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Messages - Xenobane
1
« on: January 22, 2017, 12:26:49 AM »
Ostheer and Soviet changes look pretty good, can't wait to see them in action But PE changes... I don't want to even think about those 5 man MP44 infantry-rapetrain squads with Zeal and vet, supported with Schrecks and "I-can-kite-your-armor-all-day" Marders against... Churchills? Riflemen? I don't want to play Allies anymore...
Much more costly infantry compared to now (340 / 460mp per squad), higher unit upkeep, no more 50 fuel Armoured Cars, no Panther Battle group that can be spammed after a certain point in the game, no more super armour ketten planting booby traps and locating mines all the time (at least without upgrade), Stg 44 and g43 more expensive and no group zeal.
Oh and did I mention the bugged "double off vet stacking" bonuses are gone aswell?
Something has to compensate all those nerfs, and mind that this upgrade requires significant teching from the PE player (t1+t2+t3+t4) before unlocking it.
Well, now it sounds a lot more reasonable, thanks for the info
2
« on: January 19, 2017, 01:32:23 PM »
Ostheer and Soviet changes look pretty good, can't wait to see them in action  But PE changes... I don't want to even think about those 5 man MP44 infantry-rapetrain squads with Zeal and vet, supported with Schrecks and "I-can-kite-your-armor-all-day" Marders against... Churchills? Riflemen? I don't want to play Allies anymore...
3
« on: July 25, 2015, 02:22:32 PM »
Be aware that, in general, both EF factions have lower upkeep on their units and cheaper upgrades, which tends to floating manpower quicklier than the VCOH factions. Furthermore, if you noticed, OH call-ins are a bit more expensive. That is mostly because of the what I mentioned above here, but also because they can build the Field Hospital and have Supply vet. The field hospital boosts your manpower, while supply vet reduces reinforcement costs and time as well as upkeep costs.
Glad to hear it, so there is nothing to worry about then  You could teach guys from Relic a thing or two (thousand)
4
« on: July 21, 2015, 01:48:45 PM »
I am very worried about incoming changes- lots of call-in units (which are VERY expensive- what kind of player has so many resources floating without use?) which replace abilities (so munis will become redundant again for most of ability trees), however those Tiger pics are sweet. Still I can't wait to see it in action
5
« on: March 25, 2015, 11:46:59 PM »
I figured out that I have added a few lines through corsix to prevent Fatal AI Error when Greyhounds and Staghounds were fighting AT guns- maybe those caused all that mess... I will reinstall the mod- sorry for those false leads
6
« on: March 25, 2015, 03:04:11 PM »
If Panzerfusiliers lose their MG34, it can't be purchased again
7
« on: March 24, 2015, 09:04:00 PM »
When calling in supplies from Maultier truck (Support Army) and the plane is shot down, Brandenburgers spawn at the crash site.
8
« on: March 21, 2015, 01:39:25 PM »
I checked the paratrooper issue once more- it happened when I loaded a saved game, but when restarted it's fine. Maybe the same applies to that artillery warnings- I will check this one again as well. Sorry for the confusion!
9
« on: March 20, 2015, 08:49:19 PM »
US paratroopers are lacking one squad member when called on the field.
When playing a match against PE and Ostheer AI as US, there were several artillery warnings ("Incoming, get the hell down") without any reason- mostly when enemy units were coming from the Fog of War.
Landser MP40IIs are extremely effective against US weapon teams on medium range (I saw Expert AI rip them to shreds from 20-25 meters, from the front of the gun.
10
« on: March 17, 2015, 11:21:28 PM »
If Famo uses its Retrieve Beutepanzer ability, and the camera move somewhere else so it's not visible, when looking back it will be inside the wreckage and the process will be halted (there is health bar above wreckage, but it doesn't move at all).
Ost AI builds multiple Famo at some point of the battle.
11
« on: March 16, 2015, 01:06:12 AM »
Guys after Strelky- Guards, Veterans?- with SVT upgrade can pick up weapons (which take one weapon slot, eg. bazooka) but they never use them.
12
« on: March 13, 2015, 06:22:16 PM »
To be historically accurate they should have the British button ability then- they have plenty of other AT options (ZiS and SU76 with ammo upgrade for early anti-tank protection, T-90 for light vehicles and T-34, but these come in late-game) to finish off immobile vehicles, but that's just my opinion. Gonna be extra careful with my precious tanks then, just as I was before  Edit: Also with AT rifles upgrade Concripts get AT grenades, which are extremely effective against armor- for some ammo of course, but still. Button vehicle ability would make them easier to approach the normally retreating vehicle to finish it off- Conscripts are fragile though, so maybe that's the problem...
13
« on: March 13, 2015, 01:41:54 AM »
Hello! Sorry for my english, but because I'm writing a large text, I will use google translayte. Just say, that I have modified the Eastern Front, added units, abilities and races. During the game, the error is: "Fatal error, execution is impossible." It occurs when the AI uses a greyhound or staghaund and he is under fire by AT-gun, and the technique does not see the AT-gun, because damage radius AT-gun more review machine and technology does not see it. In logs I found the line: "ERROR - Player 1005 AITactic AIVechicleTactic failed to call filter TacticFilter_TeamWeapon_Quick_Vehicle" (ailog), "Squad * can not be nil!" (scarlog) and "23: 46: 13.25 LuaException :: ThrowMessage - Invalid parameter 1 (type expected = Squad *, received = nil) in function Squad_GetPosition 23: 46: 13.26 GAME - SimulationController :: Pause 0 "(warnings) Through the Corsix's Studio I opened aitactics and found the function:
function TacticFilter_TeamWeapon_Quick_Vehicle (squad)
--Robotnik: Quick tanks should circle around and hit the rear of team weapons, especially AT guns --This Filter determines if its a team weapon, and whether the personality files allow it if (not s_personality.tankmove_tactic_strafe_weapon_teams) then return false end
return SquadIsInFront (sim_squad, target_squad)
end
I added the processing parameters to nil:
function TacticFilter_TeamWeapon_Quick_Vehicle (squad)
--Robotnik: Quick tanks should circle around and hit the rear of team weapons, especially AT guns --This Filter determines if its a team weapon, and whether the personality files allow it if (not s_personality.tankmove_tactic_strafe_weapon_teams) then return false end
if (sim_squad == nil) then return false end
if (target_squad == nil) then return false end
return SquadIsInFront (sim_squad, target_squad)
end
I played test game and all works correct. Have I done the right thing? What do you see about this? P.S. Logs in attach.
I will buy you a beer or ten- it works perfectly, thank you very much
14
« on: March 13, 2015, 01:35:58 AM »
I play mostly with AI, but it is very frustrating when amassed AT rifles destroy heavy tanks like Tiger, Panther, etc. from the front when they have quarter of health- it seems that their deflection damage is very high. Maybe it's gameplay wise, so they stay useful late-game, but from real world view it just looks awkward. Or it is just me and specific beauty of playing against Expert SU with whole army of these things?
15
« on: March 13, 2015, 01:27:58 AM »
Hi,
The Elefant tank destroyer model in EF seems to be reduced in size compared to other tanks- it's strange, because in previous patch it was bigger than it is now. Refering to the attached screenshot- Elefant stood almost 3m tall, while PanzerIV- 2,68m.
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