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If you are activating mods with CE they should always be below it. loading one more at a time in game doesn't actually set the load order.
As for the half tracks having mines. Yes, well take a look but we dont like to directly edit vehicles and trucks themselves we will see what we can do. Ty
When u play as USSR against Ger+USA, bot take inf AT bazookas too early, sooner than medium tanks like shermans76mm and PZ4 75mmLongBarreled.
Big balance issue - every trophy m3 infantry halftrack has 24 AT mines, u dont need engineering truck, just restock this halftrucks.
/
Когда играешь за СССР против Германии + США, бот получает базуки и другое ПТ слишком рано, раньше, чем открывает игрок и сам бот средние танки. по типу Шерманов и Т4.
Большая проблема баланса - в трофейных американских транспортерах м3 ВСЕГДА лежат 24 пт мины, делая инженерный грузовик просто шуткой. Просто пополняй эти халфтраки, и минируй всю карту...
But we provide a guide in the mods desc on how to edit stuff like that for yourself. Check the "our Links" section
Since 1.051, all the mechanics of fortifications have not worked in my ARM, in addition to changing the structure of some of the catalogs, they have made some changes to the construction call commands. Only vanilla engineers work, while all previously working parameters are now simply not functioning. I also recommend checking the shells - they seem to have changed some of the IDs again. Please note that they have reduced the size of the distribution by -30%, which means not only that they have increased compression via .pak, most likely they have deleted a part of the objects referenced by the codes of our mods. It can be a trivial sandbag or a stone. We need to double-check everything. Again.
In 1.051 changed file structure directories. Pay special attention to *\entity\construction\*
system specs have nothing to do with it the GEM engine is old and is limited by its time.
Weve done everything we can to increase FPS on those maps, Other then lowering unit count which would break game balance for how the mod is designed.
If you want to decrease unit count yourself we provide a guide in the mod desc on how to customize the mod to your liking. if anything in it confuses you feel free to use the discord to ask us and we would be glad to help.
As for any bugs on it that aren't performance related. You'd need to actually tell us what they are for us to fix them lol
I'd highly recommend fixing that Victory point ticker (20500) it's absolutely broken mathematically and shits on this otherwise great mod.
What have you been noticing thats different and makes it easier?
Conquest uses multiplayer lobbies even when playing single player. The ability to fast forward time is disabled when using those kinds of lobbies.
Normally when playing single player campaign missions, it's bound to back space to fast forward and slow down time. Just cant be used in conquest.