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Unit issues 6.1.8
Posted: Fri Jun 01, 2018 10:19 am
by Shards
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
For the Finnish Engineers, do you mean that the 44 and 45 are worse than the 43?
Re: Unit issues 6.1.8
Posted: Fri Jun 01, 2018 3:09 pm
by GabeKnight
Shards wrote:For the Finnish Engineers, do you mean that the 44 and 45 are worse than the 43?
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).
Still, all the other (core) nations have
the same complete and correct stats.
Stat comparison with Soviet engineers, differences marked:

- Eng-stats_marked.jpg (73.28 KiB) Viewed 6113 times
Stat comparison with the other main factions:

- Eng-stats_full.jpg (208.02 KiB) Viewed 6113 times
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
Posted: Fri Jun 01, 2018 3:23 pm
by Shards
Split these into a new topic as they won't be fixed for 6.1.8!
Re: Unit issues 6.1.8
Posted: Fri Jun 01, 2018 3:45 pm
by GabeKnight
Shards wrote:Split these into a new topic as they won't be fixed for 6.1.8!
Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah!
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
Posted: Sat Jun 02, 2018 9:20 am
by Erik2
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.
Re: Unit issues 6.1.8
Posted: Wed Jun 06, 2018 5:44 pm
by GabeKnight
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.

- EliteRepair_nostar.jpg (126.69 KiB) Viewed 5984 times
Re: Unit issues 6.1.8
Posted: Wed Jun 06, 2018 9:01 pm
by GabeKnight
"No supply"-marker (red dot) missing. Possibly even no efficiency reduction.

- Screenshot 477.jpg (897.54 KiB) Viewed 5960 times

- Screenshot 476.jpg (865.33 KiB) Viewed 5960 times
Re: Unit issues 6.1.8
Posted: Wed Jun 06, 2018 10:15 pm
by Shards
Is that a named location? I wonder if it's related to showing the plate rather than the city name?
Re: Unit issues 6.1.8
Posted: Thu Jun 07, 2018 7:06 am
by terminator
StuG III B, D & E no (Sand Storm) Skin in
ART version :

- StuGSkin.png (347.6 KiB) Viewed 5933 times
Re: Unit issues 6.1.8
Posted: Thu Jun 07, 2018 11:50 am
by GabeKnight
Shards wrote:Is that a named location? I wonder if it's related to showing the plate rather than the city name?
It's Lillehammer.
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.

- the next turn
- Screenshot 482.jpg (303.04 KiB) Viewed 5906 times

- and the turn after that
- Screenshot 483.jpg (211.56 KiB) Viewed 5906 times
They seem to be supply immune...
(Could be reproduced using the above attached savegame)
Re: Unit issues 6.1.8
Posted: Thu Jun 07, 2018 1:10 pm
by Shards
@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!
Re: Unit issues 6.1.8
Posted: Thu Jun 07, 2018 1:26 pm
by GabeKnight
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!
OK.
Wait, does this mean they use up air supply points?

Re: Unit issues 6.1.8
Posted: Sat Jun 09, 2018 8:29 am
by Erik2
AA units can fire at air units they cannot actually see.
Radar-controlled AA is still a bit off I think.
Re: Unit issues 6.1.8
Posted: Sat Jun 09, 2018 9:56 am
by Erik2
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.
Re: Unit issues 6.1.8
Posted: Thu Jun 21, 2018 12:34 pm
by Shards
Is this a fair statement? Japanese basic arty should have move and fire as well?
https://steamcommunity.com/app/312450/d ... 454454888/
Re: Unit issues 6.1.8
Posted: Thu Jun 21, 2018 1:17 pm
by bebro
I think yeah, it would make sense for very light arty like the mentioned 70er.

Re: Unit issues 6.1.8
Posted: Thu Jun 21, 2018 3:23 pm
by Erik2
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.
noEditor and noPurchase
Posted: Sat Jun 23, 2018 12:28 pm
by Erik2
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.
Re: noEditor and noPurchase
Posted: Sat Jun 23, 2018 2:07 pm
by GabeKnight
Erik2 wrote:Chevrolet_WB camouflaged,concealable,noCapture,quickRetreat,noSupply,noEntrench,noRepair
Although being abused as such, this unit never was designed to operate alone, rather a transportation vessel for the Brit special forces, I believe.
Admiral_Horthy wrote:Arty ranges BTW are quite chaotic, to say, Katyusha has range 2, while Nebelwerfer 3 (for Japan) and 4 (for Germany).
He's right. Don't know about the Soviet piece, but the Nebelwerfers should be equalized (
source)
Re: Unit issues 6.1.8
Posted: Sat Jun 23, 2018 2:56 pm
by bru888
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.
[This quote is actually from
a post in a thread in Scenario Design.]
Right you are, Admiral. Looks like somebody copied and pasted from the German sub lines and forgot to edit these cells.

- Capture1033.jpg (142.97 KiB) Viewed 5580 times