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#1
Posted 31 August 2009 - 02:29 AM
Hello everyone. I am back.
#2
Posted 31 August 2009 - 07:07 AM
Abilities:
Fortify the Perimeter: Allows you to build machine guns within 1 cell of your buildings.
Flak 36: Allows you to build the Flak 36 base defense.
Advanced Warning: Increases the sight of buildings.
That is all impossible. You can't increase the sight of buildings, or use upgrades / powers as prerequisites. And obviously the first one also doesn't work...
#3
Posted 31 August 2009 - 02:11 PM
Hello everyone. I am back.
#4
Posted 31 August 2009 - 03:52 PM
#5
Posted 31 August 2009 - 09:23 PM
And you can use the Fortify the Perimeter, because I'll use building upgrade logic, like the nodes on the Upgrade Center on TS.
Hello everyone. I am back.
#6
Posted 01 September 2009 - 07:36 AM
Remember, a building can only be upgraded 1 time, and I don't know if sight can be modified via upgrades, or armor...
Also, giving Engineers weapons will screw up the AI.
Edited by need my speed, 01 September 2009 - 07:38 AM.
#7
Posted 01 September 2009 - 09:26 AM
#8
Posted 01 September 2009 - 02:05 PM
The Fortify the Perimeter can be done once you build the upgrade, because I can use the upgrade as the prerequisite.
Hello everyone. I am back.
#9
Posted 01 September 2009 - 02:37 PM
your better off using a building with a 0x0 foundation
upgrades in the ts sense
- instantly repair structure to full health
- support super weapon
- support power/power drain
- weapons (must have both primary/secondary same - it fires twice)
- ts threatr ratinglogic which is most likely defunct
all other features are not allowed because in essence all a upgrade is a animation on a structure.
#10
Posted 01 September 2009 - 03:20 PM
Yeah, I meant that. So, I'm called Needy now?A building can have lots of upgrades (probably 255), you can't have one upgrade that effects several buildings
What AG said is right, as far as I know, but remember that with every single upgrade, the building gains full health. I thought someone said that you can't make a building which drains no power drain power? Unless you have Power=0 maybe, so that the tag exists and thus is changeable. TreathLogic does work, as is proven in the Third War, but really, don't use it. It sucks. It makes Spies useless, and limits your control over units.
Edited by need my speed, 01 September 2009 - 03:23 PM.
#11
Posted 03 June 2010 - 07:37 PM
To continue my list of changes, I'm gonna also make so that Tiger Ace haves BuildLimit=1 instead of -1 because of that how AI happens to work.
Also, I'm gonna give Volksgrenadiers ability to deploy which loses their mobility, yes, but they can use Panzerschreck to shoot at enemy armor, thus increasing usability of Volksgrenadiers, and as for Riflemen, they'll gain BAR rifle when elite, making them able to fire faster and they can do more damage to light vehicles, but not for tanks.
To continue, again, I'm also going to give some doctrines few abilities/vehicles/infantry more to make them more different from the other doctrines.
Btw. I lost my internet so I unfortunately can't provide you people with new pics and stuff until I get it back, but this however, gives me more time to improve this mod. Wish me luck guys, if you care or something else.
I also apologise for that fact I'm not given any updates or status about that how's the mod going. Here's some information: Apart from trying to balance non-doctrine/commander units and infantry, I've been (Trying) to make doctrines/commanders and I can tell that Blitzkrieg Doctrine and Airborne Commander are mostly done.
Edited by H.U.N.K, 03 June 2010 - 07:38 PM.
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#13
Posted 04 September 2010 - 02:05 AM
Hello everyone. I am back.
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