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UKF
Royal Engineers Unavailable (slot on Platoon Command Post taken by Medic Squad).
Defensive Saturation
Abilities (Smoke Protection and Front Line Incendiary Saturation) are not activating.
British Lend Lease
Chuchill not appearing in Mechanized Armour Kampaneya menu.
Elite Sniper
Hero of the Soviet Union rifle is invisible.
Scout Sniper does not have Advanced Ambush Tactics ability.
OkW
SWS halftracks unable to set up.
Urban Combat
GrW34 Mortars do not have access to Incendiary Barrage ability.
Mechanized Reserve
SdKfz 221, 234 and Luchs unavailable at Kampfgruppe Headquarters.
Abwehr Deterrence
Pioneers unable to build signal jammer.
Deterrent Stuka Bombing flares do not appear.
Multiple units have 'BAD UI' image, some units' icons disappear.
I will update this comment as I test more doctrines and factions.
Whether you choose to fix these or not is up to you, but I would love to have this mod working as intended without having to deal with the laggy 64bit version of the game.
This is normal, relic updated this. Now Royal Engineers are available on T0 (Your Star building)
I am talking about the Legacy32bit version of the game, which I assume the mod is not built for.
The spot for Royal Engineers in Legacy32bit is in the Platoon Command Post, as you're likely aware, and the spot is taken by the Medic Squad.
There is a mod to fix this (winter patch preview) but I cannot use it at the same time as this mod.
Hun down of the tank hunter company dont have any effect on the e8, or at least there arent any UI showing it on the tank
help texts of rifleman squad are still in chinese and the addational icon when upgrade with specialization is a bit small.
First. the easiest thing to do - fix the damn descriptions! Just how hard it is to write "enemy fighters" instead of "ennemies fighters"? They are understandable, but they look awful.
As for the gameplay, I have not tested all doctrines yet, but here are my suggestions on some.
1. I really like the idea of Soviet doctrine that focuses on snipers. However, what you gave them right now hardly justifies picking this one. Snipers are a niche unit, and creating doctrine around them must make them more viable and universal. At this moment the only reason for picking this doctrine is forward base/camp and vehicle mark. Far too weak.
I have many suggestions for possible changes in this doctrine. First - make sniper squads two-man, either by default or with an upgrade. It would make them much less prone to random dangers in the field and allow their resupply in forward bases, making good synergy. Second - allow the snipers to upgrade to PTRS or some other AT rifle and give them some kind of vehicle disruption skill. Third - add a barrage that only snipers can call on target. Fourth - remove munition cost on sniper camo. It is hard to use even without paying for it. Fifth - give snipers some kind of vision upgrade so they can act as scouts and make full use of their extra range from camo. Sixth - either remove the special sniper or boost its accuracy and rate of fire. Otherwise it feels pretty pointless. Seventh - reduce the sniper production or resupply cost either by default or with upgrade similar to conscripts.
Additionaly - remove the minimap reveal skill, as with the sniper focus it is far too weak to be useful. Maybe you should also add a Jeep or other small transport which could ferry snipers around the map without letting them shoot from inside.
2. Advanced Logistics for OKW are awesome. However, I feel they lack the final punch and focus entirely on support, which isn't exactly what OKW excels at. I suggest changing the weapon drop or Sturmpioneer resource collection to some kind of more offensive upgrade. Perhaps command Panther? Or Sturm Offizier? Special weapon packs for Volksgrenadiers? Upgraded armor for Kubelwagen? Simply pnzerfusiliers? If you look at other support doctrines, especially the ones with resource increase, none of them focuses on support as much as yours. There simply has to be some offensive power in it earlier than on 12CP.
3. British Naval Doctrine is quite good, but very costly in munition. Maybe instead of one of the barrages, you should add some cheaper utility skill like "Carrier plane recon" or "Carrier plane support", which would hunt enemy planes. Also, I suggest a small change to Royal Marines grenades. Give them smoke/phosphorus and FLAME grenade with smg upgrade and AT grenade on long range upgrade. The biggest thing UKF needs to be effective in assault is an ability to clear covers and buildings. Right now their only decent option is Universal Carrier with flamthrower. If you want to make good shock troops on British - they need flame grenades.
4. British Defensive Saturation is good. However, I suggest two minor changes. One is reducing the mine radius of incendiary mine. It is completely OP right now, as I can cover entire VP with flames for quite a while using single mine costing 35 MP. Another change is the need for counter-artillery of some kind. As this doctrine is heavily dependent on stationary defences, Mortars and long range artillery will quickly reduce it to pieces. Maybe switch from mortar incendiary barrage to counter-mortar? Or some kind of artillery observation mode?
5. British Disruption Doctrine is too weak right now. Maquisards are a good unit and I see that you wanted this to be something of a British Partisans. The first three skills are not bad in and of itself, but they are still gimmicks, and besides incendiary bombing, this doctrine lacks any consistent staying power, unless you use Maquisards as frontline unit, which feels pretty stupid in the context of what they are. My first suggestion is to change Bazooka drop by either removing it for something else, or making it drop two Bazookas/Piat launchers, so the entire squad can convert to full AT at once, similarly to Soviet AT Partisans. I would also remove the big, glowing minimap sign that makes finding the jeep stealing resources very easy. Enemy instead should receive some kind of icon warning that the theft takes place, but without being given any clue to the location. You should also consider making the jeep ,for example, reveal the area in the sector it is pillaging or something like this, to make it more consistent. Finally, I would gladly see Cryptological bomb removed or upgraded to give VISION around enemy units. The biggest weakness of the minimap reveal is that it does too little for the cost. If your ally could call special strike after using it, it would drastically improve. Alternatively, you can change the skill to something like "Communication Jam" that would act similar to radio silence in OKW. However, I personally believe the best option would be to get rid of it, and change it to Churchill AVRE or Crocodile.
That's all for now. I will continue the testing and return later.
1. Light Cavalry Company works and does its job. The only thing I would like added is a smoke for light vehicles, similar to the one on Ostheer light vehocles, as it is probably the only thing that gives any chance of survival once their encounter AT and into mid and late game.
2. Artillery Company is ok. No need for immediate changes.
3. Same with Air Support Company
4. In Specialized Infantry Company I would like to see only one possible change. Give the "Bazooka Specialist" perk either to Infantry via Sergeant Upgrade or to the Lieutenant Officer. The reason for this is that while USF by default have quite decent infantry department and doctrinal upgrades make them even better, they do nothing to cover the biggest weakness the army has as a whole - poor AT. Only good choice for USF is a Jackson and before that they simply have to rely on weapon team AT, as bazookas are gravely underpowered. If you make a doctrine that shifts focus so much towards infantry, then I consider not giving them any AT upgrade a big mistake. As it is now, I could counter the entrie doctrine by simply producing PZ4 or Ostwind. It takes bazookas at least a dozen shots to kill them, as they very often miss or bounce, with damage that isn't exaclty great, even if it hits.