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I don't quite understand the meaning of the word human in this passage. What does the parameter of human mean?
Maybe you can tell me where I can set it.Especially the long one. I have been looking for it for a long time and can't find it.
If you mean the vision "cone" i think i can adjust that but i need a reference point of current condition
Now you can call in supply crate with doctrine points
add experimental scripts for domination mode regarding spawn times, bot strategy, spawn logic, and some new randomised logic to keep every match 'unique'
Your mod might be the first and only mod that has a sense of lethality that isn't over the top and seems to be quite manageable. Largely this might be due to the overall debuff to weapon accuracy... Which I have long been looking and hoping for.
lets talk about JSU152 (ML20) in discussion thread
First of all, no you're not a shitty modder. Everybody makes mistakes.
I tested them in skirmish using direct control. The HE still deals damage to units.
For example, the reticle claims that a range of 280m is max for the JSU-152s HE (beyond that the reticle turns from white to red and you're unable to fire). However, if I was to either manually fire its gun or tell it to fire at a location at 280m range, the shell would ALWAYS fall short of the displayed max range. The shell refuses to fly beyond 250m, and point it just diverts STRAIGHT down into the ground.
This can be tested by just firing the JSU-152s HE at the tops of trees and making sure the shell misses the tree. At this point the shell will appear to have the trajectory to fly farther. Instead the shell just drops from 10m altitude down to 0 as soon as it reaches a certain point. This doesn't happen for (most?) other guns, as their shells will continue to fly beyond their displayed maximum range.
Correct. There are 2 types of ranges in the game. One there is range which you can fire the weapon, two there is a range which shells do damage based on penetration table and a range of which it allows to do the said damage. Also, manual control can ignore the said range in which shells will travel (but usually afffected by low acc / no dmg in beyond max range).
all of those, multiply by caliber and by units. So yeah, i missed lots parameters. Will gradually fixed it.
For example, a flak autocannons. You can fire like range of 300+ (even tho it is capped to 200) in manual control but it won't do any damage to enemy tanks
@loombuq
Please elaborate more for finnish BT-42 and JSU-152 and i will put it to my backlog. Did you try to hit enemies using manual control and the HE doesn't do any damage?
I also noticed that atleast the late-war finnish MG detachment comes equipped with an MG 26(t) instead of the vanilla DP-27 in skirmish, which I assume is some kind of mistake?
actually there is for MACE (the predecessor of this mod by me as well).
But that one needs an update first.
I think there is no option to fix it from modder's side, seems to be in-game problem
I have used hotkeys in my game which is worked such as:
- E (direct control) / T (change camera)
- Shift + number for grouping
- Double L for detonate
- F5 / F6
- Ctrl for stance
Enjoy.
Those are already about 1.5 (some 2) from normal ranges (already OP in small maps). I have intentionally limit infantry AT rockets to a cap of 100 for balancing reason (otherwise you could snipe tanks with bazooka from across the map).
Tip: Try using manual 1st person mode for tanks and cannons
Could you increase tanks and small canons range?
- Decrease HMGs ammo cap to 2500 rounds (from 99999). These units are considered special units and with this, it will promote repositioning and resupplying in play. Forcing withdrawal from battle to resupply
- Increase resupply timer ticks so a unit needs more time per bullet added from resupplying from any sources (was, 1 second per tick)
- Vehicle mobility adjustments
- Domination mode adjustments
- AI adjustments for longer battles
- Dshk enhancement following real weapon data
- Personal rockets ammo adjustments (reduce carried ammo on spawn)
- Generic machine gun adjustments (burst spread rebalance)
that is to avoid too much micro due to the behavior of mg42 which you will out of ammo in the game in less than 10 sec and that unit will be useless. I will consider revisit mg42 to fine tune the balance. In the meantime, I can tell which file to delete should you dislike my capture point and mg abundant ammo
@14candy conquest are currently not in the mod yet for officers. i only mod skirmish files which i usually played for. If your finding is on skirmish, could be mod conflict overriding mine