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Yep, still here. Life is a lot busier though. Not as much time to mod. And its a pain when you spend more time adjusting to game updates then you do, doing creative modding.
I just updated it with my current working file.
Let me know if it presents any issues.
Cheers.
could you make the auto medic and the auto repair in a single mod
or maybe only the auto rapair in a mod that we can use in other mods
for the repair session at the end of dynamic conquest
Enjoy.
Cheers.
@Not That Guy Pal
I love the ability to capture enemy units and use them too.
There are some bugs, there has been a lot of base game development since I released this one. The mission concept in this one was more about testing concepts and ideas.
At some point I'd like to bring across my "Brutal Combat" mission/game play concept.
"Brutal Combat" is currently only a mod for CTA.
Try it now, it should work as expected.
I had a look and it crashes for me too. I got an error message about a missing tank-specific define (somewhere to start at least). When I get a chance I'll have a look at it. I'm back at work full time now, and the updates are hard to keep up with. I'll see what I can do, as time permits. Cheers Mate.
The enemy begins with a limited number of units and reinforcements. When you see the friendly & enemy planes flying around engaging in dogfights. This is a sign that the enemy has all available resources on the map.
As you begin to capture and raise your flags, the enemy is given access to more resources, just as you are.
Capturing flags is what sets the pace of the battle. You can dig in and capture the flags one by one. Dealing with each wave of resources given to the enemy, building upon your defence before capturing the next.
Or you can capture multiple flags at the same time and unleash chaos.
The issue was with a "define" missing in the "vehicle-main.inc". One of the many updates. Should work now.
BTW, I just realized Tjdagger also happened to be « The War Machine » creator and wanted to give him a shout out for that. This was such a fun mod to play! One can only hope that such mods will finally make GoH gameplay as polished and well-tuned as the best MOWAS2 mods actually were.
APP_ERROR: Number expected!
(E:\git\GEM\source_work\eSDLReader.cpp:348)
RIP=7ffd99154f69 [quant]
RAX=00000000 RBX=5e496940
RCX=00000000 RDX=00000000
RSI=19227c3d0 RDI=0bad0001
RSP=0893eb60 RBP=0000015c
>>>>>>>>> eQuantExecutor:Execute
>>>>>>>> quantThread:onExecute:nq
>>>>>>> quantThread:quant
>>>>>> entitySpawn
>>>>> entity:raw
>>>> file
"/entity/-vehicle/germany/airborne/bf109_g6/bf109_g6.def"
>>> file "/properties/airborne.ext"
>> file "define 'basic_armor'"
> file "define 'set_ammo'"
4: {blast {koef %0~}}
;// koef = coefficient. Threshold = koef value x
volume effective thickness
5: {pierce {koef 0.8}}
6: }
7: {volumes "ammo*"}
8: }
1. The presence of friendly fighters will cause my reinforcement menu to be reset until the return menu option appears, which often forces me to stop the unit I am selecting. You know, the pause between selecting the unit and choosing its way to enter the battlefield is enough to make people anxious. In addition, the reset caused by the pilot incident, I often fail to deploy new troops where they are needed in time
2. I use Germany. I often encounter enemy air strikes when I capture the second flag, and I don't have any effective air defense equipment...I have to watch my anti tank position destroyed again and again by the opposite aircraft, but I can't do anything, I've even begun to try anti tank guns to defend my air
But, this is still a good mod. I have cleared all German tasks with the highest difficulty. I look forward to more
Whether I use AA or tank main gun, I can't destroy the rest or kill the pilot inside
Because that position directly nailed the flag I wanted to occupy, all my infantry would be ruthlessly shot, so I had to restart the game
Fortunately, the new game did not have the same problem. It should be a probabilistic bug related to the shooting down mechanism of the aircraft
Yes there are balancing issues I need to look at.
I'll need to look at the endgame and work it out a little different. Basically I have a variable that looks at how many enemy "cars" props are on the map. Plus I add to a resource variable for "cars" each time a flag is captured. By the time the last flag is captured the enemy may have 20 "cars" reinforcements available. And as its the last flag the rocket is the available car. I just need to rework some numbers. Tow vehicles are also "cars". I just need to find some time.
Also, that is strange about the aircraft?
My troops simply have no ability to quickly destroy these rocket launchers in the face of a large group of tanks. As long as any launcher shoots rockets at my position, it means a lot of personnel losses.
(translator is used for the above contents)
İf you can make them shoot from side of the map or not rushing, they can be dangerous. (I think "conquest enchanced" devs did somthing for scripts about this situation, you can ask him).
And if you can make it, enemy rocket launchers are soo many. İn first mission of german 20+ rocket trucks came to me last 5 minute.
Medics could possibly have a couple normal smoke screen grenades.
Best to get this sort while there is only a few map/mission files to edit.
All units are tagged so it should be easy to simply write a couple of triggers to sort out inventories. Easier to add a couple of triggers than to edit individual units on multiple mission files.
Anybody else got some input/opinions for who should carry what type of smoke grenades?
What difficulty level are you playing on?
All my testing was done on "hard" difficulty setting.
And yes I've added a variety of supply smoke grenades. The troops may not have any vanilla ones on them. I could always add some to their inventory if you think it's necessary?
Apart from the toggle-able "auto repair" and "auto medic" I haven't done anything much else to make them self managed. Both of these can be enabled and disabled on an individual level.
It was being caused by a conflict between enemy and player "paratroopers".
@0blo Thanks mate
I believe I have got it sorted out and fixed.
A big thank you to everyone who provided feedback, all is appreciated.
Let me know if you find any more issues.
What i really like is your setting makes the troops (human side) were more auto managed. They can engage the enemy themselves which is great and I don;t do much micro interfering. but maybe the game seems easy on that way. Perhaps you could set a option in the settings to enable or disable this auto management (or degree you can choose the auto management). I can see you have put a lot of new ideas and features in this mod which are fantastic. If you can, give people options for them to choose rather than take them away. Thanks for making such a good mod.
I'm curious as to how people are finding the balance.
Too strong?
Too many, or they come from too many angles?
Something I've considered...
I could either adjust enemy numbers based on chosen base game difficulty level.
Or...
I could have some independent difficulty option reinforcement buttons at the start that would regulate enemy numbers.
Enemy begin with a set number of reinforcements. Each time you capture a flag, more unit numbers are added to their total available reinforcements.
My mate Mosesjns has done some testing. He's identified some issues with the cannon spawning.
Something weird is going on. It seems to be effecting certain weapons, which is weird because they all share a common set of script processes.
But I now have a place to start my investigation to get this sorted out.