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Super Unit Function problem
 
Scott3vil  posted on Aug 24, 2010 12:56:21 AM - Report post

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Me too.The trainer is fighting against GFWL or THQs updates i would imagine.Something is causing this bug.Theres little use for the trainer in campaign mode as it stands because of this bug.

 
jorea143  posted on Sep 22, 2010 12:31:52 PM - Report post

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I notice this problem too when I use the 2.1 version, but now that I have updated it to latest version, Ill see and find out if this trainer bug still persist.

Or maybe someone can tell me that this bug is gone/fixed?

EDITED: I am still getting the bug. AI's health boosted so much that it'll take quiet a long time to kill them and it sucks. Im using steam version DOW2 2.4

[Edited by jorea143, 9/23/2010 9:44:25 AM]

 
jorea143  posted on Sep 23, 2010 6:57:15 PM - Report post

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No one seems to care about our concerns
 
ZephSunstrider  posted on Oct 29, 2010 7:00:34 PM - Report post

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Using game version 2.4 and the matching trainer, on a DoW2 Gold Steam version.
Same issue persists, I launch a mission and units have their normal health at 160-240ish in the first mission. However, firing up the trainer and activating the Super Units option even before encountering said orcs will bump the very orcs that had 160hp previously up to 2400hp, making fights pretty tedious and long. And I just set the Force Commander to Super.
Any reasons or solutions to this?

Edit: This seems to be a problem on the game side. Apparently, it automatically adjusts enemy level and health to the average value of your team.
I noticed that after haxing my Force Commander to Level 20. The rest of my squads were still around L6, but the enemies were at L10ish and both my team and the enemy units suddenly had 4-digit health, while in the mission before, they were at 200-400hp.
So I theorize that this is some kind of auto-balance feature coming from the game itself, which would mean that CH can't do much about that. It also means that their feature is NOT broken, the game just reacts to the health changes by setting all other newly spawned forces to "appropiate" health levels.

[Edited by ZephSunstrider, 10/31/2010 7:14:24 AM]

 
endersblade  posted on Nov 14, 2010 10:19:26 PM - Report post

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Correct, this has nothing to do (technically speaking) with the trainer; it's built into the game.

If you make custom wargear that seriously beefs up your guys, the enemy will beef up to match. I modded the game so that all wargear was level 1, and everything I killed had a 100% chance to drop wargear, just to test this...after the first mission, my guys were completely decked out in 'level 20' blues. Next mission, the orks had thousands of hitpoints.

I'm actually kinda glad the game does this. Wargear can seriously give you an edge in the game (as it's meant to) and if the enemy didn't scale with your uber-ness, you'd one-shot every squad. There's really no fun in that at all.

Also, there really isn't any reason to use the trainer in the first few missions, unless you're playing it on the hardest difficulty. Once you start equipping wargear, you can start using the trainer and won't notice a huge difference. Before then, when you're still default-geared, using the trainer makes the game take for freaking ever because all the enemies have stupidly high amounts of HP.

 
PeTTs0n  posted on Nov 16, 2010 9:23:29 PM - Report post

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While the aforementioned statements may be true; can't the CH trainer be set to freeze the HP of the squads instead of changing them into ridiculous amounts? Less intrusive, less detectable and more fool-proof.
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