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Since COMP STOMP II suggested German as higher level
Thanks Mr. Petters! this link by GBPirate shows how to open any map you downloaded I believe. https://www.youtube.com/watch?v=eBXXiDkb5cg
Thanx. That did work, when I Extracted the directory your files were in
Is there a way to download your maps, just to have a look into how you have made them? (Just asking. It's just because you're so good)
PS: I'm following you on YouTube, checking every day for a new PreFab-Tutorial :-)
Thanx for all your good work
2. You don't really need tier 3 or 4 buildings.
3. Place a line of MG bunkers close to your HQ facing the side you are supposed to defend. Leave space between those bunkers for 3-4 marder tanks (or equal tanks) or PAK guns.
4. Spam units mentioned in #3 and place them between your bunkers.
5. If you close to the bottom left or right ressource point place a bunker on each side facing direct at those points.
6. Build repair bunkers or repair stations behind your line of bunkers and AT.
7. Build some anti infantry units for paratroopers landing behind your defense line.
8. Chose a doctrine that improves your AT units with things like self healing, fire rate, spotting scopes etc. if possible. Without spotting scopes build recon units to improve your line of sight.
- Added some side dirt roads for supply trucks.
- Supply trucks now enter base and use the roads in base before leaving. Allowing players better opportunities to kill them.
- Adjust some outside graphics/trees for new roads.
I will look forward to your second part of the expansion as long as it is updated and I will test it for you as soon as possible.
I have some ideas for a Part 2 of this style map, enemy will be germans as many folks requested, different environment too.
but first some questions.
Found that in the 4th and 5th waves, there will be enemy infantry units that will stand still on the offensive line.
I see that the supply truck will appear twice at present, and the prompt for the second time is not obvious (of course, it may be because my English is bad)
At 100% resource multiplier, if you miss a truck, the probability of failure will be greatly increased because it is the main source of income.
Summary From the current point of view, there is more game experience, but I hope to try to add 10 or 15 waves in the future and balance the first few waves again, adding the elements of cultivation and construction to the number of waves.
- Balance update on waves.
- Fixed some pathfinding.
- Wave 3 lays artillery now before paradrop.
- Changed all outside trees to art entities, so no more ai getting stuck!
- Removed AT guns at spawn, causing issues.
- Doubled the time for intro wave build up/supply truck wave. Gives more time to build up and attack supply trucks.
- Extended wave 5
I have an idea that if the current wave number is increased and the wave number of vehicle attack is adjusted backward, consider removing the 88 anti-aircraft gun positions to make room for players to build a defense line.
The growth rate of fuel is a bit high. Ammunition is the most normal.
Consider reducing the bonus of fuel points.
The other player's AT becomes an invulnerable scout vehicle that allows the player to move
- Adjusted difficulty harder for waves 4 and 5.
- Added outer road and another supply truck route.
- Added outer art/buildings
- Reduced supply truck rewards to half.
- Added extra attack scripts to prevent enemys from stopping/getting stuck.
- Added end game allies coming to the rescue.
- Added some buildings to outskirt, manpowers random.
- Add pre-wave stage, hunt supply trucks for resources, watch for patrols.
- Extended wave times.
- Extended rebuild times.
- Removed starting resources bonuses
- Removed most of the resource crates.
- Added wait times between enemy spawns.
- Increased Pop to 200.
- Added enemy wipes after most waves.
- Added supply trucks after wave 4.
- Script tweaks throughout.