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Странно - попробовал на зимнем варианте "Холодной фермы" - там форма зимняя. Другой вопрос, что эта зимняя форма выглядит мал-мал невнятно - это не шинели и не белые маскхалаты, а тёмно-зелёные куртки с лохматыми воротниками и штаны с "городским" камуфляжем. Но тут уж претензии не ко мне - в исходной игре так же, я не трогал внешность (и более того, не смог бы это сделать в текущей версии мододельных инструментов).
З.Ы. Если непонятно по-русски (что вряд ли возможно для "Защитника Новороссии") - продублирую по-аглицки.
Гм - да, похоже, случайно убрал эту (достаточно бесполезную ИМХО) способность в ходе своих неудачных с ней экспериментов. Верну в ближайшем обновлении.
UPD. Собственно, уже вернул - обновляем, наслаждаемся :-))
Already fixed (since 0.95.1).
Начнём с КВ-8 - не планируется, он единственное исключение в плане переключения типов боеприпасов. Объясню, почему - я посчитал, что пушка КВ-8 нужна только для работы по лёгкой технике, для пехоты у него есть огнемёт (по этой же причине у него нет "Картечного выстрела"). КВ-2 у меня при крайней проверке стрелял, притом в автоматическом режиме. Впрочем, могло что-то и сбиться, проверю ещё раз. Танковые экипажи - планируются (поэтому и версия ещё не "финальная", а "предрелизная".). За ИС-2 как-то позабыл, гляну.
Panzer IV Command Tank cannot switch between HE and AP rounds.
Osttruppen Reserves at higher veterency cannot upgrade to MG42. I did not check Relief Infantry; they may be similarly affected.
Elite Rifleman claim to cost 7 pop on the card; appear to actually cost 8 - same as standard Riflemen.
Riflemen Defensive Stance with M1919 is missing or purposely omitted. Update Infantry Company commander tooltip if latter.
Rear Echelon veterency 2 tooltip still claims to increase squad size to 5.
Mixed arms infanty, when ordered to attack, seem to engage at the range of the shortest weapon. I noticed it with RPGs and especially Snipers. Not sure if you can set attack range for soldiers individually based on their current weapon (Bazookas stay back, Thompsons move up), but I'd do that if the engine would allow it. If it's not possible, consider removing the Sniper spotter's weapon and replacing it with binoculars and some effect similar to the doctrinal Spotting Scope.
Do all LMGs fire from the hip (hopefully at greatly reduced accuracy) now? Original tooltips are contradictory.
In cases where a unit has a selection of grenades / disposable weapons, tooltips describing how they are different would be helpful.
Non-doctrinal OKW Panzer IV Ausf. J builds a veteran unit.
Soviet Sappers cannot repair Trenches.
As for Panzer IV - it appeared after some Relic update. Will be fixed as soon as I have time to do it.
Command Panzer IV doesn't need to have the AP rounds - they'd be pretty useless anyway with it's short-barrelled cannon.
As for Osttruppen (of all kinds) - maybe, needs to be checked.
Defensive Stance is removed intentionally - M1919A4 in my mod has suppression normally (as any other LMG, actually) thus doesn't need any special ability to become suppressive.
Can't do anything to attack ranges - it's AI features, currently unmoddable. As for snipers - they are definitely not "set up and forget" units, they need pretty serious micro.
Hip-firing LMGs are attribute of the "one notch up" infantry in my mod - Avtomatchiki (Soviet SMG conscripts), Guards, Shocks, Panzergrenadiers, Rangers, Paratroopers, Waffen SS Assaults have them. So - no, all MGs won't be hip-fired.
Panzer IV Ausf. J is deployed as a veteran (with random veterancy) in the original game, too - I merely did not change this mechanic.
I thought Defensive Stance provided a bonus to defense from being prone as well. Ah well, I never liked any of the abilities that were tied to one specific weapon. (Why can't I button if my Guards find a MG42? Why do I need M1919 to go prone?)
Problem with Snipers is that ordering an attack (at least with the German one) causes the team to move closer so, presumably, the spotter can also fire. That makes micro unnecessarily difficult.
I got it - only elite infantry can do it. It would be nice if that was stated somewhere.
True enough, but the Ausf. J veterency is more like a doctrinal bonus. Yeah, Elite Armored specifically calls them "veteran" and uses a star icon. Your standard ones should start with a blank slate.
Volksgrenadiers' doctrinal S-Mine ability still costs 60 munitions.
Panzerfusiliers can only use Rifle Grenades from Trench.
Waffen-SS Panzergrenadiers can only use Satchel Charge, Anti-Tank Grenade, and oddly Tactical Advance from Trench.
OKW MG42 team builds with 4 crew; can only reinforce to 3 when picked up. Pop cost is listed wrong.
Wehrmacht Jagdpanzer IV cannot upgrade to doctrinal Spotting Scope.
Elefant veterency 1 apparently doesn't do anything (no Target Weak Point ability). Same for Guards/Avtomatchiki veterency 1 (no Trip Wire Flares ability).
Check Rear Echelon Merge, especially with regard to Put Away AT Weapons. Some of these guys have no weapon models after merging (hopefully they still shoot, but I couldn't be sure).
Avtomatchiki cannot upgrade to single DP-28 if one weapon is picked up.
Pak 43 cannot switch to HE rounds. Wehrmacht version builds with 6 crew; can only reinforce to 4 when captured. Veterency 1 doesn't do anything (no Target Weak Point ability).
Cannot merge with Soviet Officer. Doesn't happen all the time? When it failed, the unit was down to 1/3, the two bodyguards having been killed.
Sturmpioneer can only use PWM-1 ability from garrison.
Wehrmacht Pak 40 builds with 5 crew; only gets 4 when picked up.
Cannot re-crew M1 81 mm Mortar as OKW.
StuG III Ausf. E cannot use Panzer Tactician smoke. Same Jagdpanzer IV.
Volksgrenadiers just shot my Broneboyshchikov with a Panzerfaust. They were garrisoned in a house.
I had an enemy T-34/85 hit a teller mine and take no damage whatsoever. Not sure if it's repeatable though.
british half truck gets stuck ocasionally