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Thank you for your suggestion! I have actually been looking into lowering the unit speeds as a few people now have asked for it, so it is very likely that that particular feature is coming soon. Make sure to keep an eye on the Change Log, it should be in in the next few days or so!
I'd need to do some research in the game files and see what I can do, but I'll tentatively add it to the list for now!
Thank you very much, that's high praise! Glad that you enjoy! In regards to the vehicle speeds, I am still slowly working on it, but a slower off road speed for wheeled should certainly be possible. I'll play around with the stats and see how it comes out.
1. Because of the scaling, some forests have problems with not hiding units and not blocking LOS. PLEASE PLEASE fix this. If so, then the mod is basically flawless. Nothing worse than having a vehicle get blasted because I thought it was hidden or the enemy LOS should have been blocked.
Some ideas for fun, although not necessarily needed:
2. There are some great mods that give airborne units more helo transport options that would usually be ground transport only. Since "airborne" units cannot actually drop in (thanks Eugen) I feel like this makes up for that and gives them a little more balance, since their only strength is mobility (or supposed to be). If so, I would lean more towards unarmed helo transport as Eugen broke the helicopter auto sell.
3. Lastly, might not hurt to have a minimal bump in units per card or deck.
Thank you very much, glad you like it so much!
The forest line of sight changes you described are actually in the works right now, just need to nail down the final values for it. Same as the availability bump, there will probably be a separate version with increased availability coming as soon as I figure out a better way to keep all the versions updated.
Both of those are hopefully scheduled for the next major update I do, I just haven't had the chance to work on it yet. Been on a bit of a development break while I try and find a new job unfortunately, but once things are more stable IRL I have a lot of ideas to implement!
Anyways, thank you for playing, and I really appreciate the feedback! Hopefully I can get around to that update sooner rather than later!
Just lowered LOS in forests from 300m to 200m, let me know what you think!
They also have some very good changes to deck and unit composition like giving more transport options to airborne decks, and giving grenade launchers to engineers for example.
Their mod page: https://steamcommunity.com/sharedfiles/filedetails/?id=2937054662&searchtext=
Appreciate all the work you've done so far, can't play vanilla or any other mod anymore after playing with yours lol, especially the scaling settings.
First, thanks for playing my mod, glad that you enjoy it so much!
I am actually in contact fairly regularly with the guys at FRAGO lol, there are definitely a few of their deckbuilding changes that I'd like to adopt. I've been holding off on super major deck reworks for the time being because honestly I don't play the game enough at this point in time to make sure it'll stay balanced in the long run. I will say one of the changes I was definitely going to adopt was the increased leader availability, and then also giving them the MP trait as well. Then it frees up the actual MP units for something else (toying with the idea of making them into combat medic squads or ammo bearers, some other kind of support like that).
The other thing that's been holding me up is that I've more or less been rebuilding the mod recently to make it easier to keep up with the updates, because right now the mod update progress is pretty grueling if you have a large mod like this one. Once I get that finished up though, I have a lot of changes and reworks that will come with it. Think of it as a v2 release in the works. For right now I'm basically keeping this version updated at the current feature level until v2 is finished, then a bunch of new stuff should either come with it or rapidly afterwards.
Anyways, to make a long answer short: Yes, I do plan to implement some deckbuilding and wider balance changes like they have, but it'll probably have to wait until after I finish reworking the mod.
Thanks again for playing, and thank you so much for leaving feedback!! I really appreciate it :)
A couple of suggestions if you're okay with it. On MPs, my suggestion would be to change them to emphasize their role in rear area security. Give them all the security trait, and change their composition to have light recoiless rifles or light AT weapons, and stationary fire MGs, and make it so all of their secondaries are stationary fire only and cap them at T0 - T1 veterancy, with maybe some also being classified as reservists where applicable.
Then in regards to making things easy on yourself, might I suggest you focus on only updating one version of them mod. I've been part of modding communities before, and in my experience maintaining multiple versions of a mod always ends in burn out and frustration, often even in cases where a team maintains them. Personally I'd say the balance + 1.5 scaling version, but I'm biased towards that one, lol. Ideally pick the version you yourself like and regularly play, and focus on that one.
Godspeed.
I am always okay with suggestions, fire away!
Definitely some interesting ideas here, I'll save it in my back pocket for the next update! I do like the idea of them being rear security, I'll have to see what I end up doing with the actual security units first, as it might be the case that I give the security units those roles and light AT. Was considering maybe having a card of border-guard troops that you can spawn far forward (almost halfway up), but with no transports. This would be to somewhat simulate some actual border troops, and you can either have them fall back and regroup, or have them make a stand and try to fend off the enemy advance elements for long enough for your main force body to arrive. Not 100% sure yet on exactly where I'll land with them though. I do wish Eugen would let me rename the units lol, would make it much easier to re-purpose them without confusion.
Yeah, thankfully for the distance scaling, I have made it so that I only have to update one of them, then I can easily copy/paste it and then change just the scaling in one move. So those I can keep updated just fine, it's just that if I start making additional versions past that, or change too much stuff in one version it can get difficult. Hence why I'm rebuilding a v2 at the moment using some other tools that should make it easier to stay on top of the update process in the future.
I would like to have some other versions maybe with increased availability and things like that, and possibly a 'lite assets' version without things that would be realistically not be divisional support (heavy air power and arty). It's just that these changes are probably too far of a departure from the original mod that I wouldn't feel comfortable doing them unless it was under a separate version. Once v2 is complete, I theoretically should be able to upkeep multiple versions with very little repeated work, just update the main version and apply the various modifications to it.
Thank you again for your feedback, I really appreciate it!
Unfortunately Eugen doesn't really let us mess with AI behavior :(
I wish they did, but as of right now there is no custom script writing for mods, only changing data values for stuff. So for the time being, there is little we can do outside of rebalance things that are already in the game.
Thank you for playing and leaving feedback!