love too for those that celebrate. See full patch notes for details.
Good luck out there.
as a side note, looking to do patches every 2 weeks (work permitting) as that seems to be about the pace I can handle without neglecting my life duties.
As always, thank you for your support!
Perhaps the problem lies with AI defaulting to indirect fire whenever it has excess resources, regardless of the situation?
(I don't know why my Steam client refuses to make screenshots or videos of the game, so I had to resort to screenshots and random site upload. I hope that's ok.)
https://ibb.co/1ZnVK8D - Assault mostly defeated, but I can't rush forward.
https://ibb.co/bsyjhY3 - This spam secures one cycle of barrages. Katyushas provide a 2nd cycle. This time I was spared the annoying AT rocket air attacks, but those are often a part of the package. Only way to counter this behavior is to amass indirect fire to the point it decides the game. I can do that in Vanilla just as well, so it defeats the purpose of the mod, I feel.
It's VERY rare the AI doesn't pick an artillery doctrine. Don't see tweaks over the years making it much better, as long as this AI logic has excess resources and arty doctrine availability.
My bad, I didn't clarify what I meant. When I said i wish i could repair the buildings, I meant the houses and garrison-able structures around the map. That's the only thing I can't repair and sometimes i don't even brother garrisoning my units in the houses because i know eventually it will be destroyed and lose the units and there's nothing can do about it.
Anything AI related would be Artig0 but I'm proud to annonce that the Super-Heavy tweaks were my initiative ! Glad to hear you like it !
*happy snake noise*
Now that's pure bliss! Thank you from the bottom of my heart!
B. Thank you very much. I've seen it before, but did not know it's updated. Much appreciated.
C. I was referring to resource setting, not AI difficulty. Standard resources disadvantage the player further, beyond the already problematic call-in and artillery spam. Rest is enjoyable, but only after AA measures have ranked up and player artillery has bombed the daylights out of half the AI base, quite a lot of units around the AI arty and so takes away from anything horde-oriented.
I'll definitely stick strictly to high resources xD
A. AI get more income viva their special call in every time they use it if i'm not wrong and also income point's at least for soviet's will have boosted output leading to more spam.
B. you can see upcoming update's if you look at my google document as im still keeping track of it.
C. yes the AI keep's their income bonus's if you go higher then stander, which the mod is made to be played with stander AI, you did not say this but as a hint to one's who just don't read.
https://docs.google.com/document/d/1Ic5BEWrJ6GQfwaNxLECJBLYnvvXBW5vh8yL-bGd3pt0/edit?usp=sharing
Would point to spawns letting AI focus on indirect fire and it appears AI also has straight up bonus resources.
One suggestion against call-ins would be to lower the base ammunition inflow for AI, to lower than the players'. I feel like it gets bonuses now, which inevitably leads to call-in spams. Also, a Flakpanzer being downed by 2 rocket-runs by planes, rather than being a deterrent is IMO not balance. (pioneers die trying to keep it alive as a bonus).
Indirect fire in this experience was nothing that would be better on a wide map, as it caused damage mostly outside of the bottleneck, leaving me no save place, nor any time to breathe.
I barely save up, bee-lining for a tiger, and get rushed by a swarm of light tanks. Normally no problem, were it not for at least 2 Katyushas, at least 1 fly-by anti-tank rocket runs, smoke, and heavy artillery and mostly smoke mortars pounding me as often as cooldown allows.
The map is built for high resources, which should leave a lack of at least munitions for this setting, let alone less excess for indirect fire weapons.
You can join the Discord server. Sometime Artig0 post a patch-preview and the canon-fodd- Ahem, I mean, our valliant Ostruppens (mostly) don't bite !
Is there a post, showing what is planned for the next respective patch?
Once again, thanks for this great mod and all the hard work!
Small update today. Just a few QoL changes and some slight balancing. For one, lowered the Soviet DSHKa spam greatly which I know was annoying. Second, re-implemented some missing UKF units that weren't present in the mod. In addition, modified the UKF AI's behavior to offer a greater challenge and not just a push over compared to the Soviet/USA armies. See patch notes for details.
As always, thanks for your continued support.
It's tough to balance the artillery because with no indirect fire support then emplacements and static defense will win almost every time. But efforts are being made to offer counter play to the artillery.
Hey, welcome back ! Thanks for your kind words !
Yeah, AI behaviour is still giving us trouble alright. Though I recently buffed the counter-barrage option which should (hopefully) alleviate those issues to some extend until Artig0 work his magic on the AI. Walking Stuka counter-barrage range is on pare with the Panzerwerfer once upgraded so even he can reach all artillery piece targeting him. He's less accurate than most, but if one of his rocket hit, it will be enough most of the time.
Then again, the mod was created with big open map in mind, so while we'll try to do something about it, don't expect miracles either.
As it is right now, tight maps have to be played with either artillery doctrines, or heavy investment and babysitting of panzerwerfers. Walking Stukas I have not yet tried, but unless their range was significantly buffed, they won't do much on any sizable map against long-range AI artillery.
A problem with mobile axis artillery is that even if it wipes enemy artillery, a fresh spawn will target them flawlessly, unless the player moves it to a completely new area, which is hard on tight maps. Fresh spawns will be a problem until the player can spam the AI spawn point constantly, at which point the AI base and surviving troops are pretty much useless.
I've been playing some these days and seeing the tweaks in-game first was refreshing.
On the other hand, the tweaks to indirect fire and team weapons don't really change anything about the fact that bottleneck/tighter maps inevitably play out as an artillery duel with AI call-in spam. This is probably mostly due to pop cap and excess resources, which are inevitable with a slower pace of unit destruction, coming from a destroyed birdge, for example.
Either way, thanks for maintaining the great mod.