Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- The Luftwaffe Ground Squad were not paratroopers. The difference is intended. Planes which don't attack but drop anything cannot be targeted by AA. The build time is much shorter to compensate the plane delay and can be reduced further with an upgrade.
- The slightly lower cost for the MG crates is intended because you have to buy three at once and can be stolen by the enemy if you don't have enough squads nearby.
- Fallschirm-Pioniere are equipped with Kars while Sturmpioneers are equipped with STG44's. Sturmpioneers deal much more damage between 0 and 25 range.
- It was meant to be a bunker with MG34, but there is a bug with invisible infantry in hold with custom .abp files. So I changed the model back to the MG42 and kept the weapon stats + text. I might try another time to fix the visual.
Can you post a comment when you edit the first post? Otherwise I don't get a notification from Steam and might miss it.
This is false. Stormpio can handle almost twice the punishment and deliver even more damage if move closely to the enemy. Paratroop Pioneers doesn't have nowhere near the same amount of raw power in any state of the game and they never see any kind of use in a 1 vs 1 match or team match unless you want to have 200 mp wasted in a squad that is only useful in planting rigel mines (in the past they could destroy cover instead of being idle 80% of the match but it was removed, for some reason)
i can handle some of the weird stuff the enemy ai does like suddenly gaining 5 infantry to overwhelm me since well they could have just been lurking. and the enemy just having more income which means once they touch that fuel point they gain 4 tanks.
what i cant handle though is the ally ai just self destructing every time. i handled my side and his side just gets annihilated.
i tried baby sitting it but then the enemy just goes to my side that has little defenses since its too early in the game so it gets overwhelmed by the amount of infantry/tanks it pours in. once the enemy gets a flak track, my ally just dissolves
im noticing that it would try to avoid the enemy as much as it could, LIKE IT WOULD AVOID THE ENTIRE MAP BUT THE FAR SIDE ITS CLOSEST TOO
it makes little to no AT, and the AT it has it puts it directly in the front, killing it.
it always has more deaths than me (triple digits every time) and it would annoy my engineers to repair it EVEN IF THEY ARE IN COMBAT/ THERE'S ENEMIES NEARBY.
only time it would do more damage then me is when we have overwhelmed the enemy and at that point im just setting up my defence to get some units to help out. and even then it still manages to get more of its units killed.
im not asking it to always dominate, i just wish it wouldn't die within 7 min in the game. literally the first vehicle comes and it just perishes.
idk maybe im just bad.
i just want input on this.
- how does the ai work?
- how does this affect the ally ai?
- if it has the same ai as the enemy, then why is it doing worse?
- what can id do to get the ai TO BE BRAVE FOR ONCE AND STOP IT FROM DOING THIS CHICKEN MANEUVER OF PUTTING ITS ENTIRE ARMY AWAY FROM THE FRONT LINE AND LETTING THE ENEMY JUST TAKE ITS POINTS BUT FOR SOME REASON GET ITS AT GUNS KILLED ANYWAY?
-If there is no plan on changing the ai any time soon, then whats the best faction for each side to pair with in a 2v2?
The behavior you describe about positioning its army at the wrong part of the map, does that happen on all maps? Or do you play one specific map and if so which one? The AI will most likely move to the sector that is adjacent to the enemy sector or closest to its HQ. Custom maps sometimes have weird territory design which does influence the AI's movement, this might be the case.
it happens on every map. on every faction, even the soviets. id look at the mini map and see that for some reason they would more or less be far away from the center. basically surrounding it on one side but never really penetrate through. atleast the blobs i see.
early game, it spreads itself, taking on my side at times. as the game goes on the vehicles starts coming, and the ai is gettting pushed out of the center. i tried bracing the storm to take some pressure off the ai but to my surprise the ai doesnt try to poke or prod the center. its kinda avoiding it.
my guess is, that the ai uses the players vision to find some blind spots, but since its against another ai, it cant really do that. but thats just a big guess.
ill try to keep an eye on the ai more to see its full behavior.
ill ask, how does the ai choose its units?
its kinda weird though, even the enemy ai doesnt have mg until the tanks come in, it just builds bunkers even in front of me at times. but will have at the moment i get a vehicle
It distinguishes two types of units, capture and support. Infantry are capture units and team weapons are support units. It will build only capture units in the first few minutes. After it has a few units it will build one support unit per two capture units. The exact unit is based on value and its available resources. The value is based on power/cost but also efficiency during the game has influence. On top of that I used a workaround to lock units when it reaches a certain point in time to avoid late game light vehicles. And some units are limited to one or two at a time to avoid spam.
Overall, I try to influence the AI as good as possible with the modding tools, but it stays unpredictable.
Could you send me a replay? I'd like to analyze it.
where can i send this, cause it looks like the link to the mega.nz drive is being removed
also for now its just 2 replays. but it more or less does the same thing
i could try even harder, but each time i watch i just get frustrated.
for a bot that has like more income then me, it sure hell likes to put its units at the back side, and sacrificing its weaker units to the grinder
However, the game does not show the replay. So I am missing something or have a different game/mod version. Did you use other custom content besides the mod?
o, i used the zoom out more. but thats it.
and i added like 2 more, the 4th one is different since im seeing that it affects units that are against okw? or 2 different factions im not sure.
ill test if zoom out more affects the gameplay
I watched all games and think found the main cause, the Soviet AI builds the wrong units and unlocks the wrong upgrades, while OKW has the best start.
The first was very extreme. The Soviet AI did not tech properly and got overrun by better units while it had plenty of resources. The second game was slightly better, but it got also overrun because it did not have the right tools to counter. The third game was very even. It got an early SU-76 and was able to hold against the early vehicles. It still had trouble taking on infantry 1v1 and had to retreat a lot. The fourth was similar to the third, with the big difference that the Wehrmacht did not have enough pressure.
Overall I think the OKW AI has a very strong early game, with less but stronger units. The AI fights a lot of 1v1 engagements and therefor the Soviet loses those fights and has to retreat. That looks like the AI is in the wrong place, but that was a result of losing ground. It is further influenced by the infantry upgrades, the Soviet did not buy the best upgrades. It also rarely builds the T-70 or SU-76 and gets pushed back by Puma's, Hetzers, Flak Halftracks and 222s. When that happens early, it gets to few resources to keep up and gets overrun in mid game.
Thank you very much for the replays and bringing the issue to my attention! This was very helpful.
I wil try to make tweaks to the AI's choices and priorities (and maybe a small okw early game nerf). This will take some time though, because it requires a lot of tests and I will also compare UKF and USF with it. I aim around two weeks.
im just happy to help. ive spent sooo much hours on this mod and thinking about its vast ways to play the game, and seeing that its still being developed. im just happy really
hai
I have found a major bug in this game.
if you play as a Wehrmacht Ostheer (OST, German) , you cannot build the MG42 Heavy Machine Gun Crew. in other words, when you subscribe into this mod, this specific unit is missing in the game. without mod, you can build this unit no problem
However, if you play as Wehrmacht Ostheer and pick Osttruppen Doctrine as your commander, you can call in a supply drop that drop a MG42 Heavy Machine Gun without the crew. whenever you pick up this weapon, a HUGH square will appear in the mini map that act/replace as an icon for the MG42 Heavy Machine Gun Crew. This probably cause by the absent of this unit in this mod
plus, the Ai also cannot build this gun.
1) pic of MG42 Heavy Machine Gun from the supply drop when use Osttruppen Doctrine
https://pasteboard.co/Mihfp6FtokxD.png
2) pic of the HUGH purple square in the mini map that act as the icon for the MG42 Heavy Machine Gun crew when you pick this weapon. this square also appear when the AI call in the supply drop and use this gun. there will be multiple hugh square in a game if you manage to pick up multiple mg42
https://pasteboard.co/3QosxljE5T80.png
i believe this is an easy fix and hope that the dev can make a minor change to this
I will fix the minimap icon. Thanks for the screenshots and the report.
Fallschirmpioneers have been updated to become a 4-Man Squad and use Volksgrenadier rifles. For 200 manpower - these are more viable in a team game because you can sustain your frontline with cheap infantry capable of repairing and sustaining vehicles - most especially when utilizing the new "Rapid Response" that provides a 4x production rate.
(For comparison, Volks rifles have better accuracy at long range than Grens despite dealing less damage - making the Volks rifle a perfect fit as a fire support rifle)
However, it's true that they are practically non-viable for 1v1 matches now - 4x Volks Rifles by 3 CP Timing isn't worth the investment beyond that.
In that scenario - you would be better off using the tower to get Weapon Specialists to offset the expensive costs of infantry.