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Thank you so much, you are really generous
Yes, of course.
Player soldiers always die after wounded. There are no options to give them medics. I don't have ideas how to fix it.
not yet
possibly in conflict with other mods
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2606016923
This game wants to be realistic, but really what it is, is unfair. LoS is super punishing and the fun of direct control is totally lost on it in many cases. Enemy AI almost always sees you and shoots at you even when obstructed by vegetation.
Ok, so I get it there are no actual in game mod options?
silhouettes are included in one of the patches in the vanilla game, grass is disabled in the graphics settings, without the mod this option does not work in first/third person view
Does the crash display a message? Are there any other mods used?
As far as I understand, this problem is due to not fully compatible with the "Improved Squads", you can try to activate it after the "Easy mode" in this case, losing the autoregeneration of engineering resources.
as for the error message, its a long one......
program will be terminated
APP_ERROR: define not found
(E:\git\GEM\source_work\eSDLRReader.cpp:455)
RIP=7ffb60654f99 [main_loop]
RAX=00000000 RBX=29512840
RCX=00000000 RDX=00000000
RSI=e43cdf30 RDI=0bad0001
RSP=07ee940 RBP=000001c7
>>>>>>>>>>>gui.cmd.exec_all
>>>>>>>>>>gui.cmd.exec(generic
>>>>>>>>>gui.cmd.exec_generic
>>>>>
gui.sdp.procq(<F(POBEDA)A)S(27)B+C(FAEACB)E(SHADOW)>CONFIRM)
>>>>gui.mmd.onModApply
>>>mmd.apply
>>mod.s_apply
>file"/set/breed/mp/ger/mid/medic.set"
14: ("expert_medic"<<)
15: }
16: {veterancey
17: (include "ability.inc")
18 ("veterancy_lvl_0")
Hi, and what error in the log? and what other mods are used?
The infantryman has a flag "personage" which by default is 1. When he dies, if this flag = 1 the heavy injury mechanism is turned on, if this flag = 0 the infantryman dies immediately, there is an event handler in the resource/resource.pak/set/interaction_entity/human.inc
{on "personage_check"
...
{if rand 0.5
{call_synced "mp_personage_0"}
else
{call_synced "mp_personage"}
}
For the simplest case, we need to remove the branching by random probability 0.5 so that mp_personage_0 is not called.
No problem to make it a separate mod, what kind of hp growth rate with the level do you want?
As for the rest, I disagree, randomly undermine the RPG component very much, it makes no sense for you to pick up weapons or watch the level increase, because in a few seconds you will be destroyed by a 20mm HE or a flamethrower that emerged from the air, after a few such cases you will begin to treat the infantry as a consumable that is not worth your attention.
Unfortunately, as far as I understand, ammo mechanic cannot be used, since only those ammo that were originally set in the fighter's inventory are replenished.
Would love the resupplyability for captured weapons to work from supply boxes / Ressuply in menu but still like there to be an Ammo mechanic.
Have a nice day :)