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报告翻译问题








Bugs: KV-8 has a werid flamethrower range and when firing if the emeny if the emeny is outside the range the KV-8 will still kill units but won't damage them...sometimes(that makes so little sense).
For my laptop my highest resoltion is 1377x768 and when playing america because there are so many abiltys at the bottom they overlap my resoures and can't see my manpower and muntions
Jadgtiger's supporting fire abilty has no muzzle flash or sound (havn't tested this again yet)
and my one suggestion is for the american 60mm mortar i would like instead of smoke to use white phosphorus i wonder if that could be done.
anyway can't wait to see this mod grow
Hey Flippy! I appreciate the comment and the support!
Regarding some of these bugs, anything that deals with unit behavior and performance is the base game itself. As of this point I have not changed unit behavior. I have only altered some costs, veterancy levels, and production. Nevertheless, I will look into unit behavior to address these problems!
- KV-8 is probably dealing critical hits to units at long ranges but not damaging them. This is common as the KV-8 has an incredibly high critical-hit rate and will more likely kill infantry outright than damage them. I will look into their range and behavior.
- For the resolution and US abilities, I released a patch yesterday that put some abilities on the SECOND tier, above whre normal commander abilities are. This fixed too many abilities on the row, but your resolution may still have problems. Have you tried since the last patch? Are some abilities above your regular commander abilities?
- The Jagdtiger Support Fire should be functioning, and I've tested it myself. I will test it additionally today. It may have to do with graphic settings or it may have been a single occurrence. Are you able to reproduce this bug?
- I will look into White Phosphorus use for the US mortar. When doing so I'll check a few things: Did US use white phosphorus during the war, with mortars or not? Does the unit need a cost increase for it? Would that cost then be too high? I'll definitely look into it!
As always, I appreciate it, and I'll always take the time to reply! Thanks!
I noticed the UI fix eariler today and i am impressed i didn't think that would be fixed so quick.
Also the rest seem to of been one time things and i'm not sure if fixed or random occurances from the core game.
And yes the US used willie pete alot, often more than HE due to how effective it is against dug in postions.
Then I will definitely work on adding it in today, likely as a vet 1 unlocked ability.
More of a 'wish' than anything:
Can you make artillery guns, mines,and tank traps (including OKW) buildable as well?
Yes! After this tournament (I don't want to patch and change things in the middle of a cash tournament for balance sake), I am totally going to add artillery to every faction. Doctrinal mines are a possibility for each race, and tank traps are most likely going to be added to everyone!
Can you also add the short barreled Panzer IV to the tank list of the Wehrmacht?
As I addressed in the comments section, I'll be adding the stub P4 as well in addition to artillery for each faction. And yeah, I think I'll add the Pak 43 as well!
Can I ask you to add the command Pz IV too? (To be able to build it.)
The normal half-track Sd.Kfz. 250 as well?
(Oh can you also add the MG 34 to the Wehrmacht as well?)
Can you also add some gadgets, like "Hull down", "Panzer Tactician", "Spotting Scope", "Half-track Riegel 43 Anti-Tank Mine", "Tactical Movement", "Relief Infantry" and the Cargo Truck ?
Would improve gameplay a lot.
I like your mod but i want to keep it so close to the original gameplay coh2. I have 2 things i realy like in your mod and thats there are 6 commander options in place of 5 and the 5 stars soldiers, who i realy appreciate it. I want to ask you if it could be possible to make a mod only for the 2 things mentioned above... And because i have the french game of coh2 could it be possible to translate it for you and put them in 2 languages (EN and FR)?? So i could keep my game in french lol. I have take a look on your mod script and it seems that you need only to delete some scripts from the file to make it work. My email is franco.de.taye@gmail.com
Have a good day and tks for your work...
Now that you mention it, I see this commander used a lot by AI as well. I will look into the AI files and see if I can influence that much more.
As for the guard rifles, they are potent against vehicles with the criticals. I will look into their weapons more and see if I can tune it. I think the biggest tissue is that the King Tiger in the game isn't the armored monster it should be, so it is possible I will buff the armor in exchange for more vulnerable criticals to the rear of the KT.
I have a couple suggestions/questions.
1. Replace Tiger Ace with King Tiger for Wehrmacht? I don't like the penalty for the Tiger Ace so I tend not to deploy it when I can do 2 or 3 regular Tigers.
2. Sandbag wall for Germans? Germany was notorious for fortifying the crap out of everything during the war. It would make more sense if they could entrench with sandbag positions as well. This should be infantry buildable as well.
3. Add camoflauge ability to all AT guns?
Some things that I noticed actually worked with this mod
+ I can garrison a mortar team in a trench properly. I know this sounds silly, but not all mods with trenches allowed me to do this. However, their "Barrage" ability seems to be bugged.
- "Ambush Camoflauge" seems to be bugged as it no longer requires cover. This may be a feature. If it's a feature, let's keep it. :D
That's all I have for now.
Thanks for taking the time to write out your experiences and suggestions! It helps me a lot with tuning and balancing.
As far your comments,
1) The Tiger Ace penalty is not in this mod! So if you pay the extra costs for the Tiger Ace, you won't have the massive resource penalty that is normally present. This includes the call-in from the commander (which is a cheaper version). So next time, call in that TA!
2) I thihnk this is a good idea. I would like to equip all basic infantry with sandbags. I will add it in for the next patch as it adds a good layer of tactical play, adds a more defensive playstyle option, and there's a moderate risk/reward factor for building them and becoming defensive.
3) Camoflauge AT is dangerous because it adds damage and penetration bonuses which could make some AT guns incredibly powerful. As it is, almost all factions have a massive AT gun exmplacement they can build, and the US AT gun is very viable. However, I will look into adding a munition upgrade that will allow individual AT guns to have camo added.
As for the mortar squad and ambush camo, I haven't change any of those values, so those are standard from Relic's files. Can you describe the barrage bug? If anything, their models may be getting stuck in which case they can't properly rotate or animate properly in the tight space, so this may cancel or bug out their ability.
Thanks for playing, and thanks for caring enough to write out these suggestions!
The Relic patch has caused this bug. I'm working on a patch now.