OK guys, I have loaded up the mod in the editor & now have hundreds of things to fix as they have changed whole variable strings & removed many components. Add this to the fact that the mod seems to be being deliberately lowered on STEAM listings & pushed below other mods, even though it has more users, more favourites & more awards is an affront.
I know for many of the 20,000+ subscribers, this is the only way they will play COH3, & I am cognisant of that. But after the latest update that hasn't fixed mission critical issues & the pricing structure they are wanting for skins, the locked out versions of the editor & the notes in the editor where they list they are doing this line of code because they cant fix the "precaching bug" I feel these 100s of fixes are going to become the norm. I am really very, very tempted to uninstall the game & walk away.
I know I am not alone in the disappointment in the game, to have mixed reviews on a top-level title like this has to be making a few RELIC people uncomfortable. My actual concern is that they are not, that this will sell well on the reputation of its predecessors & everything else is irrelevant. I know many of us laboured for years with bugs that were never addressed by the company in the last iteration. I am not optimistic for the issue fixing in this new version.
It is painful to see how the modding scene is being handled after it kept previous games alive for such a long time (still does actually). I was surprised when many creators of popular CoH2 mods, including you, already started working on CoH3 sequels when the mod tools were so limited. I also wrote down plans, but never created anything due to these limits. Seeing the other mods made me doubt if I was missing something. But now after reading this I fear the worst for the mod future of this game. Instead of adding high requested (almost mandatory) features, mods will now break after each game update and require even more effort to keep them playable. Not only the mod tools, also the campaigns and multiplayer are far from ready. The game is released to soon and we can only hope that it will eventually get to an acceptable state. Sadly many players and modmakers will have moved on by then.
Basically I just wanted to say: It was nice to see mods created so fast, but sadly the game is not ready for them. Thanks for your contribution to the community!
It is painful to see how the modding scene is being handled after it kept previous games alive for such a long time (still does actually). I was surprised when many creators of popular CoH2 mods, including you, already started working on CoH3 sequels when the mod tools were so limited. I also wrote down plans, but never created anything due to these limits. Seeing the other mods made me doubt if I was missing something. But now after reading this I fear the worst for the mod future of this game. Instead of adding high requested (almost mandatory) features, mods will now break after each game update and require even more effort to keep them playable. Not only the mod tools, also the campaigns and multiplayer are far from ready. The game is released to soon and we can only hope that it will eventually get to an acceptable state. Sadly many players and modmakers will have moved on by then.
Basically I just wanted to say: It was nice to see mods created so fast, but sadly the game is not ready for them. Thanks for your contribution to the community!
The arbitrary restrictions they've imposed mean that no serious or remotely ambitious/creative mods can be made, and I share your view that this is unlikely to change. They didn't mention mod tools on the recent roadmap, or on John's post today in which he mentions which issues the devs are tracking.
They will break the tools with future updates because, as with CoH2, it's unlikely anyone is maintaining them, and they won't update the attrib data. They won't update the tools because to them it's a time/resource sink compared to other issues, and I suspect there's a fear of people creating free content that they'd like to release as paid DLC instead.
On top of that, the fact they've carried over the modular format of the tools from CoH2 means that it's extremely unlikely we'll ever get frontend modding for stuff like new factions and campaigns, or even be able to create and select new Battlegroups.
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You humble me SneakEye. I feel embarrassed complaining when I compare my work with the wizardry you bought to COH2. I am also very grateful for the help you gave me in realising some of my dreams for that game. I imagine, for you, the tool limitations would be castrating!
Het was een genoegen om samen met jou de gemeenschap te dienen.
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I have heard of Tsung Su's "Build a golden bridge for a retreating enemy"; but blocking tuning packs from the currency/challenge thing sends a pretty clear message. Money over fun. Good Luck with your business venture.
Just to note, I think you have misunderstood "Computer Game", it is a noun, not a verb in this instance.
GAME noun: an activity that one engages in for amusement or fun. "the kids were playing a game with their balloons"
verb: manipulate (a situation), typically in a way that is unfair or unscrupulous. "it was very easy for a few big companies to game the system"
Your mod is great, but I dont blame you. They angered me enough with this release I have removed my COH2 mods and will not be modding COH3, its uninstalled at the moment.
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I am usually pretty level-headed & slow to anger. But I have to confess the excluding mod'ed material from the ability to earn points for the outrageously priced skins is just offensive. I hear on one hand we want to support the mod'ing community, yet with the other hand they do this, it is very mixed messaging.
Good mod ! Try Advanced AI, Spearhead III and Company of Heroes 3 Expanded.
Without the Advanced AI mod I can't play at all :)
It's a shame that Lelics just don't care about the fans and modders of the game they only want to milk our wallets as much as possible. Thanks to all the people who create mods without them I do not see the point of playing this crap.
Updated 2 years ago.
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I just completely redesigned my SS Angriff mod & reballanced it. I had a grueling 2-hour game vs the AI last night & actually think I may have fixed the game. A good ballance of Inf, light -> medium -> heavy armour, plus the AI playing really well with no game modes needed. Most of the battle was stalemated across the centre of the map as an Allies vs Axis battle played out well.
Some units I have not seen the AI use also appeared which was great. I have really refined a formula to do the price of things which seems to have really opened up the game.
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