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codebasher
6th Oct 06, 7:58 PM
Grab it at

http://www.sampos.com/files/CodesRealismV1.4.zip 2.25MB

(edit from 1.0)
Had to fix boo boo

(edit from 1.1)
Add extra 30 to base cap, base cap now 60

(Edit from 1.2)
- Base Cap is now up to 80 from 60
- Allied squads up to 8 from 6 and are at 25% reduced cost. Heavy weapon slot also added.
- Allied mortars cost reduced, is now only 190, and only half the upkeep as thier axis counterparts. So allies now have distinct advantage in this area.
- Volks squads are have 25% reduced cost
- Grenadeers reduced to 8 from 9
- In short some minor rebalancing to even things up and better reflect history.

(Edit from 1.3)
-Sherman cost reduced to 360/60
- Mines now only 5 ammo each

Instructions:

Unzip this into your game directory and edit the codesRealism.ink to point where you have the game installed.

anyhow I hope I got this right :)

For an old WW2 buff like me, playing this now is sooooo much better. I've finally captured the essence of what things were like at Wesern Europe in a number of ways.

Changes in general
==============

Main:
====
Cap upper limit raised from 125 to 400 Cap.

Income from resource points increased.

Playing most larger maps I find myself hitting about 150 - 190 cap generally.

Infantry:
======
Non-specialist squad sizes are at 6 for all. More than that became a pain as no building or vehicle would hold them. non-specialist squads costs, cap, replacement and upkeep rates are halved. This really keeps infantry as the backbone of the game.

Tanks:
=====
Shermans are now quite cheap, two shermans to every Panther.

The 75mm gun on the sherman is weakened and it's short range remains unchanged, this thing is Pather/tiger meat.

The improved 76mm gun on the sherman is buffed but is still no real match in power or range against a Panther/Tiger. At standard/short ranges they can really hurt but note the Sherman's moderate armour won't survive a 1v1 slugging match though.

The M10 is now thinly armoured, barely better than the armourd car but it's cheap and has the only hard hitting gun available to counter to Crout heavy armour early in game. It's very effective aginst stugs.

Panzer IV remains pretty much unchanged, slight range increase on gun.

Stugs remain unchanged, short range, everage gun.

Panther & Tigar can engage allied amour effectively at three times the 75mm shermans range can and 50% further than 76mm gun's range. If these things can be held back they dominate the battlefield as they did in WW2. In-close fighting reduces thier advantage as thier armour though good still faces many things that poke holes in them. When spotted they create the fear thier reputation deserves. yet like in the real world if they are used simply as battering rams these expensive things get quickly pwned.

The Pershing owns all. Just as expensive and will have a slight edge over a tiger at any range. Panthers thinner armour will tell against it when facing one of these.

Artillery:
======
Much of the artillery was pretty spot IMO so the only change was to match the Flack 88 to the tiger's gun in terms of range and hitting power. 88's were a royal pain in the ass and so are these.

Due to increasing range on most tanks, Anti Tank guns are now regulated to what they were designed to do. Ambush, not dominate.

Slightly increased power and reduced cost and upkeep of allied anti-tank gun to counter Stugs

Final Notes:
=========
The style of play this creates is what I was aming for.

With non-specialist infantry squads being cheap, they are everywhere, they are available and they are capable. there is no temptation to go for just fancy hardware. In game as in the real world, an "all infantry" force is useless but conversely heavy weapons are equally vulnerable without infantry to back them up.

Long range guns are useless without infantry up front in the firing line to spot for them and always being shot at by the bad guys while doing it. So once again combined arms is forced on the player more than ever.

With increased direct fire ranges I'm finding more occurances of freindly fire. ha ha that's real world alright. :D

Used wisely, German heavy tanks own, if only there could be really be enough of them.

Hitting tank phase in game, those damn shermans are everywhere. And dammed allied artillery is a PAIN IN THE ASS.

The sense of "at long last" when the allies own true heavy tank arrives. (Pershing)


enjoy....

Provac
6th Oct 06, 8:11 PM
Sounds really nice bro, would try it out but got my hands full atm. I managed to make a normal comp really giving me a hard time. lol!...

you got some really nice features in there. prolly have to dl sometimes to check out the feel. But I hate end game tankrush as it gets to unrealistic in the end. Hell tanks everywhere can really do any infantry fighting after 10 minutes cous then they are all up in your face with heavy guns ready to go.

Cold Fussion
6th Oct 06, 9:36 PM
I played 2 games of this and my limit was only around 120s. I played point du hoc and hill 331. Also, i didn't see any increase in resouces.

CrazyAce
6th Oct 06, 9:55 PM
Oh sweet, I'll have to take a look at this mod, thank you.

KnowsKnone
6th Oct 06, 10:03 PM
Hmmm, cool, this might be interesting, as when I play Axis and I get a tiger 1 AT gun can own it or* 3 shermans, and besides the Panzer IV had massive range exeding the Crusader,Sherman and Stuart by far...

communist_bob
6th Oct 06, 10:10 PM
Keep the mods rolling in:D

codebasher
6th Oct 06, 10:16 PM
Heck the cap and resource change isn't really working in the packed version, i'll fix that now, be right back.

KnowsKnone
6th Oct 06, 10:20 PM
Hmm, I'll wait before I test it out then since I dont have COH on this comp, anyway keep making updates.

codebasher
6th Oct 06, 10:21 PM
Arrg I forgot to include attrib\ebps\gameplay\ .

Oh well, 15 mins and 1.1 will be out

KnowsKnone
6th Oct 06, 10:26 PM
Heh, theres way to many files just for a few things that its hard to remeber them all... I wish I could download Corsix's mod tools, the link just refreshes the page, so I'm left with downloading mods =D hehe

codebasher
7th Oct 06, 12:33 AM
All fixed now :) It's now version 1.1 as per First Post

CrazyAce
7th Oct 06, 1:50 AM
Thanx CB, glad to know that your here moding for this game also :D

Cold Fussion
7th Oct 06, 3:50 AM
Code mods bf2 aswell?

codebasher
7th Oct 06, 3:58 AM
I made the first large map coop mods. Gee it seems like an ice ago ago.. :)

Phazon
7th Oct 06, 5:05 AM
Codebasher, sweet looking mod. I've been hanging for a realism mod since the beta days.


A bit off-topic, but didn't you used to be an AEF member? ;)

Exotus
7th Oct 06, 5:52 AM
Sorry but how can I load this mod?

I have tried the mod tools but it doesn't load.

codebasher
7th Oct 06, 6:27 AM
Try the following but with your game directory instead of mine

"D:\games\Company of Heroes\RelicCOH.exe" -modname codesrealism -dev

cheers

waldsman
7th Oct 06, 12:06 PM
how do u install it i have no clue and tried everything

centurie
7th Oct 06, 1:54 PM
iv not installed it myself yet, but i take it you get an exe included within the package, if so right click on that exe and change the target line and the line below that to the same as the original game icon.


centurie

waldsman
7th Oct 06, 2:03 PM
cool thanks

codebasher
7th Oct 06, 5:38 PM
Once unzipped, In the game directory you should have


CODESREALISM directory
CodesRealism.module file
Codes Realism Mod ink file


right click properties on the ink file and edit it to point to where you have COH installed on your machine.

Double click the ink file to start the mod.

Oh, and yeah I was in AEF but could never find the time to ply.

cheers

waldsman
7th Oct 06, 5:59 PM
but when i click it it starts and loads but quits out

N4rF
7th Oct 06, 6:49 PM
Just to clear up the pershing's actual realism...

The pershing was no where near a match to the tiger in anything but mobility. tigers brokedown often, that was their major problem. Even a pershing couldnt strike through the front armor of a tiger... the gun on a pershing is the same gun on an m10, but longer and with a muzzle break.

The pershing was actually more equal to the panther than the tiger. You'll notice most of its kills were from flank shots. This is the scale of nazi armor.

I can understand making it more formidible for fun reasons, but the allies really didnt have a doctrine that supported heavy tanks in the way of anti-tank warfare... the nazi's had actually planned on it from the start as they were expecting heavy tank on tank warfare with the french.

The allied idea of taking out tanks was initially using tank destroyers like the m10, but we kept losing them due to range problems, and compensated by putting them in groups and using the other shermans to distract. We also just... dropped friggin bombs on their tanks :)

Thats the only gripe i can muster for ya :p

centurie
7th Oct 06, 6:55 PM
but when i click it it starts and loads but quits out
wald
make sure you copy from the original exe icon the exact taget line then place this -modname codesrealism -dev at the end, then make sure you copy exacly the start in line and put that into the new exe, apply then start the programm. just make sure all the files including the new exe are all placed into your coh directory first.

centurie

codebasher
7th Oct 06, 11:17 PM
the tiger in anything but mobility. tigers brokedown often, that was their major problem. Even a pershing couldnt strike through the front armor of a tiger... the gun on a pershing is the same gun on an m10, but longer and with a muzzle break.


I went with the T26E3 with the 90mm gun that was adopted as the Army's standard heavy tank in March 1945, and the first twenty to hit Europe were the T26E3 I believe. As neither was in normandy anyhow, I felt I'd go with the variant we all know and love. :D

Phazon
7th Oct 06, 11:45 PM
Codebasher, I just noticed that with your latest release (1.2) that you have just zipped up the file "RelicCOH.exe".


Is it meant to be like that? :S

codebasher
8th Oct 06, 1:12 AM
oops.. my bad :(

All fixed....

Exotus
8th Oct 06, 1:44 AM
Wrong, the front armor of the Tiger 1 has been penetraded, you are talking about the Tiger 2.
The M10 did NOT have a 90mm gun, you are talking about the M36 which could really *pwn* german tanks at long ranges.

M10 = M7 gun 76mm
M36/M26 = M3 gun 90mm

The 90mm was better than the 88mm, and it could kill a Tiger 1 at 4000m.

Phazon
8th Oct 06, 4:52 AM
Codebasher, this mod is awesome! I hope you continue to improve on it. :)

Comstedt
8th Oct 06, 6:53 AM
Wrong, the front armor of the Tiger 1 has been penetraded, you are talking about the Tiger 2.
The M10 did NOT have a 90mm gun, you are talking about the M36 which could really *pwn* german tanks at long ranges.

M10 = M7 gun 76mm
M36/M26 = M3 gun 90mm

The 90mm was better than the 88mm, and it could kill a Tiger 1 at 4000m.
Lol at what conditions?

N4rF
8th Oct 06, 3:09 PM
He's right, the gun on the Pershing was diff from the m10, i frelled that up.

The pershing though, was still unable to tackle tigers with anythiing but a side or flank shot. Look it up yourself.

And theres no way in HELL the 90mm could penetrate anything, much less a TIGER at 4000m. The friggin Tiger got kills at ~1600m range, so explain to me how a larger bore cannon (read, heavier shell) is going to have a longer range and still manage to be loaded by a person. Keep in mind, this is ww2 technology.

This is what Wiki says

"Overall, the Pershing was considered roughly equal in performance to the Panther. In the first engagement with the M26 by the 3rd Armored Division, Cooper writes that the M26 managed to catch two Tigers and one Mark IV tank by surprise from a flanking position. The M26 engaged the tanks from a range of about 1000 yards (1 km), and knocked them out."

http://gva.freeweb.hu/weapons/usa_guns7.html says at the bottom in references:

"There were only limited quantities of APBC and APCR projectiles available for Pershings in Europe. The APC M82 (late) APCBC projectile had an increased muzzle velocity due to a greater propellant charge but few rounds reached the troops in time for use in World War II. Note that although the penetration of the APBC and APCBC projectiles is similar, the APBC could penetrate the Panther glacis (80mm at 55°) at up to 1,006m range, whereas the APCBC projectile could only do so at up to 411m range, due to the different effects of slope on the two types of projectile. The 90-mm Tank Gun M3 was highly accurate; after some practice on the firing range consistent hits could be achieved at a range of 572m using German helmets as targets. The APBC projectile was a solid shot round with no explosive filler"

So i don't know where you're getting this 4000m nonsense, its more like 400m.

BTW, as i said, thats the only gripe i had, codebasher.

Its a great mod, imo the super pershing probably was as superior as you made it, even if it wasnt around :D

Phazon
9th Oct 06, 10:30 PM
So Codebasher, have you got any future plans for this mod? :)

codebasher
10th Oct 06, 6:32 AM
Thanks for the update N4rF, I've just not had the time to do detailed research. Though at least my humble first effort has garnered a feel far better than the default game.

I absolutely love this game for as an RTS I've been waiting for the likes of COH for a long time indeed. I really liked another RTS known as "Blitzkrieg" but it was just too damn unstable and never quite hit the sweet spot that COH has achieved.

With so much work tying me up at the moment I'm really wanting some time to pour over some military spec sheets and tidy up a bunch of things in this mod as to produce a product that a game of this calibre really deserves.

The current version is all I've had time for and it was just so darn enjoyable I felt it worth sharing even as is. Anyhow fingers crossed I can find the time to put a proper sheen on this thing and come up with a really nice all round comprimise. COH deserves it. :)

Desired goals

- Up the pop cap a little further. Micro-maganement is excellent in this game so going nuts with unit numbers kills that feature so I have to be conservative as possible.
- More infantry
- Review actual armour on tanks
- Check gun performance
- Try to rename the anti tank guns as 50/57mm calibre guns are a joke. Both sides were into 75mm class AT guns at this stage.
- Review and tune artillery.
- Once all done be sure to maintain balance as it favours the Axis ATM

Phazon
10th Oct 06, 9:05 AM
Sounds good Codebasher, this mod really appeals to the WWII enthusiast like myself who are aware the real capabilities of the units portrayed in CoH. The Tiger in CoH makes me cry in disappointment sometimes, but playing with your mod has restored it to its rightful glory.

I'll be sure to inform my mates who are CoH players about your mod. :)

HClark54
12th Oct 06, 8:02 AM
Codebasher, looks like youve created a good lookin mod. I just downloaded and will give it a whirl. Though ive been playing enhanced combat extensively. So im sure I will miss some of there functions, and maybe I can help you bring them into your mod.

Quick questions before i dive into your mod?

-Is artillery buildable by your engineers? Shouldnt be an company commander special, should be a common function.

-Have you added the buildable medic to either side? I think this unit is availible in the simple mod section.

-Have you lowered the escaltion costs for the axis side? I have to say i dont like being limited to what and when I can build things. It should always be a resource question.
Either escalation phases should be for both sides or niether

-Do the axis pioneers have a three man unit like the allies engineers? Seems logical both should have the same to me anyway.

- Are the pioneers and engineers special functions exactly the same? Meaning do they have the same abilities. Both sides should be able to use demolitions and salvage wrecks for ammo.

- Do the infantry squads have mixed weapons? ie 2 thompson 1 carbine 4 garands. Could be kinda hard to get a mix with small squad sizes. With bigger units you get a better mix, but i know you dont want to add to them that much.

- Do both sides have access to all the specialty units? Can Americans have an officer? Can Germans have a radio operator? if so are they buildable with a certain doctrine being selected.

- Have you edited the Doctrines at all for either side? Most of the things in those minus the special tank+inf combos, manpower boosts, propganda/terror, should be buildable without having to choose a certain doctrine. I think the default setup really limits the kind of games that can be played. I really like combined arms fights. Unlocking some of those special units and abilities to make them buildable normally would really unlock the combined arms race. I dont think there is any reason that you cant have allied paratroops parchuting behind enemy lines, while your ranger units are trying to link up with them. (just a quick example)

Well thats really all the questions that i have before I really start to play. I would say maybe should try the enhanced combat mod just to get some ideas to add to your mod. Im looking forward to playing your mod and will be back with more questions/info/suggestions. I hope you dont mind. And btw Thank You for releasing and working on this mod.

HC

super_newbie_pr
12th Oct 06, 10:33 AM
Hi !

I suggest you add-on artillery for german. I love 105mm for allied in option 1 (infantery). For german, option 1, its not artillery but 88mm guns... :idea:

I hope you could ad-on this 105mm or other artillery for german ! :jig:

DudeWhersMyTank
16th Oct 06, 11:13 PM
edit: nevermind i got my info mixed up

Thoragoros
22nd Oct 06, 1:43 PM
Yeah add Artillery for Germans and then we have true realism. OH THIS IS A FUN ONE!! Keep it coming man!

Codebasher! You saved COH for me!

muzrub
22nd Oct 06, 11:28 PM
Hi mate,


This is my much prefered Mod for the game- whens the next updat mate?

Cheers.

Thoragoros
23rd Oct 06, 7:12 AM
Hi, was playing and noticed, Grenediars are 9 man squades whereas riflemen are 6 man squades, shouldnt you reduce the Grenediars to 6? Dont increase the rifles to 9 for performance reasons, plus 9 man squades seem a little clumsy anyway.

Thoragoros
24th Oct 06, 5:43 PM
Hi, I notcied all Axis squades has 7 and 9 men, yet the Allied squades only have 6 men. I was wondering why the Axis squades are so much larger?

Sadden
25th Oct 06, 9:25 AM
Although this thread isn't getting as much traffic as some of the other mod threads, I just want to say that this mod is my favorite so far.

Keep up the good work!

HeLMuT
26th Oct 06, 12:25 PM
Im gonna have to check this mod out!

codebasher
27th Oct 06, 12:33 AM
I've found some time to iron out this mod a little better

http://www.sampos.com/files/CodesRealismV1.3.zip 2.25MB

(edit from 1.0)
Had to fix boo boo

(edit from 1.1)
Add extra 30 to base cap, base cap now 60

(Edit from 1.2)

- Base Cap is now up to 80 from 60
- Allied squads are now up to 8 from 6 and are at 25% further reduced cost. Extra heavy weapon slot added.
- Allied mortars cost reduced, is now only 190, and only half the upkeep as thier axis counterparts. So allies now have distinct advantage in this area.
- Volks squads are have 25% further reduced cost
- Grenadeers reduced to 8 from 9
- In short some minor rebalancing to even things up and better reflect history.

Hope to more when time permits but this takes care of the worst shortcomings and should make it very playable indeed. :D

D4rthf4c3m4n
29th Oct 06, 7:40 AM
ok i downloded 1.3, but for some reason the only changes are the rifleman/airborne have 8 ppls, and mortars cost less. none of the other changes mentioned are here. sherms still cost 420/90

Pvt.Nouri
29th Oct 06, 12:25 PM
Are unit firing ranges increased whatsover? THe biggest turn off for vanilla coh for me was the short ranges of everything.

codebasher
29th Oct 06, 8:52 PM
I'd made the M10 real cheap but overlooked the shermans, now fixed.

http://www.sampos.com/files/CodesRealismV1.4.zip 2.25MB

(Change from 1.3)
- Shermans now cost 360/60 instead of 450/90
- Mines now only 5 ammo each

And yeah, Most tank gun ranges have significantly increased.

Pvt.Nouri
29th Oct 06, 9:59 PM
what about rifleman ranges? The unrealistic and silly ranges that squads enganged in was kind of lame in vanilla.

KopiG
1st Nov 06, 2:08 PM
So anybody could tell me which is stronger in 1v1 now(no flanking etc just pure strength) the Pershing or Tiger in the mod
I hope the Tiger is as it should be since it had insane armor(well at least in real life it had)

Romulus
1st Nov 06, 4:44 PM
I think the nebelwerfer needs to be tweaked a bit. At the moment it can't hit anything at max range, yeah historic. But the blast radius seems really small as well.

IRL they were massed but given its 5MP cost I'd rather invest in Walking Stukas or Panzers.

codebasher
2nd Nov 06, 7:42 PM
I made the Pershing ever slightly better than the tiger

Pershing: Armour 103mm max, 90mm gun 823m/sec
Tiger: Armour 100mm max, 88mm gun 773m/sec

I wish I had time to properly refine this mod but at least the worst aspects of stock COH have been dealt with :)

brue
5th Nov 06, 4:14 PM
if u taking text from wiki n4rf, than put it in whole, not just part...for that combat Pershing vs 2 tigers and pz4. Cause full story of it is:

Cooper, who probably saw more knocked-out American tanks than anyone, wrote, "The M26 was the closest thing we had to the German Panther... Overall the two tanks were evenly matched, but the Pershing's mobility was somewhat neutralized because the Panther often fired from stationary and sometimes dug in positions whereas the Pershing was usually moving on the offensive."

In the first engagement with the M26 by the 3rd Armored Division, Cooper writes the M26 managed to catch two Tigers and one Mark IV tank by surprise from a flanking position. The M26 engaged the tanks from a range of about 1000 yards (1 km), and knocked them out. Cooper asserts also, "Had the Tigers made a frontal assault, it is doubtful that the M26 could have knocked them out, because our M36 tank Destroyers with the same 90 mm gun had difficulty penetrating the Mark V Panther on the faceplate."

The "Super Pershing" mentioned above, only saw engagement in combat once, at night. The 3rd Armored Division was on the move, and the unit the tank was in could not afford the luxury of stopping to see results.

Pershing tbh, if we take reallity, shoudlnt even be in the game, as it didnt c anything of combat in ww2
and yes pershing=panther, not tiger, even its heavy tank.
Plus, on all of this, Pershings came in february of 45', in moment when most of expirienced german troops were or dead or running from Russians on Eastern Front; and german industry in ruins. Things wasnt so bad on start of D-day as 9 months later.
Main thing if u wonna reallity is USA= alot of tanks, Germany= less and again less tanks but much better
usuall combat shermans vs tigers= at least 4 shermans per 1 tiger, till 1 of them get it to tigers back
And in 1 combat, 1 tiger has over 250 hits on armour..just to compare about what we talking about here
Puting pershings better than tigers is for no comment if u wonna reallity.

Jawohl
6th Nov 06, 10:23 AM
Battlefront(com)is dedicated to producing highly realistic war games, for example, the "Combat Mission" series.
So in case you need some help on unit data, ranges,armor,
appearance probability etc., some expert there in the forums
might lend a hand. Or go and buy CMAK itself...

I don't know the Pershing, but judging from CMAK the Tiger
in vanilla COH has at least these flaws:
-the engine was too small for the 56 tons, so it's unlikely it can flatten walls and traps as it does in the game
-One not too well placed shot should immobilize/shock or kill
any Sherman (it was 88mm Relic, not 75)
-it's Turret was SLOW
-Shooting Range (with kills) exceeded the Sherman by far
-Shermans couldnt penetrate it from front

-roughly iirc same applies for the Panther, i.e. although Panther had less front armor thickness, it had way steeper angle than Tiger at front
-Panther as well, due to the higher speed of shell, could kill Shermans at long range with just one hit, while Sherman
could not touch it engaging front.

Check CMAK, and you will see that while Combat Mission lacks graphics dearly, it's realism degree is equivalent to the graphics quality in COH.
And that's what it's about: Mix those two games together and you get an everlasting beast of strategic wargame.
Of course that won't happen, although it's a good idea, so all that's left is to mod COH for more realism.

Jawohl
6th Nov 06, 12:45 PM
Data of some tank models as of 1945 April, so the latest models where available in theory. Better than human memory.
The Pershing tank was not available, therefore i guess Relic lied by putting it in. Seems they couldn't make their customers bear the "hardships" of truth.

Wikipedia:
"However, the initial success of the M4 led the Army Ground Forces command to believe that there was no urgent need for a new tank. They didn't alter their position with the appearance of the heavy Tiger and medium Panther tanks. The AGF believed both tanks would be fielded in relatively small numbers. Also according to the current Army doctrine, tanks were not supposed to engage other tanks—this was the remit of tank destroyers, more mobile armored vehicles with powerful guns, such as the M10 Wolverine. As a result, the development of the new tank was slow. When the Allies invaded Northern Europe during Operation Overlord in June 1944, the M4 still formed the bulk of their tank units. It quickly became clear that the tank destroyers doctrine failed in the field and that the upgunned Sherman was still unable to engage the Panther on more or less equal terms. Unfortunately, about half of the German tanks in France were Panthers. Efforts were made to speed up the development, but the tank, by now called the T26 and dubbed Pershing, only reached the battlefield after the Battle of the Bulge and saw little action in WW2."

Ok, half lie. :)

Pvt.Nouri
6th Nov 06, 1:13 PM
Thanks for answering my questions regarding interest into your mod you pieces of shits.

Warlokk
6th Nov 06, 3:22 PM
Oooh, I GUARANTEE that'll get an answer for you!!!! :rolleyes:

brue
6th Nov 06, 4:03 PM
well ranges for infrantry could be changable depending on type of unit, even to be some connection btwn range and attack power of units.
anyway, i would put long range that going to infinity for Pvt. Nouri w/o possabillity to come closer, according to his posts ;) :P

Pvt.Nouri
6th Nov 06, 4:07 PM
Obviously, i dont give a shit now. I asked a simple question TWICE up there and I got no response.

brue
6th Nov 06, 4:45 PM
seems Codebasher fixing tanks now, and we started to argue about allies vs german tanks, give him some time m8 and infrantry will be topic to discustion :)

anyway, no need to shitting over ppl, specially if hes the 1 that doing mod and a spending a lot of his time and knowledge (nerves) on it, while on other hand to write those things u said takes only few secs and a lot of stupidity.

Dyntheos
6th Nov 06, 6:22 PM
language people. play nice.

FiffA
14th Nov 06, 2:51 AM
A great mod !! be nice people i think codebasher have done great job on this mod.

Good luck with the mod codebasher !

a must-download mod !!

sugaki
14th Nov 06, 2:17 PM
Great changes listed.

I'm curious, have you changed the mobility of the Panther? The Panther was actually *faster* than a Sherman, part of another reason why Allies dreaded it.

Starlight
14th Nov 06, 3:52 PM
Just had to say what a great mod, just what I was thinking of doing, it makes much more sense and works great in skirmish, although I think the AI is weaker now as it does not understand the full capabilities of what it has available, but can still put up a great fight.

I will continue to watch any improvement you might make and will try to understand what you did to help me make my own mod :clap: