General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
So, I am running into a very basic issue and I can not figure it out. For my recent mod, I am adding in custom icons, but I keep running into exit code one. I generally avoid using custom Icons because I am bad at making them. There is no issue before adding it to the mod builder. I have reinstalled flex and java and still nothing. I must be over looking something simple and I do not know what.
Grenadier
With more availability to the 5 man squad upgrades I have made a small adjustment to their veterancy. Their vet 2 +40% Accuracy has been reduced to +20% but also increased burst length. This will tone down the 5 man squad slightly but the LMG 42 will retain the fire power. This will further divide the difference for the these two upgrades in separating damage from durability.
A single STG upgrade is available to Volks if they have a IR STG doctrine.
I mistook them for an AT unit by the description in the OP, so that's my mistake.
The issue with Volks not having STG's is mostly a theming issue. The TOE for Volksgrenadier Divisions included huge numbers of STG rifles, more than Kar 98's, as well as increased use of Machine Guns. This was intended to modernize the German Army, but also offset the lack of training and skill with increased firepower. The reality was that they did not have as many StG's as the TOE required, so many were issued SMG's instead, mostly MP 40's. Having Volksgrenadiers without automatic weapons is like a Riflemen without BARs or Tommies without Brens.
I decided to re-add the a STG upgrade if the player has gone for a IR Stg doctrine.
Removing them initially was to help separate volks from both the Sturmpioneers and Obersoldaton. With volks have more of a durability focus, they can draw fire while other units can flank.
This is maybe where there are different perspectives. I sort of view the OKW faction as whole division. For example: a real life Volksgrenadier division has units of engineers (pioneers) , infantry (grenadiers) and scouts (fusiliers) . So rather than directly giving volks STGs keeping the Sturmpioneers weapons exclusive help fills in the role of volks having STGs. I guess it is a matter of is OKW a single division or a group of divisions? Does the doctrines add in a division or change the base division type?
Doctrines should be transformation, focus on an aspect, and/or provide general support. If a doctrine is viable because it fills in a gap in the roster, then their is something wrong with the faction. Ie, UKF mortar call in, Osttruppen, flamethrowers. Specialist units such as Shocks and Jaegers are generally fine seeing they are not immediately available and specific roles. Tweaks are always necessary.
Overlaps are not a good idea. Some call in infantry the most problematic I see right now is Volks\Panzerfusilier and Falls/Obers. While some doctrines do have overlap with themselves, Shock Army and Infantry company.
The biggest offender I see to a straight up upgrade is the 1919 weapon rack.
imo, it is very alike the brummbar. Only the sturmtiger has so much more armor, health and range it is next to impossble to beat.
Well, no. But thats why you can see the tiger coming and it takes like 10 seconds to aim. If you don't retreat or reposition your squad in that given time, you kinda deserve to lose it.
Just my thoughts on this, I think I prefer the live design over your modded version.
If the health is too great, it can be reduced. Also I just removed the stun shot.
The Aim time can be increased, Right now I have it set to 3 seconds.
Also, reinforcing from the IR half track would not be fitting. The range was something arbitrary that can be adjusted, that is about the distance of the white lines from the animation.
Still I do not see how volks armed with bolt action rifles make them an AT unit.
Volks having STGs is bad in design. For close range damage, there are Sturmpioneers. The global upgrades allow them more durable and better at an all rounder standard unit.
There is general less focus on damage for this mod. Volks, panzergrens, and infantry sections all had their size reworked focus on staying power rather than DPS. Conscripts a in a good position and grens are in a better position with more balanced infantry sections.
Should we start a poll to see if combat engineers should have PPshs?
Probably the last design update. The Ostwind Call in for OKW has now been removed. Not a single doctrine calls in Ostheer Vehicles anymore. Ostwind ability replaced with a reworked IR halftrack.
Has a natural 35 vision range, but able to see camo units up to 20 units rather than the standard 10.
When stationary able to see up to 135 vision range in a 20 degree narrow cone.
Gained a number of supporting abilities.
-Able to call in one arty flare for 30 munitions, range of 80 units
-Able to do the panther mark target ability but with a range of 60 rather than 50
-Able to force retreat a single squad with a range of 60
-Able to 'hull down'
When hulled down vision cone is increased to 120 degrees from the 20 degrees and retain the 135 vision range.
Is camouflaged when hull down.
Spotlight rotates back and forth as an animation
The huge range of vision and camouflage may make it actually overpowered.