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*KMOD* v2 for Opposing Fronts released

  1. #1
    2,000,000 Kyranzor's Avatar
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    *KMOD* v2 for Opposing Fronts released

    [SIZE=3]only v2 of KMOD works for the current versions of COH/OF. please note that this is a super quick gameplay mod for people who like KMOD kore koncepts (lol) of big battles.


    KMOD v2 is now available in super alpha stages, to add more carnage to OF and give people an alternative mod to play than what is out there atm. This mod is only a gameplay mod, and does not really add much new material, unlike KMOD in its golden age.


    Website up and running. please drop by.
    www.kmod.org

    dont forget ppl, there is downloads on the KMOD forum -
    KMOD FORUM
    www.kmod.org/kmod_forum


    v1.4 + patch!
    download now!
    !!CLICKY!!

    HAMACHI SERVERS:

    networkname: COH KMOD
    password: kmod

    networkname: COH KMOD 2
    password: kmod

    networkname: COH KMOD 3
    password: kmod

    networkname: COH KMOD 4
    password: kmod

    networkname: COH KMOD 5
    password: kmod

    *through to COH KMOD 10

    and..

    networkname: The KMOD
    password: kmod



    KMOD is a gameplay mod, which adds new units and changes the way COH is played, moving away from the crappy arcade game style of bumrushing tanks to the realistic use of combined arms and use of cover (or your men die..) to give a far more realistic gameplay experience than COH.

    the aim of KMOD is to acheive (which it does i might add) epic scale battles but also highly involved infantry and armour tactics. allthough games can last a long time, ther is no "down time" at the beginning, where you are sending 1-2 builder units out to cap points. fast and cheap squads run all over the place and have early game skirmishes even 5 mins into the game! from then on its a constant and awesome battle to the death!!!! Tanks rarely see use untill very far into the game because both sides are using all their resources desparately on infantry to hold the line.. only in team games can one stockpile and rush for tanks, as the ally keeps the enemy at bay....

    Basic changes. note that some are outdated or changed. as well as many more added.

    *new squads that are based off real life squads used in WW2 (to an extent)

    *Larger more realistic squad sizes (6-12) most are 8-10 men. and some below 6 (like recon and some specialist squads)

    *cheaper, stronger defences - great for defensive players!

    *build times for everything lowered

    *NO TRACERS for all SMG's and rifles and pistols.

    *m26 pershing and Tiger buildable

    *grenades have realistic throwing range, as well as being free. limited only by recharge time (quite short)

    *NEW K98 Mauser and M1 Garand Rifled Grenades

    *units cheaper, however there are limmits (v1.4 onwards) to prevent huge buildups etc

    *increased range for ALL weapons - rifles, SMG, tank, anti-tank, infantry AT weapons, mortars etc..

    *increased accuracy for MOST weapons. people are not THAT bad at aiming!

    *tanks cheaper and weaker for US to reflect the huge amount of shermans that were used in WW2, and made Axis tanks more expensive in time and resources but more deadly

    *tanks come standard with MG's.

    *recon units for both teams, longer sight range.

    *no upkeep for manpower for squads, tanks use a fuel upkeep, as they 'use' the fuel

    *camera can zoom out further to give better command over battlefield.

    *wounded bodies stay on the field for longer, making medic tents a must-have.

    *increased gib and death intensity

    *abilities cheaper, most upgrades removed, because there are now squads that come WITH the normally upgradeable weapons

    *sniper units cheaper and more common. theres ALOT more troops on the field, so one dude with a gun aint gonna do much. allied sniper unit has a spotter. Snipers have a hugely improved LOS

    *campaigns are more difficult due to changes to both team's tanks and anti-tank weapons. also more enemy resistance and longer battles in skirmish. AI is very liberal in how many men it creates, so get ready for some crazy battles!!!! beware of mortars..

    *maps and custom icons, skins, and models when relic tools released.

    *tanks act as cover for infantry

    *new abilities, and the older ones are more dangerous:
    no recharge time, and more devastating!

    *Flak guns and howitzers are buildable by default now!

    *new vehicles - the shermans are now different variants, with and without the 76mm gun, the Puma armoured cars are now separate, one with 20mm gun and one with 50mm gun.

    *halftrack varients - medic, stuka, flamer, Quad .50cal, and standard are all seperate units.

    *extended medic search radius for wounded men!

    *German Combat medics!

    *new buildings - concrete wall defences and field hospitals

    *many more features that i've forgotten about!

    FINAL NOTE

    this is my mod. feel free to try it out! it has come a long way since it started.... and so has my skill muahaha
    Last edited by Kyranzor; 29th Jul 08 at 5:16 AM.

  2. #2
    newghost
    Guest
    very sexy man.

    Keep squads at less than 7 though, I read somewhere here anymore and things get sticky.

    Id play this mod.

  3. #3
    KnowsKnone
    Guest
    Sounds Interesting, making units takes forever doesnt it? But anyway good luck with the modding!

  4. #4
    2,000,000 Kyranzor's Avatar
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    nah, i found an uber efficient method of making squads i did like 14 diff squads in like less than 30 mins!!!!!!!!!!!!!!!!! it was pro lol. i just tested my mod again and made some uber changes. and im gonna update the list above too..

  5. #5
    HClark54
    Guest
    Looks good man, I have to say your improvements intrest me greatly, And of course would save me precious gaming time to both mod and test these changes. Eagerly awaitng your release. Good Luck and God speed.

    HC

  6. #6
    2,000,000 Kyranzor's Avatar
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    no problem! join the beta team! i'll pm you

  7. #7
    Mr. Bildo
    Guest
    new "prototype" guns that feature for special squads. such as Proto-M14 rifles, and secret german Avtomat Kalashnikov prototypes used by elite assualt teams
    Carbine model for the M14? Also, for the M14 I would suggest using sounds from the M1 Garand, since it was basically an M1 with a longer clip and automatic fire.

    soon to have Mauser and M1 Garand Rifled Grenades!
    PM me if you need help with that...

    --Mr. Bildo

  8. #8
    Seems really interesting man.

  9. #9
    HClark54
    Guest
    This mod is pretty sweet, I have to say. Kyranzor has done an excellent job so far.
    Keep it up.

    HC

  10. #10
    2,000,000 Kyranzor's Avatar
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    thanks guys

    @ bildo
    well the M14 uses the carbine model, however thats a good idea for the garand rifle sound, because it sounds much better! The M14 i have made is just a rifle with 2 second bursts at 3 shot/second and with 20 bullets/clip i think.

    havent started work on the rifled grenades, but i'll PM you if i have any probs, because you seem to know how the projectile files work lol

  11. #11
    2,000,000 Kyranzor's Avatar
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    updates..

    in response to beta testing suggestions (still room for more testers!) i shall be working on these changes:

    *HQ units build faster

    *removing BAR gun upgrade.

    *removing suppression ability for US

    *sticky bombs for engineers (they already have nades too)

    *sticky bombs for rangers and assualt teams

    *tanks 25% more expensive (fuel and munitions-wise)

    *howitzer, flak88, and flakveirling buildable by respective teams

    *US barracks upgrades now at supply yard

    *buildable medic, repairman, and radio operator man

    *special abilities for axis and allies officers (maybe even a working icon LOL)

    *90% of US infantry leaders have Thompson SMG's now

    *adding another man to the AT fireteams

    *changing Rifleman squads to "Ad Hoc Rifle squad"
    *adding new "all purpose combat platoon" of 12 riflemen with assortment of SMG's, rifles, LMG's and AT weapons

    *making MG42 and .50cal ranges equal to balace things

    *snipers buildable at HQ

    *munitions upkeep for tanks.. unless i can get "limited ammo" for them and you must "buy" more ammo for them

    *making rangers the "half team" version of the assualt ranger squad. so smaller squad but includes sniper and maybe radioman. AKA spec ops team!! wohoo

    *still trying to get tigers buildable

    *fixing default camera zoom and angle. starts off kinda annoying lol

    thats it for now
    Last edited by Kyranzor; 15th Oct 06 at 5:25 AM.

  12. #12
    newghost
    Guest
    will the M9 be more accurate?

  13. #13
    2,000,000 Kyranzor's Avatar
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    whats an M9? well, whatever it is, its probably more accurate lol :ds:
    Last edited by Kyranzor; 15th Oct 06 at 4:48 AM.

  14. #14
    Member Lmagus's Avatar
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    The M9 is the bazooka the rangers use...
    Sounds like a good mod, i'll try it...

  15. #15
    HClark54
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    Great to see some of those changes. I will miss the suppression ability for the allies. Not sure why this was taken out. Maybe to balance put it back in and give some of the german units the zeal or propaganda option if possible. Well anyway back to killin stuff.
    Great Mod.

    HC

  16. #16
    2,000,000 Kyranzor's Avatar
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    your squads get suppressed enough as it is >_< but i suppose it can stay.

    rangers now work!! before they were "action cannot be performed" lol

    still beta postions, however HClark is doing excellent as beta dude lol, and the other 3 guys Falloutfan, Centennial, and Baldrick are also helping out.

    btw here are some screenshots of some US custom squads...
    Attached Images
    KMOD forum For COH

    KMOD.ORG
    PROPAGANDA CAMPAIGN:YOU LIKE KMOD.KMOD IS YOUR FRIEND.



  17. #17
    newghost
    Guest
    what will happen to BARs if the BAR upgrade is removed?

    Im a fan of tracers, could there be maybe a sub-mod with them?

    Also why have half-stuff? why not just make them complete?

    other than that I love this mod, If you can make the AI use Infantry alot more, that would rule man.

  18. #18
    2,000,000 Kyranzor's Avatar
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    trust me, you'll end up using half teams for all sorts of things. mainly if you find that normal 10-12 man squads are too slow/too expensive for what you need - such as fast deployment at the start of game, or maybe a two way pronged attack a flak88 battery. or even for quick base defense building, as the halfrifles can build too you know (only with infantry commander.. which everyone uses lol)

    for a secondary i can put in a basic tracer for all the weapons again if you want but they really are silly.

    also, there are still BAR guns. everywhere. there just isnt the need to upgrade them thats all. there are BAR teams of 6 men with bars and a leader. also, in the all purpose combat teams (A.P.C Teams) there are 3 bar gunners in a squad of 9 other men as support gunners.
    Last edited by Kyranzor; 15th Oct 06 at 10:56 PM.

  19. #19
    2,000,000 Kyranzor's Avatar
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    updates

    coming along nicely!! lots of new things working.

    beta is going well... mmkay

    omg the Garand rifled grenades that i made are SOO COOL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    grenades coming out of rifles!!! LOL

    *Aufklarers now have another man and MP44's. now they can actually hurt people!

    *added those new squads mentioned earlier

    *officer platoon on both teams now have crazy abilities

    *rifled propelled grenade now included in the Ad Hoc rifle squads and command platoon.

    *half rangers are elite scout team with howitzer shoot ability and two sniper rifles (dumbed down a little bit though..)

    *US dudes can now use suppression again :yippee:

    *soon to come: combat medic and repair crew

    *fixed manpower points not giving enough manpower!!!

    *retarded glitch with calling in strafing runs and bombing runs for the yankees.. dunno how to fix yet! lol

    *radioman now fully usable

    * fixed MG42 and .50cal ranges to be the same

    *fixed/changed a few UI text for diff squads

    err.. thats about it for now lol... i shall be releasing public version at end of week. just gotta finish off a few things!!
    Last edited by Kyranzor; 16th Oct 06 at 6:11 AM.

  20. #20
    2,000,000 Kyranzor's Avatar
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    Updates!!!! Yey!!!!

    allrighty then! Beta v1.24 going to be released in less than 2 hours.

    public version to be released within next two days!! "yay kyranzor we <3 u" .... or not..

    will post changes/updates soon!!! com'on community!! keep your pants on!!... argh

  21. #21
    DAZA
    Guest
    harry up lol, nice work

  22. #22
    2,000,000 Kyranzor's Avatar
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    kk ppl, open beta now started i was getting bored and cant wait for you guys to all play it!!!!!!!!!!!!

    http://www.filefactory.com/file/cd1f38/ Open beta v1.24

    TEH NEW VERSION!!
    http://www.filefactory.com/file/77b0ae/ Open beta v1.25

    heres some more changes since the closed beta versions..

    *command platoon's have proper abilities now
    *Rifled grenades!!!
    *increased damage for BAR guns
    *combat medic
    *repair man team for allies and axis
    *doubled sandbag, barbed wire, and tanktrap HP for both teams
    *lowered cost of Axis bunker, but added another 20 seconds build time
    *removed pop usage from some Stormtrooper dudes that i hadn't fixed
    *US assualt engineers
    *increased HP of all Axis buildings to help against US arty barrages
    *flakvierling works (i think, plz check for me lol)
    *the axis repair team works at least
    *removed combat medic's thompson
    *Axis command unit works fine now
    *fixed mauser rifled grenade
    *removed axis repair team's pistols (didnt show up lol)
    *2 less men in the paratrooper US squads

    **known issues

    -radio-man's planes get stuck after their strafes
    (normal commander planes blow up after they almost exit map, radioman planes just float and continue shooting... lol.. will fix soon)
    Last edited by Kyranzor; 17th Oct 06 at 6:51 AM.

  23. #23
    2,000,000 Kyranzor's Avatar
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    updates!

    wassup people! in about 30 mins i'll have another version out, just testing this silly flakvierling which isnt working too good... otherwise everything else is going smoooth!

  24. #24
    nepenthes
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    Rifle grenades sound pretty cool, love to see how you implemented that

  25. #25
    2,000,000 Kyranzor's Avatar
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    k everybody, new version!!

    http://www.filefactory.com/file/cbc0bd/ beta v1.26

    changes:
    open beta 1.26:

    *increased panther cost by 80 manpower
    *fallschirmjager paratroop ability working via command platoon
    *flakvierlings finally work.. that took me ages for something easy lol!
    *halftrack buildable for axis again (somehow wasnt buildable earlier lol)
    *removed grenadiere's MG42 and Panzerschreck upgrades
    *removed unit occlusion (visable as colours behind objects) for all vehicles and soldiers

    *** radioman's MG strafe still buggy. others have had this prob too



    yeah the rifled grenades are awesome stuff. the Ad-Hoc riflemen and the Grenadiers have a rifled grenade dude in their squad. check out the nades flying through the air up to 50m and impact explosions!!! sending people flying and making craters lol

  26. #26
    HClark54
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    Was about to test 1.25 before I got your pm. Checkning it out.


    HC

  27. #27
    2,000,000 Kyranzor's Avatar
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    yeah, lol im fixing up a few things. seems like most of its all good now though! untill i start adding more in. like Mr. Bildo's cool lookin' flare mortars!!

    heh.. anyways as a tip for anyone DLing this mod right now, if you play as the Axis get lots of those cheap-ass Jewish slave worker guys and just go spastic with tank traps and sandbags... lol and bunkers toooo

    as the US, if you go infantry commander and get the base defence upgrade thingo for infantry, then build a few Half Rifle teams and get THEM to go crazy with the base defences. you can never have too many walls to hide behind especially when theres 10 squads of 8 grenadiers mowing down all your guys.

    also MG's are pretty cheap, so build lots of them and just leave them in defence of your base as you run around with your assault teams/rangers.


    COMING SOON!::!!!::!:!:!:!:
    *medics included in some squads for yanks
    *Mr. Bildo's LOS flare thingo
    *i think i found the scale for objects, so extra huge sandbag walls for total protection of base
    *anything else you guys want...

  28. #28
    2,000,000 Kyranzor's Avatar
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    ok guys, this is what's in the next release:

    *widened the scatter distance of arty shells for howitzer and off-map arty. it was way too close together >_< i added another 15m scatter.

    *increased damage for offmap arty

    *arty shells move fast through the air. no more slowmo howitzer shells lol

    *Flakvierling 20mm quad cannon now shoots twice as fast, for anothe 2 seconds. less damage of course...

    *added medic to US command platoon

    *easter-egg squad for Axis... cost 2000+ manpower and over 400 munitions and fuel.. LOL but its worth it..
    the squad members are named after the people in my Readme's credits including people like Mr Bildo, HClarke54, Provac, Mirrorimage and more. an allstar cast lol (if you have a problem with this, just PM me)

    * infantry smoke nades for cover from tanks/MG's or w/e else you might want cover from
    -usable by germans and yanks. we want balace right?

    *thinking about making Half rifles/reserve grenadiers buildable from Halftracks, and limit halftracks to only 3. AKA mobile barracks

    *adding mr bildo's flare mortar

    *making flare pistol for german officer

    *might make Lee-Enfield rifles for the Ad-Hoc rifle teams to use

    *added another sniper to the US sniper team

    *still working on the extra large sandbags... might not be doable in the end

    *repairman teams repair faster

    *removing M18 recoilless rifle upgrades from airborne and paratroop squads. makes you use Anti-tank fireteams more. paratroops come standard with a single M18 anyways. 3 is too much.

    *added supression fire to the "all purpose combat squads"



    any suggestions or requests by the community? you guys arent posting very much and its making me depressed either that or my mod is so good that you have no suggestions but of course, you would all be saying "omg so orsm"... meh

    i'll get these all done within next two days.
    Last edited by Kyranzor; 19th Oct 06 at 6:28 AM.

  29. #29
    theReason
    Guest
    hey fellow aussie, nice mod I just tried it 3vs3 skirmish omg it was insane lol the whole map was littered with dead soldiers and limbs

    seeing as u want feedback. :2cents:

    seeing as this is a cc type mod meaning massive amounts of infantry how about beefing up the mg emplacements/bunkers a little because i had no problems rushing thru them.

    the damage on the weapons is perfect please dont change a thing its great too see proper infantry fights and not taking 20 shots from a garand too kill a engineer standing 10 feet infront of them lol.

    maybe make sandbags etc build a lil faster? seeing as defence is essential in this mod

    all i can think of atm

    keep up the good work!

  30. #30
    cleaburn
    Guest
    Great Mod ,love your use of close combat Normandy Ideas
    Cleaburn

  31. #31
    HClark54
    Guest
    Man this mod is the best out there in my opinion. It has elements of every mod out there and it continues to grow. Nothing against those other mods but this is the mod I will play until Kyranzor stops making it or someone blows this mod up. It adds alot of special things that will catch you off gaurd even if youve plaid it for a while. The AI which I used to absolutly destroy in vanilla is so much more of a challenge its not even funny. ITS WAR. Well Keep it up Kyranzor. Love the mod and sure if people give it a try they will to.

    Suggestion to anyone that has not yet plaid this mod. DL and play this mod you will not be sorry.

    :ds:
    HC

  32. #32
    WalkA
    Guest
    K roger, man! Lock'n'load!


  33. #33
    2,000,000 Kyranzor's Avatar
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    yay finally people are playing it >_< that makes me happy now. theres so many guys that can make sandbags that its not funny, but i'll lower build time by 1 second

    hm.. for the bunkers/nests i dont want to make them huge MG forts of ultimate death. im sure with 2-3 of them it would be hard to get through. its just the AI doesnt build lots of them lol.... i'll make the yankee MG nests 30mp cheaper though they are like twice price and half HP of the german bunkers hehe

    more changes to come (already done actually.. im quick):

    *MG bunkers shoot for longer and do 2 more damage.
    *building MG's (after the upgrade) for axis are ACTUALLY good now lol...
    *another 200hp for the US mgnest
    *US mgnest now costs 150mp and 15 ammo
    *sandbags are 25% faster to build (8s from 12s built time)
    *tank traps 15-25% faster to build (40s to 30s for non-engineer/pioneer units, 30s to 25s for engineer/pioneers)
    *US mgnest .50cal does a bit more damage, and increased rate of fire by 2


    ****here is the fix for the stormtroopers not turning up***
    just put it in the DataAttrib\abililties
    folder
    Attached Files
    Last edited by Kyranzor; 19th Oct 06 at 2:40 PM.

  34. #34
    theReason
    Guest
    i dont know if its possible but can you make it so the ai repairs stuff? tanks, structures and maybe even bridges?

  35. #35
    Man, this mod seriously makes the Allied side near unstoppable. 80% of their troops are considered airborne and can reinforce in the field, which is just far too effective.

    Not ragging on you, just from the balance side of things Allies are ridiculous.

  36. #36
    ECGNFreedom
    Guest

    Need downloading help

    Wow. I don't know what I'm doing wrong. I've registered at the site but still can't seem to figure out how to download the file. I get to a page that shows information about the file but no link to download it. Could someone help me? Thanks.

    By the way, I'm really looking forward to testing this mod. I loved Close Combat 5 and l really like what you are trying to do with this mod.

  37. #37
    theReason
    Guest
    i must agree with stumpster the first time i tested this mod i played as allies so everything seemed fine.

    I've tried 3 games as axis now on NORMAL 2v2 and I lost 2 and only won the 3rd but only because i used a map with chokepoints, its very hard too win because like he said:

    the para's quick reinforce (shouldnt matter once axis can do this also) gives them a massive advantage

    were the axis tanks nerfed? it took me 5 shots from my panzer too kill an armored car

    pershings may need too cost more or something because the ai spams them a lot and they seem overpowered cos anything i throw at them ie: stugs, panzers, panthers, tigers, at guns they always come out on top


    also did you edit they ai for the axis? because they werent spamming a couple of engy squads at the start too help capture points. just wondering


    @ECGNfreedom

    when the first page comes up look scroll down and look for
    "Download for free with FileFactory Basic"

    and on the next page scroll down too
    "Click here to begin your download"

    it is a weird website lol

  38. #38
    ECGNFreedom
    Guest
    Thanks Reason. I don't know how I missed that. I appreciate the help.

    Now it's time for me to go test this bad boy out.

    Thanks again.

  39. #39
    2,000,000 Kyranzor's Avatar
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    THANKS FOR ALL THE FEEDBACK!!!


    hey guys, yeah i also feel that more work needs to be done for the axis. but think about it reeeal slow. in the vanilla game the allies were unbalanced too. the axis player had to have superior stragegy to defeat the yanks. which is also required in my mod. experienced players should play as axis. if you fellas want i can decrease the reinforce time (which i think needs to be done anyways..) for the airborne-capable men, then sure!

    also, only the starting "fire teams" are the airborne style dudes. normal ad hoc rifles, APC teams, MG's, mortars, snipers, half rifles, normal rifles (from feild barracks), and the ranger/half rangers NONE of them can para-reinforce. only the skirmish teams and the paratroopers can. also, thats to help them at the beginning of the game becuase the germans get the crazy aufklarer's with STG44's and also the police units which are cheap and fast to build.

    @Thereason:
    sure, people have been working on repairing structures and tanks AI stuff, so i'll see how they have done it and incorporate it into this mod. with their permission of course. also, i've noticed that the enemy DOES repair, but not very often lol.

    @ fella talking about nerfed Axis tanks:
    no i have actually made the axis tanks better than the US tanks. i have also noticed however the retarded amounts of shells it takes to kill some US vehicles, however i've decided that its due to the reflective armour and/or distance vs penetration values. obviously the M8 greyhound armoured car has got pretty cool reflective armour, and often deflects tank/ATW shells. however it works both ways - the stug IV can take a retardedly crazy amount of hits even though its actual HP is just less than a sherman. i also believe this is the tank's armour value.

    i'll put up the penetration values for the Panzer's/Panther's guns though. thanks for your input

    ALSO remember that the answer to a tank is never another tank. some good advice i learned off another forum-member cant remember his/her name though..

    edit: one more thing, as the axis you really need to just spam the defences. with cheap-ass bunkers and MG42 upgrades you can go crazy with them. put Pak88's behind 4-5 layers of tank traps that run accross the whole map but keep a few driveways for your tanks lol. also the 20mm Pak anti-infantry cannon is funny as- just get 1-2 of them and all those "para infantry" are screwed. oh yeah, and the Grenadiers are crazy good, and are kinda cheap so dont hesitate, as they are excellent vs infantry..



    EDIT:

    ok people, heres whats planned. from the time of this post ([GM+10] 7:28pm Friday 20th October) there will be another mod update 26 hours from now. most of that for me will comprise of work, assignments, and a crazy LAN lol. at the LAN while leeching i'll be modding my ass off. this is the current change list for V1.27

    V1.27:
    *smoke nades for certain axis and US infantry that gives light cover. anything helps lol

    *Mr. Bildo's mortar flares

    *the Credits Squad of super soldiers! only affordable if you stockpile resources for like 40+mins or you cheat lol

    *Lee-Enfield rifles for the ad hoc rifle squads

    *MG bunkers shoot for longer and do 2 more damage.

    *building MG's (after the upgrade) for axis are ACTUALLY good now lol...

    *another 200hp for the US mgnest

    *US mgnest now costs 150mp and 15 ammo

    *sandbags are 25% faster to build (8s from 12s built time)

    *tank traps 15-25% faster to build (40s to 30s for non-engineer/pioneer units, 30s to 25s for engineer/pioneers)

    *US mgnest .50cal does a bit more damage, and increased rate of fire by 2

    *the second sniper removed from the US sniper team as requested by beta tester

    *fixed german sniper's gewehr 43 not showing up properly

    *lower MG and .50cal Vickers HMG range for portable versions so that = to bunker's guns

    *i'll try to give the Howitzer direct fire, but that might make 57mm AT guns a waste of time and $$$ so i will not do this one unless i get bored.

    *changing Judisch baubrigade to Österreichisch Baubrigade to make sure people dont get upset. btw "ost~~" the ost means "aust" from austria.. just so you all know, because even i didnt know till just 10 mins ago lol. Österreichisch Baubrigade are an Austrian civil engineering team who are employed by the germans for defence/building construction/repair.

    *making a version of the jews/austrian builders for the US, called the "logistics crew" who have the same role. non-combat engineers for behind-the-line building of defences/buildings

    *making Pershings more expensive

    *increasing the armour penetration of all axis tank guns except the Stug IV (cuz its already good enough)

    *flare pistol for the axis (based on flare mortar by Mr. Bildo)

    *to make this game really a WAR zone i might make squads of 20+ for "companies" that are over 500mp and are really orsm.. lol should i? i'll test it before i let them lose on you guys. because the AI will probably spam these massive squads and charge at you like retards lol.. but thats fine by me cuz MG's roxor
    Last edited by Kyranzor; 20th Oct 06 at 2:42 AM.

  40. #40
    djukel
    Guest
    Can you tell what is the differece between officer_150mm_rocket_barrage.rgd and axis_150mm_rocket_barrage.rgd? And what units use it. I made a quick search among units but I did not find it.

  41. #41
    2,000,000 Kyranzor's Avatar
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    the officer one was supposed to be for the zugfuhrer officer dude, but i found after making that new ability that he already had that ability so i'll use it for something else, like maybe a german "radio man" or someone in the Credits Squad

    some files in the mod are not being used atm, but i shall modify them and reuse them where i see fit. like the US rifle "lee-enfield" WAS being used, but i'll need to modify it a bit before i give them back to the squads. because that lee-enfield is based off the Springfield model.

    edit: another thing, the "officer_mortar_smoke_barrage" and the "axis_mortar_smoke_barrage" abilities i later found werent offmap. so that flunked lol. after i tried to get them to work i clicked that its only the ability for the mortars to shoot smoke lololol

    ADDITIONS TO MOD:
    as soon as the skinning mod tools or and/or ability to re-skin units i will be adding these units to their own separate buildings:

    AXIS
    -Östbattalion HQ:
    *Österreichisch Baubrigade -builders (non-combat)
    *Östbataillon - light infantry from Austria
    *Sturm Östgrenadiere - heavy infantry

    -Italienisch HQ
    *Italienbataillon - light infantry
    *Italien fallschirmjaeger - italian elite airborne
    *Italien PzSpWg Lince - Armoured car
    *Italien M.13 Tank - light tank

    ALLIES
    -British War Council
    *KRRC (King's Royal Rifle Corps) Squad (ad hoc, bolt action rifles)
    *MkVII Churchhill Heavy Tank
    *MkIV Cruiser light/medium tank
    * an upgrade for No. 68 AT grenades
    *RAR (Royal Australian Rifle) Brigade - light infantry
    *Australian SAS (Lol..) - pathfinder unit (recon)

    and something along those lines. these units will also use re-skined/re modelled weapons, like the Austen gun, and the MP3008, Italian Gewehr 306 bolt action rifles...

    also going to add more armoured units for germans and US.
    examples of US armour is Stuart light tank, Firefly heavy tank, Priest self propelled artillary, M24 Chaffee Medium Tank, and the M22 Locust light tank.

    German armour: King Tiger, Aufklarer auf Fahrgestell 38t recon tank, jagdpanzer 38t Tank destroyer, and PzKpWg I Ausf. B - LOL big name for little armoured car thingo, and lastly the most pwnage hax of all!! the Panzer III


    as the "allies" wasnt just the US, as the US only joined the war almost half way through (wankers..) us Aussies and Brits had to do all the hard yards, and even the russians joined in. i might make a russian sub-race thingo too, like a russian HQ/barracks/motor pool thingo.


    as the "axis" was not just the germans, i may be including Japanese auxilaries as well as the austrian and italian troops. this gives the player a wide variety of sub-races to chose to play more, and i'll do what i can to make each one different. like the Aussie troops will all be able to camo and call in arty. the Austrians can... all run in shame lol dunno about them.

    i'll take any suggestions possible to get more units/buildings/weapons for the new units/teams whatever that im doing. also when the time comes, i'll need a modeller and maybe an animator (unless i can piggy-back the models for the anims)

    if anyone has the time, and if they can be bothered, i have done some research on my own, however any information on austrian, italian, british and russian infantry/tank deployment and organisation would be EXTREMELY well received by me! also it would speed up the creation of slightly historically accurate forces lol
    Last edited by Kyranzor; 20th Oct 06 at 5:38 AM.

  42. #42
    newghost
    Guest
    what do you mean sub-races?

    like the commander tree?

    how about those walls in the campaign that couldn't be run over? what about a way to have engies repair the field barracks?

    can you find some way to make it so your own tanks dont run over your TTs? and by the same virture, make sqauds stay put? its really annoying when I place a squad behind sandbags only to have them run the wrong side.

    Can we get it so the ranger teams can lay demo charges not just on buildings but on open ground too?

  43. #43
    2,000,000 Kyranzor's Avatar
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    "sub races" as in the "allies" shold be 2-3 different whole teams. i'll just make a few new buidings with units from different countries. thats all. and yeah, maybe "austrian reinforcements" for germans etc. and "aussie RAR company" for allies to bring in a few light inf. squads.

    repairing field barracks is overpowerd. theres lots of buildings you can use instead. and also, it already has lots of HP, and not only that the AI doesnt even attack your field barracks LOL unless you garrison it. big tip there - dont garrison it.

    i'll see if i can make the building repairable though.. just fer u

    " how about those walls in the campaign that couldn't be run over? - Newghost

    no idea, probably game mechanics. more specific info would be nice

    "can you find some way to make it so your own tanks dont run over your TTs? and by the same virture, make sqauds stay put? its really annoying when I place a squad behind sandbags only to have them run the wrong side." - newghost

    indeed, well if you mean TT's as tank traps, then i dont know,because tanks arent allowed to run over tank traps.. lol. squads sitting still would be fantastic! i always get pissed off when my riflemen get too enthusiastic and run around like dickheads lol... its eitehr their want for better/more cover, or their "active combat range" sorta thing kicking in. they also probably do it so they dont get raped as bad by arty/tanks because spreading out is gooood

    i'll see what i can do to make them less retarded


    and lastly, rangers with "place anywhere demos of doom!" sounds good to me! will be in the next mod release. (14 hours from now) its just a matter of saying whether or not the ability can be targeted at buildings only, or anywhere.

  44. #44
    KnowsKnone
    Guest
    Yeah, less retarded soldiers is nice... Just like when they are being shot at by like pioneers and my guys run all the way around the sandbag wall just to lay on the ground and shoot...

  45. #45
    2,000,000 Kyranzor's Avatar
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    haha yeah silly huh... dumb-ass soldiers... well i'll see what i can do

  46. #46
    HClark54
    Guest
    Man it just keeps getting better. I cant wait. Keep it up Kyranzor.

    I really cant wait to see what can be done once the official tools are released.
    Then the shit really hits the fan.:wow:

    HC

  47. #47
    wipeout140
    Guest
    *to make this game really a WAR zone i might make squads of 20+ for "companies" that are over 500mp and are really orsm.. lol should i? i'll test it before i let them lose on you guys. because the AI will probably spam these massive squads and charge at you like retards lol.. but thats fine by me cuz MG's roxor

    Now thats what am talking about Total War Series meets Company of Heroes

    Also i find fire fights end alot quicker in your mod

  48. #48
    HClark54
    Guest
    The fire fights between single units that are mismatched dont last long at all. Ones between two equally matched opponents takes longer for one side to emerge victorious, but are still quick. Im glad the ai does atleast try to retreat there units as they do save themselves 50%of the time. Unless I have'm in a wicked crossfire in which case eveyone dies. To bad there is no surrender button. Would save lives, but this aint the real world let the bullets fly. Hehehehehe

    HC

  49. #49
    ANZACMICK
    Guest
    :naughty: RAR = Royal Australian Regiment, not Royal Australian Rifle......just a heads up

    In fact thr RAR didnt even exist in WW2.
    This was the 2nd AIF (Australian Imperial Force)

    wiki/Second_Australian_Imperial_Force

    not a bad mod either btw:mag:
    If possible could we mix the triage abilitys with the Fwd HQ,
    (sorta like a field hospital)
    Ive had the idea for a while, but try as i might i cant make it work...

  50. #50
    2,000,000 Kyranzor's Avatar
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    hmm.. ok, i think the triage centre is a F**ken waste of time. however the Medic dude by himself can just wait around at your HQ and you can personally heal your men. takes more effort on your part, however its not over-powering the US. because the germans still have to press "medic kit" for all their squads, you might as well have a medic sitting around.

    lol anzacmick, thats what im talking about!!! some decent historical info!! if i am to make this mod slightly decent, then i need accurate info lol. so you guys
    correcting me can only help

    so do you guys mind if i put only one varient of a whole company/platoon sized squad in? to try it out of course. i'll put it in the version im going to release in less than an hour. this is what is in THIS release. the rest of what was mentioned earlier (except the sub-races stuff, i need more tools for that.. btw i just got 3Dmax8!!) will be done later. this new version is just to get rid of some wierdness and add some cool stuff.

    KMOD 1.27 changes:
    beta 1.27:
    *german sniper cheaper

    *fixed m26 pershing cost (more resources)

    *MG42 range fixed (i think)

    *changed "jews" to austrian builders guys peoples

    *removed second sniper from the US sniper unit

    *doubled the scatter distance of airborne landing zones

    *airborne units only 8 strong now

    *mortar and arty scatter range is alot more now

    *fixed Tiger and Panzer pentration values and added another 100 damage

    *US and german mines cheaper

    *Platoons of 30 men: 3 leaders and 24 riflemen and 3 LMG's (one for each team)

    *smoke nades for certain axis and US infantry that gives light cover. anything helps lol

    *Lee-Enfield rifles for the ad hoc rifle squads

    *MG bunkers shoot for longer and do 2 more damage.

    *building MG's (after the upgrade) for axis are ACTUALLY good now lol...

    *another 200hp for the US mgnest

    *US mgnest now costs 150mp and 15 ammo

    *sandbags are 25% faster to build (8s from 12s built time)

    *tank traps 15-25% faster to build (40s to 30s for non-engineer/pioneer units, 30s to 25s for engineer/pioneers)

    *US mgnest .50cal does a bit more damage, and increased rate of fire by 2

    *fixed german sniper's gewehr 43 not showing up properly

    *changing Judisch baubrigade to Österreichisch Baubrigade to make sure people dont get upset.

    *made a version of the jews/austrian builders for the US, called the "logistics crew" who have the same role. non-combat engineers for behind-the-line building of defences/buildings

    *making Pershings more expensive

    *riflemen build a bit faster

    *smoke nades and normal nades to lots of german units.

    *demolitions and wirecutters upgrades at the supply yard thingo for the US

    *US can set demos anywhere
    Last edited by Kyranzor; 21st Oct 06 at 7:36 AM.

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