LOOOL
Sniper gameplay? 2 snipers vs 2 snipers? Snipers a moving? the sniper roulette: work your ass off for a good counter snipe and then see your sniper missing --> oh yeah so much balance and totally not RNG...
Also diversity and Doctrines?
coh1 2v2consisted entirely of this: a dozen repair bunkers of the defense doc vs 2 calliopes/2howitzers
you lose if your howies get v1-ed (by sneaking in bike, which was countered by mines) you win if you can kill the flak88/snipers with artillery fast enough ---> oh yeah so much diversity and fun
finally take off your rose tinted glasses.
Man, you say this as if CoH2 is some beautiful game without artillery. And by the sound of it, you must have been playing noob games, since I played highest level of 2v2 for years and "12 repair bunkers" was not something I ever saw. CoH1 2v2s was a beautiful mixture of combined arms, intense micro, and deceptive tactics. You had to capture, defend, harass, micro snipers, micro bikes, micro MGs, micro infantry, and tech simultaneously. In CoH2 it feels more like, rush a house with your squad, and capture. There aren't really any meaningful engagements that are exciting to micro like there were in CoH1. And to complain about artillery is pretty dumb - especially the V1 part. CoH2 is RIDDLED with artilery, and the only reason you don't see B4s or 152mm howizters often is because of how easy it is to instantly kill them. At least in CoH1, to drop a V1 on a howitzer, you had to sneak a sniper or a bike into the base, which requires effort, micro, luck, and can be countere with recon runs, mines, clever unit movement etc. CoH2 literally has "recon the base, drop a stuka bomb" to counter. So don't even start about V1 when CoH2s mechanics KILLED howitzers.
The only difference in CoH2 2v2 is that instead of howizters and calliopes you see calliopes + katyusha + land mattress (since they're all mobile). The artillery is definitely still there (such as the game of yours I recently saw on Minsk, where your partner made land matresses and both of you spamemed your base howitzers, how is that any different than CoH1?).
To me, it seems like you have a hard dick for CoH2, and just like to shit on CoH1, without actually thinking about what you say, or think analytically about how both games are played at a top level. |
2 words: global upgrades
For more info, see Inverse's thread on faction design from 2012. |
So already I have come upon an issue.
I started with my original setup:
post damage:
required action:
action: target self/squad/vet 1,000,000
requirements:
type: german_infantry
health: 0
slot_item: xp_1_vet
And this setup worked.
But, as soon as I tried to do put the xp_1_vet slot item into a nested requirement (so the action for requirement 1 was a requirement action with the slot_item requirement, and the veterancy action) it no longer works.
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You think there's a way if incorporating different unit types to the same action? I was originally just thinking of have several post_damage_actions, one for each unit type I want where I can simply copy the previous code in its entirety, and change unit_type to say, sniper, and then change the veterancy to 3,000,000. |
Hey Mr. Smith. Thanks again for the very detailed and well thought out reply.
Self is probably the entity that fired the shot. Try the following:
Change target -> self
Change target -> squad
veterancy
Funnily enough, the night before you posted this, I also found this solution, and it worked. I was able to award experience to a squad whenever it triggered make_casualty (since I guess it counts as an alive entity with 0 health, so the requirement_health check of 0 sees this).
To make sure that your setup works until that point, try this:
Then. To make it so that you only award XP when the entities die:
- Remove soldier_killed and make_casualty from the criticals
- Change your requirement threshold from 30% to 0%
- Add the two to the weapon file you are modifying (along with the veterancy action but, obviously, not wrapped inside change-target-self); to preserve randomness, add them as a random action with weights similar to what they had
This part was very interesting and got me thinking.
I am not able to test this until I'm home again on Monday, but I'll ask anyway, in case you know. If I go to say, the pioneer_mp entity and go to health -> criticals, and delete all the criticals that trigger at 0 health, would the entity then be invincible? Or put another way, is an entity without 0 health death criticals unable to die? If so, I was thinking I could merely just remove all the death criticals from German soldiers, and create them on the USA guns instead.
Example, on the M1_Garand, I could do:
post_damage_action:
requirement action:
change target -> self
change target -> squad
veterancy action -> award 1,000,000 XP (so 8 pioneer kills yields Vet1)
requires all:
unit_type = infantry
requirement_health = max 0, min 0
requirement action:
random action:
trigger critical: soldier killed
trigger critical: make casualty
requires all:
unit_type = infantry
requirement_health = max 0, min 0
So 1 action checks health and unit type and rewards XP, and then the next does the same check but will kill the target. I could then just copy/paste this action to all infantry weapons, and in theory can do the same to AT weapons as well (just change the death crits and unit type check).
What do you think? |
Okay so new issues:
The kill_action combined with the veterancy_action only applies veterancy to the squad when it causes soldier_killed critical, not make_casualty.
Removing make_casualty from the target critical table fixes this. However, this makes it so there are no casualties being produced, and abilities such as interrogate wont work anymore.
I tried the method you described above, however, when changing target to "self" on the post-damage actions, I'm pretty sure self is the gun, not the squad, and thus when I tried the veterancy_action, it had no effect.
The best solution I could possibly think of would be to use the death_action on the entity, but I would have to somehow find a way to target the squad responsible for causing the death. If I could simply do that, I could make each entity reward a certain amount of experience to whatever killed it. This would be the best solution I think. Do you know if it's possible to target a squad who is attacking you, or has killed an entity? |
Note that the reason why your solution might sometimes fail to work is if the kill fails to register as a kill. For instance, brew-up criticals might register as a ritual suicide rather than a kill.
I don't know what kind of criticals exist with respect to infantry. However, the fact that you get inconsistent performance is because some crits might count as a kill while others may not.
Thanks for the lengthy and detailed reply. I went ahead and tried the suggestion in this quote first before looking towards the other one - and this fixed the issue. There were two infantry death crits when dying to small arms fire, one called soldier_killed with 75% occurrence rate, and another called make_casualty with 25% occurrence. Removing the make_casualty now causes every kill my Rifleman squad gets to award veterancy.
However, I'm also fiddling around with what you said. But I'm stuck - how do I do a check on the targets HP? I see a requirement action where I can specify a health requirement ... but not sure how I can trigger an action on self depending on a target's HP? |
I tried that solution too. The problem with increasing the XP given per kill is it messes with the Command Point progression.
The only way I can see it happening is increasing the XP required to gain veterency by a huge amount as so that damage gives negligible XP, and then awarding XP to the squad when it kills entities. But even this has proven to be a feat. |
As it appears, the veterancy system in the game cannot be changed. However, I have been trying to figure out a way to make a mod where squads gain veterancy only by killing units (like how USA gained veterancy in CoH1).
So far, I've increased the XP required for each level substantially (as to not let damage accumulate XP) and then have been toying around with trying to figure out how I am going to award a squad XP when they kill a unit.
I was fiddling around with the kill_action command, using it combined with action_veterancy (to no avail), as well as combining it with counter_with_ability_action, and trying to activate an ability on the "shooter" called "veterancy", which awards 1,000,000XP (since 8,000,000 XP required for vet1). None of these ideas have worked.
Could any of you help? What would be the best way to design a squad so it gains no (or negligible compared to XP required for vet) XP from damaging enemy units, and only gains (or gains substantial numbers of) XP from killing enemy units?
Edit: right now I have something working, where I combined kill_actions with actions/change_target, set the target type to squad, and the acociated action with action\veterancy. It works SOMETIMES... some kills the squad gets will award 1,000,000 XP (1/8 of the progress bar), and some kills will award 0 XP. Not sure why or how to fix. |
Hey guys,
I've been playing around with the Attribute Editor for fun to see what I can accomplish. I have tried to look up my issues but there is a really big literature or tutorials about using this program
Anyway, my questions are about veterancy in this game...
- Why are there squad and entity veterencies? I heard before about some glitch that wasn't patched for years... not sure if this is why? When for example, I want to change weapon accuracy for a squad vs change received accuracy, where would I have to put each veterency, and why?
- Why do squads have the modifier "entity_veterancy_experience_modifier" with usage_type multiply_add and value 0.2? I've seen this time and time again and don't understand what it does?
- Why do some squads have a scar function call? For example, when the grenadier vets up, there is a scar function call with function name XP1_Vet_Level2. What does this do? Why is it there? Why do some squads not have it? Also, is there somewhere where I can see a list of scar functions that are called? I can't seem to find it.
Also, how does construction speeds work? Barbed wire has a time cost of 24. Is this time divided by the number of models building? So would a 4 model engineer take 6 seconds, and a 3 model engineer 8 seconds? If that's true, and I change a 4 model squad to be a 3 model squad, would I have to increase the construction speed modifier on the 3 model squad by 1.33 to achieve the same speed?
Also, I am eager to learn in general. Are there any hidden sources of knowledge I haven't found? Or is this a trial and error sort of game?
Thank you in advance. |