
Profile of Angrade (Ægion)
General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence:
United States
Nationality:
United States
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence:

Nationality:

Post History of Angrade (Ægion)
Thread: Don't Ruin CoH2 Assymetry11 Nov 2021, 20:19 PM
If you want to have some fun, my mod somehow make the game more Symmetrical and Asymmetrical at the time. In: COH2 Gameplay |
Thread: Mod Re-release (updated 11/26/21)21 Apr 2021, 11:16 AM
Speaking about historical inaccuracies, lets add more. Small update: USF M3 halftrack is now armed with an 1919a4 mg UKF M3 halftrack is now armed with an Vickers K mg Soviets M5 Halftrack is now armed with an Dshk Soviets M3A1 Scout Car front MG is now a Dshk The 250 halftrack's is now armed with an MG34 The 221 is now armed with a MG34 Stug's Pintle mount is now an MG34 and its range is set to 45. This way it has better contrast from full 360 mounts of the other tanks. Ostheer's supply center now has 4 separate vet upgrades. Three for infantry, support weapons (does not affect captured weapons), light vehicles (affects stugs), and Tanks (does not affect stugs). In: COH2 Balance |
Thread: Mod Re-release (updated 11/26/21)12 Apr 2021, 10:46 AM
Cool, lots of great changes! Lots of things I had the same idea in for my mod. Honestly, it was your 2016, 2015?, mod that really got me into modding. In which my downtime during my deployment to Kuwait, in where I had a lot of time, I really started to understand modding in general. Out of curiosity, what do you think about my Ostheer Battlephase system versus current? I have always looked at the Battlephase system as teching with extra steps while mine changes it into an escalation system for unlocking new items in multiple buildings. In: COH2 Balance |
Thread: Mod Re-release (updated 11/26/21)12 Apr 2021, 10:16 AM
If you don't mind. Though honestly I sort of like the MG42 firing look, but my icon making is rudimentary and basic for applying it to others. Here is the quick edit, thank you: ![]() ![]() In: COH2 Balance |
Thread: Mod Re-release (updated 11/26/21)11 Apr 2021, 20:35 PM
In: COH2 Balance |
Thread: Mod Re-release (updated 11/26/21)11 Apr 2021, 20:22 PM
Small update I decided to change the icons for the weapon teams : Rather than showing the faces of the infantrymen, I decided to change it to the weapon it self with a small icon. After all, the focus is on the weapon itself rather than the infantrymen. Additionally, I adjusted the WC51 to just use the 30 cal. I have also adjust the USF officers to be more support focus by giving them small aura buffs while reducing the squad sizes down to three. This should make them more support focus rather than combatively focused. In: COH2 Balance |
Thread: Bugsplat crash during launch - corrupt RGD10 Apr 2021, 21:59 PM
I have never seen this. When editing squads, the files are saved as .xml files and the mod building process turns them into RGD. Try going to the Mod Builder and under the build drop menu, hit clean, then build again. |
Thread: Artillery observation Panzer for Joint operations3 Apr 2021, 22:46 PM
I would also agree, that Joint Operations need to be remade, maybe even combining pak43 and LeFH into one ability, considering they both are 8 CP. Honestly, combining the two with their current power would be too powerful for a doctrinal ability. If they were be combined they would be needing to be adjusted. The Pak 43 damage could be reduced to 240 from 320 and no longer able to shoot through buildings and object, but be cheaper at 300 manpower + fuel and arrives at 6 cp. The Lefh 18 could simply have its range reduced to 180 - 200 and counter barrage removed, but in return could have it's cost reduced to 320-360 manpower + fuel, arrive at 6 cp, and gain a smoke barrage. In: COH2 Gameplay |
Thread: CoH2 and custom models.3 Apr 2021, 00:35 AM
I would need to look into it more, but it appears on the world builder that it has all the animations. In: Lobby |
Thread: QF25 Emplacement Need Help3 Apr 2021, 00:14 AM
What I have found is that the 25 Pounder acts like a turret, like a tank, rather than a team weapon. In comparison, the 17 pounder has a unique animator state that is triggered on the sbps/squad_team_weapon/in_setup_action. For the barrage ability, here is a quick checklist: For the barrage, ensure that the ability is properly looking for the correct hardpoint. What is the facing angle? facing_ignore = false Requirement issues? ebps/weapon checklist: How do you have the parent weapon set up? Are the other hardpoints attached to the parent? (probably should be set to 1 that are not hardpoint 1) |
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Latest replays uploaded by Angrade (Ægion)
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VS
WhizzBang
RpgGotMe
[SU-76M5AXIM] RED
Radagast
Burke
[HAN]G Funk Music
Manakete Vanguard
An 'orrible Cunt
Large Epic Battleby: Angrade (Ægion) map: La Gleize1-929 -
VS
[IG] Falkenmond
NL_Sim
Prinz
Glen Matthews
Manakete Vanguard
Capitaine Soif
[6. SS-Pz-Armee] Ogf. Dietrich
redruM - Mutti macht euch platt!
You can't be any worseby: Angrade (Ægion) map: City 172-1,271 -
VS
TANK HUNTER (PL)
Nevissue97
-2d- Quagmire
Her General Deathshead
Solovey Russia
Manakete Vanguard
2v3 winby: Angrade (Ægion) map: Lazur Factory1-779 -
VS
Cmd-Jeeps[FR]
The morning breeze
`Agion
Change My Life
Nico(Ger)
ParaTank
Rusty Shackleford
puzzleBoX
King Tiger One Shotby: Angrade (Ægion) map: Lienne Forest1-1,151 -
VS
robin_johanssen
-=SFK=-Zenturio Flomur
`Agion
SoFly
Mr Pi
Amon