Well at least the rifle is fixed
Well at least the rifle is fixed
Thanks Bran! I eventually found the errant entries in the projectile tables in the end but it seemed silly not to bring the problem to your attention.
As a matter of curiosity, do you know which tables I need to look at to tweak the frankly unreasonable survivability of MG bunkers? I understand that they need to be survivable enough to take a pounding but right now shifting them even after you have broken the enemy's line feels like a chore at best.
Without any suppression or demolition mechanics it seems like any semblance of realistic bunker busting techniques are basically useless which makes them feel pretty unrealistically difficult to counter.
Alternatively, might it be possible to give combat engineers special grenades with insanely high AP or some such instead?
That would be battlefield_buildings_tables. But that table is not in the mod files so I do not know what they used for the MG bunkers.
Battle entities is the table you're looking for.
Yeah mr. Hedge Knight!. It is a unit and not a building
How come the German infantry has 200 range while the French get 245? That's quite unbalanced.
UPDATE: New DB file- re balance of some rife ranges and lowered hit point for MG nest so they can be taken out. (Thanks Mr. Hedge Knight) Will still be tough but can be killed.
So anything you guys want changed added?
AHHH! The rifle range is so far! All i do in campagin battles now is sit in a trench and fight defensively while getting shelled at. Oh wait...thats WW1....
Well any feedback or requests?
...could you add a modern version of the Highlander unit with the broadie helmet and kilt?
Bran Mac Born did you change a bit AI battles in campaign????
Yes. Has new settings for artillery and rifle range spotting rules and morale and fatigue, formations. movements etc.
And is the AI smarter than 5.1.4 basic??
THe behavior is different. Longer ranges help the AI and it is harder to close on your enemy. The AI was never smart. This is a Creative Assembly game.
Ok thanks and i guess it is for TGW MOD 5.1.4 version
Last edited by elinath; July 21, 2015 at 01:09 PM.
I could not follow the last updates, are these modificiations compatible with 5.2 version now? And is the problem of AI solved?
5.2 version has not been released yet. what is the problem with the AI?