Grot
General
J-23 znowu nadaje
Posts: 4,049
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Post by Grot on Nov 22, 2023 21:48:03 GMT 1
Which parameter controls trench cover for units? I'm using Road to Victory mod and the infantry in trenches is immortal, it takes around 15 minutes to clear one trench with three tanks. I'm thinking of changing to closer to vanilla or GZM value but I can't find the correct parameter in either consts.xml or units trenches have 0 cover protection for inf. in XML all coverage is set to 1 coverage 1 = zero inf protection coverage 0 = 100% inf protection I am setting mine at 0.7 to give the men some cover as they should have. blitzsrbija.proboards.com/post/64695/thread
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Post by charlie72 on Nov 23, 2023 1:54:31 GMT 1
Excuse me but I don't understand. Thing is in R2V mod infantry has more HP which I like, but when in trench they also seem to have extra hp or cover boost which I want to remove. I can't understand what xml to edit. And R2v doesn't have Entrenchment folder
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Post by Squire James on Nov 23, 2023 16:55:04 GMT 1
From what I can tell, the thing that R2V changed that makes infantry rather too strong in trenches is in the const.xml
Vanilla: DefaultFireplaceCoverage="0.3" R2V: DefaultFireplaceCoverage="0.10"
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Post by charlie72 on Nov 23, 2023 23:55:21 GMT 1
I'll try that, thank you!
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Post by Mascarenhas2 on Nov 25, 2023 13:15:58 GMT 1
But if you change this value, it will change for any building, not only trenches, isn´t it true?
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olvie
Potporucnik
Posts: 104
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Post by olvie on Dec 5, 2023 12:44:41 GMT 1
Again, no worries, no need for sorries (sorry's? seems there's no plural form in english). It is very time consuming and therefor not always compatible with real life. Yeah, you need focus and be 'in it' and then before you know, you are departed for a couple of hours...
So far, i had always put a ChangeFormation command apart in its own function, but i tested the following code, curious to see what would happen:
[...] I've used the above described spawn method so much, i also try to explore other ways. The safest method would be creating unique reinforcements, of course, but that demands more work. I guess i use a specific method according to the group or even single unit's function and even mix them in one map. Thank you for the in-depth insights, Kaoz! I've had to take a bit of a hiatus in recent weeks as other events have taken precedence unfortunately, but I did manage to fix about half of the counter-attack and have tested them too. 90% seem to work fine with the new system, a couple of units still won't move for unknown reasons. I have increased the wait times between the different functions to give the game more time to spawn the units and run the scripts, but I haven't had the time to replay the mission again and see if that would fix the remaining issues. When I was testing the scripts on Sunday, I sat down for an entire afternoon and played about 1/4 of the mission finished so far (probably 1/8th of the mission in total) and I got really immersed and did have a ton of fun. Most of the stuff I've scripted is now many months old so I had forgotten many of the exact triggers which made the playtesting a lot more exciting. There is definitely some need for some fine tuning, but overall the mission plays like I hoped it would and is fun edit: oh yea and I found for quick testing (depending on what you're testing), giving yourself a B-52 with a nuke is extremely convenient. Faster than god mode for sure. Naturally, infantry in trenches are still completely unfazed by temperatures hotter than on the surface of the sun. Not that it matters in this context, but it's a bit sad that nobody ever managed to significantly improve the trench mechanics in the game. Which ties in nicely with charlie72's question.
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kaoz
General
inter faesces et urinam nascimur
Posts: 1,112
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Post by kaoz on Dec 7, 2023 3:00:00 GMT 1
giving yourself a B-52 with a nuke is extremely convenient. Poor bastards... I sometimes use attack-planes for this, if needed.I've never had the time to look at trenches, really. The only thing bothering me would be that AI soldiers are much stronger and harder to kill than those of the player. Same for the artillery, which is also somewhat 'unfair'. But i'm afraid that's part of the engine.
Curiously, i opened the ResEditor and there actually exists a Trench Editor... Mhm, gonna check out if it can be of any use; what parameters are available to adjust.
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Post by Squire James on Dec 8, 2023 13:46:42 GMT 1
giving yourself a B-52 with a nuke is extremely convenient. Poor bastards... I sometimes use attack-planes for this, if needed.I've never had the time to look at trenches, really. The only thing bothering me would be that AI soldiers are much stronger and harder to kill than those of the player. Same for the artillery, which is also somewhat 'unfair'. But i'm afraid that's part of the engine.
Curiously, i opened the ResEditor and there actually exists a Trench Editor... Mhm, gonna check out if it can be of any use; what parameters are available to adjust.Its more that difficulty settings are biased to the AI beyond "normal", and even on normal, the AI has the advantage with artillery because it can instantly and simultaneously direct fire from EVERY gun on the map to your artillery the moment it "sees" the circles. You as a player are hamstrung by both interface (having to click and select different units, it takes time) and by virtue of being human. Its one reason I removed the artillery circles in CFCS. It levels the playing field significantly. Infantry in trenches, the bit to check is the "coverage" value (I believe its called). That's often set too high in trenches. I believe it works more like exposure than cover, with 1 being fully exposed and 0 being fully in cover. I went through and changed all these values in CFCS. Took a LOOONG time but its why buildings act differently in CFCS. I tried to make them provide appropriate levels of protection.
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kaoz
General
inter faesces et urinam nascimur
Posts: 1,112
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Post by kaoz on Dec 9, 2023 0:16:43 GMT 1
Its one reason I removed the artillery circles in CFCS. It levels the playing field significantly. Does that make the AI spot the player's arty less quick? As a player, i don't mind seeing circles to know where to aim my suppressive fire, if i have a chance to answer that is. The problem i have with arty is that AI kills mine within a few attempts (hard/medium/easy setting has an effect on this) and that player has to fire half an hour to take out one soldier... I know by now, it is a mixture of dispersion and various other settings, and i have tried to change the dispersions, but this has a big effect on the player, but to my experience only small effect on the AI.
Don't worry, it is not a frustration, not a huge 'problem' and it's not something that would keep me from playing, but there BK AI is always somewhat unfair imo, same with trenches. But it is what it is... For this reason, my later maps have been given less arty for the AI. I'm ok as a player to be shelled, but i need a fair chance to survive, right? Sad news on the ResEditor as i can't seem to find any starting file (.obj?) to load into it. The BK resource pak doesn't seem to include this. I checked it 3x. I need the 3D trench file to get further. I must admit i haven't checked the data.pak of BK itself yet, but i guess it only contains the exported files. Should be possible to copy those, edit them and add them to a mod, as the Help from the ResEditor's F1 states:Trench Editor This module allows to edit trenches. You must set 3D models of various trench parts: embrasure (Trenches With Embrasure), linear section (Trench Line), end sections (Trench Ends) and curves (Trench Arcs). You can set several various models for each section and specify probability of shell hits for each of them (Coverage). Armor parameters from various sides (Defences) are set for whole trench object. Also you should set the trench's capacity (in Basic Info tree item). For proper appearance in game, information about MOD’s version of trenches should be added to modobjects.xml file. Name field should be set to “Entrenchment”, type should be set to “mesh” and gametype – to “entrenchment”.
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Post by Squire James on Dec 9, 2023 2:33:35 GMT 1
Its one reason I removed the artillery circles in CFCS. It levels the playing field significantly. Does that make the AI spot the player's arty less quick? As a player, i don't mind seeing circles to know where to aim my suppressive fire, if i have a chance to answer that is. The problem i have with arty is that AI kills mine within a few attempts (hard/medium/easy setting has an effect on this) and that player has to fire half an hour to take out one soldier... I know by now, it is a mixture of dispersion and various other settings, and i have tried to change the dispersions, but this has a big effect on the player, but to my experience only small effect on the AI.
Don't worry, it is not a frustration, not a huge 'problem' and it's not something that would keep me from playing, but there BK AI is always somewhat unfair imo, same with trenches. But it is what it is... For this reason, my later maps have been given less arty for the AI. I'm ok as a player to be shelled, but i need a fair chance to survive, right? Sad news on the ResEditor as i can't seem to find any starting file (.obj?) to load into it. The BK resource pak doesn't seem to include this. I checked it 3x. I need the 3D trench file to get further. I must admit i haven't checked the data.pak of BK itself yet, but i guess it only contains the exported files. Should be possible to copy those, edit them and add them to a mod, as the Help from the ResEditor's F1 states:Trench Editor This module allows to edit trenches. You must set 3D models of various trench parts: embrasure (Trenches With Embrasure), linear section (Trench Line), end sections (Trench Ends) and curves (Trench Arcs). You can set several various models for each section and specify probability of shell hits for each of them (Coverage). Armor parameters from various sides (Defences) are set for whole trench object. Also you should set the trench's capacity (in Basic Info tree item). For proper appearance in game, information about MOD’s version of trenches should be added to modobjects.xml file. Name field should be set to “Entrenchment”, type should be set to “mesh” and gametype – to “entrenchment”. Well, it stops the AI from spotting artillery at all, apart from the usual method of line of sight. But the player is similarly reduced, so it gets rid of the AI advantage and levels the playing field. Not *ideal* but its better I find.
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Post by vonoben on Dec 20, 2023 17:06:24 GMT 1
Dec 8, 2023 at 1:46pm Squire James said:
Its one reason I removed the artillery circles in CFCS. It levels the playing field significantly.
How do you remove the artillery circles then?
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Post by Squire James on Dec 20, 2023 18:32:46 GMT 1
Dec 8, 2023 at 1:46pm Squire James said:
Its one reason I removed the artillery circles in CFCS. It levels the playing field significantly.
How do you remove the artillery circles then? In each weapon file, there is a value called RevealRadius. Change this value to 0. No more rings.
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Post by vonoben on Dec 21, 2023 15:13:40 GMT 1
Ok, thanks for the info.
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olvie
Potporucnik
Posts: 104
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Post by olvie on Mar 14, 2024 10:30:15 GMT 1
Quick question: Building a new PC currently, can Windows 11 run Blitzkrieg?
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Post by Mascarenhas2 on Mar 14, 2024 12:41:53 GMT 1
Quick question: Building a new PC currently, can Windows 11 run Blitzkrieg? It sure does, and conveniently allows affinity memory settings.
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