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Messages - TheVolskinator
« on: October 17, 2015, 01:20:45 AM »
The T-90 doesn't appear to take any damage from the OH Goliath. Will continue to playtest to make sure.
The OH description of emplacements healing infantry in the same sector is false; I've seen no evidence of healing.
The text for the medic emplacement needs to be updated; it makes no mention of having to be in the HQ sector to heal; it doesn't even mention the ability to heal at all
« on: October 03, 2015, 04:38:39 AM »
Hi all, been a while.
Playing on the current version of Prokhorovka, I'm running into some really bad 'stuttering', for lack of a better term, with the lighting. The map map/units w.e seem to gain a ridiculous amount of bloom for a split second, then back to normal, bloom, rinse repeat. It honestly gives me a headache after few minutes of playing, and I really like the map itself. Have any issues been reported on this, and/or can it be recreated?
I'd been running my settings on minimum just to deal with the immense amount of
spam units the Soviet AI constructs; I tried messing with (setting to med/high) my settings and that didn't do much to help. My rig is capable of running other maps/mods/CoH2/[name of graphically intense game here] without issue.
In other news, a few bugs I've run into; if not bugs, then stuff that needs to be updated for the sake of the players.
-The OH medical tent doesn't heal; thus the OH seems to be without healing outside of the Army Support Troops paradroppable medic kits, because...
--As far as I can tell (I haven't bothered to check w. Corsix just yet), the Fortress Troops "heal in any sector with emplacements" thing really doesn't work at all. I've left units sitting in these sectors over the course of 60-90 minute compstomps and haven't noticed any notable restoration of HP.
--The 'medic' veterancy specialization needs to be updated, as it leads me to believe that I can heal my troops--it makes no mention of the ability cooldown and cost reductions that the upgrade in fact provides (I checked in Corsix on this one); either the text needs an update or the unlock needs to be changed.
-The 'Veteran Sergeant' upgrade for the OH still reads as granting the Landsers an MkB.42, despite the fact that it doesn't and is in fact merely the prerequisite for purchasing the MP.40II or PzB.39.
-Sturmpioneers get the same veterancy unlocks as Landsers; is this intended? I can either vet them up to Vet5 for hilarious sprinting repair squads, or magically give them ability cooldowns and cost reductions for abilities that they don't have. Or, best yet, downgrade their repairs for a couple of veterancy levels before gaining those meh-quality combat repairs. Just an FYI, not sure if intended.
-Strekly can purchase (iirc) PTRS obr. 1941s before the Men Against Tanks unlock is bought; they can then buy a second pair of PTRS obr. 1941s.
-The Command Squad's ability, whatever it's now supposed to be called, has the test/UI of the Shtrafniki upgrade for Cons; the ability itself just locks your units in place and applies some buff I haven't bothered to trace through Corsix; tl;dr, the text needs an update.
Will post other bugs as I find them; I don't know which if any of these have been found already in preparation for the new release.
« on: March 09, 2014, 07:25:56 AM »
Is it possible for the campaigns to work in spite of the .dll issues plaguing the mod at the moment? If they do work, this might be a fantastic opportunity to release a patch containing the campaigns. If I may, are there any specific ones being worked on? I've been doing some digging and have been especially interested in operations like Operation Uranus, Operation Bagration, and Operation Bustard Hunt. The subsequent siege of Sevastopol comes to mind as well...
« on: March 09, 2014, 07:14:35 AM »
And now more seriously: Smoking Gun managed to recode so many parts of CoH 1 Steam Version with the last 2 patches that all our tries to fix the recrew problem have not been successful yet.
What in the hell did they change, exactly? Last I heard they just messed with some of the .dll files and (I thought) some SCAR coding. I mainly work with the .rgds, so maybe it's all just over my head. I know that the changes have made it a bitch to get patches working for Europe in Ruins: Reinforcements mod (that I work on .rgds for).
I'll give a shout to Xeonis, who's been a whiz with SCAR coding on the EiRR team. Maybe he'll have an answer for you guys' .dll issues; try shooting him a PM yourself as I'm sure you'd be able to explain your problem more accurately than I could. I also don't deal with SCAR/.dll mumbo jumbo, so it'd all be Greek to me in any event.
A damn shame that EF isn't working, because the mod frankly grabs CoH2 by the balls, throws it down, and starts kicking it in the teeth.
EDIT: Frankly, I can see getting the entire CoH modding community together to fix this. Team allegiance be damned, no matter which way you cut it EF has thus far been the most enterprising CoH mod, and this would definitely show Relic/Sega that us modders mean business (and can also fix their mistakes for them). We're all sitting around on our laurels waiting for Sega to stop picking their butts and to release modding tools for CoH2 anyways. It might do everyone good to "de-frag" the modding community too.
« on: November 03, 2013, 09:15:08 AM »
Bishop, I rarely play EF. From what little I have played is where I'm gathering this. My comments are not 'how I want OH to conform to my playstyle'; I'm a terrible WM player anyways, I'm only really proficient as the U.S. It is your mod, and therefore your balance concern, but your very rigid take on this is puzzling. Yes, I do see your point that maybe I'm just not used to this new-fangled system, but on the other side of the coin, I'm trying it repeatedly and I'm repeatedly finding it a massive pain in the arse.
It's my personal take that the pool system is a great idea, but just translates to an inconvenience in game. Not once have I said "this is a terrible mod, get rid of it". It's better than CoH2 in almost every conceivable way (addressing chao's suggestion that I may lack a certain appreciation of the mod--again, I do not!). "OH just doesn't feel right" doesn't strike me as offensive. Merely as it...not feeling right as a faction. I could say the same for PE or CW, both of which are a little weedy themselves.
I'm adding my input as an ex rgd coder on a modding team and the developer of my own mod--this is not to detract from the 3+ years of work poured into EF, this is merely my observation and personal feeling. Bishop, I believe you at one time questioned my credibility as a "serious modder"; I chose not to take offense because the mod in question is being developed by me alone and is also the first mod I've been working on since square one--you had a point. In this situation I would ask you guys (as a dev team and, apparently, the community at large) not to take offense as well. How would you improve anything without third party/devil's advocate input anyway?
@ chao, I'm well aware that failing to prepare does not a happy player make. However, locking myself into a certain strategy that I can't quickly exit/modify/adapt according to how my opponent reacts to my initial strategy seems counterintuitive.
« on: November 03, 2013, 09:03:56 AM »
Working As Intended (tm), part of the pool balancing system
(Agree with everything you said).
« on: November 02, 2013, 07:16:45 AM »
I have to take the side supporting the claim that the pool system is incredibly redundant.
It's like saying "whelp, sorry, if you want an M8 AND an ATG, you need to build two separate Motor Pools because LEL".
Yes, I can get a PaK or I can get Shrecks--dammit, WM can do both without having to trade pools, and their weapons in that category are arguably more effective (better Shreck platform, moving ninja PaKs vs oh lel, half health on a Sherman who has 10 of his best buddies on the field).
Iirc there was mention of the LMG team getting retooled next patch. Right now, there is NO reason to even look at the HMG crew as you can just use Hot Barrel and herp derp your way to victory with a mass of LMG troops. And you might not even need them, when you can just roll with Landers that roflstomp anything on legs ahead of them--pile that on with unneeded Panzerfusiliere and Jagers and it just get's full 'tard.
I mean no offense, but OH doesn't quite feel right. It's a feeling almost of being half baked, but not quite. Like, it REALLY wants to be something but it just can't figure out what the hell that something is. There are pool redundancies that DO NOT WARRENT DEFENDING, and there are multiple copies of an elite infantry platform. WH has KCH and Storms, US has Rangers and Airborne. Brits only get Commandos, and PE gets FSJ. OH gets Landsers (arguably elite inf because they're so damn effective), Panzerfusiliere, Jagers, Pios w/ the training upgrade, Brandenburgers...I mean, how much infantry do you need?
« on: August 14, 2013, 05:47:48 AM »
Liking the pink decals.
Do those halftracks come in leopard print as well
« on: July 25, 2013, 07:27:45 PM »
Unless the gun actually penetrates your KV, you can sit there all day and eat shots to your heart's content, even at 5% HP.
« on: July 24, 2013, 04:27:32 AM »
Your average Conscript is sporting 42.285999 HP/man.
Riflemen have 55.
On the flip side, Grenadiers and Panzerfusiliere have 80 HP/man, while Landsers have 68 HP/man and a ridiculous armor type that eats Soviet munitions for lunch, but that gets completely reamed by the Western Allies' weaponry. Meh.
« on: July 17, 2013, 01:42:04 AM »
And when facing US/CW?
« on: July 17, 2013, 01:41:34 AM »
I didn't mention it as reward unit for the Kubelwagen, because it won't fit as reward unit for it either, because the only weapon that could damage a Panzer I would be AT rifles, heavy machine guns and AT gun teams(besides armour ofc). And that would really break balance.
So, Panzer I cannot be in Ostheer because it was completely outdated and there is no a real gameplay benefit on have it on board, but supposing we ignore that and we just add it for the sake of it, there is no place to put it because there is nothing that can fit it's role.
Argument is invalid; the SdKfz 22X series of armored cars had enough armor to withstand small arms fire. As it stands a couple of BAR squads will chew up an unmicroed PE AC or SC in a heartbeat.
Nothing to fit its role? It's an expensive T1 'tank' that can't destroy buildings. A big ole' PE Scout Car that takes less damage. OH GOD WHY D:
« on: July 09, 2013, 11:18:23 PM »
Every UNIT or every INFANTRY unit?
« on: July 09, 2013, 11:12:50 PM »
Having done the same sort of thing while coding Europe in Ruins mod...sneaky little RGD coder gremlins methinks, a little hidden mechanic to mess around with. Naughty naughty.
« on: July 07, 2013, 05:31:25 PM »
Some questions to the dev team; I don't mean to cast the wrong light towards blackbishop but I feel I've sent him one too many questions of this nature in the past and that he's frankly fed up with them.
-Would there be someone on the EF team familiar enough with SCAR coding to get jojorabbit's alternate doctrine units function working for full reward doctrines? I don't have the time to sit down and learn SCAR top to bottom unfortunately, anyone willing, please PM me! It should be a simple matter of replacing required and affected upgrades within the function.
-The Kanonvogel, Kubelwagen, and Foxholes--are they now 'available' (bishop had told me via PM that until the release of the Ostheer this was a no, however, I don't know if it's still 'no' despite the release), and if so, who am I to give good and proper credit to for their creation?
-The Landser squad leader gaining a field cap when upgraded with the MkB42; I noticed one landser (out of the non-leaders) with netting on his helmet. Is the upgrade simply using an animator_set_state on this one man or is it changing his ebps actor altogether (the Landser squad reads as having four normal landsers and a squad leader, so I don't even know why this one man stands out--I can produce a screenshot if this is in doubt
)? This would be a nice tool for my own mod for adding proper equipment to a given soldier when weapons are upgraded (since I use add/remove weapon functions rather than slot items, I could have, for instance, a German noncom gain submachine gun magazine pouches upon upgrade).
Many thanks, and apologies for posting this in the 'tech support' thread, but I didn't want to pester bishop with yet another PM.