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
But it should not be given by a user mod... should be implemented by Eugene.
Why do we need user mods to get a more realistic game? I think the origin game must be as realistic as possible. And user mods should give fantasy modifications/options.
Honestly with the current scaling of the maps the speed is realistic.
Guys, maybe you already recognized, that there are football fields at some maps. The football fields have a lenght of 400m
So it is a scaling ratio of about 1 to 4
In the game trucks got a street speed of about 100 km/h. If you check how long it takes for a truck, at a straight street, to drive 1 km, then you see it is about 10s... in real it must be about 36s.
So again a scaling ratio of about 1 to 4.
Anyway i think it must be adapted to a 1 to 1 ratio. The game would be more slow and feels more realistic.
Football field of 400m length
But maybe in France they have bigger football fields than the rest of the world... so maybe Eugene doesn't know it
So when you order a plane it may show up after 5 seconds like now but it may also take 20 seconds. Same for Unit orders, simulating the time it takes to implement new orders is one thing that would add more chaos and realism to the game.
So, when you give a Unit a chained series of order with holding shift they will do it without any delays, but when you give them a new order a random cooldown of 5-15 seconds or so has to tick down before the unit has fully received and understood its new orders and executes them.
Maybe the larger the group you give orders to the longer the range for the random orders cooldown.
That would make game flustrating imo, as you would have to pray to RNG god to be on your side all the time.
The game has two distance standards. One is the real ground distance expressed in terms of map size, scale, and unit speed. The other is weapon ranges, expressed via the LOS tool range scale (hence why the soccer fields look like they're 400m, small churches look like they are cathedrals, etc).
Engagement ranges are 1:4. Distance and unit speeds are about 1:1, acknowledging that units with the cohesion bonus get a 10% boost in speed causing them to move a few kph faster than their armory values.
I'm new to Steam and just figured it out. Turns out you have to subscribe to a discussion for the mod to magically appear in the game in the Steam client.
the ukraine war would indicate otherwise
https://steamcommunity.com/sharedfiles/filedetails/?id=2806967194
this is my latest just for a simple straightforward counter to the spamfest gameplay
try .5x income and 500 starting points. really fun tactical gameplay
Not sure..., for one it would be the same for all players and for every time your unit gets destroyed because it needed 2 seconds longer to act on the new order there would be an occasion the same happens in your favor i guess. How many orders you give to units in a normal round ? hundreds for sure.
It would slow down the game a fair bit i suppose, but it would be more realstic since units wouldn't act like robot drones executing orders with no delay every time. Might even make the game more tacitcal and players would shift to order units in larger pre planned chained orders.
Not exactly promoting this, just saying this way the game would be more realistic.