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Mission 5: I don't understand people complaining. I managed to kill both Kirov and Kynda cruisers with a single harpoon strike from A6s, P3C and SSN. It was during my third try though. This mission is rated 5 stars and for me its a fair challenge.
Mission 6: I'd really recommend changes in the mission 6 and putting those ships further apart as the shooting starts immiedietly upon mission start without players ability to change the outcome, but to look how RNG throws the shells around. Also i was not able to kill any of the oil rigs, despite the heavy bombardment and putting all of the A7s
bombs on top of that. The indestructibility of oil rigs is a base game bug ofc, but I would still recommend replacing them with a land based oil tanks, refinery or industrial buildings.
Mission 7: There's a bug, which causes the T-55 tanks to use their guns in anti aircraft role firing FLAK shells, which rendered my AH cobras smoking wrecks instead of the opposite. I'd recommend replacing them with T-72s which don't tend to shoot at air units.
Mission 8: Both subs are too close to the SAG and one of them is behind with slim chances of catching up without running full speed and getting spotted. This might be authors intention though, to use the one behind for firing harpoons, while the SSN in front does the torp job.
Mission 9: The soviet OSA missile boats waste their missiles by firing them into land. Maybe just move them further from the shore? I'd also recommend overriding the nationality of captured Soviet units. Also in contrary to land based assets I find it highly unlikely to capture warships in running condition with their missile stores full. One would simply scuttle them to prevent them falling in the enemies hands. So I'd just remove the two tarantuls and a minesweeper and replace them with a single FFG if needed (the airbase does all the job anyway).
Mission 10: The Kiev, Alfa, and missile cruiser beached themselves and it was pain in the ASM for my ships to break into Manilla Bay in order to finish it. With the current state of the AI I'd recommend redesigning of the mission by putting the soviet units just outside of the bay, and saying that the intel was inaccurate and soviet CV group is already on the go heading north-west.
Mission 6 has been modified to move the player units out a bit to give some time before action starts. The oil platforms are destroyable with gunfire but can take some punishment.
Mission 7 T-55s have been removed and overall tank count reduced. There are big changes to this mission overall coming.
Mission 8 go below the layer with the northeast SSN and run south to catch up. I intentionally avoided the need for a lot of time compression in these scenarios as it has caused so many issues in testing. I generally agree this one is too 'easy'... I'm looking at ways to make it more difficult
Mission 9 :shrug: the idea here is to vary up the player's experience with some new ships. I know it's not incredibly realistic but... look at the campaign itself, this isn't a realism thing. Maybe they're crewed by defectors. Who knows :)
Mission 10: I do like this suggestion but also wonder if you encountered the issue seen by others where unit spawn location is altered due to a bug in the game. In testing I have never seen the Kiev group run aground. I will look at altering this one to avoid major issues though
Found them in the Steam workshop folder, and copied them to user_missions folder except Mission Editor can't open it - any tips on how to edit mission files?
Cheers Ian, I have asked in the MP Discord channel and was advised to copy the mission files/folders from Steam workshop to the user_missions folder. Where/which file specifies the briefing path?
Those paths should be specified in the mission ini file, I would change them to be relative to the user_missions folder (for the briefings to work in a workshop mod they must be relative to the mod folder and not user_missions). Good luck
Regarding torpedoes hitting the seabed, I am really not sure what to do about this as a scenario maker as the game doesn't allow the player to set torpedo run depth. There is no setting in the mission that has any effect on how units fire weapons beyond setting them to free/tight/hold.
Jamming the SA-10 Flap Lid radar will sometimes prevent the S-300 TEL from firing. I suspect this is what happened but as always, I can't tell you for sure with this early access game ;) Cheers