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As for this mod, no new major content planned either, I am not a modeler so the new units I can make is limited in scope. I will need to have a larger developer team for something like that; this has largely been a solo project.
I will continue to be doing division adjustments and rebalances, and adding more units when I can come up with them. I would like to make another PACT division but I'm not sure after that how much UI room in the armory will be left over, especially after the next dlc.
So far it seems like I have been the only one who will advertise it or anything, and unfortunately that won't last forever if I cant find a community who are willing play it and propel its development along without just me doing it.
As always, many thanks to you for your effforts.
I also noticed in USASOC that Green Beret Leader have access M1008CUCV pickups and huey despite being a 12-men squad and Green Berets 6-men squad had access to the M35 truck. I think it would make more sense to swap these transport options.
Just my opinion though, no pressure.
And yes I have modde/added in music. All the original vanilla music is retained in battle plus some new soundtracks. On the main menu I am currently arranging something that has a bit of a 90's techno-thriller vibe that is more appropriate and feels less redundant
I just found a bug with CTD. Message is "Token 'Heli_recon' not found in TBUCKTool texture bank."
I was playing Div. du Rhin against a soviet 16ya Spetsnaz. Just called a allouette III reco wit allouette III atgm. Probably the origine of the bug I imagine.
Modding in rifle grenades was inspired and I quite enjoy some of the changes, evne if there are side effects. Also, did you mod in extra music?
It is likeIy the result of the AI reacting to the suppression/rangescaIing changes and not having the Iighting movement speed that vaniIIa has to compensate
- AI has higher resource multipliers per difficulty level and are evenly graduated.
- AI artillery will most greatly prioritize counter-battery fire and establishing artillery superiority.
- AI has a longer duration memory of player assets and positions.
1) In the guide there is this "These are settings that I recommend for a 3v3 Conquest game, for example: - 3000 starting Command Points (1500 for inexperienced players) - 1x Command Point Income - 2% Command and Control (every unit deployed by a player reduces their income by 2%) - 90 minute time limit - 9000 point limit"
I usually play against the CPU, what settings do you recommend?
2) Do I have to create a deck for each battalion?
Refueling and repairing requires both units to be stationary and out of combat. That is a difficult thing to do in alot of MP games, and while the exchange doesn't take long the actual time spent rotating those units is also pretty massive. If you play with C&C a surplus amount of supply vehicles will inhibit your income.
I've balanced the whole mod around infantry replenishment, which is a core vanilla game mechanic. The cost of replacements is equivalent to the weight of a man in the mod.
In the vanilla game, all stealth and optics values are at fixed intervals, the thresholds of which you see are displayed on the unit card. However, in the mod, I calculate stealth for infantry and crew served weapons by their unit size, stealth for vehicles by their height, and stealth for aircraft is curved by their estimated RCS. Radar air optics values are themselves curved by their real life detection range against a trackable target. Other activities modify stealth/concealment, such as shooting or being stationary. In the mod suppression against infantry also increases their stealth, because it is implied that their use of microterrain and cover has increased.
I don't know what specifically the calculation looks like that puts all this stuff together but I have tuned it to what I have found to be satisfactory.