So recently I was playing my mod that I've been working on and since April 6th, a few issues have popped up. I've double checked my attribute files and they match the ones in the vanilla games, yet the actions do not go off:
1. ISG can once again can gain super speed.
2. Units that get slot_items upon spawning or being deployed do not gain them. This includes the Jeagar Light Infantry and USF Pathfinders.
There might be more, so I'll keep this updated, but I wonder if anyone else has had issues as my files are correct.
Profile of miragefla
General Information
Email: zventrsyn(pln)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Email: zventrsyn(pln)ubgznvy.pbz
Broadcast: https://www.twitch.tv/miragefla
Steam: 76561198000322345
Post History of miragefla
Thread: April 6th Patch Bugged Mods?7 Apr 2016, 21:05 PM
In: COH2 Bugs |
Thread: Penals Adjustment5 Apr 2016, 19:57 PM
It's done so the same Penal squad won't mow down the troop leaving cover unless they're in close. You don't remember rifle company flamers where the rifles would then smoke you out of cover than chew you apart with the M1s? Here, the Penals, need to trade their effectiveness at range so you don't get a squad that constantly removes you from cover while being effective at most ranges against other rifle infantry. In: COH2 Gameplay |
Thread: Miragefla's Highlights Cast4 Apr 2016, 23:35 PM
In: COH2 Shoutcasts |
Thread: Miragefla's December Balance Mod Additions4 Apr 2016, 23:32 PM
Minor Update today with a quality of life change: Patch Notes Handheld AT (Bazooka, PIATs, PanzerSchrecks) Now grants the Hold-Fire ability to the squad to prevent them from wasting valuable shots on targets the player does not choose. -Picking up these weapons grants the Hold-Fire ability to the squad. OKW Weapon Crews For consistency with other starting weapon teams, the OKW weapon crews no longer use Volk Rifles. -Weapon changed from Volk Rifles to the OKW Weapon Crew Rifle. Bug Fixes -Guards being unable to break out of 'Take Cover!' when suppressed. ------ I'm planning on trying to get re-upgrades to work for Penals who tend to drop a lot with their flamers along with Guards, though that's a massive WiP. Issues with getting the weapon upgrades to cancel should you pick up a weapon again right after. I don't want double Flamer Penals. |
Thread: Light Vehicles need some adjustments4 Apr 2016, 16:09 PM
You didn't mention the 222 Coaxial has absolutely no ability to track with its 5 degree firing cone and no traverse to the left, right, up. This is an issue that still remains which makes it the most iffy unit at engaging infantry, particularly on the move. Firing Cone: 5 Left: 0 Right: 0 Up: 0 I don't mind a cost increase for the vehicle at all, given its strength, but it better have a working coaxial MG. In: COH2 Balance |
Thread: Penals Adjustment4 Apr 2016, 08:04 AM
You can actually bypass this by adding an upgrade to each army which increases or decreases the cost of the entity squad-wise. This is already done to Tommies and Sappers when they move up to five men to prevent Tommies or Sappers being more than their original cost after the upgrade. In: COH2 Gameplay |
Thread: Penals Adjustment2 Apr 2016, 07:58 AM
I will throw my suggestions here from my mod and then toss my reasoning (also you didn't happen to steal some of my numbers, did you? ):-SVT accuracy to .7/.65/.55 -SVT damage from 8 to 10. -Cooldowns and aim-times adjusted. -Squad cost increased to 300 manpower and 27 reinforce from 270 manpower and 22 reinforce. -Reinforce time from 4.5 to 5.4. Build time from 27 to 32 seconds. -Flamethrower Upgrade now adds 3 PPsh-41s to better mesh with the flamethrower. -Flamethrower cost from 60 to 90 and renamed Assault Package. -Population from 7 to 8. -Reduced the drop-rate of the Flamethrower to 10% from 33% due to the PPsH-41s that are added to the squad which are considered slot items. -"Tripwire Flare" changed to "To The Last Man!" This ability is a passive that increases the power of the squad as they lose members. Modifiers are +4% accuracy, -2% weapon cooldown and -3% received accuracy per member lost. Their DPS from 0/10/20/30/35 is 5.81/4.5/2.9/2/1.8. Why such powerful early weapons? Because T1 is a dedicated AI tier. If it'll have the crippling flaw of lacking actual AT it should provide powerful units which also means less linear teching and choices for the player, even if T1 and T2 aren't expensive at all. Why the increase in reinforce, build, and cost? Cost is obvious since they're better than most squad in direct combat early on. Reinforce is so the Soviet player can't spam Penals without being punished unlike Conscripts. Build-time is also to give player more time to capture the map against T1 openings where an early Penal unit would counter anything that's not an MG or a Sturmpioneer flank around the corner. It also meshes well with Conscripts who can be used to keep costs down who would also be screening for this unit. Why the swap to PPsH-41s to mesh with the flamer? We all know that rifle turned out horrible because the USF squad was not only durable, but they had weapons that would chew you up at most ranges the moment you left cover. If you kept the new SVTs you'd have a similar situation, though obviously without the power of smoke or grenades. Furthermore, it means a role change for Penals which is something we need ie: trade-offs. Do you try to maintain them as an effective range squad or do you go in close where you're not durable, but will be able to deal lots of damage. Finally it means Penals act as a DPS unit for either range. Why no improvements to received accuracy? It overlaps heavily with Conscripts who should be doing all the screening. It's been the role of Conscripts aside from their other utility roles. Besides, the high amount of accuracy bonuses for Penals would mean the scale just as well against infantry, but they shouldn't be forming the entire core of main line infantry. In: COH2 Gameplay |
Thread: Miragefla's December Balance Mod Additions28 Mar 2016, 17:40 PM
I've replaced the entire front page change log with v.25 for all compiled changes to make it easier to track changes. I will post smaller updates if they pertain to balance. I will generally keep bug-fixes to a minimum unless it's something major that I have not already fixed and mentioned aka Stun Grenades. |
Thread: Miragefla's Highlights Cast27 Mar 2016, 19:23 PM
In: COH2 Shoutcasts |
Thread: Snipers kill my high health unit instantly26 Mar 2016, 02:51 AM
Did you check deflection as well? The critical is both in pen and deflection profiles of the weapons. |
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