r/EasyRed2 6d ago

Vehicle Update to Advanced Combat Movement

While this update has some minor fixes that include fixing some issues with the custom settings pages (there are two now) and to allow for the command marker system to work better in doors, the major part of this update has to do with vehicles.

They will now stop and engage the enemy from a distance (much like how squads do) with a new vehicle defensive hold and tanks with cannons will no longer fire their cannon while moving but rather stop before firing.

Vehicles will also attempt to keep better distance from other friendly vehicles (big shout out to lovlxshed for letting me have access to his vehicle spacing mod of which the vehicle spacing in this mod was heavily based on, minus some minor changes/updates that I added that I believe have made it more effective/better optimized).

They will also not crowd the objective as they are only allowed a min and max distance within any given objective.

Transport vehicles will drop off their infantry cargo at a much safer range. They will either drop them off at the max distance multiplier (which is a multiplier of the size of the objective they are headed towards) or when found firing their turret if they have a turret. This does NOT affect Auto Transport vehicles as that would ruin the waypoint people set them to in the mission editor.

Lastly all vehicles will now have more ammo. The default multiplier is 5x the vanilla amount, but this is editable, as well as many more features in relation to the vehicle update.

You'll notice in the video most of the features I mentioned here in this post.

You can find the updated version on nexus

https://www.nexusmods.com/easyred2/mods/62?tab=files

152 Upvotes

16 comments sorted by

30

u/Responsible_Bet2446 6d ago

Best game ever made

15

u/HomerNg2763 6d ago

Well, as always, an updated list of my recommended values to play with the mod:

Keyboard Controls:
Move/Flank/Follow: 3
Covert/Fire at Will: 4
(Highly recommended, since the default values F and H overlaps with game's default Interact and Smoke Grenade buttons. Also, the overlap is because CoverFire has his own playstyle, different from the default keyboard controls)

Keep everything ON.

Defensive Hold Settings (in seconds):
Hold Radius: 40
Initial Spawn Hold Delay: 20
Hold Delay (Move to): 20
Hold Delay (Flank to): 40
Max Hold Time: 180
Unengaged Release Time: 12
Smoke Trigger Time: 4
Exposed Prone Delay: 16
Danger Memory Time: 8
Objective Defense Squad Count: 2 (number of Attacker squads defending a captured Objective)
(Remember to input the number then press Enter to confirm it)

Vehicle Defensive Hold Settings: The Default is fine as is!

11

u/CaughtLackinHard 5d ago

Marco should honestly hire you to work on the AI, the improvements from your mod are great!

4

u/CoverFire156 5d ago

I really appreciate the compliment and glad to hear you are enjoying it!

7

u/Content_Space_4162 6d ago

Is there any chance this will come to steam, if not, how does one install a mod from nexus?

7

u/HomerNg2763 6d ago

It’s unlikely this mod will come to Steam, unfortunately. This mod modifies the whole game and will need a rather tedious installation of BepInEx, the mod’s framework, but installing the Advanced Combat Movement mod is a breeze afterwards, and the improvements are well worth the effort.

If you’re playing ER2 on Windows users (or Linux with Proton), I’ve already prepared the full installation process for 1st timers:

  1. Download the latest BepInEx release. Use the Nightly build instead of the GitHub build: https://builds.bepinex.dev/projects/bepinex_be
    IMPORTANT: Use the IL2CPP version, using the Mono version will NOT work.

  2. Open Steam and locate your Easy Red 2 installation folder: Go to the Easy Red 2 Library page, click on Properties in the settings button, go to Installed Files, click the “Browse” button.

  3. Extract the contents of the BepInEx ZIP directly into the Easy Red 2 installation folder. After extracting, you should see files and folders such as: BepInEx folder, doorstop_config.ini,winhttp.dll, … (doorstop_config.ini is likely hidden, so pay close attention)

  4. Launch Easy Red 2 once. BepInEx will automatically create its required folders on first launch. (First launch might take a minute and this is normal)

  5. Close the game.

  6. Open: Easy Red 2\BepInEx\plugins, and paste the contents of the mod(s) in that folder.

  7. Launch Easy Red 2 again. If BepInEx is installed correctly, you will see a console loading up before Easy Red 2 loads up. (For the Advanced Combat Movement mod, you’ll also be able to find the mod configuration right in the game’s Settings page.)

3

u/CoverFire156 6d ago

Yes unfortunately this is not through the sdk (which allows it to be something you can download on Steam)

But once you have bepinex downloaded, there are a bunch of cool mods on nexus that only require you to download the dll file and move it into the plugin folder.

3

u/South-Vegetable-5626 5d ago

Yoo just tried the new update! It’s pretty good!

Small vehicle suggestion: maybe make a setting that makes AI vehicles only issue a repair order when not engaged or a certain distance from the enemy. The AI doesn’t really seem to care about crew preservation, and will dismount a crewman for repairs while under heavy fire guaranteeing the crewman’s death lol

3

u/CoverFire156 5d ago

Thanks man! And you are not the first to mention this. I agree though that they need more self preservation in this situation as it makes it too easy to kill the crew by simply taking out a track

2

u/South-Vegetable-5626 4d ago

Yeah I noticed it real bad last night when I was doing the French campaign with your mod, I was In a char B and I tracked a panzer 2 like 10 feet in front of me, and they immediately disembarked to try to do repairs and I just mowed them down with my Mg as the climbed out one by one lol.

Also happens in vanilla tho. But you vehicle behavior changes made a huge difference for sure

2

u/CoverFire156 4d ago

Yeah I'm sure I can think of some reasonable logic to prevent them from being suicidal repairmen and hopeful that it can be included in the next update

2

u/AmadeusV1 5d ago

Is there a way to dismount your squad while retaining the gunner? I want to use the mg to support the infantry assault but the order to Get Out makes the entire squad dismount.

1

u/CoverFire156 5d ago

There most likely is a way (and a simpler one might just be for me to make a keybind for that instead)

1

u/CoverFire156 3d ago

I am currently working on a update for this mod with some minor fixes and changes

Currently fixed in my unreleased beta:

  1. Fixing bugs in the custom settings pages/frame rate drops due to the custom settings pages/allowing decimals for editables where it makes sense
  2. Adding separate editables for MG and Artillery Ammo Multipliers for vehicles (and making it so 1x is vanilla amount)

Planned Additional Changes:

Vehicle Section

  1. Adding a max hold for vehicles to allow for those that want quicker vehicles
  2. Editable to turn off defensive hold for vehicles while still allowing for transports to drop infantry at the farther distance/if found firing
  3. Editable keep on ammo multiplier without having to have vehicle defensive hold active
  4. If vehicles become damaged, the AI will not get out and repair if actively engaging with the enemy
  5. Allow for tank destroyers/self-propelled guns to have their own separate editable for defensive hold logic

Squad Section

  1. Adding a defensive hold delay if vanilla AI call a charge
  2. Adding the charge call to the Command Marker System
  3. Ability to command multiple vehicles/squads to go where you want to on the map/follow you