View Full Version : Company of Heroes: Enhanced Combat *dead*
Soldier of Dest
11th Sep 06, 6:15 AM
Yoho guys!
I'm thinking of a mod... Here my plans yet :
This modification won't be balanced for the first release, so I prefer to play it Skirmish/Singleplayer then.
I'm not 100% sure of creating it yet, because I don't know much about how I'll have to mod CoH.
The features could be changed at any time, because it was made after playing the Beta. I'll update it then.
If later modellers/skinners are intrested, new units/vehicles could be added too.
Units
- New unit (Copy of Volksgrenadiers, using old VolksGr. model****) called "Ostbattalion" as new intrantry for Germany
- New unit; american "Bazooka Team" - limited to 4
- New unit; american "Radio Operator" - limited to 1
- New unit; german "Fallschirmjaeger"
- New unit; german "Opel Blitz" from SinglePlayer
- New unit; german "Vierlingsflak" from SinglePlayer
- Most (combat) squads have 9 squadmembers
- German mortar team: get the grey uniforms of the Volksgrenadiers
- Pioneers: Have 3 squadmembers (same as Engineers)
- Rangers: Don't spawn with Bazooka, but get it through Upgrade + many other weapon features for units!!!
- Grenadiers: Are avaible in the Wehrmacht Quarters, get the grey uniforms of the Volksgrenadiers
- MG42-Team: Get the grey uniform of the Volksgrenadiers too
- Volksgrenadiers: Change build-place with Grenadiers, get brown-grey uniforms and MP40 for the Squadleader
- Sniper: Higher cost of Manpower, limited to 3
- Ostwind: Limited to 2
- Stuh42/StuG IV: Better front armor
****Squadleader uses Wehrmacht Cap, squadmembers use Wehrmacht helmet
Custom/Others
- Change ammo cap/fire rate of automatic rifles (best e.g. the Sturmgewehr 44)
- (More) Realistic vehiclenames
- Delete (blue) colors (garrisoned buildings, flags, icons, units etc.), if there is a way to do that
- German language for Multiplayer/Skirmish
- Units costs redone
- Higher Units Cap.
- Infantry Only Feature - No idea ATM how to or if it's possible...
- Blitzkrieg Doctrine : Replace Resource Blitz with JU-87 Stuka Run
- Blitzkrieg Doctrine : Replace Stormtroopers with Fallschirmjägers
Prizes
- Howitzer Ability costs 3 CP and later more Ammo
- Sherman Crocodile (a little) lower fuel prize
- Goliath costs more
- Ostwind costs a bit more
- Lower prize for Sherman (mainly Fuel)
- Higher prizes for Bazookas (for infantry, because there will be an extra Bazooka Team now)
Squadsizes
- Paratrooper Squad: 7
- Ranger Squad: 7
- Rifleman Squad: 9
- Sniper: 1
- Grenadiers & Stormtroopers: 7
- Ostbattalion Squad: 9
- Volksgrenadiers: 9
- Bazooka-Team: 2
- MG-Team: 3
- Mortar-Team: 3
- Radio Operator: 2
- Engineers: 3
- Pioneers: 3
Weapons
- Paratrooper Squad - 3 Carbines 2 Garands 2 Thompsons
---UPGRADE(AT)---2 Carbines 2 Garands 2 Thompsons 1 ATRifles
- Ranger Squad - 3 Garands 2 Carbine 2 Thompsons
---UPGRADE(SMG)---3 Garands 1 Carbine 2 Thompsons 1 Bazooka
- Rifleman Squad - 5 Garands 2 Carbine 2 Thompsons
---UPGRADE(BAR)---4 Garands 2 BAR 1 Thompson 2 Carbine
- German Sniper; Scoper Kar98
---UPGRADE(RIFLE)---Scoped G43
- Grenadiers/Stormtroopers - 5 Kar98s 2 Stg44s
---UPGRADE(STG)---3 Kar98s 2 G43s 2 Stg44s
---UPGRADE(PNZSCHRK)---4 Kar98s 2 Stg44s 1 Panzerschreck
- Osbattalion Squad - 6 Kar98s 3 MP40s
---UPGRADE(MP)---4 Kar98s 4 MP40 1 Stg44
- Volksgrenadiers - 6 Kar98s 1 MP40 1 Stg44 1 Luger
---UPGRADE(MP)---4 Kar98s 4 MP40 1 Stg44
- Bazooka-Team; 1 Garand 1 Bazooka
---UPGRADE(NONE)---
- Radio Operator; 1 Carbine 1 Thompson
---ABILITY(HOWITZER)---105mm Howitzer (same as in Infantry Tree)
Names (examples)
Panzergrenadiere
Ostbattalion Squad
MG-42 Gruppe
Sturmtruppen (SS Kampfgruppe)
Volksgrenadiere
(Sturm)Pioniere
Ritterkreuz Träger
SdKfz 251/1
SdKfz 251/2 Wurfrahmen "Stuka zu Fuss"
SdKfz 251/16 Flammwerfer 42
SdKfz 234 "Puma"
Pzkpfw. IV Ausf. G
Pzkpfw. V "Panther" Ausf. G
Pzkpfw. VI "Tiger" Ausf. E
BMW-R12
SdKfz 142/2 "StuH 42"
SdKfz 167 "StuG IV"
Nebelwerfer 42
M4A2 Sherman
M4A2 Sherman "Firefly"
M4A2 Sherman "Crocodile"
M10 Tank Destroyer "Wolverine"
Willys MB (30 cal.)
M3 Halftrack
And many more!
Future plans after the first release
Maybe, if other Modders are intrested...
- Adding M36
- Adding Jagdpanther
- Adding Kuebelwagen (mounted MG42)
- Adding Opel Blitz 3.6 (Transport only)
- Adding M5 Stuart
- Adding JU-87 Stuka (as Strafing Run, for the first Axis Tree, not sure which one it will replace now)
I hope that most things are possible. *waiting for the modding tools* :jig:
naradaman
12th Sep 06, 11:24 PM
I should think these were very doable things. I really look forward to playing with squads of 9!
Gerfervonbob
16th Sep 06, 12:20 PM
Wow, it looks really nice. I like the german uniform changes.
naradaman
16th Sep 06, 6:17 PM
After looking at the SGAs, these are all basically doable with some LUA editing. Some of it easy, some a little more complex.
I like the sound of this mod and I'd like to get some experience. The only problem is, I can't seem to get edited SGAs to work in the mp beta (my plan was to test things in the tutorial, but I can't even get CoH to load up with a custom sga)
Soldier of Dest
23rd Sep 06, 10:59 AM
Thx alot.
I noticed some files about team/player colors. Maybe that's my file to disable the unit colors :)
But I think I won't do that german speaking germans thing for now. There are just too many sounds :D
But I know how to change abilites, weapons, units etc. so after modding tools are released (I quess community tools will be avaible first) I can start fast. :howdy:
The mod now has its own forum in The Dark Brotherhood (http://www.thedarkbrotherhood.com/sanctuary/index.php?showforum=141)
:Pirate:
.Spartan
24th Sep 06, 2:09 PM
You know more then me right now. Time that is my issue....
Soldier of Dest
26th Sep 06, 12:59 PM
Yay many things have been done now.
But I was only able to get about 50% tested because I don't have the retail yet, but a friend helped testing :)
But I'm pretty sure the other things work well to.
Check this thread (http://www.thedarkbrotherhood.com/sanctuary/index.php?showtopic=3215) for the list what I've done so far. :twisted:
Edit : Recruitment started a while ago. Please pm me if you are intrested :heyhey:
wipeout140
27th Sep 06, 2:44 PM
Hi, Soldier of Dest. I been in talks with .Spartan on TWC (http://www.twcenter.net/). And seems like an great idea and i can help when Company of Heroes is finally out in England - Again Time is always a matter
wipeout140
Soldier of Dest
28th Sep 06, 5:21 AM
Sure. Contact me here or on the Mod forums when you are ready :)
Ecthelion
28th Sep 06, 9:18 AM
For the FJ, perhaps the best way to incorporate them is to replace the Knights Cross Holders (completely pointless unit) with the FJ?
I'm not sure what the weapon upgrade would be though... FJ rifle section come with MP44 standard. I guess a MG42 upgrade would be most appropriate.
Of course they should also get the camo ability.
I wonder if there is a way to upgrade them so that they use the panzerfaust, but at no cost?
Soldier of Dest
28th Sep 06, 10:15 AM
I'm working on a Panzerfaust as a weapon at the moment. I hope it'll work. ATM I replaced the Stormtrooper ability with Fallschirmjaegern (for now Stormtroopers with Parachutes).
If I ever have modellers/skinners in the team I will do a Stuka Straferun:banana:
Unkn0wn
29th Sep 06, 7:48 AM
you might have a few balancing problems on your hands.
Obviously you're paying more attention to the Axis side of the game, and yes while in reality the axis had way more types of equipment and vehicles than the allied you'll have to find a way to counter this and keep everything as balanced as possible.
Adding a buildable vierling for instance is awesome but it's a killer machine against light vehicles, air & infantry targets. (Imagine what it would do if you combine this with a Flak and an AT gun)
Adding the Stuka is also great but this means you'll have to find ways for the allies to take down planes aswell, best way to do this would be making the "Quad Cannon Truck" for the allies capable of taking down air targets on a rate simular of that of the vierling.
You should also consider adding the M7 Priest and Wespe as, single shell, mobile artillery.
If you add FJ you would also need to add a recon option since without a recon your stuka bombing & FJ dropping wouldn't be close to what the allies get.
Theres alot more I can add to the potential problems but I'm just pointing them out, this mod is great and promising none the less!
Soldier of Dest
29th Sep 06, 1:22 PM
Good points Unknown, but I'll think of that. :thumb:
As said this is the changelist for the first version and won't be balanced.
Don't worry, this is just the beginning :yippee:
Soldier of Dest
2nd Oct 06, 12:26 PM
Beta Release :
http://rapidshare.de/files/35256634/CoH_EC_Beta.zip.html
Still some problems :
-No icons for new units
-Flakvierling buildable at bunkers (as defensive) but not correctly
-New abilities don't work yet.
And maybe a few more :D
Klaus88
2nd Oct 06, 2:13 PM
Wouldn't it make more sense to give each axis squad a Light MG42 instead of an STG44?
A very organized and concise vision of a mod. I think it adds great stuff, and I look forward to playing it. I especially like the Fallschirmjäger, Opel Blitz, Ju87b, and the various german unit/uniform/name changes. It's very professional and I like it a lot. BTW, I'd be willing to help, if needed. Just send me a pm or an email.
:author:
Soldier of Dest
2nd Oct 06, 5:28 PM
Small Patch/Update:
---cut---
Squads now have smgs/rifles/carbines all in one squad!
Now I'll try to understand why the Fallschirmjaegers Icon doesn't show up :gonemad:
Edit : JESUS! There was a small writing error in the patch! Please, dont kill me! :D
Here is the 2nd Beta with the working files (sry for my fault):
http://rapidshare.de/files/35290021/CoH_EC_Beta2.zip.html
The only problems I know now are:
-New units icons
-Flakvierling problems
-2 Non working abilites (argh)
Soldier of Dest
3rd Oct 06, 9:37 AM
Update:
What I've done today.
- New Units have Icons
- Delete Bar and LMG42 upgrades
- Add 1 LMG42 to the Panzergrenadiere
- Add 1 BAR to the Infantry Assault Squad
- All custom weapon working (no ghost models)
- Updated costs (Flak38, Opel Blitz, US Truck have costs)
- New Units working for all HQs (not only specific)
- Colt for AT Gun Crew
Moobster
3rd Oct 06, 10:04 AM
Gonna download it when you made the next patch :-)
Soldier of Dest
3rd Oct 06, 10:16 AM
Will come soon. ATM I'm trying to get the new abilties working. They show up now, but have a "unable to perform actions"..
Chriz
3rd Oct 06, 10:43 AM
looking forward to it as well. you might wanna consider releasing it on CoH's filefront site too to get some more feedback.
keep up the great work
wipeout140
3rd Oct 06, 12:22 PM
Great Work, Am making my own mod atm, so cant help you sorry. maybe later on.
Also a good tip never use rapidshare as a free host it can cause download problems for many people (including me) so upload to filefront or other website
caprera
3rd Oct 06, 12:32 PM
As you said "many common objectives"... GJ !!
Soldier of Dest
3rd Oct 06, 12:48 PM
Oh my god...I don't know why the abilities don't work :wtf:
Whoever know it from the previous mod release will get the new changes before all others! :D
Urgh I'm dead.. ^^
caprera
3rd Oct 06, 4:13 PM
Just tried. Very good. as first release is great. Maybe i'd suggest two things:
1) No more Knights cross holders plz ! Insert Sturmtruppen instead.
2) Then eliminate Osttruppen. They haven't a real reason to be in. Axis already has Volksgrenadiers as low cost unit.
Now questions... :talk:
1) Why Volksgrenadiers costs 1275 ManPower ?? (lol low cost unit)
2) The first level of reinforcement (only sturmtrupppen) doesen't show up, bug?
3) Is possible to have Fallshirmjagers parachuted on the field as first level of reinforcement ?
[]inveigle[]
3rd Oct 06, 6:31 PM
Great mod, the best imho that I have played yet. Looking forward to the next incarnation.:mdance:
NFXFSX
3rd Oct 06, 9:18 PM
Can't wait to try out the next version.
communist_bob
4th Oct 06, 12:36 AM
I'm getting this for the fallschirmjager code!
xtc-alec
4th Oct 06, 1:09 AM
Just got some more RAM put into my comp today so i can now finally play, first of all very awesome game :clap:
And when i get through seeing everything there is to see in the retail version i will download your mod! seems very good :thumb:
im good at getting sounds and pictures, and i know alot about ww2 german infantry (because i am a German ww2 reenactor :salute: ) i will be able to help you out if you need help in any of those catagories.
Lmagus
4th Oct 06, 1:55 AM
What's "Opel Blitz"?
Comstedt
4th Oct 06, 2:28 AM
Opel blitz = truck
Soldier of Dest
4th Oct 06, 3:39 AM
1) Why Volksgrenadiers costs 1275 ManPower ?? (lol low cost unit)
2) The first level of reinforcement (only sturmtrupppen) doesen't show up, bug?
3) Is possible to have Fallshirmjagers parachuted on the field as first level of reinforcement ?
1) Because I added custom units because Volksgrenadiers don't have a specific uniform I added the sniper (but without sniper rifle) and he costs more. I already fixed it.
2) Yeah as well as the Off-Map Artillery in the Infantry Tree. It's not working because I'm working on replacing it with Fallschirmjaeger, that's it. I'm already trying to fix both.
3) Already answered now.
caprera
4th Oct 06, 3:50 AM
Thanks SoD :), and what about Knights Ch?
Soldier of Dest
4th Oct 06, 4:27 AM
Yeah I'll remove them. But not replace them with Stormtroopers. Just remove them.
Here some screenshots of german squads:
Volksgrenadiere with custom uniforms and normal costs!
http://img97.imageshack.us/img97/6750/relic00125qa1.jpg
Ostbattalion Truppen:
http://img221.imageshack.us/img221/4665/relic00126bd9.jpg
SS Sturmtruppen with custom uniforms (sniper) too!
http://img175.imageshack.us/img175/5378/relic00127er4.jpg
Panzergrenadiere with standart LMG42 (no more upgrade). There Riflemen have 1 BAR and no upgrade (1 BAR, not 3).
http://img175.imageshack.us/img175/2631/relic00128bm5.jpg
EDIT : I've done some edits on the buildings list :
Barracks
Riflemen
Sniper
Support Weapons
Jeep
Cal30
Mortar
Bazooka
Motorpool
No changes
2nd Motorpool
No changes
======================================
Basic
Ostbattalion Truppen
Grenadiere
Officer
Sniper
Platoon Support Building
Volksgrenadiere
Motorcycle
MG42
Mortar
Company Support Building
Halftrack
SDKFZ 234
Nebelwerfer
Pak40
Battalion Support Building
Stug 4
Panzer 4
Panther
Ostwind
caprera
4th Oct 06, 6:07 AM
Fantastic idea !! :nod: sniper models for rifle bearing stormtroopers !!
For Fallshirmjagers what model will u use ?? I suggest again the sniper one. For colors mainly...
Another question: if FJs will be used as request reinforcements where will be able to call in Sturmtruppen ??
Moobster
4th Oct 06, 7:24 AM
I really can't wait for the next version :O
Soldier of Dest
4th Oct 06, 10:51 AM
Another question: if FJs will be used as request reinforcements where will be able to call in Sturmtruppen ??
Yes because they'll be Sturmtruppen with parachutes :D
And yeah, so they use the sniper and stormtrooper models :)
And the Tiger and Stuh42 have Panzergrenadiere und Sturmtruppen too.
caprera
4th Oct 06, 11:36 AM
Wow! So we'll see FJ parachuting on the field ?? :tooth:
[]inveigle[]
4th Oct 06, 12:58 PM
Any word on your next release. I really like your production notes and the mod plays great!
Soldier of Dest
4th Oct 06, 1:12 PM
Soon ;)
ATM working on Fallschirmjaeger ability and Flakvierling buildable from Pioneers.
Everything else works fine btw. couldn't find any errors.
Stay alive :D
[]inveigle[]
4th Oct 06, 1:18 PM
Excellent.
caprera
4th Oct 06, 1:28 PM
Yum! Can't wait.... :loco:
Soldier of Dest
4th Oct 06, 2:09 PM
Thx. I can't say an release date yet. I hope soon, before I'm getting :crazy:
As I said I first want to get the Flakvierling and Fallschirmjaegers working, only after that I'll release it.
It seems as nobody knows what's the problem with my FJ (me included^^) and so I start looking about the Flak first.
Soldier of Dest
5th Oct 06, 3:10 AM
Here it is! With all things working! Fallschirmjaegers, Radio Operator with Air Strikes etc.!
Download from FileFactory:
http://www.filefactory.com/file/bf8525/
If you cannot download from FileFactory, you may want to wait because I'll send it to Filefront CoHFiles as well.
Good news, trying it out when I get home. :D
Lmagus
5th Oct 06, 3:57 AM
Just tested it, I havn't really felt that something has changed(but I saw it).
Anyway, I found 2 bugs:
1. The sniper still needs the support weapons building to be built
2. The allied truck(the one you build from the HQ) has no name and description...
you can no longer build .30 cal squads? also, why don't the rangers have a bazooka? haven't tried the paratroopers yet...
could you post a changelog with all the changes you made to the game?
I've also experienced this bug where a flak cannon kept shooting at an airplane that got stuck at the edge of the screen.
http://img214.imageshack.us/img214/7753/aight2hv1.jpg
don't get me wrong though. love the mod so far and there are some really cool additions that many here will probably enjoy a lot. would be great if you could provide a complete changelog and maybe a readme to avoid some confusion.
Soldier of Dest
5th Oct 06, 6:54 AM
CoH:EC 1.01
http://www.filefactory.com/file/f58969/
Thx for that feedback, 1.01 for you guys :)
Rangers: Squad of 12 men
Paratroopoers: Squad of 12 men and has 1 BAR
Riflemen: Weapon Upgrade avaible: gives squad 1 Bazooka and 1 BAR extra
Units: Requirements redone - e.g. you now don't need to build extra buildings for some units ;)
Officer Squad: comes with knight cross holders, now it's really an "officer squad" :D - costs redone
Radio Operator: double plane problem tweaked, MG strafe removed, still a bit buggy
Allies Truck: Costs and name show up now!
I hope most things work fine now.
[]inveigle[]
5th Oct 06, 8:11 AM
Thank you brother, you have put alot of work into this, it shows and is appreciated. :clap:
Lmagus
5th Oct 06, 8:15 AM
And I think you should make the bazooka squad with 4 members and 2\3 bazookas...
fldash
5th Oct 06, 9:35 AM
Like others have said, can we get a full list of changes from the original game?
Soldier of Dest
5th Oct 06, 10:09 AM
This list includes some things that'll be avaible in the next version.
CoH: Enhanced Combat
=================Units=================
- New unit; german "Ostbattalion Trupp" as new intrantry
- New unit; american "Bazooka Team" - limited to 3
- New unit; american "Radio Operator" - limited to 1
- New unit; german "Fallschirmjaeger Abteil"
- New unit; american "Deuce and a Half CCKW" from SinglePlayer
- New unit; german "Opel Blitz" from SinglePlayer
- New unit; german "Flakvierling 38" from SinglePlayer
- Most main (combat) squads have 10 or 12 squadmembers (4 men become 10 men, 5/6 men become 12 men)
- Rangers: Don't spawn with Bazooka, but get it through Upgrade
- Sniper: Higher cost of Manpower, limited to 2
- Ostwind: Limited to 2
=================Custom/Others=================
- Change ammo cap/fire rate of automatic rifles (best e.g. the Sturmgewehr 44)
- (More) Realistic vehiclenames
- Some units costs redone
- Higher Units Cap.
- Blitzkrieg Doctrine : Replace Stormtroopers with Fallschirmjägers
- Howitzer Ability changed with Radio Operator
- Unit buildplaces changed
=================Prizes=================
- Sherman Crocodile (a little) lower fuel prize
- Goliath costs more
- Ostwind costs a bit more
- Lower prize for Sherman (mainly Fuel)
=================Squadsizes=================
- Paratrooper Squad: 12
- Ranger Squad: 12
- Rifleman Squad: 12
- Sniper: 1
- Grenadiers: 10
- Fallschirmjaegers: 10
- Stormtroopers: 10
- Ostbattalion Squad: 12
- Volksgrenadiers: 12
- Bazooka-Team: 3
- MG-Team: 3
- Mortar-Team: 3
- Radio Operator: 2
- Engineers: 3
- Pioneers: 3
=================Weapons=================
- Paratrooper Squad - 5 Carbines 3 Garands 3 Thompsons 1 BAR
---UPGRADE(AT)---
- Ranger Squad - 6 Garands 3 Carbine 3 Thompsons
---UPGRADE(BAZOOKA)---
- Rifleman Squad - 5 Garands 3 Carbine 3 Thompsons 1 BAR
---UPGRADE(NONE)---
- German Sniper; Scoped Kar98
---UPGRADE(NONE)---
- American Sharpshooter; Scoped Springfield
---UPGRADE(NONE)---
- Grenadiers - 5 Kar98s 2 Stg44s 2 MP40s 1 MG42
---UPGRADE(PNZSCHRK)---
- Stormtroopers - 6 Kar98s 3 Stg44s 1 MP40
---UPGRADE(STG)---
---UPGRADE(PNZSCHRK)---
- Fallschirmjaegers - 5 Kar98s 4 Stg44s 1 MG42
---UPGRADE(STG)---
---UPGRADE(PNZSCHRK)---
- Osbattalion Squad - 8 Kar98s 4 MP40s
---UPGRADE(NONE)---
- Volksgrenadiere - 6 Kar98s 3 MP40 2 Luger 1 Panzerschreck
---UPGRADE(NONE)---
- Bazooka-Team; 2 Garand 1 Bazooka
---UPGRADE(NONE)---
- Radio Operator; 1 Carbine 1 Colt
---ABILITY(HOWITZER)---
---ABILITY(ROCKETS RUN)---
=================Names (examples)=================
Panzergrenadiere
Ostbattalion Trupp
MG-42 Gruppe
Sturmtruppen (SS Kampfgruppe)
Volksgrenadiere
(Sturm)Pioniere
Fallschirmjaeger Abteil
SdKfz 251/1
SdKfz 251/2 Wurfrahmen "Stuka zu Fuss"
SdKfz 251/16 Flammwerfer 42
SdKfz 234 "Puma"
Pzkpfw. IV Ausf. G
Pzkpfw. V "Panther" Ausf. G
Pzkpfw. VI "Tiger" Ausf. E
BMW-R12
SdKfz 142/2 "StuH 42"
SdKfz 167 "StuG IV"
M4A2 Sherman
M4A2 Sherman "Firefly"
M4A2 Sherman "Crocodile"
M10 Tank Destroyer "Wolverine"
Willys MB (30 cal.)
And many more!
The newest version of this mod is very well done. I especially like the Fallschirmjäger. Is it possible to reskin them so that they have historical uniforms/helmets and camouflage? I also like the new names given to the buildings and the units. It is a lot better than what was in the English version of the retail game. Congratulations on a good mod!
Two things I noticed while playing were that the Flakvierling's cost stated 450 manpower, but was in fact 645 manpower to build. Also the Opel had the icon of a halftrack, is that something you'll fix later?
I doubt this was your doing, but I also noticed while playing that the Officer's skin has an upside-down Gefreiter badge on his sleeve. I didn't notice that before. It looks extremely weird.
caprera
5th Oct 06, 11:46 AM
Everything except new uniforms and models is now perfect to me...
I just suggest MP44 assault rifles as base weapon for Sturmtruppen and Fallshirmjager...
Soldier of Dest
5th Oct 06, 1:14 PM
Ok I've done something new now!!
The Crocodile has the Mine Crap ability and is so now really like an engineers with flamethrower upgrade :D
The Sherman now has next to the 50cal upgrade and 76mm upgrade! You can now decide if your sherman has the normal barrel or the 76mm one! :dance:
Picture:
http://img515.imageshack.us/img515/9838/relic00194ax8.jpg
I hope you like it :D
The newest version of this mod is very well done. I especially like the Fallschirmjäger. Is it possible to reskin them so that they have historical uniforms/helmets and camouflage? I also like the new names given to the buildings and the units. It is a lot better than what was in the English version of the retail game. Congratulations on a good mod!
Two things I noticed while playing were that the Flakvierling's cost stated 450 manpower, but was in fact 645 manpower to build. Also the Opel had the icon of a halftrack, is that something you'll fix later?
I doubt this was your doing, but I also noticed while playing that the Officer's skin has an upside-down Gefreiter badge on his sleeve. I didn't notice that before. It looks extremely weird.
Thank you :bigwave:
1) I can't model & skin with the correct tools.
2) Hmm really? Maybe because of the weapon team?
I'll have a look at that, thx
3) And the CCKW has the halftrack icon too, but of the allied halftrack. That's not a bug. It's because there is no icon of CCKW or Opel in the game. If I would have left the halftracks icon out, you would see a empty blank that looks very ugly.
4) I didn't change the officers skin and the badge should be right.
Cheers *happy about sherman upgrade* :Pint:
Ok I tweaked that Flakvierling costs problem:
The Flak38 used the weapon_crew and it costs about 200 manpower. You may now ask "Why does the Flak 88" then don't cost 200 manpower more too?"
- Because the Flak 88 uses the weapon_crew_88 without costs!
So I'll use the weapon_crew_88 now too.
Tweaked version coming soon, you'll love the changes :santa:
UPDATE!!
Oh yeah, german tanks now can get armour skirts and machineguns as the allied vehicles for each single unit!!!
For those who can't decide which version looks cooler :3dcool:
Screenshot!!
http://img238.imageshack.us/img238/6348/relic00195fr4.jpg
caprera
5th Oct 06, 1:59 PM
i love you.....
[]inveigle[]
5th Oct 06, 2:07 PM
This mod keeps getting better
xtc-alec
6th Oct 06, 2:18 AM
This farking rocks, will you tell us what else you will add in? :bandit:
Kyranzor
6th Oct 06, 4:03 AM
*whistles* damn Soldier of Destiny.. this is some pretty hard work. i was stuck at just modifying the base units and squads, but after inspiration from your mod (which i had a good look at in the corsix mod studio) i am now getting somewhere!!! i am just making a mod for me and my friend, however if it turns out good, and if i can actually be bothered balancing and making it look pretty then i could probably host it too.
thanks for your inspiration even if you didnt mean it lol. haha its extremely amazing how far you got despite all the posts on other forums (you are all over the place) asking for help, just as a i was about to do in between registering for this forum and working out what the heck i was doing :P
Soldier of Dest
6th Oct 06, 4:18 AM
Hehe thanks guys :)
I send the newest mod version 1.1 to Filefront, should be avaible soon so you can upgrade your tanks :3d:
Vulture
6th Oct 06, 5:35 AM
Where is it? :Puppy:
I've waited for an hour now. :slow:
Is it that big? :O
Soldier of Dest
6th Oct 06, 6:08 AM
Erm no, Filefront staff is not waiting for new files all the day :p ;)
caprera
6th Oct 06, 6:10 AM
I just tried it now... Good as usual but Tank modifications are not available... :(
Soldier of Dest
6th Oct 06, 6:12 AM
Because you downloaded Enhanced Combat (http://companyofheroes.filefront.com/file/Enhanced_Combat;70672) and that is the old version.. :p The new one is not up yet
Moobster
6th Oct 06, 9:34 AM
Don't forget to tell when the new version is up, can't wait :-)
Soldier of Dest
6th Oct 06, 10:04 AM
Yeah already doing fixes for the coming version lol :D
Vulture
6th Oct 06, 11:36 AM
Filefront has already updated the site. But they did not add your new version -_- the admin of filefront seems way to slow for such a fast community :X
plz make a alternate dl too :X rapidshare or somewhat like that..
Moobster
6th Oct 06, 11:57 AM
By the way, something i don't really like in the mod is that it is really hard for Axis to get AT guns. You need to get to the Assault fase before you can make the building that makes the AT guns. By that time the allied already made alot of tanks. Infantry only isn't good enough against crocodiles.
Soldier of Dest
6th Oct 06, 11:58 AM
Yep I now decided to use an alternate location too.
Here is the new one, it also has the fix and so is better than the upcoming filefront one. :bandit:
http://www.filefactory.com/file/16a072/
Have fun!
Moobster
6th Oct 06, 12:19 PM
I'm gonna test it now. Will update you on how i like it :-)
Twunbrek
6th Oct 06, 11:43 PM
hey dest, I'm really itching to try out your mod, but I just cant seem to download it from filefactory. It keeps telling me that I'm downloading too many files at one go when i havent downloaded anything at all...gahh....no chance of you hosting it somewhere else?
wipeout140
7th Oct 06, 2:30 AM
Hi Dest, Uploaded your mod(1.11) to my file hosting which includes a shortcut and .exe just for eaiser option
Link removed as 1.12 is out and removed file
(http://www.eggdisk.com/files/52727_ry9mc/Company%20of%20Heroes%20Enhanced%20Combat%201.11.zip)
Soldier of Dest
7th Oct 06, 3:31 AM
@Twunbrek: Well, wipeout140 is your host now :bump:
communist_bob
7th Oct 06, 4:34 AM
At the moment, this mod wins :)
Soldier of Dest
7th Oct 06, 5:22 AM
Thank you :santa:
Nearly everything I wanted is in the mod now.
I'm now working on gameplay tweaks.
For example you I now changed:
- StuH42 now can be upgraded with armor skirts and mg42 too
- Crocodile can be upgraded with machinegun
- Costs redone : Battle phases of Germany costs are much lower, german Blitzkrieg reinforcements costs more
- Squads can now be reinforced from trucks!!
New download link can be found on the mod forums.
Moobster
7th Oct 06, 7:42 AM
Quote: "New download link can be found on the mod forums."
Where?
Soldier of Dest
7th Oct 06, 7:47 AM
http://www.thedarkbrotherhood.com/sanctuary/index.php?showforum=141 -.-
wipeout140
7th Oct 06, 8:37 AM
Dest it real shame
File details:
File Name: CoH_EC_Final1.12.zip
Size: 1.17 MB
Description: Company of Heroes: Enhanced Combat Final 1.12
Sorry, there are currently no free download slots available on this server.
If upload somewhere else but not Rapidshare. or E-mail me i could upload
caprera
7th Oct 06, 10:04 AM
SoldofDest i would like to see, as someone already did, the American Pershing Tank from the SP and the Tiger gun values modified like the Flak 88 , for realism reasons...
Vulture
7th Oct 06, 11:37 AM
And i want that your Trucks can carry Paks :D
CrazyAce
7th Oct 06, 11:53 AM
What is the diffrence between these to versions..? The one at File front says (v1.1) it goes for 12.8 mb and the one from the Dark Brother hood says (v1.2) about 1.16 mb..?
Zenith44
7th Oct 06, 12:17 PM
The 12 or so meg file contains a whole set of screenshots, hence the inflated size.
CrazyAce
7th Oct 06, 1:32 PM
Ah ok so I'll D/L the 1.2 version and rename the local files from German to English.
Thank you.
wipeout140
7th Oct 06, 3:39 PM
link removed and file as 1.13 is now hosted
Soldier of Dest
7th Oct 06, 4:18 PM
Sorry that I was not able to answer today.
SoldofDest i would like to see, as someone already did, the American Pershing Tank from the SP and the Tiger gun values modified like the Flak 88 , for realism reasons...
The Armor Commander can build the Pershing.
I'll think about that Tiger thing but then except the Tiger to cost a lot more, as well as the Panther that would be better too.
caprera
8th Oct 06, 3:11 AM
I know but i'm tired to see Shermans that keep more than one shot to be blown up...And i think the Tiger main gun atm should be transferred to the Panther... :hmm:
Soldier of Dest
8th Oct 06, 4:06 AM
It's in now.
Tiger --> 88mm
Panther --> ex-Tiger
and Panzer IVs and Stugs also get a bit more.
The allies have some changes too.
The Tiger ability now costs 1500 and the StuH 42 about 1000.
I also now removed fire tracers for rifles, smgs, carbines and AT shells.
RogueSnake
8th Oct 06, 4:43 AM
I'm sorta looking around for a mod team to join. My only intrest is to re-skin some of the US vehicles at the moment though. Mybe add the correct flags.
If you could point me too the shermans skins using the mod tools I would aprecitate it. I did'nt have much luck my first 2 or 3 tries.
Really like what you've done so far with this mod.
Would'nt let me post a link :cranky:
Here you can see some tank skins I've recently done.
It's in now.
Tiger --> 88mm
Panther --> ex-Tiger
and Panzer IVs and Stugs also get a bit more.
The allies have some changes too.
The Tiger ability now costs 1500 and the StuH 42 about 1000.
I also now removed fire tracers for rifles, smgs, carbines and AT shells.
all that in 1.12?
also, could you give paratroopers the same camo ability the german fallschirmjäger use?
caprera
8th Oct 06, 5:21 AM
These are changes SoldOfDest made now that are not present in the 1.12 release.
About camo ability to American paras sincerely i don't know...i think they don't deserve it...Also it wouldn't be of any use in terms of balance...
um with all the changes made to the infantry, I'd say that the axis forces are WAY more powerful atm. especially the fallschirmspringer with their camo/mp44/panzerschreck/assault abilities.
caprera
8th Oct 06, 5:41 AM
So find something realistic to empower American forces...
djukel
8th Oct 06, 6:41 AM
The tracers and projectiles are still visible in game!
" The Armor Commander can build the Pershing."
not in 1.12 he can't. :disagree: this is getting rather confusing... a changelog for every new version would really help a lot...
caprera
8th Oct 06, 10:52 AM
@djukel: Those changes have not been included yet... We were discussing about something to include in the next release of the mod.
@Chriz: I'll try this... btw there's already a changelog or "mod list".
You should look in the mod forum in SoldOfDest sig...
caprera
8th Oct 06, 11:54 AM
Pershing Reinforcement works with my 1.12 EC. I also seen that not all that balance work is needed. Just a few modifications that seems right to me. First infantry upgrade should cost a little less, maybe 80 or 85 always because it's a great advantage in terms of time and cost compared to german teams having SMG and AT in the same upgrade.
Secondly Tanks. 900 for a Pershing is good but not 600 for a Calliope, even assuming that a player would use it only as mobile artillery. I'd suggest a 480/500 Manpower cost. The 400 cost for the sherman is right remembering it's upgrades...
For now i have no more suggestions.Hope to see something more continuing testing USA side.
Soldier of Dest
8th Oct 06, 1:30 PM
The mod forums are down ATM for unknown time.
I'm sorta looking around for a mod team to join. My only intrest is to re-skin some of the US vehicles at the moment though. Mybe add the correct flags.
If you could point me too the shermans skins using the mod tools I would aprecitate it. I did'nt have much luck my first 2 or 3 tries.
Really like what you've done so far with this mod.
Would'nt let me post a link :cranky:
Here you can see some tank skins I've recently done.
Hey those look great! I keep you in mind til the forums are up again. :nod:
Here is Version 1.13 with tweaked costs, removed tracers, changed weapon attributes, trucks with reinforcements option, updated squads (added Officer to Radio Operators and upgrades(Grenadiers don't longer spawn with MG42 but get it through cheap update and standart have some more rifles) etc. !!
http://www.filefactory.com/file/5c9725/
Sending it to Filefront too, but may takes some time till it's up there.
Have fun :agree:
caprera
8th Oct 06, 1:53 PM
Thx man, i'm gonna try it right now ! ;)
Antics
8th Oct 06, 4:30 PM
Does anyone have the problem with the custom units having names and stuff as $12$ or $10$ etc...
if
how do you fix it?
communist_bob
9th Oct 06, 12:17 AM
I expect the $12$ or whatever problems come from misplaced locale files (Relic.English.ucs or something) or possibly a typo in the RGD file's ui code.
Lasserith
9th Oct 06, 12:46 AM
I can try to model a stuka if you still need it :D.
Kyranzor
9th Oct 06, 4:50 AM
Does anyone have the problem with the custom units having names and stuff as $12$ or $10$ etc...
if
how do you fix it?
the $12 and all that for names is because the "german" language text reference for all the names in the "locale" folder needs to be renamed to "english" because yuor game is loading the english language not german. people have mentioned this earlier if you read them :D
caprera
9th Oct 06, 5:22 AM
I can try to model a stuka if you still need it :D.
I suggest something different in a such advanced time of the war...like the Henschel Hs129 (http://de.wikipedia.org/wiki/Henschel_Hs_129) . Also i suggest to make it very expensive to simulate the Allied air superiority...
Soldier of Dest
9th Oct 06, 5:29 AM
I can try to model a stuka if you still need it :D.
That would be nice! I indeed need it :D
DaGaroN
9th Oct 06, 6:19 AM
One thing I would like to see is that the AI have hes own Fog of War. It is realy frustrating to play Vs a computer who can bombard you with AT guns from 20miles away, that would have no chance of seeing you. So for us SP players, could you give the AI a fog of war?
Ps. Im sure ive seen someone say that they managed to give the Ai a FoW, but cant remember where.
Soldier of Dest
9th Oct 06, 6:36 AM
Yeah I know. Good idea, those far away shooting AT guns are really annoying.
I also changed others things. For example the retreat requirements are lower, because the squads are bigger. It's silly if he retreats with 8 from 12 men :bandit:
It's now set to 0.21% of the squad.
And some other things!
It's in now btw. will be in the next release :santa:
Another things is that I set the medics to rescue 12 men for allies and 10 men for axis til a new squad spawns now.
fldash
9th Oct 06, 7:57 AM
What do you mean 'retreat requirements'?
caprera
9th Oct 06, 7:58 AM
Have you managed to modify AT guns? Because i keep seeing 50mm guns that in 2 3 shots destroy even the hardest tanks...To me thay should have a bonus in critical damage, and be powerful weapons against light to medium tanks. But no game for heavies... :skull:
wipeout140
9th Oct 06, 10:00 AM
Here is 1.13 hosted on my file server. - Enjoy (1.2MB)
Enhanced Combat 1.13.zip (http://www.eggdisk.com/files/56900_pj0gj/Enhanced%20Combat%201.13.zip)
Again it includes a .exe fixies the german to english,a shortcut and bat file
Soldier of Dest
9th Oct 06, 10:59 AM
Hehe hey wipeout140, nice to see you do some advertisement in your sig :D
Chriz
9th Oct 06, 12:32 PM
@caprera: they're only that effective when they hit the rear or the side armour.
@Soldier of Dest: empty your inbox, can't send you any messages ;)
wipeout140
9th Oct 06, 12:53 PM
@Soldier of Dest: Just doing what i can do host and advertisement. My mod look like shit compared to yours. even dropped it
Excellent Mod
Soldier of Dest
9th Oct 06, 1:07 PM
@Chriz: Ops, yeah. Done - can send now :D
@wipeout140: That's a word, thanks :)
Ragabash
9th Oct 06, 1:10 PM
Nice ideas so far.
There are couple of ideas I would like to share with you.
1. Limit the amount of heavier tanks to two or three.
2. Give infantry possibility to hide inside the buildings.
3. Remake faction banners to more realistic.
2. Give infantry possibility to hide inside the buildings.
that's an excellent idea. if you could somehow give them the camo ability once they're inside the building... I found it extremely annoying that the enemy could see my snipers once they entered a building.
Soldier of Dest
9th Oct 06, 1:44 PM
Okay men, new forum with a sexy design!
http://enhancedcombat.ath.cx/forums/index.php :new:
Special thanks to Chriz! :)
Ragabash
9th Oct 06, 1:46 PM
Chriz
I think that snipers are hidden in a building as long as you don't shoot with them.
Actually I would like to see ability for regular infantry to be hidden inside buildings.
That would make infantry and ambushes better option, especially if the heavy tanks would be limited to two or three.
wipeout140
9th Oct 06, 3:34 PM
Chriz thats very nice fourm you have done, Congrats
thank you http://i12.tinypic.com/4ghw2om.gif
now go sign up and say hi :p
@Ragabash: you could be right but I still found it confusing at times. there's no way to tell them to stop shooting once they're inside...
Kyranzor
10th Oct 06, 6:04 AM
in the mod im doing at the moment (which is slightly similar to Soldier of Destiny's except he is doing way better than me atm lol) i increased AT gun (and tank) range from 40(?) metres to 120 metres. However in SP or LAN vs CPU with ma friend the enemy AT guns do not fire at such range unless they have a spotter unit. so if you are engaging with enemy units, and all of a sudden your tanks start getting pounded from accross the damn map, its because their units gave LOS to the cannons! Thats kinda the whole point of scout units (like my aufklarer teams!)
caprera
10th Oct 06, 8:09 AM
Right! what about scout units ? I mean little units of 3-4 men with SMG's and a great visibility range...something like artillery spotters ?
Soldier of Dest
10th Oct 06, 9:38 AM
Forgot to say, in Version 1.13 the stormtroopers have a flamethrower :dyn:
I changed some other things now:
- German Tank Gunners are no longer Soldiers. They are Tank Officers!
- Vehicle Crew updated
- Pak40 can have max 5 crew men
Here some screenies:
http://img110.imageshack.us/img110/6585/relic00096vo5.jpg
This was a test, I'll replace 2 of the guys with soldiers with kar98k.
http://img241.imageshack.us/img241/7925/relic00097eo7.jpg
Say hello to the Tank Commander btw. Knight :bandit:
http://img245.imageshack.us/img245/8549/relic00094oo9.jpg
Motorized Grenadier/Soldier and Elite Soldier
Also changed some costs again.
Shermans cheaper because of the updated german tank guns. And some other important costs.
caprera
10th Oct 06, 9:46 AM
Great idea for the tank crews! What u need now are only skinners... :Pike: Another thing: is there anything that could be done to eliminate the team colors ??
Soldier of Dest
10th Oct 06, 10:03 AM
Dunno, I doubt it's possible now.
What I want to do is
- Remove unit colors
- Remove territory lines
- Remove selection circles
Kyranzor
11th Oct 06, 1:25 AM
for recon units/spotters for the US i have a "recon team" of three men with thompsons. paratroopers actualy! and have double sight radius of normal infantry (60m up from 35m)
for germans i have Aufklarer who are weaker than normal stormtroopers with K98 and they can camo. 60m sight 3 man team. lol both teams cost 75 manpower haha. buildable from HQ and are awesome for late game "superweapon" spotting and also early game point capturing
caprera
11th Oct 06, 3:23 AM
They are not a bad addiction to me...(better MP40s for Aukflaker btw)
@SoldOfDest: Have you changed AT weapons penetration with certain tanks and Tiger main gun power to the 88's one ??
Moobster
11th Oct 06, 5:27 AM
Quote: "Dunno, I doubt it's possible now.
What I want to do is
- Remove unit colors
- Remove territory lines
- Remove selection circles"
If you are going to add that to the mod please make it optional. I like that the way it is :P
Soldier of Dest
11th Oct 06, 5:38 AM
Hmm yeah some people like the original colors, I think I'll add it in an extra .zip file when I got it working :)
Kyranzor
11th Oct 06, 6:45 AM
@ caprera - i'd rather keep the Aufklarer at a distance. up close SMG combat isnt what i had in mind. They can make use of the extended range to pick off enemy units. its not like they are overpowered as its only 3 riflemen with mausers. slow ROF but could be annoying to engineers early in the game. of course a US recon team charging in with nades and thompsons could counter the aufklarers. the three man team combat is funny. Even though the real aufklarer teams were 5 men strong, with 3 MP40 and 2 Mauser Karabiner 98k's but thats not the point. balance is!! and what role i wanted them to have. i could easily just give them crazy AK47's (which i made from MP44's LOL) and gun down anyone.
anyways i think that soldier of destiny should incorporate high LOS recon teams of 3-4 men with SMG's/Rifles.
caprera
11th Oct 06, 7:21 AM
We should also keep n mind of the time in which everything happens...
RogueSnake
11th Oct 06, 10:47 AM
Imagin that panther with ambush paint. And some foliage attached to it. "The O SH#@" Factor would increase a good 25-30%. Be shure :)
Soldier of Dest
11th Oct 06, 12:48 PM
New screenshots!!
http://img60.imageshack.us/img60/2513/relic00099ak2.jpg
http://img262.imageshack.us/img262/9851/relic00100ws5.jpg
http://img279.imageshack.us/img279/1483/relic00102bs2.jpg
http://img279.imageshack.us/img279/6836/relic00103qs7.jpg
http://img244.imageshack.us/img244/1471/relic00104lg1.jpg
http://img267.imageshack.us/img267/7624/relic00105eu9.jpg
http://img264.imageshack.us/img264/841/relic00106sk3.jpg
http://img267.imageshack.us/img267/2077/relic00107ks8.jpg
1.14 should make you happy :heyhey:
Cheers :Pint:
caprera
11th Oct 06, 1:19 PM
FAAAAAAAAAAAAAANTASTIC ! :ds:
Kyranzor
11th Oct 06, 11:49 PM
nice work dude
btw caprera this game has some wierd shit no matter what time it was based on. *nudge* at the goliath? hehe, maybe the AK i made is just a new age assault rifle early for its time like this robot bomb thingo. An i have a "prototype" M14 BAR gun style rifle which my paratroop fireteams use. its orsm
Chriz
12th Oct 06, 12:22 AM
v1.1 is the #1 download of the week on filefront with 1286 downloads! :banana:
Kyranzor
12th Oct 06, 12:34 AM
cool, now all they need is the v1.4 lol
djukel
12th Oct 06, 1:17 AM
Do you think possible to remove blue/yellow/red colors of hidden units also? This is so lame.:(
communist_bob
12th Oct 06, 2:03 AM
^Yea, what he said. Extremely bad for screenshots too.
Kyranzor
12th Oct 06, 6:11 AM
yeah that "unit occulusion or w/e it is showing hidden units is kinda retarded... any way to turn that off? i like going first-person style and watch my dudes get nuked by crazy Tiger tanks and watch their limbs and torso's fly through the air..... lol and anything that isnt directly seen is a coloured outline in the ground!!!! :O
HClark54
12th Oct 06, 8:27 AM
Well guys, first post on this thread but have been playing enhanced combat since the beginning. It was cool waking up every morning to a new update. I see you guys have slowed down a little bit your following has grown ten fold. Congrats. I registered about two weeks ago on your darkbrotherhood site under Americanus Supremus. but not much action going over there. I have a few suggestions or things that are happening to me frequently during skirmish gameplay, which there arent many so here goes.
- In all my games about an 30 to 45 minutes in Im still resource poor even though i control most of the map. I play on the 8 player maps, usaully against 1-2 normal comp opponents versus me. So there are plenty of resource and supply points to control. But I never seem to have any manpower for anything. While only having 4 engineers and 3 or 4 infantry units w/o upgrades. With no buildings completed except a barracks triage center (if playing as allies) or unit upgrade center(if playing as axis). I usually build observation posts (which by the way are way overpriced imo) on two fuel and two ammo points. So in short I never have resources to do much of anything and eventually either win slowly with just infantry and engineers, or the computer creates motorized units early and i get hammered and usually give up when all is effectively lost.
- Cost for almost everything seems high. From mines 3 mines = 25 munitions, observation post 200 manpower, infantry units should be haved imo to make them more prevelant.
- Increase production rates for all resources.
- Should the manpower blitz really cost 200 munitions, could we half that and take an addtional 50 fuel or something. 200 is just a little steep for this to be of any use for me anyway
Ive downloaded some of the community tools. the rgd reader, but really dont know where to look in order to make the changes i would like to make. If anyone could point me in the right direction, it would be greatly appreciated. Thanks and keep up the great work
HC
edit: I figured out how to increase the starting resource allocations. But the rest of the costs and things elude me. I will continue to look.
Moobster
12th Oct 06, 9:18 AM
When is the next update coming online?
We want more :cranky:
Chriz
12th Oct 06, 9:33 AM
soon ;) Soldier of Destiny is testing everything to make sure it works okay...
the official forums at enhancedcombat.ath.cx will have it up first...
Soldier of Dest
12th Oct 06, 12:06 PM
People are starting to think everything is possible atm..
Please slow down. Just noticed another 15 things to change. New version coming soon, relax.
suhsjake
12th Oct 06, 2:29 PM
Great mod. I would love to see the M5 stuart with a few upgrades. (Satan, 75mm, and commanders .30 cal)
Kyranzor
13th Oct 06, 12:40 AM
well, i found that increasing the resource output of all points by 30% makes it much better, or just making troops and tanks cheaper
HClark54
13th Oct 06, 3:29 AM
In what files did you do that?
Thanks
HC
Kyranzor
13th Oct 06, 3:51 AM
HClark53: its in attrib\ebps\gameplay\(whatever point you want to modify)
just look at the values it has for resource_ext's resouce_choice_per_second and yuo can change the values. i just added .1 to all values lol
also some advice for anyone who wants to mod COH just use Corsix' mod tools and just HAVE A LOOK at whats there. even if it takes you an hour, just go through every file and take a mental note on what each should/does do. it helps alot!!! and you can see where things are and how they tie together in relation to other codes.
Soldier of Dest
13th Oct 06, 5:04 AM
Yeah I changed starting resources and strategic points resources too for 1.14
HClark54
13th Oct 06, 5:51 AM
Dont mean to bother but when do you guys expect to release the next version? Thx either way.
HC
Soldier of Dest
13th Oct 06, 7:49 AM
As I said I changed another 10-15 things. Still thinking of some changes. I think I will release it this weekend.
Cannot await the offical tools because we have a good team now. :banana:
camus2555
13th Oct 06, 7:54 AM
you made great work its a very nice mod i do enjoy it.
but i have a problem:
i don't have any upgrade for infantery, it doesnt appear in menu :hmm:
Blitzkrieg Doctrine : Replace Resource Blitz with JU-87 Stuka Run
i have still the original and no ju87
Soldier of Dest
13th Oct 06, 8:01 AM
I never said the Stuka is already in.. because it isn't.. :confused:
camus2555
13th Oct 06, 8:31 AM
ah ok but what about infantery with no upgrade available?
HClark54
13th Oct 06, 8:42 AM
Thx Soldier of Destiny. Now I can play in peace without having to check every time I make a move. Btw my offer still stands on helping you guys with what ever yall need. Im getting better with corsixs tools.
Now its back to :num: them all.
HC
Soldier of Dest
13th Oct 06, 10:07 AM
Which versoin are you using? 1.13?
1.13 has 1 upgrade for the Riflemen.
Soldier of Dest
13th Oct 06, 4:27 PM
Updated!
MG42 Upgrade for the SDKFZ 251 and Cal Upgrade for the M3 !!
Here 2 examples:
http://img201.imageshack.us/img201/5370/relic00119cp0.jpg
http://img171.imageshack.us/img171/5181/relic00120gj4.jpg
Another update :
New Sherman with Flamethrower (Crocodile) upgrade - can fire both Tank Gun and Flamethrower and has an Calliope upgrade.
Riflemen Radio removed.
Tank and halftrack gunners can be rebuild when they died!!
And many, many more changes!
1.14 will be up today. :elephant:
Dasfubar
13th Oct 06, 9:11 PM
Just a little link in case you want historicly accurate squad sizes/right weapons.
http://www.bayonetstrength.150m.com/
Soldier of Dest
14th Oct 06, 5:29 AM
Company of Heroes: Enhanced Combat Final 1.14
Here it is with many, many features!
Download here (http://enhancedcombat.ath.cx/forums/viewtopic.php?t=34)
Kyranzor
14th Oct 06, 5:47 AM
good work on your mod man, its coming along super well!
Chriz
14th Oct 06, 6:38 AM
back to 1.13... the allied AI keeps spamming shermans with calliope upgrades in 1.14. they hardly build anything other than that. mortar bug is still there as well...
Soldier of Dest
14th Oct 06, 7:24 AM
They spam the Calloipe, yeah - but only sometimes.
For the mortar bug - you have to delete the old folder first, then copy the new one. Should work.
wipeout140
14th Oct 06, 7:46 AM
Company of Heroes Enhanced Combat 1.14.zip (http://www.eggdisk.com/files/63483_guegv/Company%20of%20Heroes%20Enhanced%20Combat%201.14.zip)
1.14 is here with Installer and all and shortcut
Enjoy
Hmm....it seems you can't build forward hqs anymore and the tracers are gone. How do bring them back cause I loved those.
wipeout140
14th Oct 06, 1:18 PM
@Jon The Forward HQ is Know also the tracers were not in 1.13, Your have ask SOD about how put them back in
caprera
14th Oct 06, 1:41 PM
SoldOfDest, u have also eliminated panzershreck upgrade to german infantry...This gave the allied units a huge bonus in the mid to late part of the game, and panzershreck units are not that effective...
Soldier of Dest
14th Oct 06, 1:55 PM
That's because we have a Panzerjaeger Group now! Next to the Panzerjaeger, only the Fallschirmjaeger can upgrade a Panzerschreck.
And the Volksgrenadiere and the Sturmgrenadiere (Blitzkrieg Tree, come along with the stormtroopers from the Tiger and Stuh42) have a Panzerschreck..
:deal:
djukel
14th Oct 06, 2:03 PM
Halftrucks have some bugs.
- transport troops did not die if trucks destroyed
- gunner disappers if transport troops disembark
Soldier of Dest
14th Oct 06, 2:07 PM
Halftrucks have some bugs.
- transport troops did not die if trucks destroyed
- gunner disappers if transport troops disembark
1) Is the same in the original game - not a mod bug.
2) Yes, but you can rebuy the gunners. I don't know how to solve the problem at the moment.
Alright nothing answered my questions. Forward HQ is called "know"? wtf? Where is it located. And how do bring back the tracers?
Kyranzor
14th Oct 06, 2:59 PM
jon calm down. tracers are part of each individual weapon attribute file. so for EACH WEAPON you need to re-add the tracers, such as kar_98k_tracer and m1_garande_tracer etc.
i think SOD did a few typos for the field barracks, as "know" isnt really a name for a field barracks.
are you saying that the field barracks isnt buildable? well maybe COD didnt like it lol. to get it back.err.. dunno lol i dont have the time to look for you sorry dude
shiremct
14th Oct 06, 3:07 PM
In order to make the halftracks stop manning the gun when troops enter and stop -stop- manning the gun when the troops exit, go to hold_ext and look for on_loaded_actions. You probably want to simply remove all the stuff related to the mgs since you man them with an upgrade now.
OMG... sigh what about the forward HQ? It seems as though you can't build them any more, atleast in my case. Is this true and if is how how do bring it back
Soldier of Dest
14th Oct 06, 3:43 PM
Ah, yeah. Thank you, shiremct ! :bandit:
And yes, converted barracks (what you may call forward HQ) removed.
You can bring them back by deleting my "attrib/upgrade/convert_ambient_building.rgd" file
Cheers :heyhey:
Kurgan2
14th Oct 06, 7:13 PM
Just downloaded and installed 1.14 today, tried a 1v1 skirmish as Allies. Noticed a strange problem. My pop cap was very high, showing 200 something cap, but once I built 3 AT guns, the AT gun icon greyed out and wouldn't allow any more. Is this intentional, because it really hurts the allies, given the improvements to German armor.
Soldier of Dest
15th Oct 06, 3:17 AM
Yes, AT guns from both sides are limited duo massive AT gun spamming from the AI. In the next version all vehicles will have a limit.
Thanks but it doesbn't work since you seem to delete the file. Theres also another file called convert_ambient_building_sp_church.rgd so if there is a way to delete them, should do the same for this?
Soldier of Dest
15th Oct 06, 10:39 AM
@Jon :
1)What isn't working ?
2)convert_ambient_building_sp_church.rgd,
sp = SinglePlayer. I don't change singleplayer files since a) SP won't work any longer and b) I don't make this mod for the campagin
I can't delete attrib/upgrade/convert_ambient_building.rgd. Also for the tracers, which file do put the extension "_tracer"?
Kyranzor
15th Oct 06, 2:36 PM
the tracer is unique for each gun. but i mean - a tracer is a tracer. just use kar_98k_tracer or m1_garand_tracer for now for all guns.
also, post this/these question/s in another thread, because we dont want to clutter up SOD's mod thread now do we? post in the Armoury
Soldier of Dest
15th Oct 06, 5:22 PM
I can't delete attrib/upgrade/convert_ambient_building.rgd.
Why?...A error message? I can't help if you don't tell me whats up. ;)
Nothing happens, heres a better question, how do you delete it? Do you just press delete?
Kyranzor
16th Oct 06, 5:31 PM
jon, pressing delete USUALLY deletes things...
go into the game folder and DELETE the file that SOD has told you to delete. yuo CANT delete it in the Corsix Mod studio mmkay?!?!?
heeh...
limiting AT guns to 3 is too excessive. maybe limit 6 because big-ass AT batteries are FUNNY SHIT.
its like on-map small scale arty :D
communist_bob
16th Oct 06, 11:07 PM
^Nah, 6 is too much, maybe 5 instead.
Kyranzor
16th Oct 06, 11:55 PM
whatever, just more than 3 ok? :D
DudeWhersMyTank
17th Oct 06, 12:21 AM
is it possible to make tanks switch between AP/HE ammo like the bulldozer mode on the croc so that they have to choose between the ammo types to combat whatever the threat is?
it should cost no munitions but takes time to load the new ammo have a cooldown timer so you can't switch back and forth instantly. this way a tank clearing out infantry strongholds will have to be wary of a time when they'll be caught defenseless against other tanks while they have to switch ammo types
if this is done it'll give us a good reason to increase the power of those puny hull/coax mgs that tanks have right now. they're like pitiful pea shooters as they are now.
caprera
17th Oct 06, 12:53 AM
And you should control once in-game the ammo load for every tank in the field ??? No thanks...simply too much work :D
Instead i'm still unsure about the Tiger's gun SoldofDest...
communist_bob
17th Oct 06, 2:06 AM
Dudewhersmytank, you're right. WE HAVE TO MAKE THOSE COAX/HULL MACHINE GUNS STRONGER! Just strong enough/accurate enough to be able to actually hurt infantry.
Kyranzor
17th Oct 06, 2:30 AM
yeh, the MG's on tanks in the normal version of COH are pretty damn pathetic. they are only for show lol...
i have made my tank MG's more accurate and 30% more damage.. they are pretty good now :D
hey anyone checked out my mod yet?!?!
caprera
17th Oct 06, 3:26 AM
Where ?
Kyranzor
17th Oct 06, 3:27 AM
you mean wher is my mod? here!
http://forums.relicnews.com/showthread.php?t=114853
caprera
17th Oct 06, 3:42 AM
I like in particular the 'nades question, also for rifles...Good Idea man!
Kyranzor
17th Oct 06, 3:47 AM
thaaanks :D
Soldier of Dest
17th Oct 06, 5:07 AM
I changed small arms too some time ago. Will be in the next version too (tank machine guns kickass).
And 3 AT guns should be enough (think of that in the next version tanks are limited too).
Kyranzor
17th Oct 06, 5:40 AM
hmm.. indeed... limited tanks should = limited AT guns too. but i still reckon they are nice as suppressing arty for short-range barrages :D and they fire continously which is good when you have 5 of them going crazy on top of a hill lol
Moobster
20th Oct 06, 9:33 AM
I don't like the 3 AT gun limit :'( i always use alot more AT. Could you change that please?
whitewolfmxc
20th Oct 06, 6:49 PM
i still think 6 AT GUNS is reasonable
while most tanks : light vechiles 8 (grey hound , normal tropps transport etc ) , medium tanks 6 ( shremans , stuks etc ) , heavy tanks 4 ( panfers and other some new added tanks for allies alter on ) , super heavy tanks 3 ( tigers , shang pin ) , other super weapons 4 each ( rocket laucnhers regular/trucks and shermans with gaillope and 105 s and flak 88)
caprera
21st Oct 06, 4:01 AM
6 AT guns in maps like these and gun power as now are too much. They could be a impenetrable line of defence with only some infantry and MG's... 4 AT guns to me. :thumb:
whitewolfmxc
21st Oct 06, 5:16 PM
well theres no such thing as impenetrable line of defence , as you can always bomb the dust out of that area , so i dont see a problem there
anyway to the team if the next release can not interupt our saved games for campian so that even we install the mod we can still keep our records of medals and still play all the stages in the campian after we ONCE beat it
Kyranzor
21st Oct 06, 5:28 PM
mods need to keep the same .module file or they will lose campaign progress.
nicholasneko
21st Oct 06, 9:36 PM
why not split the difference? people want 4 or 6.. so how about 5? ^.^
Moobster
22nd Oct 06, 12:49 AM
I just think that there is no reason to make a limit for the AT gun. I haven't noticed the computer to make mass AT guns (they usually spawn alot of tanks) and i like to use AT guns in my defense. If you think its inpenetrable your totaly wrong, some artillery and the defense is dead. Just stay away from unit limits or make it optional, otherwise some people just wouldn't play the mod.
Kyranzor
22nd Oct 06, 3:06 AM
moobster has a point there.. limits are kinda annoying especially low limits. and i agree, some arty here and there, or a surgical infantry strike/commander ability and the AT's go down.
whitewolfmxc
22nd Oct 06, 3:35 AM
thats what i used to say but destiny of soldiers the head of the mod said the AI mis uses them , ( though i dont really find that problem ) , but i do agree on limitting super weapons like flak 88 , 105 howitzwer or shermans with galioppe and german rocket launchers/trucks to around 4 for team , tigers and pershing to 3 per team ( maybe also for other heavy tanks after wards added)
Soldier of Dest
23rd Oct 06, 8:46 AM
Thanks to Happy_the_Hobo we now know how to change the unit spam of the AI. So unit limits will be set higher ;)
Happy_the_Hobo
28th Oct 06, 7:16 AM
:king: Well here is my new in game textures for COH EC, soldier of dest is away so I can say for sure they will be used but for now here it is.
http://img230.imageshack.us/my.php?image=workingiconag1.jpg
Soldier of Dest
30th Oct 06, 5:49 AM
Ohh I like it ;)
Thanks to Happy_the_Hobo we have some cool new features e.g. a infantry smoke grenade and a hold fire ability for infantry and tanks! :blow:
Lasserith
5th Nov 06, 9:47 PM
Hey the forum doesnt have a dl thread anymore... Sorta odd really..
that's because 1.2 will be out very soon and we've made some changes to the forums. you can now download the mods directly by clicking on the attachments
Soldier of Dest
6th Nov 06, 3:18 PM
Company of Heroes EC v1.2 released!!!
More info & Download here:
http://enhancedcombat.ath.cx/forums/viewtopic.php?t=64
Included are Tod3sEnGEl's Skins with some changes :jig:
:guitar:
ANZACMICK
6th Nov 06, 4:20 PM
....must say....great mod EC has been....time to spark up 1.2...seeya ....soon
Ariel
6th Nov 06, 11:09 PM
This is a very interesting and very well put together mod as far as I can tell so far, but is it just my imagination or do German tanks have 6 levels of veterancy? Do the Allies? I couldn't tell.
Also, now that MGs and armor skirts are added separately what does the veterancy do for vehicles? Thanks, and keep up the good work.
djukel
7th Nov 06, 1:10 AM
The download link is broken for me.:(
Edit: I could open it with explorer now.
Happy_the_Hobo
7th Nov 06, 8:15 AM
All units in the game now have 9 levels of experience, it took a little time but I must admit its one of my favorite features that I created for the mod.
EDIT: The upgrades for the axis increase the experience of the unit like before, but now tanks gain different bonuses as they increase in level for example, increased speed, increase sight range, increased health, and so on.
Nine levels? Hmm. I only noticed six. I suppose that the last three levels take a long time to get then. Also, what about the German building that was previously used to increase the experience of your soldiers and vehicles (Its name escapes me at the moment). Does it have any use in your mod now that German units gain experience in battle?
Also, do Tiger Aces also gain veterancy? I might have been imagining things, but I seem to recall from a game last night that a Tiger Ace gained veterancy. If so, is this intended? It seems that a Tiger Ace would be an expert already.
Happy_the_Hobo
7th Nov 06, 10:04 AM
Yes the last 3 levels are extremely difficult to achieve, they are the god-like stage, their bonuses include icreased range, increase fire rate, and they gain health regeneration, if you can get a unit to level nine(Requires 512 experience points) you deserve a god-like unit. The tiger ace will be removed from the game as soon as we can get the king tiger to replace it.
EDIT- the upgrades do the same thing as before, you can get units up to level three, but the idea now is to use combat experience(something they don't teach in basic training) to get more powerful units.
This mod sounds really good... im trying it now
yahtzee
7th Nov 06, 12:02 PM
great mod!
Scarmish battle against ai ,Ver.1.2 , Maximal Unit Cap(Vehicles) is doesn`t work .
Is it only me?
Happy_the_Hobo
8th Nov 06, 6:48 PM
:mod: Attention users of enhanced combat, there is a new skin patch avaible, its not meant to change anything with the mod but will add new skins for the pershing, sherman, and wolfverine. You don't need these files to play EC V1.2, but your game experience will be improved.
http://enhancedcombat.ath.cx/forums/viewtopic.php?p=571#571
Kyranzor
9th Nov 06, 6:34 AM
wow good job on the veterancy. cant be bothered with that sorta jaz lol :D nicely done.
LeFire
10th Nov 06, 8:31 AM
Hello there, I registered in these forums specifically to give feedback on this mod, as I feel that it has great potential, but is currently troubled by some fun-killing bugs and issues.
I've played both sides, and the first thing that I noticed was that while the build limit for the Allies Engineers was at 3 for AI skimish, the Axis one is unlimited. This appears to be a bug which makes it terribly difficult to survive as Allies, due to the need to dig in hard for the Panther tank attack (see below).
While the infantry are extremely good at wiping each other out (making digging in or sandbagging essential, see the point about the Engineers), the AT guns are exceptionally and outstandingly poor in comparison to what they were designed specifically to do... stop enemy tanks. They die fast against infantry, that is understandable and applaudable. But I expect them to at least do a little more than scratch tank armour, given their designation (AT gun).
Before one suggests that my tactics are not sound, I must mention that I have 2.5 years of on-the-ground infantryman training, and know how to position LAW (light antitank rocket launcher) gunners to achieve enfilade fire on enemy armour. So yes, if my tactics are not sound, then the infantryman-portable antitank weapon would be obsolete by now. Tanks should be easy kills when flank, top, belly and rear-shot... its basic doctrine to anyone trained in anti-armour fighting. Even an M1A2 can be taken out easily if you can wipe out the infantry around it, get LAW hits into the rear and threads, then satchel-charge the immobilized giant.
But in this mod, even veteran (Rank 5 AT guns) end up doing only tiny amounts of damage to a Panther's flank and rear, and zlich damage off hits to the front. Using AP ammo does not help... the only thing that works is digging in like crazy and turning the land into tank-trap land, then using mortars and artillery to hit tanks that I have sticky-bombed (at terrible cost to my infantry) into immobility. Even then, I've seen the German tanks happily take 105mm artillery hits straight on the supposedly weak roof armour without major damage. Also, if you play against defensive doctrine German AI's, expect horrendous casualties among your mortarmen from the 280mm rockets (yes, basic infantryman doctrine hammered into my head, spread out, and dig in hard. Used it, but the 280mm barrage has a huge damage spread and murders infantry). The same 280mms will make it hard for your 3 engineers to survive long enough to patch any holes among the tank traps. No tank-traps = German tank rampage.
The Allied tanks are stopped dead by the 88mms, that I can understand and applaud, as the 88mm is supposed to murder armour in the open. But well positioned Allied AT (and even Axis AT, as I gave up on building my own guns and used captured ones) should be able to kill enemy tanks with flank and rear hits. I've seen an Ostwind take repeated hits (and misses, see below) from 4 AT guns (the AT gun cap does not seem to work too) and happily shrug them all off. It stretches the limit of credibility (and patience) when even a weakly armoured vehicle like an Ostwind can laugh off AT hits. Furthermore, the AT gun misses to such a degree that it makes my infantry seem sniper-like. The AT gun is a stable firing platform compared to a tank, hence I expect it to achieve more hits, especially since it takes care and time to position a gun, as opposed to a tank. To acheive balance, the AT gun should be able to command its field of fire with effective, accurate fire, given the fact that it is a low-mobility platform.
And as a final dash of salt to add to the Allies woes, the bazooka unit is bugged, as each replacement costs 100 manpower, compared with 245 for a fresh unit. Typically, replacements should cost less than the actual unit, as with all the other units. The bazooka unit is also limited to 2, which makes it only useful for the bazookas that might drop when the unit gets killed.
The rest of the mod is enjoyable, but fun is marred by the fact that the AT guns are not worth the 230 manpower at all. I recommend doubling the accuracy and damage of the AT gun, especially against top, flank, belly and rear hits, to actually give a commander who likes to use allied infantry a chance against German armour. The German AT gun can also do with some buffing.
Soldier of Dest
10th Nov 06, 9:51 AM
1) Pioneers and Engineers both have a max cap of 3, but the AI just doesn't mind limits.
2) Cmon? The 57mm more powerful? It's not that expensive! And it's not a very good AT gun.
Allies are mobile and don't have any big AT gun.
3) Right, first I set the AT Team limits to 5, seems as something gone wrong while changing files. Will be set to 5 again.
And I'll fix that cost problem.
Thanks for your feedback.
Thanks for the gratulations & feedback of you all :square:
Lmagus
10th Nov 06, 10:54 AM
Why don't you make more realistic "levels"?
Not just those 3 bars.
jordanLUKE
11th Nov 06, 3:33 AM
Hi there, love the mod but many new units instead of the title and description it say range then some numbers and a dollar sign help me!! :werd:
LeFire
11th Nov 06, 5:37 AM
Well, point taken that you want the AT gun as it is now... But how do you stop the Panthers then? Say, with tank destroyers in ambush positions?
Soldier of Dest
11th Nov 06, 6:25 AM
I never had problems with destroying Panther when combining AT guns with vehicles or AT troops.
The Panther is much stronger than most allied vehicles, that's why it's expensive (like the Tiger). It's not undefeatable :)
=====================
Right now we are working on a new function for the Command Points. You can get more than 17 CPs now and get resources (Manpower, Munitions, Fuel) with them in the HQ. E.G 1 CP = 1000 Manpower or something like that :)
I also changed the Blitzkrieg Manpower Rush ability with a Stuka Run (ATM they use the P-47 model).
Two stukas will attack and fire both : MGs and Bombs! :Pint:
LeFire
11th Nov 06, 9:21 AM
Well, I tried a different technique today. Instead of digging in hard, I rushed for shermans with upgraded guns instead of the AT (didnt even bother to build the motor pool all the way to the end of the game). Had a couple of infantry squads microed to kill Pioneers and force the AI to rebuild them, force-retreating when I met opposition of any kind (even Osts, as I couldn't afford to lose any manpower for the 600 MP shermans).
Got the Shermans out, upped their guns, coupled up in task forces, and micro'ed them to outmanuver. The first few Stug and armoured car kills got them veterancy, and I finally managed to knock out a Panther with my best pair (and by backing my "lure" Sherman up against a wall to block its rear armour). After that, it was a easy cruise to victory with the veteran tanks supported by mortars dropping smoke on 88mms with indirect fire, then Airborne drops on the guns for capture (both enemy AIs were defensive doctrines as witnessed by rocket barrages). The AI stopped making any tanks, and spammed Osts, which the vet Shermans and Airborne nailed from moderate cover.
Conclusion: You need tanks to stop tanks (and infantry). Infantry are only good at stopping infantry (with the exception of the excellent sticky bomb. The Panther could not have been out-micro'ed without having its threads/engine sticky bombed). One doesn't need the motor pool until its time for an advance and you want a quad-50. My poor AI ally had a bunch of AT guns. Some fired, some got jammed up. He was pounded flat with rockets in his base while two of my upgunned shermans happily weathered multiple rocket strikes that took out every single building of his except HQ (Lorraine).
Observed bugs: Takng over a Pak uses 5 men, but sometimes the AT gun cannot be moved after that if too close to a wall. Just took it over as an experiment... I'll rather have those 5 men back!
Mk.Mosquito
12th Nov 06, 12:25 AM
Very cool mod, and nice work but I have a few problems so far.
You are focusing much more heavily on the Axis units and forgetting about the Allies. The axis in this mod are insanely powerful, I could kill an engineer squand in less than 3 seconds with volks, but it took much, much longer (and with more casualties) for rifles to kill pioneers.
I really like the paradrop stormtroopers, except you need to make it so LOS is needed to drop. The Calliope sherman/crocodile/bulldozer is very awesome btw.
Great work so far!
djukel
12th Nov 06, 3:00 AM
I have a question about field repairs. Did you know how can be disabled vehicle moves during field repairs? It would be more realistic. I tried to add modifiers\posture_speed_modifier.lua into start_target_actions but not works.
Kyranzor
12th Nov 06, 4:28 AM
making the movement speed = 0 will make it not move.
doing so through those modifiers for being "disabled" SHOULD do the trick. but for some reason people seem to have problems with editing movement speed. or at least they did
Soldier of Dest
12th Nov 06, 4:48 AM
@ LeFire nice to see, that you crushed the Panther :)
Couldn't see that bug yet, and I even don't know what I shall do against that :(
@ Mk.Mosquito : Yes we know that and we are working on it. Making German infantry upgrades (MG42, MP44, ...) more expensive (one Grenadier with MG42 just killed about 10 men in one burst) and I will have a 2nd look at some other costs too.
I will change the Reinforcement ability of the Infantry Company too, to be more dangerous.
djukel
12th Nov 06, 5:05 AM
Can you name that modifiers that contains movement speed? As I saw There is no such a thing.
LeFire
12th Nov 06, 5:59 AM
Yep, playing Allies is hard! I've seen one of my rookie paratrooper squads rush out behind their covering Sherman (dumb gung-ho SL that they had) and accidently blunder into an 10 man enemy team with the MG42s. 12 men dead or incapacitated within 2 seconds, maybe less. Ouch!
Mk.Mosquito... A few tips I found playing Allies. For the time being, the Allies only saving grace is the Sherman with a double-upgrade upgunned (150 Ammo x 2, click on the upgrade twice) main gun which has a antiarmour value of 11, plus another upgrade to the .50 MG (65 Ammo). I don't know if its a bug, but its the only thing saving my bacon at the moment. I think of the first upgrade as bigger gun, and the second as AP ammo for it. And since I paid 300 Ammo for them, I don't feel bad if its really a bug!
Get at least two of these Shermans out pronto (600 MP, 65 Fuel and 365 Ammo for fully upgraded one) for something that can at least kill german armour. Ignore AT guns (in fact, don't even build the motor pool). AT guns get jammed up, die easy to infantry and rocket barrages, can't pull out from fighting fast and are generally ineffective against enemy armour because you end up shooting at the frontal plate (since they can't move much, unlike a Sherman). In fact, I think that if my AI ally can have its ability to build AT guns disabled, it'll do much better. At the moment, I can take on 1v2 expert opponents on the River map (the one with 2 bridges and 1 mud crossing) with Axis, but I still can't do it with the Allies.
Bring your men (choose Airborne, I'll explain) behind the tanks to kill enemy infantry distracted by your Shermans in general fighting. If they take fire, fire them up and duck them backwards. Don't lose the men... I found that there is a huge difference in power between rookies and more veteran troops.
Why Airborne? Because you won't be making motor pools for one (so no half tracks, which die in 1 hit from an 88mm), and because the Axis loves 88mms. Send a recon flight over them, reveal the one that doesn't have anyone around it. Drop an Airborne squad in. Men will die, but you can clear the site if its just Airborne and the 88mm. Don't move the Airborne as the BAR gunner needs to stay still to clean the crew out (his gun is the most effective). Stay by the gun with the Airborne squad, reinforcing from the air and preparing for the counterattack (don't cap the nearby CP if you suspect a defensive Axis player or your hard-captured gun will eat defensive artillery). Rinse and repeat with other guns. The AI would soon give up on tanks or restrict them to covered zones, allowing your Sherman/Paratrooper main force to clean up their infantry.
Additional suggestion to change in mod:
Please put the circles back around dropped heavy weapons... I never manage to spot them among the debris, and the AI always snatches the weapons first. :(
LeFire
13th Nov 06, 7:05 PM
Btw, after a few more games, I'll like to repeat the call for the Allies to be improved seriously. When I play Axis, I can cakewalk my way even when outnumbered 2 to 1 (and on one occasion 3 to 1). When I play Allies, I find myself having a really tough fight. And the best way I think to improve the Allies, while staying true to the fact that the typical fresh (but many) Allied WW2 soldiers were no match for the seasoned (but few) Axis veterans, is to make the Allied forces even cheaper, and to enable them to learn more from experience. This way, the Allied player really has to use numbers in the initial clash, but preserve his experienced troops through mobility and flexibility, before he can have vets capable of taking on Axis troops.
Theres a huge difference between the playability of the two sides at the moment. Here's some information so you can see where the weak points lie. When I was playing 2v1's on expert on Vire River:
If you are Axis, you can build more than 3 Pioneers. This means that you can send two Pioneers to barb wire each bridge, quickly dominate the center choke on Vire River Valley with either bunkers or the excellent MG42 buffed Axis infantry, blow the bridges with Goliaths, and put an 88mm covering the center. Then its an easy cruise watching Allied soldiers die (aside from the occasional artillery irritant, which also btw, costs 650MP to build compared with your 550MP 88mm) until you get Panthers or Tigers to sit on the center, become gold elites, and attack at your leisure.
In contrast, playing as Allied is a harrowing experience... 2 Engineers rushing headlong to the bridges, 1 recon to take 3 CPs so as to enable a MG nest in the center (sadly, dont even think of taking on Axis infantry with the moving targets eitherwise known as riflemen). Let the MG nest keep the Pioneers from eating your Engineers alive as they barb-wire/tank trap up a V beyond visual sight behind your MG nest (trust me, Pioneers would simply rush past your MG nest ignoring losses on expert, so you need the wire). Research demolitions, tie up two engineers blowing the bridges (if you lose an engineer team, restart the game). Retreat the center engineer once wire is laid so that he can build the Barracks, Supply Yard AND tank depot. Throw out one Sherman... And drop your jaw as two Panthers come rolling over your tank traps and nail your Sherman. Sorry, game over.
Soldier of Dest
14th Nov 06, 6:01 AM
LeFire, nice to see you are givin so much feedback, but if you read this post (http://forums.relicnews.com/showpost.php?p=1918508&postcount=231) you would know your last post is not required. :)
DaGaroN
14th Nov 06, 7:36 AM
Another thing that bothers me the most is the Shermans actualy. On several ocations a sherman has totaly owned a Panther, because of the smoke spam. The computer totaly loves the smoke, and I can't hit it, but it can hit me. You should make a longer cooldown on the smoke, and make it hard for the sherman to shoot. The attacker cant see the sheman, and the sherman cant see the attackers. I can live with it as an espace tool, but a pure offensive one. I just cant handle it.
Soldier of Dest
14th Nov 06, 11:21 AM
That's a good point, DaGaroN - we will work on that :smurf:
I'm thinking of an upgrade in the armoury. Massive Sherman Production - as far as I know in 1944 the Sherman production got higher/faster. The upgrade will cost much munitions but will make the Sherman cheaper.
DaGaroN
15th Nov 06, 6:59 AM
Thanks!
Me and my friends has allways seen the sherman as a pack tank :D they should come in lots of numbers, tho very bad, and the german tanks fever, but alot better. My point here. But thanks again for the smoke thing!
Soldier of Dest
16th Nov 06, 6:53 AM
Can some1 please upload the english locale usc file of patch 1.3 for me so I can start working on the mod?
EDIT : Ok got it now from Chris
[]inveigle[]
16th Nov 06, 8:18 AM
Ahh, he beat me to it. IMHO your mod is the best out there dest. Very well thought out, 1.14 is sublime and a true testament to your vision. Keep up the great work.:guitar:
sugaki
16th Nov 06, 12:13 PM
Out of curiosity, does the Panther actually move faster than Sherman in this mod? And what are the production limits for the Panther?
But in this mod, even veteran (Rank 5 AT guns) end up doing only tiny amounts of damage to a Panther's flank and rear, and zlich damage off hits to the front. Using AP ammo does not help... the only thing that works is digging in like crazy and turning the land into tank-trap land, then using mortars and artillery to hit tanks that I have sticky-bombed (at terrible cost to my infantry) into immobility.
I agree that AT from the rear should do more damage, and kill pretty effectively with an ambush--but also consider it's a 57mm with not a lot of armor-penetrating potential. Even 76mm Sherman HVAP shells were deflected off Panther frontal armor, so a 57mm should definitely be pretty pathetic from the front.
AT guns are ambush defense weapons, and not the offensive zerging that you see in Relic's twisted rendition. Also, the short barrels of the 57mm and the lower amount of propellent charge then say a Panther tank *should* give it lower accuracy. I haven't d/l'ed this mod so I can't say, but AT guns were extremely overpowered.
In short, I agree with increasing rear damage, but front damage should be minimal until point blank distances.
Soldier of Dest
17th Nov 06, 2:41 PM
Thanks to Happy_the_Hobo we know have new vehicle textures. They have a different camo and marks are removed. The vehicles now only have a white Star (Allies) or a white Cross (Axis).
A new text file is nearly complete so the mod can be launched with CoH Patch 1.3.
zenkmander
17th Nov 06, 2:47 PM
Hasn't the 1.3 patch already been released? ;)
Soldier of Dest
17th Nov 06, 2:56 PM
Yes, but as said the mod won't work with 1.3 .
This is why I create a new text file with all the names etc. of the mod (that's really annoying work).
Release soon.
zenkmander
17th Nov 06, 2:58 PM
Aye, cool. I'll be standing by. :D
zenkmander
17th Nov 06, 6:50 PM
I'm guessing by soon you mean a day or a few. ;) I assumed it'd be an hour or so, woops.
sugaki
17th Nov 06, 10:59 PM
Soldier of Dest (http://member.php?u=70345):
Fun mod btw. I think you made Axis overpowered right now--which is understandable since Axis is what you were aiming to fix. My observations so far:
1) Volks too powerful. I took down two Rifleman squads with one Volks squad. Grenades should be available and researched for Tier 2, and not available immediately. Being able to grenade in the beginning of the game is a HUGE advantage. Volks also need Panzerfausts as an option, since conscripts did use those against Shermans (and surrendered as a strategy).
2) Axis too powerful in beginning. I like how you toned down the fuel costs for upgrading Tiers, but that creates the problem of ultra-easy Sturm zerging. Sufficient fuel sinks should exist so that StuGs don't dominate the field at the beginning. Also, I think Panzers should be a Tier 3 option and in the Sturm to have that more frequently used.
3) Panther and AT is just about right =) Love the balancing there.
4) Population cap is far too high, and detracts from the realism. CoH by design is a small skirmish game, and the maps don't model epic battles. Hence having ginormous 300 cap doesn't make sense for the scope. Pop cap should be reverted back to the original.
This creates a valuable benefit to gameplay and shouldn't be trivialized. Germans should be (pardon the Starcraft analogy) the Protoss of the race, while Allies are Zerg. What this means is that Axis units should be total populatin hogs--especially powerful units such as Panthers and Tigers. Hence you're forced to really pick and choose which elite units you want to use. For the scope of the game, 5-6 Panthers running around doesn't make much sense.
Axis should always be outnumbered. With giant pop caps this never happens.
LeFire
18th Nov 06, 1:28 AM
I would disagree with the pop cap for the sake of fun. Sorry, but one of the greatest things that pushed me away from the original vanilla to this mod was the bigger pop cap. The original pop cap was terribly restrictive and bad for the fun factor, especially given the fact that you could not retire useless units. Pop caps, IMO, are usually just implemented to prevent games from becoming lagged out. Army size balancing can be done via cost, not pop caps.
Soldier of Dest
18th Nov 06, 9:46 AM
Yes, I disagree with the pop cap thing too.
1) Volks : Agreed. I just had no time to think about that yet. They will be less accurate with their weapons.
And they still CAN fire their panzerfaust
2) Yep, last Phase will cost more.
And with the Tank Commander,
Allies easily can get 5 Shermans while Axis only have about 2 StuGs.
zenkmander
18th Nov 06, 5:51 PM
So, uh, how soon is the release again? :bored:
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