General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
I'm trying to make it so that when one of the models in a squad dies, they spawn a mine at their position. Is this even possible?
Yes this is quite easy. Go to the desired unit in the ebps. Under health, on death, add a spawn entity action. Set the duration for 0 (equals forever) or another number. Set to player owned. Now add your desired mine. This is by per model.
I'm also trying to make a builder unit that is a vehicle. I know you can make them spawn entities through a targeted action, but I'd like to use the standard building system if at all possible, as last I checked, the targeted option didn't let you control facing during set up like a proper builder squad can.
I am testing out ideas but, I am running into trouble. You can add the squad engineer to the sbps but having actually building it is the problem. They lay down the initial ghost but I can not have them actually build it.
There should be no heavy armors in an infantry mod.
I removed all actions from this ability,but it does not work.
How to remove or disable it?
This one is different from other British dispatch abilities.
I believe the ability is called pepper_pot. Since the British are programmed differently you may just want to change the ability or you could just add an unobtainable requirement with usage and display in order to hide it.
honestly, i'd go the other way with aegion's suggestions... every faction should start with a combat unit. this is inhibited by EFA's design, since they have to build a structure right off the bat and the WFA armies don't. starting with engineers/pios/REs is a handicap, especially with brit IS and OKW sturms available from the get-go.
that said, the variety makes life interesting, so maybe don't change anything...
Having a grenadier to start instead of a pioneer is a interest suggestion. It could enable the skip to T2 to be more viable. Usually units like assault grenadiers need a Grenadier for support.
Could you try running the game off of a external hard drive or flash drive? Steam has now a change installation option to assist in this. Granted this will not be optimal when playing but maybe it can help narrow down the possibility your hard drive is going bad.
You can also add side skirts to the T-34/76, although I'm not sure if that's historically accurate!
A brief google search leads me to believe that Captured T-34/76s were giving side skirts. Something that both CoH2 and CoH1 never really touched was facing captured tanks. Sure there is a abandon mechanic, which I do not like, but there is no captured weapon doctrines.
Well the problem with that is that when Conscripts get into scope Penal will not be the scope...
I have to point out here that I am not blaming the mod team.
It is simply to re-balance all infantry available before minute 1.
The balance between the starting infantry is quite bad while conscripts and grens are fine. But grens will lose out vs penals at pretty much all ranges. Same with conscripts vs volks. Cons will generally lose vs volks especially with the STG upgrade. Riflemen are generally better then grens but grens will still generally win at long range. Infantry section are straight up better grens.
Another problem is starting units. First off, in my gripe list, is T0 MGs. It is a little too potent. Either a faction can deal with it or not. USF got the mortar to deal with MG 42s but MG 42s were there to allow Ostheer to fight infantry because they do not have T0 infantry and back then pios were much weaker. Personally I believe Brits have trouble with garrisons also because their two answers are not ideal. Mortar pits can be a bit too far off in cost and tech positioning to actually deal with garrisons, but when they are set up they create hell to deal with. This is why I would not mind seeing a garrison mobile mortar. This will help deal with structures while tackling the mortar pit issue. The brit other answer is the Universal carrier with flamer, but do to the potency of Fausts and other snares the Universal carrier, 251 halftrack, and other light vehicles. The penal snares are bit more balanced than you think. It is a skill shot and has very short range. If other snares had a shorter ranges then their. Additionally another problem with both the mortar pit and carrier is the fact there is no T0 engineers. Carrier needs repairs, well use a munition ability that you would rather not use. Hence why mobile assualt is very popular in order to get flamers on your royal engineers.
Another problem is starting units. Primarily I am looking at OKW, UKF, and Soviets. A rushing squad of Infantry Section and Sturmpioneers is hard to deal with as Soviet or Ostheer. Soviets are just out classed and Ostheer has build T1 or rely on less desirable doctrines to have any early field presence.
In short and in spoilers this is how I would tackle other problems first then penals. Fix some other things a penals may fit in. Centralized teching costs and starting assets whether it be starting units or resources. Everyone usually complain about how imbalance the late game is but for me, the late game may become more balanced if the early game was balance.
All
Soviets
Ostheer
USF
OKW
UKF
Sorry if this was a bit off topic but by averaging out the factions and there can be a bit more balance between them.