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报告翻译问题






Use this to load mods way easier. ie you can load them in this order and can do it without the game even running. should make it way easier. i do modloading from the options.set since im on linux and since other modmanager did not work i started doing that and now i just have preset codes i paste into options.set
From using modmanager to pasting code to options.set this is what linux does to a person.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3539729649
By both players verifying gamefiles before starting playing and making sure you load the mods in correct order. I always verify before starting playing multiplayer and i never suffer from resource desyncs unless someone happens to update any of the mods i rely on just on that moment.
Ie basically works 99% of the time.
You cant access british units on your own but you can play the mod as long as you dont use the mappacks containing maps for the DLC.
I use a mix. usually. since most of the vehicles have similar armour values, and then adjust it based on multiple sources usually. ie generally on vehicles that have alot of data i stick to what the actual data is as much as its possible. some things are more fantastical but that is mostly just german wunderwaffe at points.
Anything else is about as close as possible ie this centurion turret should be 127mm. the problem is that game does not actually tell the armour ID and i think i should make a suggestion to modify the armourviewer in editor to show that so i can easily make the thicknesses without loading it to soedit.
i did infact look more to it and its 127mm on the turret armour. and i know that from where it is. so in WOT they buffed the turrets to 254mm ie 2x the value at somepoint so someone has looked at that and put it at 254mm at somepoint, even if its only 127mm.
Depending on the faction you have access to 320mm+ Heat shells and etc. Maus is very tanky unless you have 320+mm pen on HEAT, it takes until early 1960s to get that kind of penetration on tanks consistently.
So on that situation you either split the atom or use chemical weapon against them.
or heavy artillery of 150mm+ caliber, since i remember you might have been the person who dislikes artillery the mod is meant for you to use everything available. ie just infantry and tanks is not enough.
Only the german heavies and soviet mediums and MBT's can be hard to pen until early 1960s, after that you have means to bypass any armourthickness. Secondarily most tanks do not have more than 120mm on the side.
That is the prototype one, its not the MK1 that has the other armour, secondarily game reports the highest armourvalue, not the overall armourvalues. ie it can have microspec of 254mm of armour. and it still reports it at 254mm instead of 127mm.
I looked over the turret and the whole frontpart was 254mm so i stopped it to 152.4mm someone had tweaked the armour higher at earlier port given its a ported vehicle.
Also, the WW2 British units still cannot be resupplied by other supply trucks other than their own British one.
Is the Type 5 supposed to have only 6 crews, instead of the 8 crews like the previous Type 4? I think due to the lack of crews the Type 5 takes ages to reload its main cannon.
You can continue the conquest after any campaign length so you select new campaign and it continues off again.
I think it should? Since i reduced the amount of maps from 7 to 5 ie game seems to have problem with 7 maps instead of 5.
I will fix those tomorrow.
I have something to report, it's about the British units from the latest DLC that you port them into NATO faction. They cannot be resupplied from the supply trucks from the mod (the American, German, French ones). As it right now they only accept their own British supply truck.
Another one is that the M22 Locust 'Little John' is missing.
That should be all for now. Please keep doing your great work!
its almost 2:40am, i will finish it tomorrow
but i will add british units to the usa and nato factions
and i will add some east german and polish units to warsawpact
And in general, thanks for the mod.
i could make a mod that disables it temporarely. however i think i know what the problem is now. since i fixed all other X and XX models this means i have to only fix the emplacements now.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3615571708
Yeah i know. i thought i fixed it yesterday so today im going to test the coop on my own log the entities my save file has and then logging what entity crashes the game after the end of the coop.
The problem is the game tells what entity ID crashes but not what entity specifically.
Normally the game tells it exactly and the biggest problem is that this does not happen in singleplayer conquest as well. specifically on multiplayer.
Ie i will eat first then i will load up coop conquest on my own and when it crashes after the battle i will tell what unit it is here and fix it and patch the mod.
So the reason why it crashed was that i reworked the factionlist and it should be back to normal so just verify the files or etc.
I would have to see how the code for vanilla airstrikes works and merge it with West81 since it does airstrikes differently.
Yeah seems nothing has broken yet i think. thankfully.
Block terminator expected! (eSDLReader.cpp:614) @ [main_loop]
>>>>>>> gui.cmd.exec_all
>>>>>> gui.cmd.exec(page_show)
>>>>> gui:cmd:exec_show(page_dynamic_campaign)
>>>> gui:pm:show
gui:pm:activate(page_dynamic_campaign)
>> file ""
file "/set/dynamic_campaign/values.set"
70: /«/;"nat isr" "isr nat"
71: "sov prc" "prc sov"
72: "sov sov" "sov sov"
73: "sov pol" "pol sov"
74: "prc pol" "pol prc"
Yeah im aware of it and have fixed it on my local build already. im basically doing final fixes for the new patch. should be done in 1-3 hours max,
Log -
Program will be terminated
APP ERROR - File not found
resource/entity/_vehicle/ussr/tank_light/valentine2/valentine
2.mdl
(C:\WORK\PROJECT_2\gch\GEMS\source_work\vc\G Repository
cpp\374)
RIP=7fe314ae804a [main loop]
RAX=00000000 RBX=961c6cf0
RCX=00000000 RDX=00000000
RSI=0bada0001 RDI=0bada0001
RSP=0c26c6d0 RBP=00000000
> gui::cmd::exec::all
> gui::cmd::exec::generic()
> gui::cmd::exec::generic()
> entity::raw
> entity::raw
//file
//entity/vehicle/ussr/tank_light/valentine2/valentine2.def
6. {
7. extension("valentine2.mdl")
8. include("valentine2.ext")
9. PartId("valentine2")
10. collider("tank_light")
11. target_class("tank_light")
12. }
----
mod use
1.Hotmod
2.West81
3.Ultrahotmod
4.wave 01 id=3562631215
5.Projectile Sound id=3540580405
6.PBR id=3548575715
7.Better GoH id=3541253287
Support Launcher id=3410344592
Yeah the problem is that all those files have to be manually created and coded so it means the MDL files have to be edited and some things taken out of them and etc and that has to be done to every entity not having them.
This was not a problem before persistence since game did not save them on the map but now it does.
Im aware of both the bugs. the flagcapturing one i do not know. but i know the end coopcrash is cause of the mod missing X and XX models for some entities, i would have to add all of them for every vehicle.
So either i disable persistence or make X and XX models for them. Since the bug does not affect singleplayer i have not fixed it since its tons of work and even if its priority im about 50% done on that.
The flagcapturing is potentially a conquest script or map script issue. but im not entirely sure what causes it. it does not happen on singleplayer but only on multiplayer so its probably multiplayer script related.