Company of Heroes 3

Company of Heroes 3

Melfina's All Unit Mod
240 条留言
tricon  [作者] 10 月 4 日 下午 9:20 
@jim I've been working on dialing back the AI's use of strafing/bombing strikes as well as the CWT truck. I haven't seen the 4.2" mortar much in testing, but I can take a look at the mortar too.
jim 10 月 3 日 上午 11:00 
HOW DO I GET the AI to quite building the 4.2"heavy mortar/cwt 15cwt aa
tricon  [作者] 9 月 23 日 上午 7:05 
Then after you have your new ability built, you'll need to modify the requirements in some way so it is unlockable in-game. For MAUM, I created all new UI elements since the abilities are no longer coupled to the battlegroups. If you are still wanting to use the battlegroups, I would suggest creating a copy of the battlegroup upgrades. You can find those in: 'Attributes/upgrade/attributes/<race>/battlegroups'.

And then once you're done with the ability, you also need to add it ability to the army so that it loads properly when the game starts. You can do that from: 'Attributes/army/attributes/<race>'. Your new ability will need to be listed under 'army_bag/abilities' for the correct race.
tricon  [作者] 9 月 23 日 上午 7:05 
@Slick My Duck I've only been able to make those types of abilities work by duplicating and modifying an existing ability. You should be able to find all the existing ones under: 'Attribute/abilities/attributes/races/<race>/battlegroups'. From there, check under the abilities 'custom_properties' node and often you can find the state tree references you'll need to call an ability.
Slick My Duck 9 月 23 日 上午 1:56 
may I ask how can I edit battlegroup abilities?I'm trying to made a barrage ability for german, but it won't work
andreas.miska 9 月 7 日 下午 1:11 
ttrriiconn Vaaniilla COH Extrem SSuuppeer
tricon  [作者] 9 月 5 日 下午 3:42 
@andreas.miska Glad you like it. Were you playing against Axis or Allies? There are a couple of somewhat broken Allied ability combinations that the next patch should help address.
andreas.miska 9 月 5 日 下午 3:16 
SSoorry No GGo
andreas.miska 9 月 5 日 下午 2:39 
Geillerr MMood KKannnn Deen FFeeiindNNiccht SSchlaageen TTrrottz Exxttremm schitt
tricon  [作者] 9 月 2 日 上午 6:51 
Well, the M8 doesn't have a switch yet, but I'll see if I can add an artillery mode ability or button so it can fire long-range as well.
jim 9 月 1 日 上午 11:32 
can you show me how to change them
tricon  [作者] 9 月 1 日 上午 7:31 
@jim Ah I think I understand. I can normalize the range of the 105s but the M8 is a weird unit in CoH since its balanced as a close range aoe weapon and not as an artillery unit. I'm not really sure why Relic designed it that way, but changing its unit type will most likely have some major balance implications.
tricon  [作者] 9 月 1 日 上午 7:26 
@AleeXx- Glad you like it! I started with the Panzer III 37mm turret but the mod tools don't allow for component scaling so it is way too large and looked really funny (kind of like the Puma...). However, it actually does use the same shell, damage, stats, etc. as the Pz III 37mm.
jim 9 月 1 日 上午 3:33 
i am just saying that the m4/105 and m8/75 should have the same as the tow 105 and 75 pack i was in the ary. in 72 and i know that this is not realness
AleeXx- 8 月 31 日 下午 6:35 
hello bro!! wow panzer 38t, it's fantastic!!, the only thing you should change is the turret for that of the panzer III e, since the cannon is 37mm, like that of the panzer 38t, on the other hand the cannon of the panzer II is only 20mm, it's just a suggestion. Excellent work!! I hope one day the 4 factions can be used separately. greetings
tricon  [作者] 8 月 31 日 上午 7:28 
Hi @jim I'm not sure what you're asking? Are you wanting the US 105 to have a longer range? The mod uses the vanilla stats for basically every unit. The reason I try not to modify the weapon stats is so that when Relic updates the game, the individual unit balance follows the base game.
jim 8 月 28 日 上午 7:35 
ok i just got off of wikki and found out the pack 75howz are the same as the tow and the 105 tow is the same on the priest and the 75 would shot up to 5.5 miles and the 105 7miles and they are same in the m4 105
tricon  [作者] 8 月 26 日 上午 7:35 
@Chicapixie Glad you like it! The firing animation isn't quite synced up yet, but the unit should otherwise work as intended.
Chicapixie 8 月 25 日 下午 11:01 
Woooow panzer 38(t) :steamthumbsup:
knight.atlas 7 月 30 日 下午 3:57 
Ok I will try that, I didn't know you could cycle between them, thank you!
tricon  [作者] 7 月 29 日 下午 2:21 
Hi @knight.atlas, That upgrade should be in the Allied Mechanized Support Center. The mod lets you construct multiple support centers since there are so many upgrades. Try clicking on the support center icon (a few times) to cycle between them once you have constructed more than one. I hope that helps!
knight.atlas 7 月 29 日 下午 1:13 
Has anyone had the issue of not being able to find/research the high velocity weapons upgrade for the allied side? I cant seem to find it anywhere and so there are units I cant unlock. Thank you.
tricon  [作者] 7 月 25 日 下午 7:14 
@jim It appears to be an issue in the game when using non-standard HQs and other buildings. From what I can tell the annihilation mode win condition is hard coded to the stock HQ buildings of each faction. Because the mod changes the HQs, the win condition never triggers. No immediate fix for it, but perhaps some other modders have run into the same situation.
jim 7 月 25 日 上午 6:08 
so what did you fine out
Erica Estrelina Hill 7 月 12 日 下午 8:29 
@tricon

thank you its good mod and hard work , youre hero !:steamthumbsup:
tricon  [作者] 7 月 12 日 下午 6:27 
@Erica Estrelina Hill Glad you like it, and yes, the tech/ability boxes are definitely a problem. I don't think Relic ever designed the game with the intent to allow players all of the abilities at the same time so the UI does not really work well once you have too many abilities researched. One idea I've had is possibly hiding some of the passive abilities which might help limit the number of boxes that appear. I'm also planning to break apart some of the ability unlocks that do multiple things like the Allied air unlocks.
Erica Estrelina Hill 7 月 8 日 下午 10:00 
really love this mod , super mod !!!!!!!!!!

but thought i have some problems , once all technologies are researched, all their icon frames pile up on the right side of the screen, forming several columns of icon walls, which seriously obstruct the view. Is there really no way to solve this?
tricon  [作者] 7 月 8 日 下午 8:16 
@jim Thanks for taking the screenshots! However, I do not believe Steam lets you directly embed images in the comment section. You will need to upload them somewhere else first before anyone else can view them.
jim 7 月 8 日 上午 6:05 
"C:\Users\Jim\Documents\1677280_20250625080542_1.png"
"C:\Users\Jim\Documents\1677280_20250625080547_1.png"
"C:\Users\Jim\Documents\1677280_20250625080554_1.png"
"C:\Users\Jim\Documents\20250625080542_1.jpg"
"C:\Users\Jim\Documents\20250625080547_1.jpg"
"C:\Users\Jim\Documents\20250625080554_1.jpg"
tricon  [作者] 7 月 7 日 下午 9:25 
@jim Do you think you could share a screenshot of what your game settings are? Games should definitely be winnable when you are playing with victory points.
jim 7 月 7 日 上午 8:01 
i ues this with your mode Annihilation+workshop
jim 7 月 7 日 上午 7:58 
i did play VP mode and it deed not work maybe i am using the wrong modes
tricon  [作者] 7 月 6 日 下午 9:40 
@YouMoMCallME Technically it should work (no crashes or anything fatal), but practically it probably won't be fun since Advanced AI has no means to navigate this mod's tech trees so it will be limited to basic units. That said, the author for Advanced AI is awesome and expanding this mod to support AA is on the long-term to-do list.
YouMoMCallME 7 月 5 日 下午 11:28 
Has support for the latest version of Advanced AI been updated ?
Thank you for the mod !
shadowsniper284 7 月 5 日 下午 2:50 
Thank you, awesome mod!!
tricon  [作者] 7 月 5 日 下午 2:33 
Sorry about that! The Support Center should be working correctly again now.
tricon  [作者] 7 月 5 日 下午 2:18 
Oh no -- I'll take a look into that right away. Thanks for the bug reports!
Soggy Peach 7 月 5 日 下午 1:36 
Yeah the US can't do the first support centre tech
shadowsniper284 7 月 5 日 上午 7:50 
Anyone running into the issue of the support center not being built?
tricon  [作者] 7 月 5 日 上午 7:29 
@jim The most recent update fixed a lot of Axis bugs. Try playing a VP mode game.
jim 7 月 5 日 上午 5:10 
i use your mod and this Annihilation + workshop
jim 7 月 3 日 上午 10:18 
nope no change i till can will whit the axies
tricon  [作者] 7 月 1 日 下午 7:26 
@AleeXx That is actually super helpful -- I might be able to kitbash a Marder III chassis and a similar turret like the L6 has. I'll see what I can do!
AleeXx- 7 月 1 日 上午 12:33 
Unfortunately not, there is a COH 2 doctrine called "Suppor assault." The Panzer 38 t uses the same chassis as the Panzer Mader III. The turret is similar to the L6 40. I know the Panzer 38 t was in a doctrine called "Support Assault," but I can't find it.
tricon  [作者] 6 月 30 日 上午 11:49 
@AleeXx Do you know if that vehicle is in any of the single player campaign missions? That is usually where I pull the vehicles from.
AleeXx- 6 月 29 日 下午 9:22 
Please Panzerkampfwagen 38(t) Ausf. S
tricon  [作者] 6 月 26 日 上午 7:00 
@jim The mod will be updated for Opal Scorpion (2.1.0) soon which includes a number of balance changes. That might help with your win rate?
jim 6 月 25 日 上午 6:09 
i took screen shot of it ever thing
jim 6 月 25 日 上午 6:08 
WILL i still can't win as axis:
tricon  [作者] 6 月 15 日 下午 5:29 
Hi @=Angel=, Glad you like it! One thing I have been testing is splitting the different artillery abilities into different upgrade options (at lower costs) so unlocking doesn't immediately fill the UI. That's the first bug report I've heard about the Tiger Ace, but I'll definitely take a look at fixing whatever the issue is. Thanks!