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
1 - Activate hotmod 1968 - click apply, then restart game.
2 - Activate west 81, then Activate Ultrahotmod - after you have Activated the mods in this order click apply
Pay attention to activate West81, and Ultrahotmod at the same step in this order so it does not crash, if you try to activate it in any other order it will crash.
This is the activation order manually ingame.
Yeah because youre supposed to restart since if you dont and apply all at once the game will crash since the game will exceed the amount of collision ID's allowed and hardcrash the game.
By rebooting the game it sidesteps it if hotmod is already loaded so you can load the west 81 and ultrahotmod at the same time. if you use modmanager you dont need to do this. but if you activate them ingame you have to do it or it will crash.
You should be able to do it with the save editor in the GOH workshop. that has option to disable it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2892778705
Here.
ACTIVATION
1 - Activate hotmod 1968 - click apply, then restart game.
2 - Activate west 81, then Activate Ultrahotmod - after you have Activated the mods in this order click apply
Pay attention to activate West81, and Ultrahotmod at the same step in this order so it does not crash, if you try to activate it in any other order it will crash.
This is the activation order manually ingame.
Where can I send a screenshot so you can take a look and maybe help me if possible?
You can send it at the ultrahotmod discord bugreports channel
So in this relation the MBT-70/XM803 would go up in price by at most 10-20% so they would be about same as a T-80B in price. The whole series got cancelled cause of cost reasons anyways :D
The loading times are around 4-5 mins depending on maps on biggest factions. the real limitation on loading times is if you run out of RAM and you have to use pagefile to load rest of the assets.
The loading will be faster with SSD as long as pagefile is around 70GB especially if you lack RAM and have 16-32GB instead of 64GB
MBT-70/XM-803 cost around the same i think as T-64 albeit in PPP they would be around 10-30% cheaper. so technically those nato tanks could go up in price since they seem to be priced at the supposed massproduction cost. albeit T-64 and especially later ones should be more than match for those nato tanks.
I have used internal calculations for the balancing of the tanks to make basically everything about cost efficient to use. so you can use T-80 and etc. but you can also spam T-55 and T-62 upgradepackages mixed with T-72.
Also the menu screen is dope.
Yes AI will use pretty much all modded vehicles in conquest and in skirmish factions that are ready
It does not work with any other mod unless its been explicitly stated by me. So its not compatible with MACE
it should take 11-14 mins for enemy to spawn. its meant so if you play even with extreme mod that you have time to move everything without needing starcraft 2 esports level micro.
Thanks for the report i will take a look during the weekend to fix it. probably tomorrow since i have time then.
I might even be my own fault btw to not having proper crew amounts :D i think its on my end so i will fix them so i would not blame moussticot i think its my fault. :D
So the list are: M8 Greyhound (both early and standard units), E.B.R armored car (1951, 1954, and 1961 versions), AMX 13-106, AMX 13-maxson, and finally ERC 90 - Sagaie.
All those units miss a single crew, and all are French units. I think they're overlooked when you ported those units made by Moussticot to your mod.
Thanks :D i would have fixed it quicker but i was busy that day and i only figured out what it was next day :D
Yeah i really appreciate the bugfinding you do. i dont have enough time to play the mod that much so i might even never find most of the bugs so it definately helps!
I will probably add couple next tanks next month i think if i have time. im not sure do i have time that month. it will depend how stuff goes. with couple other projects.
Since the mod finally seems to be on very stable form now so more stuff can be added safely.
Thank you for the quick fix! I've been enjoying the varieties of units that your mod has.
I'll keep posting the bugs if I come across any one of them. 😄
Seemingly the game does not like when you add new features from basegame
I guess pushing game engine to the limit 😅
Paul Engemann - Push It To The Limit
This is how i seem to mod 😅
@MarkipOOn
In deployment tab, whenever I click the M1A2 Abrams to check the unit, my game always crash without the crash log.
Can you please check it if it happens to your side as well? Thank you.
I think its cause the vehicle.ext has additional crew lines on them. so what i most likely have to do is to check what vehicles are missing crew after i remove them.
This gaz problem has been for a long time and i think this would fix it.
This time it's about the Gaz trucks, one with Dshk HMG and one with quad Maxim MGs. They both miss a single crew, so instead of full crew of 4 they only have 3.
Another weird bug of them is that my AI units insist on destroying them completely after they kill all the crews. So I can't really repair them and use for myself.
Fixed The M20 Super Bazooka, in both French and American AT units, so it should be able to resupply now.
Fixed Sturmpanzer IV and StuIG 33 missing one crewmember.
So verify the gamefiles to get this update
Take care of yourself!
Oh shit this one. goddammmit. okay so. I got stuck with stuff. its 7pm. i need to visit grocery store first and then fix these. but i think these should be fixed by 12pm my time i think since both are 10 minute bugs. i will go to sauna and then go to grocery store and come back :DDDD
The StuIG 33 and Sturmpanzer IV miss a single crew. Instead they both have a crew of 5, they only have 4 members. That drops their efficiency down to 80%.
Thank you for the reply and your work! I really appreciate it
Yeah i will check it right now. i think i know what it is. so i think the weapon just uses wrong ammo itself. i will check all the usa and french breeds for them.
Thanks for reporting the bug. i will get to work!
The M20 Super Bazooka, in both French and American AT units, cannot be resupplied. It also cannot be reloaded even though that the infantry has spare ammo for it.
I assume that it doesn't have the code for resupplying and the wrong ammo type? Can you please check it?
Thank you!
Excuse me,Does this mod change someting of Medic?
I have change the human,inc,but everyone will be die and couldnt be aid,could you answer me?thank you!
It should approximately run hotmod 1968 and west 81 human.inc
Automedic should atleast work
I have change the human,inc,but everyone will be die and couldnt be aid,could you answer me?thank you!
Do the unit portraits match the ones in vanilla Hotmod? if not could you please do that..
They do not and at this point its better we have some portraits than none at all. They should be approximately hotmod or vanilla esque for new ones atleast.
The StuIG 33 and Sturmpanzer IV all miss a crew member, as the vehicles both have 5 man crew. Lacking a single crew drops their efficiency to 80%.