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  #41  
Old March 3rd, 2026, 03:57 PM

Blazing 88's Blazing 88's is offline
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Default Re: Foxhole Mod for Steel Panthers WWII

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Originally Posted by Denx View Post
...2. The AI refuses to buy anything other than infantry, how can I fix this?...
In the game preferences, you can turn on or off "AI Tank Heavy". I think you may have that option off.
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  #42  
Old March 3rd, 2026, 04:34 PM
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scorpio_rocks scorpio_rocks is offline
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Default Re: Foxhole Mod for Steel Panthers WWII

Quote:
Originally Posted by Denx View Post
2. The AI refuses to buy anything other than infantry, how can I fix this?

This may be because the mod author has not managed to create "AI-Picklists" this is an eosoteric dark art and VERY time consuming. It is usually either not done or is one of the last things attempted by mod authors.


I would suggest buying forces for both sides and allowing the AI to deploy and fight with one of them.
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  #43  
Old March 3rd, 2026, 09:30 PM
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Default Re: Foxhole Mod for Steel Panthers WWII

No need to fiddle with pick lists, just ensure that your mod uses the existing "tank"mech inf" "leg inf" etcetera formations. Both coy and platoon, since the pick buys platoons on low points and so on. Ditto, sams, air strikes yadda.

Overwrite with your new stuff, but if you use the same formations then the existing AI pick list will use them. If you pit yours off in say the 900 series then your stiff will be somewhat unlikely to appear as the pick is using the old numbers and drawing blanks..

The AI pick list id extremely flexible, but also extremely fiddly to change if you aren’t us and the info is available buried deep in some post(s) on the forum - I’m not even going to search for them. So stick to the existing formations - if the base OOb uses formations 123 (tank coy) and that uses formation no. 125 as its platoon - overwrite those and rearrange the template units as required.
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  #44  
Old March 4th, 2026, 05:14 PM

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Default Re: Foxhole Mod for Steel Panthers WWII

1) I missed that! I'll give them separate MG sections next update. This update is long in the tooth -- some units don't have MP because I missed them.
2) The picklist is non-existent. The picklist is some secret dark-art I don't ever think I'll master, so for now the only way to play is through scenarios or making your own.
3) I'm thinking of doing the primary weapons. As for vehicles, I'm working on the sprites now where it's a side-view of the vehicle with the flag of their faction behind it.
4) I intend to add non-canon units to the mod as time goes on, stuff that I feel fit in the universe but aren't currently in it. I already have a few listed as 'non-canon' that'll be in the next update, mainly some hacked-together SPAAs, engineering vehicles, and oddballs all based on pre-existing designs. You can see them below.

EDIT: What makes the Colonials weaker? Is it the missing machine-gun formations or something else? This was made over !!three!! years, so I sometimes forgot what I was doing making formations / units. All my design documents have been lost several times lmao.
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  #45  
Old March 4th, 2026, 06:05 PM

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Default Re: Foxhole Mod for Steel Panthers WWII

Actually, not to double post, but I just compiled the second version of this mod. There's no icons yet, but almost every non-naval vehicle and gun is now in. I believe all I'm missing is the Colonial 250mm push gun (near useless lmao) and the Warden naval fighter (What's the point when aircraft are exclusively CAS in this game?). Also included are a handful of scenarios, including two where I was trying to write the description but haven't had the time yet. They'll be knocked out hopefully soon.
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File Type: zip Foxhole V0.2.zip (809.9 KB, 4 views)
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