This is just me taking a quick look. The stug e (commander) does not have a hardpoint two for the slot item. Try adding a hardpoint two like the stug g.
In live, when an hq is fully built, it will add an player upgrade. upgrade\west_german\passive\building_1
This is used for the King Tiger call in. However, you can also use this in the requirements for the sws ability that constructs the building.
Also, the names are weird and probably changed roles in development.
Battlegroup Medic HQ
ebps\races\west_german\buildings\base_building\heavy_armor_support_mp
upgrade\west_german\passive\building_3
abilities\west_german\modal_ability\construct_infantry_barracks
Mechanized Repair HQ
ebps\races\west_german\buildings\base_building\light_armor_support_mp
upgrade\west_german\passive\building_1
abilities\west_german\modal_ability\construct_tank_command
Schwerer Flak HQ
ebps\races\west_german\buildings\base_building\infantry_support_mp
upgrade\west_german\passive\building_2
abilities\west_german\modal_ability\construct_armored_infantry_command
So in short make the construct Mechanized Repair HQ ability require either structure: heavy_armor_support_mp or player upgrade building_3.
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United StatesPost History of Angrade (Ægion)
Thread: Adding a Pintle MG42 to the StuG E (short)27 Dec 2019, 20:13 PM
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Thread: Is it wrong to ask for lmg upgrades for PG's22 Dec 2019, 17:40 PM
Rewinding back to the Grenadier vs Riflemen argument here is a quick compilation video vs the two. note the video is still processing and may take some additional time to get up to 1080p and 4k. I made this quickly and if only focus on stock riflemen and grenadiers. In: COH2 Gameplay |
Thread: CoH coming to Ipad this fall!20 Dec 2019, 23:00 PM
https://www.imore.com/command-conquer-red-alert-iphone-app-store I do not think it is still available on the store but this was available to the iPod. In: Lobby |
Thread: My Last Mod Release17 Dec 2019, 20:25 PM
Your argument has huge flaws and is sounds like you are the copied and pasted in which you failed to cover all talking points. RNG is RNG. There is good rng however, the bad rng is what is noticeable. You still want abandoned tanks. You still want main gun destroyed. And, you still want drop slot items. These are all forms of rng well out of the player's control hence why I removed them. While slot item drops are not as bad as abandoned tanks but are still in the same boat. Lack of medics is a bad design see above. One reason why UKF does so bad. Having bunkers for all factions mean nothing same experience. You see more people complain about Otheers bunkers while USF fighting positions are stronger and cheaper. These are basic tools. When it comes to static weapons, remove decrewing and you eliminate that pak 43 can pierce world objects. The current implementation of the flak emplacement is a sudo inbetween that should be eliminated. There is good asymmetrical design and there is bad design. These small things have no bearing asymmetrical design. In: COH2 Gameplay |
Thread: My Last Mod Release17 Dec 2019, 17:50 PM
Once again, another unfounded opinion. Soviet and Ostheer base building is outdated and only hinders them. Additionally, no one gets hypes of a structure being built. Bunkers play very little role in the game. How would an fuel investment like this be boring? Lack of medics help makes engagements predetermine seeing health does matter. Additionally, the lack of medics can help promote the usage of blobbing seeing a damage squad can not win in a 1v1. Slot items dropping and main gun destroyed are related to bad rng, which I would like to cut down. Do you like abandon tanks? Who actually like abandoned tanks? The static weapon teams not decrewing only apply to doctrines so how does this make it boring? In: COH2 Gameplay |
Thread: Visual display error16 Dec 2019, 20:31 PM
Seeing how your upgrade/ability is now non doctrinal. The best way on removing the visual from all existing commanders is to go to the Army tab. 1. Categories-Army 2. Clone the german 3. in abilities section of the Army delete ambush_camouflage_unlock The search bar on top can help highlight items in blue The Army Tab is what determines on what can be shown on the commander ability bar. Excluding the UKF, and some newer commanders. If you want to create a whole new ability for a commander, do it here. |
Thread: Can you count on Osttruppen?16 Dec 2019, 13:31 PM
Personally, I would like to see their cover buff and debuff to be more focused on received accuracy/ received damage instead of their weapon accuracy. This could make them better as stall unit forcing engagements to go longer. Allowing support weapons and vehicles to move in. Additionally, Osttruppen Reserves should a Standard Osttruppen for Mobile Defense. Two Osttruppen at three CP is not very good. In: COH2 Balance |
Thread: markov so stronk 16 Dec 2019, 13:18 PM
In: Replays |
Thread: My Last Mod Release16 Dec 2019, 05:08 AM
Can you make a version with just these changes? This should not be an issue but it will take some time.
This stuff here will take no time.
Some conflicts are here. Currently in my mod, Ostheer's Pioneers out right build mg bunkers. I am assuming you do not want Grenadiers with this capability, unless it is doctrinal Field Defenses. Additionally, who would make the interaction with forward reinforcement bunker and healing bunkers. With USF, I have currently the mg nests built are the base MGs rather than fighting positions. Do you want fighting positions or Sandbag MGs? Additionally for riflemen field defense, do you want upgraded/un-upgraded fighting positions or Sandbag MGs. For OKW, I have currently the Sturmpioneers build concrete bunkers which have more health but take longer to build. Perfect for a modded faction with one unit. Do you want concrete bunkers or Ostheer bunkers? I am assuming the Volks bunkers are Ostheer MG bunkers still? For UKF, do you want Royal Engineers to build the MG bunker? Should the MG bunker have the advance emplacement upgrade?
Some conflicts are here. How do you want to handle USF ambulance in relation to base medics? For OKW, do you want the Medic upgrade to affect the Battlegroup HQ as well? For UKF, do you want the Medic upgrade to affect the Forward Assembly?
This is a tall order. If you still want this it will take 1-3 weeks to implement. It is not as easy as to copy and paste. I have made a lot of adjustments and will take a lot of testing. As well my current layout is tailored my mod. While Soviets is straight forward, Ostheer is not. One reason of my mod is how bad the Ostheer teching structure is. While maybe in most games you can skip one structure, you will probably build t1, t2, t3. This makes the battle phase system to have extra steps when each step. Prime example is battle phase 3. If the cost of T4 and battlephase 3 was combined, it would be no difference. Additionally, I am assuming you do not want the Ostheer Weapon Racks. For OKW, how would you have the interactions work with the prefab bases work with the SWS halftracks? All to build as many as you want? Still limit to one? The ability to build units on the field from the mechanized HQ would be pointless. I could sync up a deployment of a halftrack to the base building at home. Such as lay down the Mechanized HQ from the SWS. Once it starts building, the corresponding building at home would also build. In: COH2 Gameplay |
Thread: Ostheer's Blitzkrieg Doctrine15 Dec 2019, 12:49 PM
I think maybe let commander P4F be Commander P4J?Increase fuel to 150,need T3 or P3 Here is a funny thing. The P4J is actually a P4H. The P4J was a mass production varient with features removed such as powered turrets. It was hand cranked. There was also a bunch of other streamline elements as well. I believe it used many parts from the panzer 3. In: COH2 Balance |
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