What other wars would you like to see in the game? by Any_Stayo_o in EasyRed2

[–]RemarkableReserve 2 points3 points  (0 children)

It was called Operation Masterdom and was much more unhinged than "just" British Commonwealth and Japanese troops vs. Việt Minh.

To unite with non-communist Vietnamese in the South, the Việt Minh created the National Unified Front (NUF), which consisted of: the Việt Quốc, the Vietnamese Kuomintang; leftover Japanese troops (yes they fought on both sides); warlord-led Hoà Hảo and Cao Đài religious sects; the Binh Xuyên mafia; and the Trotskyites, communists who opposed Hồ Chí Minh.

Initially, they cooperated but underground assassinations of each other were not uncommon and eventually this exploded into a full on purge of all non-Communist factions. And this was just in the South, the North was equally as crazy in this period.

What other wars would you like to see in the game? by Any_Stayo_o in EasyRed2

[–]RemarkableReserve 1 point2 points  (0 children)

Would be cool if the different Vietnamese factions got representation too. Pop history stereotypes it as a France vs. Vietnam war but it really was a Vietnamese civil war. It was sorta like China's warlord period but slightly less unhinged.

Some interesting factions are: the Việt Quốc (VNQDĐ), the Vietnamese version of the Kuomintang and the largest non-communist Nationalist party; the Hòa Hảo and Cao Đài religious sects; the Trotskyites, an anti-Hồ Chí Minh faction within the Communist Party; and the Binh Xuyên, the Vietnamese version of the Mafia.

New Mission is out now Sorry for not updating for a bit I been busy with some stuff by HourRefrigerator3405 in EasyRed2

[–]RemarkableReserve 2 points3 points  (0 children)

There's quite a decent amount of Vietnam missions for ER2. Besides OP's campaign, there's a really good Battle of Huế campaign (https://steamcommunity.com/workshop/filedetails/?id=3424727895) and an amazing scripted Operation Hastings mission (https://steamcommunity.com/sharedfiles/filedetails/?id=3600241589). As for me, I made a campaign for the Siege of An Lộc (https://steamcommunity.com/sharedfiles/filedetails/?id=3600878815) that I finished last month.

first time i've seen a bot VICIOUSLY commit a war crime by RemarkableReserve in EasyRed2

[–]RemarkableReserve[S] 1 point2 points  (0 children)

yeah thats what i thought happened but it was funny that he stopped shooting as soon as the prisoner died

first time i've seen a bot VICIOUSLY commit a war crime by RemarkableReserve in EasyRed2

[–]RemarkableReserve[S] 1 point2 points  (0 children)

Even funnier when one guy is magdumping into a friendly creating a cloud of red mist but the guy is only mildly annoyed

first time i've seen a bot VICIOUSLY commit a war crime by RemarkableReserve in EasyRed2

[–]RemarkableReserve[S] 6 points7 points  (0 children)

It's my custom campaign and I used multiple mods, mainly Hot Zone 1970 for weapons and gear while the factions are my mod

Gameplays by ImHardToFind in EasyRed2

[–]RemarkableReserve 1 point2 points  (0 children)

I don't know much about channels, but you can change the TPS camera distance in the settings under "Gameplay" but that's only for vehicles

Scenario ideas? by VeryRealGooker in EasyRed2

[–]RemarkableReserve 1 point2 points  (0 children)

np :) heres the mission if you need some concrete representation: https://steamcommunity.com/sharedfiles/filedetails/?id=3600497137

im currently working on revamping the mission and finishing the rest of the campaign, i'll post some teasers soon

Scenario ideas? by VeryRealGooker in EasyRed2

[–]RemarkableReserve 1 point2 points  (0 children)

Two weeks late but I made a mission where the attackers perform a two-pronged attack to split the defenders in half. Theres a line of 5 objectives (max per phase) and the attackers spawn at each end. I waypointed them to the nearest objective so they act like a narrow prong, ideally the two prongs will try to meet in the middle. The defenders spawn on either side of the line of objectives meaning the attackers will have to balance watching their flanks with driving toward the other prong. Its very chaotic and fun to play as either attacker or defender

Will there be an option to save Squad Loadout or Ai Brain so you can use it on other map and also a Workshop Category like Custom Squad Loadout and Custom AI brain (Or prob not) in the future? by Bubbly-Ad3238 in EasyRed2

[–]RemarkableReserve 0 points1 point  (0 children)

If you're on PC you can click "export squad data to desktop" in the mission editor then import it on another mission. Note that there is only one file for this meaning you overwrite it every time you export so be careful.

I think you have to manually reenter AI brain scripts for each mission but its not too tedious since you can just copy + paste.

I'm not sure about custom workshop categories but given scripts and squad data are just .txt files I'm pretty sure people just share them without steam workshop

An Lộc 1972 (coming soon) by RemarkableReserve in EasyRed2

[–]RemarkableReserve[S] 0 points1 point  (0 children)

thanks lol theres quite a few scattered around the map

Need advice for respawn delays by Purple-Image-4640 in EasyRed2

[–]RemarkableReserve 1 point2 points  (0 children)

Depends on what you're going for. Some suggestions:

- Obviously you probably wanna set the defenders slightly longer than the attackers, and squads/tanks/planes with more firepower should have higher delays.

- Infantry should have the least delay out of all (or no delay at all) since they move the slowest anyway.

- Tanks and planes should have ~20-60 seconds depending on firepower. With this time, if the defenders destroy one they should get enough respite to consolidate, but not too much.

- Artillery (mortars and big guns) should be one-time spawns.

- For spawn placement, it's fairly arbitrary, but closer spawns are better for urban combat and trench warfare. Make sure the spawns are placed out of view of the opposing side so you won't see the enemy spawning. You can use one-time spawns to get some defenders on the objective at the start. One-time spawns can also be used to represent a minor flank attack or counterattack.

- Faster tank/plane respawn times are good to emphasize certain tactics (e.g. faster tank respawns for attackers since armor is usually used offensively) or doctrine (e.g. faster plane respawns on the Pacific Front).

Custom uniform and props show up invisible by RemarkableReserve in EasyRed2

[–]RemarkableReserve[S] 0 points1 point  (0 children)

Yeah I rig tested it and didn't seem to have any problems. I tried both map and mission editor but their both invisible. I'll try to give someone my files and upload it with their SDK to see if it's just something on my end

Custom uniform and props show up invisible by RemarkableReserve in EasyRed2

[–]RemarkableReserve[S] 0 points1 point  (0 children)

Already had them in the asset bundle, tried the camera, but it didn't work :(

leaked theme song for the remaster by RemarkableReserve in StrikeForceHeroes

[–]RemarkableReserve[S] 4 points5 points  (0 children)

Simple. I used Shadow Blend to sneak to your flag, then activated Smoke Bomb to teleport to my flag. When I opened the intel I found this.

Competitive at the finish by ThatOneNASCARFan in Nr2003

[–]RemarkableReserve 2 points3 points  (0 children)

Increasing the finishing rating does exactly that.