Men of War: Assault Squad 2

Men of War: Assault Squad 2

Nation of Snakes -- Counter-Insurgency V6.2
 This topic has been pinned, so it's probably important
affenkonig  [developer] 4 Jan, 2018 @ 2:46pm
FAQ about plans and development
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"I played one time and..."

Let me stop you right there. There is already an extensive list of call-ins, side events, special enemy units, etc. I highly doubt you encountered event half of those in one play-through. Have you encountered the gestapo unit yet? What about a suicide bomber? Did you use the OSS Operative (and the half-dozen special abilities he has)? Did you dispact local police officers? What about the show-of-force call ins? Did you rescue the friendly POW in time? Did you get the interpreter upgrade? These are just a *few *examples.

There are also literally INFINITE possible evolutions as far as what the enemy will do, what enemy units will appear where, how those units behave, where they go, etc.

If you play with fog of war off, you are breaking the game BTW. You might as well play in the editor and just delete enemy units in f3 mode.

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"Other nations?"

Probably not. There wouldn't be much difference except for skins and guns. Not really worth my time with little to nothing to gain in gameplay value.

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"Compatibility with other mods?"

Probably not. I really don't see much to gain, and I really don't want to deal with trying to keep up with another mod, updates, glitches, and etc. I just don't think the hassle would be worth it. Any key changes that can improve gameplay (like the custom german ammo) I can do myself.

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"Other time periods?"

Probably not. Mostly because it is outside of my current capabilites and time allowance, but also because I'm not sure it would really make for any real difference in gameplay. The only thing I could think of that would be particularly tranformative would be helicopters, but I have yet to find a non-derpy helicopter asset that exists (admitedly haven't looked super hard), much less one I can get permission to use.

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"More missions/maps?"

Yes, eventually.

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Anything to do with "retaliating against civilians" being a viable tactic: No.

First, that doesn't work against a determined enemy, and I would call the NSDAP pretty determined (and regardless, this is alternate history, so I say they are determined and it would be counter-productive).

It didn't work (in the long run, or at all in most cases) against Hanoi, Warsaw, Chechnya, Rhodesia, Burma, Afghanistan, or anywhere else it was tried. Second, what would be the point?? Just a game where you kill as many unarmed civilians as possible? Pretty sure no one wants to play a holocaust game. If you do, make it yourself.

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"Multiplayer (not co-op)?"

Not unless donations start paying bills. Nice way of saying I don't really want to deal with it and personally don't have much interest in it.

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"Playing as insurgents (singleplayer)?"

Not unless donations start paying bills. Nice way of saying I don't really want to deal with it and personally don't have much interest in it.

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"What is the end-state? When will this mod be finished?"

Probably never. It is pretty feature complete right now, but I keep coming up with new and better things I could add. My personal goal is 10 different maps/missions.

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"Any other mods/missions not related to NOS?"

Not unless donations start paying bills. Nice way of saying I don't really want to deal with it and personally don't have much interest in it.
Last edited by affenkonig; 10 Apr, 2018 @ 2:37pm
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Showing 1-15 of 74 comments
Eragonwesker 9 Jan, 2018 @ 6:37pm 
I dont want to say something about a topic i have no idea about, but wouldn't it be made co-op in a way by adding a similar base close by? Setting the second player to be on that base (and a bigger compound for 4 people). Then i believe (if i am wrong, sorry) it would be possible to restrict x2 maps for 2 people only, x1 maps, x4 maps, etc. Just an idea though, this mod would be great with me and a good tactician friend.
[MM] Ragi 10 Jan, 2018 @ 2:04pm 
Keep up the good work mate, would love to see co-op implemented soon! absolutely loving it at the moment.. excited for new maps :)
Eragonwesker 10 Jan, 2018 @ 5:14pm 


Originally posted by (GAS) Ragi Kaz:
Keep up the good work mate, would love to see co-op implemented soon! absolutely loving it at the moment.. excited for new maps :)
Agreed
Last edited by Eragonwesker; 10 Jan, 2018 @ 5:15pm
Bloody10th 12 Jan, 2018 @ 7:36pm 
After about 9 hours of playing, the only possible tweaks to the gameplay I can see thus far are:

1.) Sometimes in the opening minutes, several civilians can die in quick succession and cause an almost guaranteed downward spiral into a loss.

2.) Sometimes the POW mission feels like it comes pretty early. Unless you went with an equipment upgrade as your first spendings, those Brandenburgers guarding the POW is one hell of a fight to face with a few bolt actions and grease guns. I can't remember exact timings (oops), but I've actually had the POW mission come up before I've even killed more than a few volkssturm. Not even managing to have scrounged a couple AP grenades. Not to mention, if you didn't get a troop sustainment upgrade off the bat, you'll be facing an extremely tight patrol duration timer on top of the rescue one.

2.1) I've also had the POW mission pop at the same time as a friendly convoy escort, in the opening few minutes of the game--pretty much instant GG. Though I always try to come back.

Personally, I do enjoy the "roguish" nature and being able to lose to RNG unless you're a literal god. I don't really consider these things detrimental to the gameplay for myself. They're just high probability game-over situations (for me on Normal, anyway) that you could want to tweak.
affenkonig  [developer] 12 Jan, 2018 @ 11:11pm 
Welp, there was a bug. Version 1.2 was supposed to have some stuff to prevent convoy and prisoner events from happening at the same time. I found the cause of that and it will be fixed in the next version. I do agree that can result in GG way to early due almost entirely to RNG. I've also tweaked intervals and probabilities for convoys, and reduced the probability of the fuel truck spawning for the convoys.

The event that was firing due to, apparently, a game engine bug that would kill civilian vehicles has been removed completely. Nothing of value was lost. (I swear I looked over my script on that and there was no way in heck it should trigger on civilians) I simply adjusted enemy mining probabilities and locations to compensate for the lack of this event.

If you are really curious, it was a special IED event on the bridge near the church(chokepoint, prime ied area). Everytime 3 or more US personnel, or a US vehicle were on the bridge, it had a 10% chance of going kaboom-boom. For some broken-game reason it was firing the even on civilian vehicles as well. Took me forever to figure this bug out on my own.

Civilians are immune to regular enemy mines BTW. Unless, of course, the game engine borks it.
Last edited by affenkonig; 12 Jan, 2018 @ 11:15pm
Bloody10th 12 Jan, 2018 @ 11:33pm 
HAHA! Yeah, I'd seen that IED several times (and I'll kind of miss it)--always blowing up civilians but had only gotten me once. Had no idea it wasn't supposed to be firing on civs, and it's probably what was causing that big burst of dead civs near the beginning of some playthroughs for me. Dropping from 50% H&M to 30% while still picking up bandages in my base was always a test of composure for sure.

The game engine is just really unfortunate. It was the one part of MOW that needed an upgrade the most. A lot of modding potential gone to waste because of it.
affenkonig  [developer] 12 Jan, 2018 @ 11:44pm 
I actually am pretty impressed with the Gem 2 engine. I started modding for Company of Heroes 1 (nothing published) years ago, and the gem engine is 10000% better in ALMOST every way. Concealment, cover, infantry AI, logistics, developer tools, scripting dynamics, etc.

The one place it isn't as good is stability. But you can't gain some without giving some. I haven't touched CoH sinch discovering MoW:AS2. The game, and it's engine, are everying I had always wished CoH was.
Last edited by affenkonig; 12 Jan, 2018 @ 11:45pm
Bloody10th 13 Jan, 2018 @ 12:06am 
Yeah I agree on all those points for sure. AS2 is definitely *the* warsim RTS until something better comes along (would have benefited greatly from an actual 64-bit engine). I never thought what you've managed to get it to do was ever possible, makes me feel bad that I didn't start making maps for AS2 as I've done with so many RTS in my past. I would have gladly been building a map every week or 2 for this.

One note before I go to bed, also since you had to scrap the idea of the enemy trying to destroy your base facilities:

Out of about 30 playthroughs, I had it happen ONCE that the enemy drove a goliath into my base about 10 minutes into a match (of course I had no AT on standby, and it came up suddenly over the lip of your base edge that goes down to the highway). Proceeded to, atleast APPEARED to chase my officer. I panicked and scattered everyone, and it blew up my radio tower. Was not in range of any of my infantry, looked almost intentional.

Edit: It was still giving me intel on enemy positions after that, can't remember if terp/eco were still available though.

Maybe there's something there for you to implement consistent methods of attack on the FOB. Maybe through a mortar truck spawn or something.

That's the one scrapped idea I would have really liked to see come through. I've rarely gotten any vehicle or towed weapon attacks on my base.
Last edited by Bloody10th; 13 Jan, 2018 @ 12:39am
Bloody10th 14 Jan, 2018 @ 1:03am 
Some new gameplay observations after a few more hours:

1.) The officer's range of creating prisoners after the prison cell base addon can seem a bit extreme sometimes (roughly 1/4 map distance). Not sure if a bug or not, maybe tone that range down to ~sniper rifle distance?

2.) I've had several games now ranging from 20-40 minutes in length, where I did not get a single convoy escort. Have gotten the POW rescue consistently, though.

3.) The POW rescue has always been either at the greenhouse looking buildings with a wall around them (due east near the highway), or at the village buildings a bit more due north that also have a wall around them. However I just had 1 game where for the first time, they spawned in a patch of trees between those 2 areas at a hill--and I think after killing the Brandenburgers, the POW just spawned in the trees out of thin air.

Also not sure if that's intentional or not, as it seemed fully functional besides the POW spawn-in. In the other areas, he's been spawned in already and surrounded by the enemy units.

4.) Just my opinion on the pacing/timers of the base upgrades/abilities and unit recruitment (mainly in terms of comeback potential from lower H&M scores). It's starting to feel like it's just a *little* bit slow compared to how fast things can happen on the map (and how fast H&M can change). But logistics should be hell, and players should be forced to make tough choices on their base upgrades and unit recruitments.

Maybe a reduction in civilian (or police/militia) death H&M score by 1%, or shaving seconds off some of the base upgrades and recruitment/ability timers to speed things up on the Player's side EVER so slightly could be due.

Comeback potential from low H&M scores around 25-35% feels quite low, even though there are more enemies to mop up to boost your income/score--you can't actually spend it fast enough to get back into the game. And the H&M boost for killing enemies isn't offsetting the drops, even with prisoners coming in (and utilizing propaganda + police).

I've noticed strings of successive "the enemy has saturated the map" events that continually plummet the H&M score in bursts, faster than you can do any patrols, or utilize any abilities to get the score back up. This event popping in succession is what I feel like could be the main culprit of not allowing you to get back into the game, and may or may not be a bug since it seems to only happen at low H&M scores.
Last edited by Bloody10th; 14 Jan, 2018 @ 1:11am
affenkonig  [developer] 14 Jan, 2018 @ 1:27am 
As part of my efforts to improve efficiency in the scripting, the "saturate" bleed has been reworked and should be more consistent. Also working on the base radio tower "command estimates X number" thing so it doesn't fire repeatedly under some circumstances(same cause).

Also (finally) found the place where the civilian vehicle would, semi-consistently, run into a building and collapse it on another civilian, fixed that.

Probabilities and time restraints on the prisoner event have been adjusted. There are four different possible locations for the POW, they all have equal weight, but RNjesus likes to mess with that :/ The POW himself always spawns in with the guards, my guess is the trees prevented your visibility on him.

POW scripting has been adjusted a decent bit. I *think* i figured out why it would fire but not actually create a prisoner every once in a while. The officer's ability does seem to work further than it is supposed to by the rules its given, not sure why just yet.

The new subversive units, their effects, and the abilities to combat them should be pretty big game-changers as well, so alot of re-balancing is likely ahead.
Last edited by affenkonig; 14 Jan, 2018 @ 1:28am
Bloody10th 14 Jan, 2018 @ 1:53am 
I had pushed into the trees as the burgers were on the retreat, and he appeared to spawn within an inch of my team. But given that fight, especially since it was open ground, it's entirely possible I just completely ignored him until he came under my control. But I feel like he would have sustained a lot of crossfire, is the one thing that makes me think it was a spawn-in.

And yeah I just saw about that new unit, sounds like good times and some extra covert action that some people have voiced about wanting more of.

I'll try to be more choosy about posts until the next update, since you've pretty much revamped the whole sha-bang. Can't wait, got some nerds who'll test the coop with me as well.
Bloody10th 15 Jan, 2018 @ 6:29pm 
Initial v1.3 Finds:

Motorpool tab disappears entirely after clicking the back button upon the addon's completion.

Enemy position intel from the radio tower isn't pinging on the minimap at all, and seems to be triggering on its own once activated the first time. Unless the sandbags around the tower are close enough to proc the barrel, because I had a guy defending at them.

Sometimes the officer's prisoner ability doesn't actually activate an enemy unit/create a POW, even though you get the message that he created one. Subversive surrenders seem to be fine, in activation range and all.

De-crewed an Isuzu 20mm AAA truck (enemy vehicle on the map event, not a random spawn), got the +250MP for knocking it out. Put my officer and starting NCO inside it to steal it, got another +250MP with a 2nd triggering of the vehicle knockout logic.

Had 2 allied convoy trucks (2nd event about a minute or 2 after the first truck died) going east to west who died at the (exact) same spot to seemingly nothing at all, in the highway along the outer right edge of your base. Basically just before entering the little "valley". A subversive had set 2 mines pretty much right on the same spot the trucks died (<1cm in front of where they died, in the middle of the road). Not sure if that had anything to do with it, have only seen this bug once for now.

Killed a civilian that a polizei found to be a subversive (outside of his LOS and rifle range-ish away), got no game logic reaction at all upon his death (nothing happened). Just had this happen again, but with one ID'ed by my starting NCO.

Polizei ID of subversives seems to affect civs that aren't in their LOS (if that's anything you can control), and also seems to be a bit long ranged sometimes (maybe rifle range distance).

I see what you did there with the VBIED. I like it. Maybe one day they'll drive into my FOB.

All I've been able to find in terms of bugs/weirdness so far. Mainly posting due to the motorpool bug. Other than that, the mission pacing and balance/counterbalance seems a lot better on all fronts. The enemy feels more aggressive (also nice if you increased the light vehicle spawns). The civ backstabs seem a lot more common and aggressive. It definitely feels like there's always something to be doing, with fighting along the way, and the games last long enough to use more addons and features. The H&M downward/upward spirals are much more tame which allows you to keep playing longer, and makes you really use every tool you tech into.

Big improvement IMO.

Edit: Also to my experience, towed MGs/mortars have never actually *attacked* my FOB. They always seem to be trying to carry the weapons "through" it and get cut down, basically giving you a free toy if you want. This was also in 1.2, not sure if you can do anything about that.
Last edited by Bloody10th; 15 Jan, 2018 @ 10:39pm
Bloody10th 16 Jan, 2018 @ 2:58am 
I've had a few games where the prisoner and subversive systems didn't seem to have any failures, could just be the engine going haywire during some mission generations.

Edit: Forgot to say that just awhile ago, for the first time in 20 hours of playing, I saw a civ fire a k98k he picked up. Couldn't see who or what he shot at, and he only fired it once. Guess he hit the lottery.
Last edited by Bloody10th; 16 Jan, 2018 @ 3:44am
affenkonig  [developer] 16 Jan, 2018 @ 3:45am 
Originally posted by Bloody10th:
Initial v1.3 Finds:
Motorpool tab disappears entirely after clicking the back button upon the addon's completion.

Fixed. That was missed/messed-up during re-working.

Originally posted by Bloody10th:
Initial v1.3 Finds:
Killed a civilian that a polizei found to be a subversive (outside of his LOS and rifle range-ish away), got no game logic reaction at all upon his death (nothing happened). Just had this happen again, but with one ID'ed by my starting NCO.

Fixed. That was a test unit I had in that I forgot to remove. Derp. To be fair, he wasn't an actual sub, he just acted like one.

Originally posted by Bloody10th:
Initial v1.3 Finds:
Polizei ID of subversives seems to affect civs that aren't in their LOS (if that's anything you can control), and also seems to be a bit long ranged sometimes (maybe rifle range distance).

Agreed and nerfed. I CAN restrict things like this to LOS, but I don't like to do that often, since it seems to be pretty strenous on the game engine if you do it too much. In this case I just cut the distance down quite a bit.


Originally posted by Bloody10th:
Initial v1.3 Finds:
I see what you did there with the VBIED. I like it. Maybe one day they'll drive into my FOB.

Based on post history, I think you are referring to mining crews which have specific target areas to heavily mine (chokepoints and such). These haven't been changed. They do tend to go kaboom quite well since they are often surrounded by enemy mines.


Originally posted by Bloody10th:
Initial v1.3 Finds:
Had 2 allied convoy trucks (2nd event about a minute or 2 after the first truck died) going east to west who died at the (exact) same spot to seemingly nothing at all, in the highway along the outer right edge of your base. Basically just before entering the little "valley". A subversive had set 2 mines pretty much right on the same spot the trucks died (<1cm in front of where they died, in the middle of the road). Not sure if that had anything to do with it, have only seen this bug once for now.

My guess would be some bad luck with afformentioned mining crew's ongoing work.


Originally posted by Bloody10th:
Initial v1.3 Finds:
Also to my experience, towed MGs/mortars have never actually *attacked* my FOB. They always seem to be trying to carry the weapons "through" it and get cut down, basically giving you a free toy if you want. This was also in 1.2, not sure if you can do anything about that.

Yeah, the base game's AI handling for crewed weapons is... not great.

Originally posted by Bloody10th:
Initial v1.3 Finds:
Enemy position intel from the radio tower isn't pinging on the minimap at all, and seems to be triggering on its own once activated the first time. Unless the sandbags around the tower are close enough to proc the barrel, because I had a guy defending at them.

Fixed the first part, couldn't recreate the second part. The triggering area for the radio is the radio hut/shack itself, not the fire.

Originally posted by Bloody10th:
Initial v1.3 Finds:
De-crewed an Isuzu 20mm AAA truck (enemy vehicle on the map event, not a random spawn), got the +250MP for knocking it out. Put my officer and starting NCO inside it to steal it, got another +250MP with a 2nd triggering of the vehicle knockout logic.

Spooky. Not sure why this happened. I added something to try to prevent it.


====

Will be uploading shortly.
Last edited by affenkonig; 16 Jan, 2018 @ 3:48am
Bloody10th 16 Jan, 2018 @ 3:51am 
I've never seen those mining crews until 1.3. And out of the 6 or 7 times I've seen them, they park at 1 spot and only place a single mine directly behind the car. They've never gotten back in the vehicle and driven off even when I sat back to watch at long range without engaging. They all have 1 ap mine in their inventories upon death. The vehicle inventory always had 6 mines inside it. Could just be crazy coincidence or timing of when I find them?
Last edited by Bloody10th; 16 Jan, 2018 @ 3:52am
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