Reto.Robotron3000

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  1. Reto.Robotron3000

    Enabling console

    You can enable the console back by doing the following: In the file client.ini Default location: C:\Program Files (x86)\Heroes & Generals\live (or use H&G Sync "File -> Find Install Directory" ) add application { enable_console=true } if it already has an empty one like this: application { } Just add enable_console=true inside it. Save the file and run the game. Default console open/close key is ½ (or ~ on some keyboards), but you can press ESC, open settings and change the key to your liking.
  2. There is a lot of confusion around how Warfunds work in the game. This is very understandable as how they are won/lost is not clearly explained inside the game. I know there are a lot of ideas in the forum and elsewhere on how to improve the strategy game including the warfund earnings/loss mechanics. I have been sitting down with @Reto.Stenum, @Reto.ogssan, @Reto.RedBjarne, @Reto.GreenBow and more to get more information on how this part of the game works. So here is a fairly indepth overview. Warfunds, how do I get them? How are they lost? The way Warfunds (WF) are earned and lost in the game is not very transparent. We are working on fixing this (a design is being worked on and once done it can be prototyped and implemented). Unfortunately this lack of transparency leads to misunderstandings and confusion. Especially when coupled with some bugs that made it even more confusing. Reto.Stenum has been through the code and there are very few bugs left, but there are areas of the strategy game that needs expansion and extension to make it both more fun, but also more fair. Reasoning behind system All resources (soldiers and vehicles) have a cost in WF to (re-)supply, destroying them earns that value for the Assault Team commanders. Description of earnings model The earning of warfunds is tightly coupled to the resource pooling system: When an Assault Team enters a battle, its resources (Soldiers, Vehicles) are added to the resource pool of the respective attack line (or the “town center” for defenders in Assault game mode). Whenever a soldier deploys, a ticket is deducted from the pool, which then deducts a ticket from a suitable Assault Team (where soldiers and vehicles can be deducted from different Assault Teams within the same pool). When that soldier kills an enemy soldier/vehicle, the value of the killed resources (in warfunds) is attributed to a random Assault Team that is located on the same attack line and holds the same resources that the killing soldier spawned with. In the end of the mission, all earnings that were accumulated in that way are handed out to the Assault Teams on the battlefield. Example 1 A heavy tank is deployed. The tanker soldier and the tank vehicle get deducted from a random suitable AT that carry these resources. When the heavy tank kills an enemy resource, the value of that resource is determined in warfunds. The warfunds are attributed to a random heavy tank(!) Assault Team that is located on the Access Point that the soldier deployed from. Special case: If for whatever reason (f. Ex. after retreat) there is no heavy tank Assault Team present on the respective attack line anymore, no warfunds are attributed to any assault team. This will only happen in the timeslot from when an AT retreats and until the soldiers deployed from that AT die or win/lose the battle. Example 2 A battle consists of 10 fighter recon, 10 medium fighter and only 1 heavy fighter AT among ATs of other types. You send in an additional heavy fighter AT. A player deploys a heavy fighter plane in the actiongame. The pilot ticket may get deducted from any AT that has pilots in them, which means one of the 22 ATs with pilots. The heavy fighter plane ticket can obviously only get deducted from an Assault Team that has heavy fighter planes, which means one of the 2 heavy fighter ATs (meaning a 50% chance that it will be yours). The heavy fighter plane kills 2 heavy tanks (including the tanker soldiers in them) throughout the mission, which means a value of 395 Warfunds for each kill. When the mission ends, only the heavy fighter ATs will be considered for the rewards, which means you have a 25% chance of receiving 790 Warfunds (rewards for both kills), a 50% chance of receiving 395 Warfunds (rewards for one kill, the owner of the other heavy fighter AT receives the other 395 warfunds) and a 25% chance of receiving no reward (the owner of the other heavy fighter AT got lucky and received the rewards for both kills). Example 3 An example battle, with 4 motorized infantry ATs on each side - where 18 infantry soldiers on side A kills 72 enemy infantrymen and die 54 times (no accidents or suicides), but they lose 18 cars in the process and only destroy 9. What would the two sides earn/cost? Team A earns: 72 * Cost of an infantry + 9 * Cost of a car Team A resupply cost: 54 * Cost of an infantry + 18 * Cost of a car Team B earns: 54 * Cost of an infantry + 18 * Cost of a car Team B resupply cost: 72 * Cost of an infantry + 9 * Cost of a car Assuming I own ONE of the motorized assault team I earn: A number between 0 and all team earnings. Averaged out over multiple matches it will be 25% of the total team earnings in this scenario. What are we working on? We are working on an upgrade to the Battle Report design to make it easier to see the WFs earned by your ATs - https://trello.com/c/BuMcrPV4/65-battle-report-upgrade Bugs fixed recently Due to the design of the handout mechanism, any Assault Team that carried the soldier type (but not necessarily the vehicle type) of the soldier was eligible for the reward. In the above example this would mean that any Assault Team that carried a tanker soldier-resource (Light Tanks, Medium Tanks, Heavy Tanks, Tank Destroyers) could have received the earnings from the kills of the heavy tanker. The issue applied to most categories of resources (Infantry, Tanks, Planes but not paratroopers since they only differ in size but use the same soldier/vehicle combination). This has been fixed May, 30th. We fixed a server communication bug where action servers could lose the connection to the backend server, so warfunds were deducted when a soldier/vehicle deployed from the AT, but the earnings from those soldiers would not be added to the earnings if the connection got lost towards the end of a battle. Known Issues and expected fix date No warfunds earned for all kills that happen between the last deploy of the killer and the mission end. We are investigating the exact cause of this behaviour and it has high priority. In the rare case where the action server fails to communicate with the warserver at the end of a mission, no earnings will be handed out. In this case the resources lost are deducted (on soldier deploy) but the earnings do not get distributed at the end of the battle. We want to change this so earnings and costs are added/subtracted even in the case of a connection failure or server crash. This happened in about 1 in 10000 battles, we do however expect this to have been improved by the above mentioned fix. Players fielding a large number of Assault Teams in long battles are more likely to encounter this. And follow-up research suggests that some battle types might be more prone to it happening than others. We have identified bugs in the morale system that can lead to Assault Teams unjustly losing their morale and being destroyed leading to Warfund loss. When the war server refactoring is complete, we expect these bugs to be fixed. Strategy game future? As you have probably heard we are working on War Server Refactoring. This is a major backend task where the current setup is migrated to a new codebase to allow us to start proper development of strategy game features. WSR development is progressing according to plans; you can follow the progress on the Development Overview. As part of this we are looking into tieing staged and war battles closer together. And we want to extend the resource bookkeeping so earning follows each soldier closer, but more on that once we start implementation, as we will do all we can to get something on prototype as early as possible. FAQ Q: What happens to vehicles that are abandoned and despawn without being destroyed (eg. deploy in car, drive somewhere, leave it, die later, car despawns)? A: The WF cost for the vehicle is deducted when it deploys. If it is abandoned (ie despawns) it is lost. Q: Is it possible to make a profit? A: Yes, by playing carefully and destroying more expensive resources than what you bring/lose it is possible for skilled generals to make a profit in WFs. Due to vehicle despawns, suicides, accidents and retreats you risk losing more warfunds than you earn. Winning or losing battles has no influence on warfund earnings for generals. Q: I earned nothing by participating in this battle, is this normal? A: In a single battle it is possible, due to the chance-based distribution of earnings (or no achieved kills by players) to not earn anything, but over a larger number of battles this evens out.
  3. Reto.Robotron3000

    UPDATED DEVELOPMENT OVERVIEW - JAN. 2019

    January Update for our Development Overview is up. You can find the link to the 'Development Overview' both here and in the top menu under 'DEVELOPMENT'. We've done quite a bit of cleanup and added more content into our development track. We are intending to update the development overview again in February. Rather than listing all the changes here, please click the link and take a look for yourself! Cheers RETO MOTO Original post: https://heroesandgenerals.com/2019/01/
  4. Reto.Robotron3000

    Changelog 1.13.1 NEW ANTI TANK WEAPONS

    Changelog Hotfixes 1.13.1 HOTFIX 156650 – [21.02.2019] What’s New Added a new Pilot Starter Bundle Activated a 50% Off sale on new Pilot Starter Bundle Improvements Bicycles have been tweaked to decrease slope penalty and increase terrain speed HOTFIX 156382 – [14.02.2019] Improvements Activated the *correct* Warlantine’s Day promotion Deploy cost lowered for handheld weapons for close quarter combat Deploy cost lowered for weapon modifications that can be equipped to those weapons (except scopes) HOTFIX 155820 – [30.01.2019] Bug Fixes COLMAR HAMLET – Maschinenpistole 34 crates have been added to deploy areas. COLMAR HAMLET – Removed the capture point locked gate and replaced it with a fence. Added the option to lower or raise the amount of ammunition pouches for the Bazooka M9A1 and Ampulomet Model 1941. HOTFIX 155695 – [24.01.2019] Bug Fixes Fix for newly unlocked maps not being enabled by default. Fix for part of MK2 explosion sound being audible on the entire map. Fix for the “Cat’n dog” sound bug (MK II grenade shrapnel sound issue). Fix for Tank Ammo module destroyed attenuation. Bazooka M9A1 sound tweak. PanzerBüchse-39 sound tweak. Ampulomet Model 1941 sound tweak. Changelog Update 1.13.1 What's New New US Bazooka M9A1 Rocket Launcher. New German PanzerBüchse-39 Anti-Tank rifle. New Soviet Ampulomet Model 1941 Grenade Launcher. Created Unlock for Panzerbuche 39 at Tank Destruction lvl 4. Created M9A1 Bazooka at Tank Destruction lvl 8. Created Ampulomet at Tank Destruction lvl 8. Vehicle transmission destroy sound added. Vehicle track destroyed sound added. Vehicle fuel tank explosion sound added. Turret damaged sound for tanks added. Wing damage large, medium, small sounds added. Vehicle engine sound ducking when ammo depot explodes added. Vehicle engine destroyed sounds added. Optimization & Balance Armor Model We have heard your comments on the armor model and we have been busy tweaking it for a better play and feel. Anti Tank Weaponry With the introduction of the new anti-tank weapons, some existing anti-tank weapons serve too similar a purpose so they have been removed - however, if you already have unlocked these weapons, you keep them! Sounds Other Optimizations Added an armor quality value for each vehicle. Lowered total hitpoints for all vehicles. Lowered component internal hitpoints for all vehicles. Lowered the max amount an armor surface can be worn. Increased the amount of damage from ammunition and fuel. Lowered the explosion radius of proximity mines. A component remains broken until it has been repaired up to 50%. The base structure total damage multiplier is no longer normalised. When a mine is triggered by a vehicle, the damage calculation is based on the vehicles 0,0,0 point. When triggered by or attached to a vehicle damage falloff over distance is disabled. A proximity mine deals half damage, except to the vehicle that triggered it. For all penetration damage, 1/2 of the damage is absorbed by the armor unless the armor is worn down. Removed SU Lend Lease Bazooka because the Ampulomet is now available. Removed GE M1A1 AT-mine. Removed SU M1A1 AT-mine. Removed US TM-34 AT-Mine. Removed US Tellermine. Removed GE TM-35. Removed SU Tellermine. Removed US H3. Removed SU H3. Removed GE Bazooka. Removed SU PanzerSchreck. Removed US PanzerSchreck. Moved thrown AT mines to Explosives Ribbon lvl 2. Moved Grenadier Bronze to lvl 1. Moved AT-mines to Tank Destruction lvl 1. Moved Bazooka to Tank Destruction lvl 4. Moved SU PTRD 1941 to Tank Destruction lvl 4. Moved PanzerSchreck to TD lvl 8. Ammo destroyed + fuel tank destroyed sound tweaks. Vehicle ammo depot destroyed audio tweaks. Animation Updates for US, GM, SU Support Vehicles and Half-Tracks (Enter, Exit, Switch Seat). Faster fade out of hit indicator to increase visibility. Lowered the sandbags by 10% to allow for crouch shooting. Changed starting capitals as follows: USA > Copenhagen, Stockholm Germany > Bordeaux, Marseille Soviet Union > Moscow (unchanged), Minsk Known Issues Temporarily disabled hit verification sounds. Click to go back to the 1.13.1 Update announcement. Original post: https://heroesandgenerals.com/2019/01/
  5. Deep in the motherland we can find the Outpost Krepost. Who could have imagined the war coming all the way here? Inspired by the battle of the Brest fortress, the Krepost map on the Eastern front is fought in and around an outpost, leading up to the massive Brest fortress that lies on the horizon. In this encounter we focus on close quarters, man to man combat. Different from the other encounters, the Krepost encounter has three different objectives spread around the massive building. Krepost is build next to a river, just to the west. It gives a great natural barrier which protects the outpost from that direction. Three small towns surround Krepost, each connected to Krepost with a small wooden bridge. The north and south have been chosen as staging areas for each of the fighting factions. The town to the east allows for some nice flanking maneuvers to the third entrance of the outpost. Inside the outpost there are many rooms to visit, connected by long hallways. A lone artillery shell has an impact in the roof on the western side of the structure, not much remains of the second floor, yet a small ridge of the floor allows players to take the upper route between two of the objectives. In the center of Krepost lies a courtyard, filled with boxes of supplies from a fleeing army. These boxes create excellent cover for those brave enough to cross the relatively open field. It is best not to linger too long in the courtyard, many windows within the outpost give excellent firing positions into the courtyard. The two entrances to the north and south allow soldiers to get on top of the ramparts, giving an excellent vantage point across the courtyard. But not just over the courtyard, also over the bridge that the enemy uses to cross the moat often providing excellent targets to shoot at, if the opposing gatehouse can be taken. What are you waiting for soldier? It is time to go to war! Original post: https://heroesandgenerals.com/2019/01/
  6. October 5th, 2018 Copenhagen New ‘Deploy! Drive! Destroy!’ update redefines vehicle gameplay in World War 2 shooter Heroes & Generals. ‘Deploy! Drive! Destroy!’ offers a total rebalancing of the more than 70 vehicles available for soldiers to own in Heroes & Generals. All vehicles have been fitted with a completely new armor and damage system as well as upgraded handling adding significant detail and depth to the game. Experience a newfound freedom of choice – play the soldier you want and bring along the vehicles you like in a new flexible deploy system. Now you can start combat as Infantry, but switch to Pilot, Recon, Paratrooper or Tanker if that’s what it takes to win the battle. The choice is yours! “In the ‘Deploy! Drive! Destroy!’-update we ripped out key elements of the game and rebuilt them for a richer and deeper gameplay experience. We not only wanted to make heavy tanks as badass as you would expect, we wanted to add value to ALL vehicles in Heroes & Generals and create a diverse and balanced battlefield,” tells Jacob Andersen, Game Director at RETO MOTO. ‘Deploy! Drive! Destroy!’-update includes: New armor system for all vehicles. Now it really DOES matter WHERE and HOW you attack an enemy vehicle. New damage system lets you immobilize vehicles with critical hits to components such as engine, fuel tank or ammunition, gun turret, wing, rudder and so on. Vehicle handling has been upgraded and every vehicle have had their physics redone from scratch. New terrain system implemented on all maps makes sure roads, grass and mud affects your driving just like you would expect. Simpler and more flexible deploy system makes it easier to setup a squad with your friends and play the soldier you want to play in battle. “This update truly goes to the core of the game benefiting all players. It represents a major undertaking for Heroes & Generals – we have been working on it for a long time and in the process updated and consolidated a range of complex behind the scenes systems giving us more options for the future. We want to extend our gratitude to our very engaged community who joined the public test server and provided very valuable feedback to make this update even better,” says Jacob Andersen. The full changelog for the ‘Deploy! Drive! Destroy!’-update can be found here.     For further information, media and interviews: Thomas Berger, PR Manager: press@reto.dk, Phone: +45 3393 1070   About Heroes & Generals Heroes & Generals is a full on, all-out WAR experience. The ultimate, large-scale multiplayer war. Thousands of players fighting one massive war of nations. The first to take 15 cities takes the glory. Battle it out alongside newfound brothers from all over the world in multiple battles waging persistently as Generals strategize and deploy resources to assist their men. As a soldier everything you do influences the war. Every kill you make, every tank you destroy, every town you capture matters. Even glorious defeat, because sometimes to win the war, many must die. Heroes & Generals has over 14 million registered players and is available for PC at HeroesAndGenerals.com. About RETO MOTO RETO MOTO is a game studio based in Copenhagen, Denmark. Established in 2008 by the original founders of IO Interactive and the creators of the Hitman series, RETO MOTO develops and operates the WW2 game Heroes & Generals.   Links Website: www.heroesandgenerals.com Company site: www.reto.dk Steam Store page: http://store.steampowered.com/app/227940 Twitch: http://www.twitch.tv/heroesandgenerals Facebook®: https://www.facebook.com/HeroesAndGenerals Twitter®: @heroesngenerals YouTube: https://www.youtube.com/HeroesandGenerals Original post: https://heroesandgenerals.com/2018/10/
  7. Hi. In build 21522 there is a known bug where the server throws a lot of messages like "Jumping m_LocalWorldSubTick back/forward" and "Client tick xxx server tick yyy server is zzz ticks behind" and just keeps going like this for minutes. This is due to the client getting too far ahead of the server when the server loads a level. The client and server then get to a point where they can't get back in sync. There is a workaround until we get a new fixed version deployed: When the messages start showing up wait about 15-20 seconds and close the game using Alt-F4 Press [CANCEL] in the mission list on the flash site and press [JOIN] again. This will give the server the needed seconds to catch up and the game runs. Sorry for any inconvenience
  8. Reto.Robotron3000

    New Anti-Tank Weapons Preview

    The Bazooka M9A1 Rocket Launcher The M9A1 was part of the "Bazooka"/"Stovepipe" line of shoulder fired anti-tank rocket launchers. The M9A1 is a Light Infantry Anti-Tank Weapon with adjustable sights to increase its accuracy and effective range. The launcher uses M6A3 hollow charged rockets that have great flight stability and improved armor penetration. The M9A1 is one of the iconic weapons of WWII and was allegedly deemed by General Eisenhower as one of the 4 most important aspects of the US military system that allowed the ally forces to win the war. The PanzerBüchse-39 The Panzerbüchse-39 (or PzB 39) is a huge German Anti-Tank rifle that fires a small but mighty cartridge that holds a massive amount of gunpowder that, together with the long barrel of the gun, gives a very high velocity to the projectile capable of punching through lightly armored vehicles. The PzB 39 can be upgraded in the same way as the Soviet PTRD for greater power. The PzB 39 were effectively used by the German army in the invasion of Poland; and two years later, at the beginning of the war against the USSR. The Ampulomet Model 1941 The Ampulomet is a 125mm grenade launcher introduced in 1941 to give the infantry a weapon to fight tanks. The Ampulomet originally launched 125mm glass orbs (AZh-2 glass ampule - hence the name) filled with a mixture of 80% phosphorus and 20% sulfur which ignited when exposed to air! The burning liquid would seep through vision slots or engine grilles on tanks and ignite ammunition or fuel as well as choke and blind the crew. The 12-gauge shotgun cartridges firing the FBM-125 - developed as an aerial bomb - is a shaped charge mine FBM-125, weighing 2.5 kg of which 1.5 kg were the explosive mass was widely used in the Ampulomets to defeat various enemy vehicles (90-mm steel plate pierced with TNT). See you in game! RETO MOTO Original post: https://heroesandgenerals.com/2019/01/featuring-three-new-anti-tank-weapons/
  9. I have attached the Weapon Configuration Data for update 1.11 - Enjoy! Below is the legend for the three Weapon Configuration datasets. WeaponTemplate is the setup for each weapon. AmmoTemplate is the setup for each ammunition type in the game and WeaponAmmoMapping shows which ammunition fits which weapon. In order to look at a specific weapon you need to find the weapon AND the ammunition in the weapon (look at the default one first for ease of use). Weapontemplate Field Description Id The weapon’s ID Name Name grabbed from file NOT ingame name fireForce Push on firing platform (eg roll/rock tank when firing cannon) Camerarecoilright Camerarecoilup Camerarecoilvariance Recoil left/right Recoil up/(down) Variance on recoil vector (circle radius after resulting vector is drawn) Swaystandmode Swaycrouchmode Swaypronemode Swayprecisionmodifier Sway when standing Sway when crouching Sway when prone Multiply above by this when aiming Aimpenaltyprecisionmodifier Aimpenaltyperbullet Aimpenaltyturn Aimpenaltycontractionpersec Crosshair size modifier to AimpenaltyPerbullet when aiming Crosshair size increase per bullet Crosshair size increase ‘turn’ Crosshair contraction speed Baseconefire Weapon imprecision (also visible on crosshair size) Recoiltime Fireat Chambertime Time for recoil to complete Priming (nades + med kits) Time to chamber a new round Reloadtime Time to reload (s) Clipsize shots per magazine/clip Maglowlimit When is a magazine “low” Respawntime Not used Chargetime Time it takes for weapon to arm (mine) Effectscopemindist Effectscopemaxdist Effectscopesteps Effectscopedefaultdist Sight adjustment - minimum value Sight adjustment - max value No of step between min & max Default value Aimfov1 Aimfov2 Aimfov3 Zoom level setup for cannon sights Equiptime Time required to switch to the weapon Effectshellspeed Not used Dof_sprint_start Dof_sprint_end Dof_view_start Dof_view_end Dof_aim_start Dof_aim_end Depth of field settings. 100% sharpness between start and end values. Paththickness Size of throw arc for grenades Swayfatigue Swayspeed Sway added by fatigue Sway added if moving 100% run speed Pathred Pathgreen Pathblue RGB value for path. Usewhilesprinting Can the weapon be used while sprinting Reloadtimescoped Time to reload if scope equipped (s) Recoilcamera Does the camera recoil? No for melee weapons Clipautoeject Not used Pathdisplay Show prospective projectile arc Y/N (grenades) Reloadattachrighthand Is the weapon attached to the right hand while reloading? Ammofeedanim Animation for ammo feed Usewhilerunning Can be used while running Proneandaimonly Can it only be aimed while prone? clipCount Default number of magazines/reloads Factiontemplateid Which faction does the weapon belong to Weaponcategoryid Weapon Category ID for UI Weaponslotcategoryid Not used equipmentPointsCost How many eq points does the weapon cost fatiquePoints The impact on how quickly you fatigue. 0.6 per point maxCondition Weapon’s max condition, 0 for mounted weapons wearPerShot wearPerBattle Weapon wear canAdjustClipCount Is it possible to have different sizes of magazines Managabilitycost Deploy delay (1s per point) Available Is the weapon available in the game AnimToken Animation TwoHanded Is the weapon used two-handed? IgnoreGrief Does this weapon ignore the TK/TD grief rules AudioShotDelay AudioMechanicsDelay AudioHammerDelay AudioAutoEjectDelay AudioUseAnimEventsAsReloadSequenceTriggers Audio setup ItemType Item type identifier precCameraOffset precCameraOffsetProne Camera precision setup values precisionModeAcceleration Transition/Blend speed into aim pose. Lower values = slower animation bobCatagoryToken Animation for weapon bobbing ammoSpeedMod Muzzle velocity adjustment to ammunition (does this weapon make muzzle velocity faster (>1) or slower (<1) than the default value for the round. ammoRangeMaxMod RangeMax adjustment (see above) ammoDamageMod ammoDamageFarMod Damage adjustment (see above) ammoRangeNearMod ammoRangeFarMod Range adjustment (see above) ammoArmorPenetrationAngleMod ammoArmorPenetrationAngleFalloffMod ammoArmorMinDamageMod ammoArmorMaxDamageMod ammoArmorMinPenetrationMod ammoArmorMaxPenetrationMod Adjustment values when hitting armor. Used when same ammunition types is used in different weapons, with differing barrel length, etc. catridgeTypeID Cartridge type extraBulletTracer Used for handling SFX for tracer rounds fireModeAuto Does this weapon have full auto fire? fireModeSingle Does this weapon have single shot fire? masterId ID of master graphics dof_power Turn depth-of-field from 0 to 1 (currently disabled) ammoTemplate Field Description id identifier type Type identifier name Extracted reference name speed Projectile speed In m/s rangemax Max range in m (after this projectile is deleted) propulsiontime Rocket burn time (s) damage damagefar Damage from 0 to rangeNear Damage from rangeFar to rangeMax rangenear rangefar Damage drop off starts (m) Damage drop off levels off (m) explosiondamage explosionradius explosiontimer weightthreshold proximitydist triggerdelay Damage Explosion radius (m) Delay after triggering Weight needed to set off mine Range of trigger ?? timeout When is projectile deleted (s) ArmorPenetrationAngle ArmorPenetrationAngleFalloff ArmorMinDamage ArmorMaxDamage ArmorCorrectionAngle ArmorPenetrationTriggerMinThickness ArmorMinPenetration ArmorMaxPenetration RicochetAngle ArmorExplosionMinPenetration ArmorExplosionMaxPenetration ArmorExplosionMinDamage ArmorExplosionMaxDamage Hitting Armor maxCondition Rounds in a ‘box’ wearPerShot wearPerBattle Shots fired at a time Shot cost per battle (0 for all) forSale Currently for sale (true/false) projectileType ID coneModifier recoilModifier Modifcation to weapon cone Modifcation to weapon recoil cartridgeTypeID What kind of cartridge is ejected? TypeID masterName Graphics for projectile consumableEffect Does something happen used? (Think medkits) weaponAmmoMapping Field Description id ID weaponTemplateId This weapon ammoTemplateId Can use this ammunition type defaultAmmo Is it the default ammunition for the weapon? 1.11_WeaponAmmo_and_Mapping.xlsx
  10. 英雄与将军《Heroes & Generals WWII》一月更新来了! 在本次更新中,您可以使用三种全新的反坦克武器,对抗这些强大的装甲载具,并享受装甲模型微调后带来的最新体验。我们也在音效与动画方面做出了更多改善。请参阅下方详情。 三种强大的全新反坦克武器 您是否曾经操作步兵却不巧撞见坦克,心中暗叫“完蛋了”呢? 现在,您有办法对抗这些装甲载具了。轮到您大显身手了! 种武器呢? 美军的巴祖卡M9A1火箭发射器:这是轻装步兵用的反坦克武器,也是二战中最具标志性的武器之一。 德军的PzB-39:这款反坦克步枪可以发射小而强大的高速子弹,而且和苏军的PTRD一样可以升级增强火力。 苏军的1941型安普洛梅特:这是一款125毫米口径的榴弹发射器,可以射出FBM-125反坦克榴弹,它能够轻易击穿90毫米的装甲。 现在您可以在综合的“坦克摧毁”勋带查看所有的反坦克武器了。我们淘汰了通过租借法案获得的巴祖卡,换上火力更强大的安普洛梅特。不过如果您已经拥有原本的巴祖卡,也可以将它留下。 万众期待的装甲模型微调实装了! 我们仔细听取了大家的意见,对装甲模型进行了微调。最后还有一项同样重要的更新:感应式地雷现在对于触发地雷的载具以外的单位只会造成一半的伤害。 我们也抓紧时间修复了一些动画、音效等问题。详情请阅览更改日志。 我们游戏里见! RETO MOTO Original post: https://heroesandgenerals.com/language/zh/2019/01/%e8%8b%b1%e9%9b%84%e4%b8%8e%e5%b0%86%e5%86%9b%e3%80%8aheroes-generals-wwii%e3%80%8b%e4%b8%80%e6%9c%88%e6%9b%b4%e6%96%b0%e6%9d%a5%e4%ba%86%ef%bc%81/
  11. Reto.Robotron3000

    New Tank Destroyers Preview

    The German Panzerjäger V Jagdpanther The Panzerjäger V Jagdpanther packs a powerful 88mm PaK 43 gun into the chassis of a Panther tank. A Tank Destroyer that not only excels in firepower and maneuverability, but also incorporates a solid frontal armor. The Soviet SU-100 The SU-100 is armed with a mighty 100mm D-10S High Velocity gun. This monster can take on ANY foe and is mounted with a thick frontal armor. The US M36 Tank Destroyer The M36 Tank Destroyer combines the mobility of the M10 with the firepower of the M26 Pershing. Also known as the ’Jackson’, the M36 is the fastest way to bring a 90mm gun where it needs to be. Original post: https://heroesandgenerals.com/2018/12/
  12. Reto.Robotron3000

    Changelog 1.12.1 Deploy! Drive! Destroy!

    Update 1.12.1 General Game Changes Daily Bonus + 50% rank xp for the first battle of the day for each of your soldiers! Added an extra filter option for Soldier selection, giving you an overview of your soldiers across all three factions. Encounter battles for players below level 2 now have PVE fighter planes battling it out in the sky. Bug Fixes Various timeout values adjusted to help players who had issues joining battles. In game settings the language selection menu now shows the current language correctly. Other Changes After logging in, you now start on the Heroes screen instead of the news bulletin screen decreasing the time to action. Removed due to last-minute bugs. Enable FPS graph in console for all player accounts (render.show_fps_graph=1) Known Issues The updated sound engine (FMOD) may still cause issues related to volume over distance (attenuation) for vehicles and weapons on some sound cards. We are keeping an eye/ear on this. AsusTek Sonic Studio 2 OSD (SS2OSD.dll) can cause crashes. We recommend you disable it if you encounter crashes. Nahimic OSD (Nahimic2OSD.DLL) can cause crashes. We recommend you disable it if you encounter crashes. So what are you waiting for soldier – grab your gear and enter combat! Original post: https://heroesandgenerals.com/2018/11/changelog-1-12-1/
  13. WHAT ARE WE TESTING AND WHY? We are testing a number of performance optimizations that focus on improving framerate by reducing stuttering, speed up loading time on minimum requirement PCs and a performance update to the anti-cheat. We are testing this on prototype instead of just rolling it out on live as there might be some issues with very specific PC configurations. So what should I do? Log in to prototype, and launch the action game (please just choose an infantry soldier and have all maps selected), deploy into the map and run around and have a bit of fun. We'll collect and analyze the data needed. The server has been configured to start battles with 1 soldier on each side and no infantry requirements, so this is your chance to take exotic vehicles and weapons for a spin if you want to check something out! Anything specific I can do to help? Upload crash reports if crashing; If the game is stalling or you experience much worse performance than on Live, provide your DXdiag file, player-prototype.log and hngsync-prototype.log. The logfiles can be found in the folder: %USERPROFILE%\AppData\LocalLow\Heroes and Generals Here is a link to instructions on how to create a dxdiag file. How long will prototype be open? We will keep prototype open until Monday November 19th at 1400 CET. HOW DO I JOIN? In order to participate, you will have to download the Prototype client. You can download the client by clicking the link to http://prototype.heroesandgenerals.com Download and install the client as indicated. You will have more than enough Gold for testing purposes and grabbing the vehicles you want to play with! Please note that any gold, credits or warfunds are not transferred to the Live servers. What you do on the prototype server stays on the prototype server. FAQ Q: How do I access the prototype server on Steam, Mail.Ru, or Hype? A: Unfortunately, Prototype is only accessible through the standalone client. But you can use the same login, so you only need to download the stand-alone client. Q: Can I play when I located outside Europe? A: We have two different servers supporting prototype this time, one in Frankfurt, Germany like we normally have that gives good (or decent) ping for Europeans, Russians and most Americans, but we also have one running in Hong Kong so our Australian and Asian players should have a chance to play as well. Q: Why is the downloading of the client progressing so slow? A: During the initial opening of the server, there is a heavy load on download centers. Q: What should I do if I encounter a crash? A: If you experience crashes you should send the crash report right away! Q: Does this impact my normal game? A: No, You have a separate amount of credits, gold & warfunds as well as separate characters, weapons, vehicles etc. on the prototype server! Q: Do I get the Gold, Warfunds and Credits back in the normal game? A: No, the free stuff stays on the prototype server. Q: Am I allowed to have fun? A: YES! While this is a test it is also a game, so go have some fun! Check out other vehicles, factions and careers from what you normally play. Original post: https://heroesandgenerals.com/2018/11/test-optimizations-on-prototype/
  14. Reto.Robotron3000

    Help crush a bug and win!

    We have opened the Prototype Server with a hotfix for 1.12. The main fix is an annoying bug that required some players to join an action game TWICE before it would launch properly. There is a complete changelog below. We need you to log in on our Prototype Server and play like you normally would. If you encounter a crash, you should send the crash report and if you encounter other issues, please post them in the Feedback topic. Be aware that we may need to apply hotfixes to the Prototype Server during the test. So if the server is down, don't despair, it will come back online shortly. HOTFIX CHANGES General The "rejoin" bug where you are unable to launch the action game and have to press 'Rejoin' to get in. Action server crash fix Crash fix On bulletin screen, the changelog now has a label identifying it as "CHANGELOG" UI Added hint that you can skip "commencing field maintenance" by pressing space Armor and Damage Windscreens no longer block bullets. They will still block blast and grenades. Thank you to those who reported! Armor component messages are now combined if you have multiple messages within 3 seconds. Armor Damage messages are combined into one, Component Damage are combined into one and Components Detroyed are also combined into one. Thank you to those who reported! Vehicle component damage to vehicle hitpoints is now normalized, so the maximum hitpoints the vehicle can lose from one component type is based on the max from one. E.g. if a vehicle has 2 ammo compartments (one that can transfer 1000 dmg and another that can transfer 500 damage), then the total they can transfer is 1000 where the large one can transfer 666 and 333 for the small one. "Destroyed gun breech, now reduces rate of fire and reload speed. Detroyed barrel, now reduces muzzle velocity and increases cone fire" Sound Fixed a bug where the audio effect of sitting inside a vehicle could be stuck on after exiting Balancing Assault - capture to neutral is now faster Moved tanker wrench from lvl 5 to lvl 2 Re-arranged tanker combatbadges to favour mechanic badge SMG now unlocks adjusted down Moved tier 2 light tanks to lvl 1 Death camera tweak and suicide key option disabled. No effects and explosion damage in ghost mode WIN PRIZES! All who plays at least one battle on Prototype before 09:00 CEST Wednesday the 10th of October, will participate in a prize draw with cool prizes such as a H&G branded Zippo-lighter, a H&G hoodie, a H&G t-shirt, a H&G Medic bag, Gold and Veteran Membership. The more who plays on Prototype, the more prizes we will give. HOW DO I JOIN? In order to participate, you will have to download the Prototype client. You can download the client by clicking the link to http://prototype.heroesandgenerals.com Download and install the client as indicated. You will have more than enough Gold for testing purposes and grabbing the vehicles you want to play with! Please note that any gold, credits or warfunds are not transferred to the Live servers. What you do on the prototype server stays on the prototype server. FAQ Q: How do I access the prototype server on Steam, Mail.Ru, or Hype? A: Unfortunately, Prototype is only accessible through the standalone client. But you can use the same login, so you only need to download the stand-alone client. Q: Can I play when I located outside Europe? A: We have two different servers supporting prototype this time, one in Frankfurt, Germany like we normally have that gives good (or decent) ping for Europeans, Russians and most Americans, but we also have one running in Hong Kong so our Australian and Asian players should have a chance to play as well. Q: Why is the downloading of the client progressing so slow? A: During the initial opening of the server, there is a heavy load on download centers. Q: What should I do if I encounter a crash? A: If you experience crashes you should send the crash report right away! Q: Does this impact my normal game? A: No, You have a separate amount of credits, gold & warfunds as well as separate characters, weapons, vehicles etc. on the prototype server! Q: Do I get the Gold, Warfunds and Credits back in the normal game? A: No, the free stuff stays on the prototype server. Q: Am I allowed to have fun? A: YES! While this is a test it is also a game, so go have some fun! Check out other vehicles, factions and careers from what you normally play. Original post: https://heroesandgenerals.com/2018/10/2671074/
  15. Reto.Robotron3000

    Press

    FACTSHEET Developer: Reto-Moto, Copenhagen, Denmark Platforms: PC (Steam, browser) Genre: Massively Multiplayer Online First Person Shooter Lan [see the full post at: Press]
  16. Reto.Robotron3000

    Game Controls

    These are the default controls for the game. We have made a layout for users with AZERTY-layout keyboards. Check out this post in the forum for how to [see the full post at: Game Controls]
  17. Reto.Robotron3000

    Level Designer

    We are looking for an experienced level designer who wants to be part of the team making the game Heroes & Generals (http://www.heroesandgenerals. [see the full post at: Level Designer]
  18. Once again we would like to enlist your help testing the upcoming Krepost Encounter map on our Prototype Server! In this iteration of the map we have: Redesigned the capture point layout. Now the fortress has 3 Objectives Removed the large building from the neutral compound across the river to make it look less like an Objective Added more cover to the Yard Opened 3 of the tall windows to allow easier access to the fortress Optimized water layer for performance reasons Fixed collision issues in the west wing crater Work on officers area in fortress Working on updating geometry on all walls sections Working on updating geometry all roof sections Sound update to fix missing/delayed shot sounds from other players What we are looking for is your feedback on the gameplay and what you think of the overall flow of the Krepost Encounter with the changes we have made – does the extra objective point improve the experience or not? Also, let us know if you find issues that break the gameplay and/or missing/delayed sounds. Be aware that the map is still in an early state and a "work in progress" so everything is subject to change - especially the visuals. So please disregard the pure visuals – we do not need feedback on the visuals. Neither do we need input on how the bots behave. Known Issues There are missing/white textures several places on the map. The graphics is not optimized yet, so the you will experience lower fps. There are placeholder textures (like the brick textures on the fortress itself) Various shader-issues Visual gaps in walls, roofs, ceilings and such Missing LOD Bots have not been optimized to the map layout – they may seem poorly organized compared to Live WHAT ARE WE TESTING AND WHY? We are testing the gameplay flow on the new encounter map named 'Krepost', situated in the marshlands of Eastern Europe. So jump in and play the map, play to win battles. In addition to the map this prototype test also includes a new set of precision aim recoil animations, ie. how your weapon behaves on screen when you shoot while aiming (hold right mouse), and a sound update to fix missing/delayed shot sounds from other players. We would like feedback about places where you are able to squeeze yourself through (or shoot through) where it doesn't feel intended. How long will prototype be open? We will keep prototype open until Monday November 5th at 1400 CET. HOW DO I JOIN? In order to participate, you will have to download the Prototype client. You can download the client by clicking the link to http://prototype.heroesandgenerals.com Download and install the client as indicated. You will have more than enough Gold for testing purposes and grabbing the vehicles you want to play with! Please note that any gold, credits or warfunds are not transferred to the Live servers. What you do on the prototype server stays on the prototype server. FAQ Q: How do I access the prototype server on Steam, Mail.Ru, or Hype? A: Unfortunately, Prototype is only accessible through the standalone client. But you can use the same login, so you only need to download the stand-alone client. Q: Can I play when I located outside Europe? A: We have two different servers supporting prototype this time, one in Frankfurt, Germany like we normally have that gives good (or decent) ping for Europeans, Russians and most Americans, but we also have one running in Hong Kong so our Australian and Asian players should have a chance to play as well. Q: Why is the downloading of the client progressing so slow? A: During the initial opening of the server, there is a heavy load on download centers. Q: What should I do if I encounter a crash? A: If you experience crashes you should send the crash report right away! Q: Does this impact my normal game? A: No, You have a separate amount of credits, gold & warfunds as well as separate characters, weapons, vehicles etc. on the prototype server! Q: Do I get the Gold, Warfunds and Credits back in the normal game? A: No, the free stuff stays on the prototype server. Q: Am I allowed to have fun? A: YES! While this is a test it is also a game, so go have some fun! Check out other vehicles, factions and careers from what you normally play. Original post: https://heroesandgenerals.com/2018/11/
  19. Reto.Robotron3000

    Changelog 1.12.1 Deploy! Drive! Destroy!

    I think this is a theoretical problem. If the PC can run the game adding a handful of bot planes have no real influence on FPS:
  20. Reto.Robotron3000

    Changelog 1.12.1 Deploy! Drive! Destroy!

    It shows a running FPS graph, mostly to help debug, but some players might want to use it to fine-tune graphics settings NB There were NO changes to tanks in the 1.12.1 update.
  21. Reto.Robotron3000

    Changelog 1.12.1 Deploy! Drive! Destroy!

    yes pls
  22. Reto.Robotron3000

    Changelog 1.12.1 Deploy! Drive! Destroy!

    UPDATE: This is fixed Updated Known Issues in linked post: "Administrator Rights Needed" error. This is due to an error at our CDN provider (the servers handing you the actual files), resulting in this weird message. Workaround - try again it is a periodic error so a lot of files do get delivered. We're working with them as fast as we can to figure out what is wrong on the setup and get it fixed. Sorry for any inconvenience.
  23. Reto.Robotron3000

    Changelog 1.12.1 Deploy! Drive! Destroy!

    no, son (anyone below 40 is called son 😉) But we are seeing increased traffic and load. We replaced one of the backend servers this morning due to a hardware error, but it shouldn't impact anything. Might be some DNS caching somewhere.
  24. Reto.Robotron3000

    Changelog 1.12.1 Deploy! Drive! Destroy!

    I'm working with the devs trying to figure out what information we need to ID the bug. More info as soon as I get it. Again sorry for the inconvenience.
  25. Reto.Robotron3000

    Changelog 1.12.1 Deploy! Drive! Destroy!

    Investigating! Thanks for the headsup. @Lycrist_Katkiller @Trollfaktor Did the game write anything in the H&G Sync window? If you type debugwindow (or hit ctrl+½) you get a debuglog in the client, if the error appears again please try that and send the output to support so we can nail that bug!! Does it fix itself after a game restart? Does it fix itself after a computer reboot (could be some other program, AV, search indexer etc. having a file lock on the files, and a reboot should fix that)?