My idea is fairly simple, just make it a Soviet Raketenwerfer, I even attempted it myself (at least the garrison ability) and this is what I got:
P.S.
If any other modder wants to (looking at SnakeEye and Planet Smasher since I know they lurk around here) they can make their own attempt at it, see how it goes, for testing purposes, or science(?). I would at least appreciate it.
This can be found in the category 'tuning': tuning\loadout_info\ai_loadouts.
It's very sad that we are not able to edit this tuning file with the current restrictions in the modding tools. It contains many interesting values (yes, game breaking if used in a wrong way ).
Weapon types are used for criticals. A critical can only be activated by selected types. For example, I think small arms can only trigger 'death', while flame weapons could also cause 'burn'. Larger weapons can cause criticals like engine damage etc.
I feel nostalgic about this construction. It is from vCoH, easier to implement in live version (doesn't require any additional work with it), but quality of model worse in comparison with UKF field HQ model.
I am for reskined UKF field HQ. It looks simply better imo, just need some work with
I fully agree about the quality, but I thought new / re-skinned models are out of scope?
Bulding for soviet field HQ need to geet retexturing (new skin) without UKF symbols on it and covered PIATS and Brens (make transparent textures for them)
Maybe the new Soviet Field Base could use this model instead. It has a build animation, death animation and all health stages:
Can you tell us any other UKF units that aren't in use? I've was in the UKF Alpha but you are more experienced than me with the knowledge of unused units, right now I can only remember that the AVRE had a demolition specialist squad in it at some point in development apart from the units you already said.
I'm surprised that nobody has mentioned this yet, but why is the Churchill Crocodile added to a third commander when there are only eight commanders in total? New in Tactical Support and already in Special Weapons Regiment and Vanguard Operations.
I personally think Tactical Support could better use an ability like Raid Operation or Counter Battery.
You can do this in the categorie 'army':
In army > ai_production_info > unlocking_upgrade_list > unlocking_upgrade_info,
Set unlocked_building to your weapon rack.
The setting upgrade_pbg is the upgrade to unlock the weapon rack if you have that.
And set you one or two infantry squads in upgraded_squads.
In my experience the AI uses all infantry to take the weapons, no matter which units are selected in upgraded_squads.
You can look into the US and UKF for an example.
Why is that why the flamethrowing tanks are "defenses" and can't move, because they're based on an emplacement?
I thought you could just replace the hull machine gun with a flamethrower weapon and be done with it like with the Churchill, or was it just a design choice for you?
The flame of the Churchill is part of the model. We cannot add that animation to tanks with the current moddingtools. So that's why I had to combine these two models. The two models cannot move synchroon, so that's why I created an emplacement.