Main changes this version:
plane ground strafe distances adjusted to drop bombs at and slighty further than max Armoured AA range.
Infantry weapon damage lowered from 20 to 5 for longer inf battles with more tactical manuevering possible.
Forest cover bonus increased so its harder to recon forests.
Known bugs/problems:
Somehow while modding type88 range to 550m i completely forgot and didnt notice that its weapon is shared with loads of other Adv AT guns so most AT guns now also have 550m range.
for somereason the time limit changes didnt save for normal game modes so it only applies to Nuke mode
new Fake Ruses broken for UK,France and Russia.
Blitz AI waits too long to attack
blitzed bombers slow down to normal speed to drop their bombs for some reason.
UK might be OP, especially the Churchill Tank.
Nuke shells GFX dont display properly when fired past 1.6km. no idea why or how to fix yet.
Full Changelist:
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version 0.86c
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TEST/EXPERIMENT CHANGES:
game mode settings:
Forest Cover Bonus from 300m to 380m (how much forest lowers recon distance, at 400m recon sees 500m in forests and only past forest edge from within 500m. can be ambushed by adv AT guns)
BaseCamera.ndf
TShakecameramanager set to disabled
6TIngameCameraMoverKeyboardTranslation forward,backward,up&down power all from 1 to 2 (faster camera movement)
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Changes:
------------------------------
General:
AI Tweaks
AI gets alot more cheat money
Secondary HQ price to £60/£120
Supply depot from £40 to £50
selection Unit chip force one stack reenabled (turns into a mess with alot of units and causes lag, not worth knowing exactly where theyll go)
Formation horizontal lengths decreased to double their original value
formation Distance between units increased for Planes, decreased for most other units
groups of Units being unable to move close to certain objects mostly fixed for infantry
Plane Radar icon ScaleWithVisibilityRange_Coef from 6 to 5
FFA colour black back to pink
Time limit's changed to:
15m
20m
25m
30m
45m
60m
90m
120m
180m
doesnt display in menu yet
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Ruses:
NEW RUSES!
Fake AT base
Fake Proto Base
both fully functional and can make Fake units normally
Camo and radio silence Hotkeys auto moved to B and N
Fake Building Ruses and Fake units Ruses length increased from 3mins to 5mins
Reverted intel from 3mins to 5mins
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Buildings and Bunkers:
Bunker HP to
fragile 750
resistant 1500
V resistant 2500
ITA 90mm bunker to resistant HP
Airfields to 1500hp
--------------------------------
MAPS:
2 "new" hidden operations enabled
single player versions of coop operations added.
Monte Cassino:
updated HQ's placement
All Depots from 30 to 40 total convoys
Depots updated: 10/56
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Game mode settings:
-HP regen to .4 (plane regen at .2)
-Timesince no damage normal&combat from 30s to 20s
-Airfields max planes from 8 to 10
-Building build time from 5s to 10s
-AutoretreatDistanceTriggerincombat from 550m to 500m
-Timetobestealthedafterreveal from 20s to 10s
-minorderdistancetouseroads from 1km to 750m
-MorphTimeToGoToAttackPosition to 2.5sec
-MorphTimeToGoToMovePosition to 1.75sec
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Countries:
UK:
Archer back to £25 research
JPN:
Type 88 75mm AT/AA to 550m range
Infantry:
all inf guns damage from 20 to 5
Inf gun AOE radius from 10m to 15m
Satchel charges thrown at double speed
Bazookas reload time from 2/3 sec to 7/8 sec
AA guns:
towed AA/ZSU from 750 to 650m range
AA Turret rotation speed from 0.4 to 0.7
Armoured AA and Bunker AA rotation speed from 0.4 to .6
Arty:
2.4km arty to 1shot/10s
1200m arty Dispersion from .16 to .14
Nuke Arty Angle Dispersion to 0.1
AIR:
JU87 G2 to £60, ground attack decel from 200ish kph to 300ish kph
All fighters&fighterbombers Ground attack length from 500m/300m to
600m/500m for Bomb Fighterbombers and fighters
650m/500m for rocket fighter bombers
Nice mod with good ideas and good realisation !
If I can suggest somethings:
Advanced airplanes and especially reaction aircrafts are really slow, may you accelerate them a bit ?
Tanks seem to shoot within their visibility range when accompagnied with "spy" vehicles.
I will perhaps add some more suggestions after some more testings ;) .
Anyway, thank you modders !
I might end up making planes turn tighter and increase their accel abit later.
idk what you mean by
"Tanks seem to shoot within their visibility range when accompagnied with "spy" vehicles."
what folder do you download the mod to? (i'm new to PC)
you just put the data folder from the mod folder into the R.U.S.E folder, merge them and overwrite the 3 files.
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I also have some more suggestions but I'll write them as replies due to the 2000 character cap.
I think that research should be made abit harder to obtain. I still get the issue of the AI just building prototype tanks and spamming them in huge clusters same thing when I play multiplayer (yes, I've played one or two games with people that use this mod).
Another thing that I think would be a good addition would be air drop-able anti tank guns and maybe some light armor? I think something like the tetrarch tank that was produced to be dropped in a glider could be a good addition.
**Please note that all of this may not be possible but I thought I'd suggest it anyway due to my lack of knowledge on modding of this game. I really hope it is and that you take my suggestions into consideration.**
i cant add any new units yet, i can only get them to appear in Rusopedia but not ingame.
im still thinking about research, i dont want to make it too much harder to do bc some early game nations might get an advantage from it and ive already thought of para AT guns/light tanks but idk how to and i cant add new units anyway.