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Level 3 veterancy grants unique bonuses just like TD mod does, you don't need any hotkeys for this just like you don't need them in TD mod. These bonuses are just applied when a unit reaches rank 3.
TD one, no command https://ibb.co/Z6wKvZ3
1. This property is "Adjacent"
2. Custom upgrades are 10-12 upgrades you can buy, like more armor for tanks, better armor for structures, higher initial veterancy for infantry, machine guns for tanks, auto-repair for aircraft, etc.
Campaign started but mod changes (like veterancy) weren't applied?
Or it crashed?
And about air repair, i meant helicopters, there is no auto repair option for them.
So rank-0 Mammoth does 80 damage, rank-3 Mammoth does 80*1.5 = 120 .
With building armor upgrades this becomes 120 * 0.75 = 90 damage.
90 is just 12.5% more than 80 , so it should largely compensate for veterancy-related damage increase - though not fully, of course.
But I can think if there's something else I can do for this...
Well Hinds could use speed upgrade.
Naval units could use hitpoints and rate of fire upgrades.
Airfield could use auto repair and rearm speed.
If we are talking about standard upgrades - i.e. not unique-per-unit-type ones, which I plan to implement in the same way as TD has them - what upgrades do you think would be good for naval or air?
Also i think some more upgrades would be needed, example tiberan dawn has plenty of upgrades for all units. But soviet air has no upgrades, naval units have no upgrades.
But for unique per-unit-type upgrades, sub-factions and transport ferry points - especially for water transports where I think it's needed to most - probably not until mid/late October when I'll have more time on my hands.
I fixed it in the new version... probably I will upload it before I finish other features.
No Remorse can be done btw, if you slow speed down a move your units back immediately.
But it should have been fixed for long time and now it is.
What if you try to subscribe in Steam?
Hopefully I'll have time for this next week.
Sorry if this is a silly question.
So you can trrain medics without them, but with a hospital your infantry will get passive slow healing over time.
It's still good to have 1-2 medics to heal your heavily wounded soldiers, especially veterans, but light wounds from splash damage will heal pretty fast by themselves.
Re: changes in NEW_FEATURES.INI - are you sure you change the correct file?
Try to search for this file name in the mods folder - it might happen you have old inactive version of the mod and try to change inactive INI file?
You see I got to Soviet 5, the mission with the island in the middle with all of the ore, and I have... rediscovered that I absolutely hate the water transports, they are soooo painful to use, so I wanted to change them, I tried increasing the amount of units they can transport to something ludicrous like 50 so that I don't have to make several trips with them but that didn't work, then I decided to change their price to 100 so that I could make a bunch of them, but that didn't work, so I guess I don't understand what I need to do to make the changes in the ini file apply.
Light and Medium tanks are main frontliners getting a lot of heat. And Stealth tanks are kinda "covert ops behind enemy lines" units who often cannot get back to the base for repairs.
I should have mention this in the comments somewhere, I guess...
Regarding medic and mechanics in TD - weird, I don't remember having such issues.
I don't use them often, maybe that's why. Maybe it's a time to have a look at them.
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BuildingSlowdown setting sounds misleading:
It affects build time for cheap units/structures so for AI building a 300$ building is not 10x faster than 3000$ building.
But this is NOT a player difficulty setting, it's an AI difficulty setting. Yes, AI also can have difficulty settings applied to them. I.e. when _AI_ is playing on Easy, they don't have this slowdown.
I'm not sure how exactly this is used, to be honest, but this is what I know.
I had other questions but I don't remember them and I don't want to bombard you more than I have already. Thanks so much!
If you don't mind, I had a couple of other questions about your mod (mostly for TD though, as I haven't explored RA much yet), as well as the NCO and rules.ini system in general.
First, the auto repair for vehicles doesn't seem to be in effect, even after building 3 repair bays. The mechanic and medic by extension also seem to be buggy (only in TD though), more often than not they stand around and don't repair or heal, and I can't quite tell why.
Medium tank has 36 damage with one shot every 2.5s = 14.5 dps.
So it's not almost 2x difference - it's only +35% DPS for heavy tank
Mammoth tank has 40x2 damage = 80 total (double shot).
But you need to keep in mind that they have really different fire rate.
If you're really interested, this is their respective resulting DPS:
Light tank - 14
Medium - 14.5
Heavy - 19.5
Mammoth - 23
The balance ideas were...
- Light tank is fast and has decent DPS but low health, so it's good with hit-an-run and bad with prolonged fights.
- Medium tank is a bit slower and can take a beating unlike light tank.
- Heavy tank has a significantly higher damage - but also it's 25% more expensive and slower than medium tank
Quick question: is the Heavy Tank intended to have 68 damage, as compared to the Medium Tank's 36 damage, and the Mammoth Tank's 40 damage? And is it intended to only fire one shot instead of two? Just wanted to check, as these struck me as slightly odd changes.