For the Finnish Engineers, do you mean that the 44 and 45 are worse than the 43?GabeKnight wrote:And could you please, please, pretty please, FINALLY fix those in the units.csv file:
- The US commandos 42/43 should get the same air def value as all the other nations' commando units: 14 -> 18
- The Brit. heavy inf. still has the assault=10 value. That just CAN'T be right.
- The Soviet SU-122 AT version should have the same air defense stats as the ART version, or not? 10 -> 16
- The Soviet SU-152 ART version should require the same supply points and have the same bomb and naval defense as the AT version, or not? 3 -> 5; 10 -> 18; 10 -> 18
- The Fin. eng. 39-45 inf. & veh. attack and inf. & veh. defense stats are still messed up and should be equalized
- The Hung. Bofors 75mm AT version still has range=2; also the attack and defense stats seem quite wrong (1 mech. attack for AT gun?)
- The German "Panhard_178_Germany" (Beutepanzer spec. recon unit) should have the same supply/CP requirement like all other recon vehicles: 3 -> 2
Unit issues 6.1.8
Moderators: The Artistocrats, Order of Battle Moderators
Unit issues 6.1.8
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- Lieutenant-General - Karl-Gerat 040
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Re: Unit issues 6.1.8
Yes, but more importantly the Eng.'41. There had to be some mix-up with the lines when copying the stats. I get that fixing the the '44 and '45 versions ain't that important for single player, as the last mission of WinterWar ends October 1944 (should be still Eng.'43 then).Shards wrote:For the Finnish Engineers, do you mean that the 44 and 45 are worse than the 43?
Still, all the other (core) nations have the same complete and correct stats.
Stat comparison with Soviet engineers, differences marked:
Stat comparison with the other main factions: And looking at this, you should consider equalizing the RP costs of Japanese and US engineers to all the other nations as well...
Re: Unit issues 6.1.8
Split these into a new topic as they won't be fixed for 6.1.8!
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- Lieutenant-General - Karl-Gerat 040
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Re: Unit issues 6.1.8
Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah!Shards wrote:Split these into a new topic as they won't be fixed for 6.1.8!
But...... I said "pretty please".....
Okay, seems it's about time to revive my mod thread again after the v6.1.8 patch and do it myself...

Re: Unit issues 6.1.8
So we add new issues to this thread even if 6.1.8 is not out yet?
US Marine Raider can't be assigned the LVT 1 amph transport in the editor. Infantry and engineers are ok.
US Marine Raider can't be assigned the LVT 1 amph transport in the editor. Infantry and engineers are ok.
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- Lieutenant-General - Karl-Gerat 040
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Re: Unit issues 6.1.8
It's not a new issue, but I've never understood this:
Freshly placed Tiger in editor, no exp./stars. Why the different costs?
(Don't mind the high RP amount, it's a test)
EDIT: Just to be clear, this has nothing to do with the "Tiger" unit. Elite repairing units with no experience is always more expensive than with regular repair. Mathematical explanation here.
Freshly placed Tiger in editor, no exp./stars. Why the different costs?
(Don't mind the high RP amount, it's a test)
EDIT: Just to be clear, this has nothing to do with the "Tiger" unit. Elite repairing units with no experience is always more expensive than with regular repair. Mathematical explanation here.
Last edited by GabeKnight on Wed Jun 06, 2018 9:10 pm, edited 2 times in total.
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- Lieutenant-General - Karl-Gerat 040
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Re: Unit issues 6.1.8
"No supply"-marker (red dot) missing. Possibly even no efficiency reduction.
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Norway - Turn 19.rar
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Re: Unit issues 6.1.8
Is that a named location? I wonder if it's related to showing the plate rather than the city name?
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- Field Marshal - Elefant
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Re: Unit issues 6.1.8
StuG III B, D & E no (Sand Storm) Skin in ART version :
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- Lieutenant-General - Karl-Gerat 040
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Re: Unit issues 6.1.8
It's Lillehammer.Shards wrote:Is that a named location? I wonder if it's related to showing the plate rather than the city name?
Either way it's not just the plate, just checked: the marked unit suffered no efficiency loss due to supply cut-off, although being attacked in the same turn.
They seem to be supply immune...

(Could be reproduced using the above attached savegame)
Re: Unit issues 6.1.8
@Gabe
This seems to be related to being spawned in an aircraft. The Aux Engineer nearby (that also probably arrived in the air reinforcements) is also supply immune!
This seems to be related to being spawned in an aircraft. The Aux Engineer nearby (that also probably arrived in the air reinforcements) is also supply immune!
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- Lieutenant-General - Karl-Gerat 040
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Re: Unit issues 6.1.8
OK.Shards wrote:This seems to be related to being spawned in an aircraft. The Aux Engineer nearby (that also probably arrived in the air reinforcements) is also supply immune!
Wait, does this mean they use up air supply points?


Re: Unit issues 6.1.8
AA units can fire at air units they cannot actually see.
Radar-controlled AA is still a bit off I think.
Radar-controlled AA is still a bit off I think.
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- blind aa.jpg (108.93 KiB) Viewed 4792 times
Re: Unit issues 6.1.8
Just noticed that carrier-borne air units can't launch after the carrie itself has moved. At least on CVEs.
Is this a new restriction?
If yes, I welcome it. Carriers had to move up against the wind to launch aircraft and then being stationery until recovering the aircraft.
Is this a new restriction?
If yes, I welcome it. Carriers had to move up against the wind to launch aircraft and then being stationery until recovering the aircraft.
Re: Unit issues 6.1.8
Is this a fair statement? Japanese basic arty should have move and fire as well?
https://steamcommunity.com/app/312450/d ... 454454888/
https://steamcommunity.com/app/312450/d ... 454454888/
Re: Unit issues 6.1.8
I think yeah, it would make sense for very light arty like the mentioned 70er.


Re: Unit issues 6.1.8
These light art types should also be able to move into jungle, dense forest, mountain etc (if they are not already).
They could be dis-assembled and carried by porters or mules.
They could be dis-assembled and carried by porters or mules.
noEditor and noPurchase
There are a few unit types with questionable traits, like noEditor or noPurchase.
I've tried to remove the trait or copying traits from another unit. But the game refuses to load after editing the units.csv.
Could you please make these unit types available in the editor?
Home_Guard noPurchase,concealable,lightTreaded,noEditor,
Chevrolet_WB camouflaged,concealable,noCapture,quickRetreat,noSupply,noEntrench,noRepair
zundapp_motorcycle This should be available in the editor, even if you don't have purchased the Heroes of something or whatever game
20mm_Flak_38 fixedFire,lightFreight,noPurchase,noEditor
This is the more common 20mmFlak so it is strange that it is not available.
I've tried to remove the trait or copying traits from another unit. But the game refuses to load after editing the units.csv.
Could you please make these unit types available in the editor?
Home_Guard noPurchase,concealable,lightTreaded,noEditor,
Chevrolet_WB camouflaged,concealable,noCapture,quickRetreat,noSupply,noEntrench,noRepair
zundapp_motorcycle This should be available in the editor, even if you don't have purchased the Heroes of something or whatever game
20mm_Flak_38 fixedFire,lightFreight,noPurchase,noEditor
This is the more common 20mmFlak so it is strange that it is not available.
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- Lieutenant-General - Karl-Gerat 040
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Re: noEditor and noPurchase
Although being abused as such, this unit never was designed to operate alone, rather a transportation vessel for the Brit special forces, I believe.Erik2 wrote:Chevrolet_WB camouflaged,concealable,noCapture,quickRetreat,noSupply,noEntrench,noRepair
He's right. Don't know about the Soviet piece, but the Nebelwerfers should be equalized (source)Admiral_Horthy wrote:Arty ranges BTW are quite chaotic, to say, Katyusha has range 2, while Nebelwerfer 3 (for Japan) and 4 (for Germany).
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- Order of Battle Moderator
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Re: Unit issues 6.1.8
[This quote is actually from a post in a thread in Scenario Design.]Admiral_Horthy wrote:Another little bug appeared here in the same scene, the italian Type 1 Sub is being transformed into a German TypeVII upon submerge/surface, because the units.csv contains wrong switch entries. Fixed it for myself, but maybe needs a fix in the retail file as well.
Right you are, Admiral. Looks like somebody copied and pasted from the German sub lines and forgot to edit these cells.
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