Okey dokey, I'm back... err... again... 😵
About the alternate sandbag pieces, indeed there are many "pre-made" sandbag designs and they could readily be added to the game, but at some point the build menu's are going to be full (and they are already getting there).
Add to that, they don't build the same as a linear sandbag wall, rather it's a singular piece, so for instance an end-piece that's sort of like a corner post is a single "building", so to add them all in rather than leaving them as pre-positioned environmental items is going to gobble up menu space in a big hurry. Particularly for an item so easily destroyed by armor.
Other ones such as the ring of sand bags around the 25 pounders would be just that, a ring of sandbags, but would be otherwise useless as they have no coverage tables.
Sorry to keep disappointing on requests, but some things are merely change for the sake of changing things rather than a real reason that really has a noticeable effect. If something is amiss or really needs to be a certain way, obviously I'll look into it, but in other cases it's a lot of "sound and fury signifying nothing..." oooo that's Shakespearean
Welcome back!
I agree with you that build menus are full, may be you can specify one unit to build sandbags for each fiction, and actually there will be only two units required because now in Ewiger Kreig we have two fictions now not four.
Knightpress
Is there anyway to add crew to the Munitions Halftrack ?
I mean i want to enable the MG at the back of the halftrack enabled,is it possible or its just a decoration ?
There might be, and there might not... Unfortunately it may be like the Tiger tank that doesn't like having a commander added to the tank for instance. I can't say for certain either way as I haven't experimented with it, but it's likely a 50/50 chance at best.
A hard point on the vehicle may well be possible to enable, but whether you can get a crew to man it and look like they are operating it is suspect.
It's not quite the same as reactivating the animations for the turret on the "specialty" Sherman(s), because their animations already existed from earlier versions of COH, but relic just patched their turret function out. The half track however may very well not have crews modeled for it that use the machine gun.
If in doubt, ask on RelicNews, I'd be willing to bet either someone knows the answer for you already, or if you're lucky someone has solved the problem before.
Knightpress
Is there anyway to add crew to the Munitions Halftrack ?
I mean i want to enable the MG at the back of the halftrack enabled,is it possible or its just a decoration ?
There might be, and there might not... Unfortunately it may be like the Tiger tank that doesn't like having a commander added to the tank for instance. I can't say for certain either way as I haven't experimented with it, but it's likely a 50/50 chance at best.
A hard point on the vehicle may well be possible to enable, but whether you can get a crew to man it and look like they are operating it is suspect.
It's not quite the same as reactivating the animations for the turret on the "specialty" Sherman(s), because their animations already existed from earlier versions of COH, but relic just patched their turret function out. The half track however may very well not have crews modeled for it that use the machine gun.
If in doubt, ask on RelicNews, I'd be willing to bet either someone knows the answer for you already, or if you're lucky someone has solved the problem before.
Well after some time i figured out that there are three command line in the upgrade tree that makes the front MG state invisible and the other line says MG off. and i added a crew for the rear MG
but something happened... the cover of the rear didn't slides open and the crew got stuck, just like someone who's trying to get out of a covered well!
In origin this truck has the same tree as the 251 from COH but one _EXT was missing and i think it was "Hold".