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i think a 3 or 4 cost multiplier would sit perfectly for the experience. i understand if time doesnt permit this im unsure how much editing it requires but wanted to leave the feedback anyway.
Also - mechanized assault doctrine- 250 halftrack call in( filled with panzergrens) states on UI it costs 11 CP. However in reality costs 14 CP. Im unsure if your mod affects this or if this is vanilla issue. But PZ Grens by themselves cost 8CP so i dont see how (if UI was just setting CP cost of vehicle itself) PZ grens add 3 extra CP instead of 8. I believe its maybe a Relic issue/intended
Also : Mortar halftrack from Festung support: says 6CP but is 11 CP in Inf emphasis X2. Im gona stop testing there. I think pop cap usage for call ins is broken across the board
I dowbt that it's something we can modify, but I'll be thinking about it.
I was wondering if,(i ask because i think this may be a quick simple addition to make,maybe im wrong) you might consider adding to your mod a removal of the team colors and/or selection circles when mousing over a unit. You know not the actual "team colors" , but the shader that covers the ENTIRE unit because relic think we dont know who we are hovering over.
I like looking at my infantry and uniforms as the game has good detail,and this ruins it for me.
Iv gone through COH2 config lua,there is nothing pertaining to this shader,im assuming its within a game file.
i wanted to try to mod it myself but i ran into issues,and you seem to be the only modder to update here. Is there any chance you might make that included into this mod or a tuning version?
this is what i mean
https://img.youtube.com/vi/1aoRlyoyLrI/0.jpg
Thanks for reporting this.
You're getting the the intended feeling. Give the "Even More" version a try, for even fewer vehicles.
Cool moments when they do bring in a tank - like an 'oh shit' moment.
I also use that mod that adds 100+ units. It's like a battle between lots of different infantry units. It gets nuts. Super fun thank you
I'm suprised that no one has noticed this before.
I'm not going to be able to maintain the mods if they've quit releasing the mod data files when they update.
Are you using a tuning pack?
The Tiger call-in from OKW Grand Offensive Doctrine costs only 230 fuel, less than a OKW Panzer IV (280 fuel). The King Tiger is priced at 540 fuel, as reference.
Post here if you find another problem that can be recreated without a tuning pack.
I have decided to use the ~dev launch parameter amd use console commands to reduce fuel rate to try and mimic the same effect of your mod,by setting fuel tate etc.
Anyway,just wanted to thank you for your efforts as this mod helped me discover another method of achieving the desired result of this mod without needing it in its entirety,ie just the fuel rate.
thanks again
It's exactly like this game mode, except there are not changes to vehicle costs.
We play almost exclusively with your mods now - it was like a thousand voices cried out about the weird upkeep system and tank spam and you answered.
However, sometimes we really like to play with tanks and the sort. But we miss the reduced upkeep costs when playing without it.
So yeah my question is; can you make a tuning pack/ game mode with only the increased pop cap and decreased manpower upkeep? Or perhaps help out with making such a mod ourselves?
Thanks.
Do you ever see that problem when not using a tuning pack, or when using a different one?
I haven't played since the recent update, but previously I have only seen this behavior on the Easy and Normal AI. (And I didn't realize it was the mod, but maybe the AI gets confused if it can't afford to build what it wants.)
Is the zoom causing problems?