Company of Heroes: Eastern Front
Other discussions (Read-Only) => Off Topic => Topic started by: Celution on November 08, 2009, 06:12:32 PM
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Not sure where to put this on the forums, I thought this was the best location.
I got my own new race working with no problems. Starting Bunkers wors, new ebps/sbps etc. etc.
Now I cannot seem to get the starting unit to work. How is this done? I know the USSR has no starting unit, is this the reason that it has none (that you guys don't know it either)?
So how is this done?
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Not sure where to put this on the forums, I thought this was the best location.
I got my own new race working with no problems. Starting Bunkers wors, new ebps/sbps etc. etc.
Now I cannot seem to get the starting unit to work. How is this done? I know the USSR has no starting unit, is this the reason that it has none (that you guys don't know it either)?
So how is this done?
They said it in the guide that the Russians will not have a starting unit (they say it is because they were surprised by the German invasion)
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I know that the Russians do not have a starting unit, but the guide is also full of sarcasm and jokes, but I was wondering if the reason they have no starting unit was that they also did not manage to get a starting unit working.
But back to topic now, how to make a new starting unit?
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I know that the Russians do not have a starting unit, but the guide is also full of sarcasm and jokes, but I was wondering if the reason they have no starting unit was that they also did not manage to get a starting unit working.
But back to topic now, how to make a new starting unit?
well you have a base. From there you can buy a commander unit (only one at a time) and Ingenery there like workers from which to build more base buildings and if you upgrade them to fight with your army
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You are not helping me.
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You are not helping me.
you start off with a base that build units.
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He means the unit that has already been trained and is hanging outside the HQ when the game starts.
And yes, that is another technical hitch we couldn't find a way around.
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He means the unit that has already been trained and is hanging outside the HQ when the game starts.
And yes, that is another technical hitch we couldn't find a way around.
OK sorry I couldn't help man
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Thanks WartyX for clearing that up. Unfortunaltly you guys don't have an answer aswell.
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Yea, well, you could do the same thing :) Have no starter
unit. It's a malus that can be compensated for otherwise.
Perhaps make a unique squad that builds ultra fast.
Call it the border guard, or something. Maybe it cannot
be re-created once killed, maybe it is only-one at a time,
but with 0 build time, it's a workaround, until a better
solution is found.
I was not certain if the soviet 0 starter unit was due
to design, or an as-yet unsurmountable technical jinx.
Now, I know :) Thank you WartyX :)
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I like that A LOT! maybe just two guys with noism nagats and give them like 5 rounds each in their rifles (if possible) that would solve any problem of Germans just falnking mg's and just taking the base and not letting the Russians build any thing
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Yea! :)
Call 'em border guards, or something. (They were sleeping,
that's why they weren't already out, lol). Make 'em a call
only once unit (Like King Tiger) and problem solved!
GRIN! :)
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Yea! :)
Call 'em border guards, or something. (They were sleeping,
that's why they weren't already out, lol). Make 'em a call
only once unit (Like King Tiger) and problem solved!
GRIN! :)
well dev's???? its a good solution
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A good solution, but so far there are no problems of base rushing. Ingenery get built quickly enough to defend any attack, and players like the choice between the instant combat advantage of the Command Squad or the long-term economical advantage of the Ingenery.
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ford_Prefect... tsss...
Even if my ideas are good, they are bad, if I've said them :)
Yea, it's a nice workaround.
But I like any maluses that give the soviets flavor, too :)
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loup if you have good ideas tell em to me then they will not be bad :P
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if you have the HQ entity have an action or ability that spawns a squad that should work fine and achieve the right effect....although i guess its a bit late to add that in? :P
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Well conscripts train really fast. So that's really a non-issue
by now.
As for Bastex, oh god. I got TONS of good ideas, but no one
cares :(
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Well conscripts train really fast. So that's really a non-issue
by now.
As for Bastex, oh god. I got TONS of good ideas, but no one
cares :(
make a thread for them I want to hear them :)
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I did!
A variant on PE Panther BG call-ins for Russians
(With T34s) To guarantee that IS2 don't upstage the T34
in sheer numeric mass ;) With upgrade on the call-in
through unlocks.
T34 Leader Tank having a +1 Vet aura (As an upgrade)
(Acquired through vet)(One at a time) encourages
British style clumping of Tank army, but +vet isn't as
strong. Russians tanks massed in armies, not independant
all over the place.
T34's get the cage upgrade :) Not the SU85 :)
Perhaps nerf SU85 initially, reduce it's cost, and put
a + HEAT shell global upgrade on it. None of that Cage
stuff :)
Infantry conscript (vet0) Stresky (vet1), Guards (vet3)
are same truppen just diff vet? Fine! :) Make conscripts,
stresky, Guards upgrade through veterancy. Unlock needs
to be paid for, of course. But it would encourage people
caring at least a little for their infantry, yes?
Zis6/Bunker OP of Points. If Soviets are balanced on
no-OPing of points, then US/Brit ally will rapidly make them
OP. The shoutcast fight had +5 fuel points :p Soviet
never had more than half the map, no OPing of points,
and still came out with 2x IS2 fairly quick? Nooo :)
Part of how Soviets can Zerg so fast is that they are
spared the expense of having to unlock (IS2)(Like PE)
or build OPs. I believe different game mechanics might
be in order, here :p
OstHeer Train station HQ : Why not ? :) Scruffs made
model, and with HQ sitting next to a map edge, just make
Railroad part of HQ building. Represents how units came a
long way to get 'here'. Functions both with East and West
(either way they travelled far). Doesn't need a lot of work
and is nice to look at.
- I want Stuka J87 ! :) (already in Iron Cross mod)
- I want Wespe!!! (Pz38(t) variant?) More so!
- I want KV2 and SU122 swapped. And KV2 1-call only
(In 1943-1945... those were extinct) :)
- I'd like KV1 :)
- ISU152 is JagdPanther not KT ;) Or JagdPershing kinda.
Give it StuH42/105 abilities as per Men of War/Historical.
While keeping the AT abilities, of course. 152mm is...
ouch.
: Slow down firing rates of IS2 and ISU152 but up their
punch :)
: AT Dogs! :D
: I can keep this up all day ;)
... Need to go to work :( I'll be back!
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you could always just change the ISU 152 to the ISU 122. Looks very similar, but had same gun as IS 2 (good AT more than HE)