Page 26 of 36 FirstFirst ... 1617181920212223242526272829303132333435 ... LastLast
Results 1,251 to 1,300 of 1782

*KMOD* v2 for Opposing Fronts released

  1. #1251
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    wow dude, reinstall COH and KMOD.. you deleted too much it seems. and also brechtesgaden the map is the one with the wierd US barracks building for the germans. that is the map not KMOD. wierd huh? i found that while playing online.. :P

    oh, and agp is really really crap. your graphics card is very slow compared to the worse of the PCI express. i have a PCI express, and i find it very good.. upgrade!!!
    KMOD forum For COH

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



  2. #1252
    Is the Advanced AI Mod by Warnstaff compatible with this mod? Or is it built into it already?Thanks in advance.

  3. #1253
    Member
    Join Date
    Nov 2006
    Location
    Norway, Trondheim
    We did use it before but we have removed it becouse it didnt fit kmod so good

    But you could install it if you want

  4. #1254
    J0ph33
    Guest
    PCI-E & AGP have nothing to do with performance!!! PCI-E is a new standard, which was necessary to provide SLI, for example...

    there are X1950XT AGP cards, which pwn most of the PCI-E cards on the market (f.e. 7900GT 256MB )

    if i remember correctly, yo have a 6600GT, kyran...with 128MB?
    a 9800XT 256MB should provide a very similar speed...sometimes faster (cause of 256MB ) sometimes slower, due to architecture improvements and features of the 6600Gt...

    9800XT and 6600GT are very slow, compared to new cards, but they're enough vor CoH!

  5. #1255
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    well, you obviously wouldnt know i have now got a 7900GS 256mb graphics card :P and PCI-E architecture DOES have an increase in performance. my 7900GS works fine. and i was thinking about a x1950 pro card, but i opted to stay with Nvidia (because its better than ATI radeon.. )

    MY graphics work fine on high for all graphics, except shadows plus high anti aliasing can make my system lag.



    @ Bubba,
    the AI mod really (in my opinion) doesnt help KMOD at all, in fact it makes KMOD almost unplayable. The AI isnt made smarter ( in some cases) but rather gives it MASSIVE resources with which to buy more variety of units and -look- like it is better. if you want to put the AI mod with KMOD, yuo cannot use any (unless you know what you are doing..) files from the dataAttrib folder from the AI mod. you must use files only from the Data folder. if you overwrite files from the data-attrib, then you will probably remove 90% of KMOD. Also, due to this fact, when you put in the AI mod, all you are really doing is giving them x4 resources, because all the other files are not compatable. sorry!!

  6. #1256
    I combined both mods tonight just to see if they worked. It doesn't crash on me but the AI has totally "mobbed" me time after time.

    Human wave assaults and continous Shermans attacking my fontlines non-stop....

    I don't like that too much so I will just try your mod by itself and go from there.
    Thank you for the reply's btw.

  7. #1257
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    lol no problem.. i told you it was a bit insane

  8. #1258
    J0ph33
    Guest
    PCI-E has no increase in performance, believe me

    you'd better bought an X1950PRO 512MB, would pwn your 7900GS very hard

    look the performance-tables on this site

    http://www.computerbase.de/artikel/h...pany_of_heroes
    (they tested a X1950PRO with 256MB )

  9. #1259
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    err.. or not. anyways, who cares!?? as long as the game starts, then i dont really care what graphics i have lol

  10. #1260
    I wish I could buy a new card, I'm stuck with an ATI Raedon x200 for god's sake. My computer has NO slots to put in new cards(integrated graphics card). I got my dad's old computer and I've found out that it'll take me about $300 to just get a new graphics card(I'd need to buy a new motherboard,case,RAM, and the card itself) and it would only be like a 7800GT(or was it GS). I'm just gonna wait a while till the 8800GTX comes down so I can afford it and then get a new motherboard and case ad stuff(all for at or around $300 and I know I have a while to wait). Here's something you may find interesting though: KMOD actually improves my CoH performance. I think this is because Kyran removed all of the tracers on normal rifle fire. I don't really get slowdowns except if like 6 or so players at all attacking the same area at the same time with all of their units.

    Oh, and Kyran, since you don't care about what graphics you have, wanna trade? Lol
    Retired Kmod beta tester.

  11. #1261
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!

    lol...

    all for at or around $300 and I know I have a while to wait
    you will be waiting for about 10 years.. lol..

  12. #1262
    Well, the KMOD forums are down again. Just thought I should let everyone know

  13. #1263
    Member
    Join Date
    Nov 2006
    Location
    Norway, Trondheim
    Yes am aware of that

    Dont worry this time its just the host who got problems !!

    So it should be back up in couple of hours or maybe just minutes

  14. #1264
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    Forums are back up.

  15. #1265
    I would just like to say, congrats to the KMOD team , i got the mod running this morning and i was really impressed...

  16. #1266
    Member
    Join Date
    Jan 2007
    Location
    Santa Cruz, California
    Hey Kyranzor. I saw a post of yours on a "recommended mods" thread where you say that you are reducing the resources and having an optional pop cap. That is great news for those of us that like your mod but can't have mp games with it due to the lag on our somewhat older computers (especially on 6 or 8p matches). Is that change in your current release (v1.39f)? Or is that something coming up in a later version (v1.4)?

  17. #1267
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    visit the kmod forums, a side area to www.kmod.org and check out the downloads area. there you will find the "add-on" download for the 140pop cap.

    also, i will be releasing another beta with balance changes to allies, new skins, some new abilities, and the lower (pretty much standard) resources


    thanks raizan, and sorry for fiffas bad .exe lol

  18. #1268
    Banned Sarge's Avatar
    Join Date
    Mar 2007
    Location
    Australia
    :o :O WTF?!! 85 pages...lol this is a popular mod...and it should be! Well done Kyranzor

  19. #1269
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    dude, we have like 55k views, 1,260+ posts... and that is JUST on this relic forum!!
    total for the KMOD forums is now 1,500 although they lack as much.. info.. as these posts here.

    the only "countable" download sources are 3 months out of date, and say around 13k downloads. but that was three months ago.. and the KMOD version is 1.3.06 LOL

    i should probably put v1.39F onto COH files.com, i would get another 6-7k downloads within a week or two haha.. BUT nothing will ever beat Happy the Hobo's Battle of Legends mod on COH files.. it has like 36k downloads :O

  20. #1270
    Banned Sarge's Avatar
    Join Date
    Mar 2007
    Location
    Australia
    lol, its great that your mod has taken off so much....but how do u do it?? there are heaps of other GREAT mods, like Advanced AI, ENhanced Combat, Combat Revoluiotn....but none of them have really taken off like yours

  21. #1271
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    i think it's our public relations skills.. and advertisement lol. Word of Mouth is a great tool. maybe things in KMOD are appealing? i dont know, i only make the mod

    we have got KMOD mentioned (at least) on about 6-7 different sites.. like COH files, COH center, Mod database, COHplanet... here.. etc. lol

  22. #1272
    Banned Sarge's Avatar
    Join Date
    Mar 2007
    Location
    Australia
    lol k...well good work and it is an appealing mod...so much to it

  23. #1273
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    alrighty peoples, i just did some speed modding:

    *vehicles wrecks now stay forever (curtesy of Sarge/Sturmhaubitze)
    *V1 rocket does 30% less damage
    * removed the 2 limit for E8 sherman via armoured doctrine calliope reinforce. the calliope reinforce ability (if you didnt know) brings a Sherman E8, NOT a calliope. before it costed 350manpower and 50 fuel.. which was almost the same as the E8 in the factory!! (but minus 10 fuel)
    - the ability now has no limits, there fore you get access to alot more E8 than other two doctrines.
    - now alot cheaper, only 350 manpower! no fuel required :P

    *dramtically increased the effiveness of the Flakvierling and the Flakpanzer's guns against the US aircraft.

    *Axis Militar Polizei reinforce doesnt have an initial recharge now.
    * lowered the crazyness of the offmap Stormtrooper reinforce for Blitzkrieg doctrine. it now ONLY brings SS Grenadiers, and when it does, it's only 2 squads. still costs 500 manpower (you save 100+ manpower by using this)

    *Armour doctrine Pershing Reinforce now costs only 900 manpower.

    * Resource points are now CoH default. therefore you will get resources at the rate of normal COH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! which means, KEEP YOUR MEN ALIVE SOLDIER!!

    *i have kept the HQ at a little better than normal COH in terms of manpower income, because you need SOME resources otherwise KMOD just wouldnt be KMOD..

    *fixed the Sherman E8's missing symbol (so it's not pink anymore..)
    *fixed the Recon squad's missing portrait (so it's not pink anymore either!)

    *Austrian builders changed to Organisation TODT, and armed with pistols.
    Last edited by Kyranzor; 24th Mar 07 at 11:31 PM.

  24. #1274
    Tigerkiller
    Guest
    i think it's our public relations skills.. and advertisement lol. Word of Mouth is a great tool. maybe things in KMOD are appealing? i dont know, i only make the mod

    we have got KMOD mentioned (at least) on about 6-7 different sites.. like COH files, COH center, Mod database, COHplanet... here.. etc. lol

    Make it eight sites now, the CoH Modding forum now has KMOD discussed Btw I hope to see people at the CoH Modding Forums. Its got everything to do with CoH Modding(I think). Hope to see ya there. Anyway I think its the quality of your modding skills thats got your mod onto all these sites.

  25. #1275
    Pvt.Jonez
    Guest
    Just thought i'd join the offical forum. Ive been active at the COH forum for awhile. Just thought i'd say hello to all.

  26. #1276
    It CTDs as soon as I got past the videos.

  27. #1277
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    part of the "help and support" forum from www.kmod.org/kmod_forum :

    if you install v1.39F, and when the screen loads your game drops out and crashes, it is 99% of the time because you installed KMOD incorrectly. Fiffa, the fellow who made the .exe installer, made one big mistake. He made the default install path incorrect!! if you didnt already notice (and thus you got the crash) you must reinstall the mod, and make sure that THIS time, you "browse" the install path, and make sure it points to your THQ/Company of Heroes/ folder.

  28. #1278
    thank you, I'll try that!

  29. #1279
    Xzuzz
    Guest
    Hi kyran! I just wanted to say that I was your Pop-cap addon in the kmod forums now I was wondering maybe you could make a no-heavy-armor addon aswell ?

  30. #1280
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    yeah Xzuzz i plan to do a infantry/jeeps/halftracks/trucks only mod add-on.. eventually

  31. #1281
    Member XAMOT's Avatar
    Join Date
    Oct 2006
    Location
    Nova Scotia, Canada
    Hey Kyranzor; when they created the ability to use SGA's in COH more easily, I think with the last patch, they said there were easy ways to implement them using a mod.... So I thought they would show up with KMOD... but they don't. Is there a way to get both devs & sga's to work with KMOD.... there was a lot of devs maps and I do not want to loose them but everyone now has sort of switched.

    Also thought you had updated 1.39f but I have not found the links yet??

  32. #1282
    I think he has the updates for closed beta testing only at the moment. But while we're on the subject, I quite like the changed but kyran I fell you may have made the allied tanks slightly OP. Then again it could be because You had so much MP(haha you were getting beat till your tanks managed to roll in, and thank god for 76mm sherman reinforcement) and the enemy had so little. I'll have to do some more testing.
    Last edited by Boat Man 76; 31st Mar 07 at 6:02 PM.

  33. #1283
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    we were only facing StuG IV lol... and a few StuH 42s . its not like shermans are not meant to be able to kill them.. they never built a panzer command, although they tried. my crazy howitzers on hill 331 pwned their buildings ;P

  34. #1284
    Member XAMOT's Avatar
    Join Date
    Oct 2006
    Location
    Nova Scotia, Canada
    Hello Kyranzor.... did you see my message above... what I love about the forums, everybody answers the last , but doesnt read any further back.....

    These hallowed halls need love and attention too.......

    What is the scoop about the KingTiger ???

  35. #1285
    Member Rory_20_uk's Avatar
    Join Date
    Jan 2007
    Location
    London
    Considering the large numbers of Mark I and II panzers that were sed in the war, could these be given the Germans? They like the American tanks were pretty rubbish, but replacing them was thought to be far too expensive.

  36. #1286
    Is there any consideration being given to include the Air Force 1.1 mod into your work?

  37. #1287
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    i might see how the airforce mod maker made planes flyable, and may do similar.. but i will have to think about whether it is really required. i kinda like the feel of you place the strike location down and let the planes do the rest..

    panzer 1 and 2 were NOT all that common, panzer 1 was a training tank, and converted to ammo carriers etc.. . the panzer 2 was a scout/light tank which for all i know (which isnt much) it wasnt used too much.


    XAMOT, mate, sorry dude i was on the fly at that time. I have no idea how the sga versions of the files work, but i assume they work fine. i think they have to go into their own folders, not directly into the mp folder.. not really sure man.. btw have you downloaded the recent COHfiles mega map pack thing, with all maps hosted there up until 25th march? its like 750mb.. extracts to be 2.4gig of maps!! its insane!!

    I have just been through the last two weeks of assesment for school, and now i have 10 days holidays!! w00t. now i can play STALKER and mod CoH! and write that modder's primer for newbies...

    so in answer to "has 1.39F been updated yet?" the answer is no. not yet. however, i am about 45% done doing so

  38. #1288
    super_newbie_pr
    Guest

    ok

    I was occupied. I agree to translate the files into French. But for it would be necessary I have time to do it. I would occupy myself some when the next patch will come because it is necessary I rebuild the voice files for the community (the US soldiers speak English and the German soldiers speak German, for the 1.5 patch, voices files are ready). I hope that Kmod will be also adapted to the next version of COH, they speak about it on the French sites: Company Of Heroes: Opposing Faces http://www.clubic.com/actualite-7206...ng-fronts.html

  39. #1289
    Member Rory_20_uk's Avatar
    Join Date
    Jan 2007
    Location
    London
    Mark I and II tanks were used extensively in the early war. At the beginning of the war there were 3,195 tanks. 1,445 were PzKw I, 1,226 were PzKw II, 98 PxKw III and 211 PzKw IV.

    So, in fact 86% were obsolete.

  40. #1290
    Member Kou Uraki's Avatar
    Join Date
    May 2005
    Location
    MSC-07 Assault Carrier Albion
    does this mod have any new models yet?
    Co-Leader of the Table-Top Round Up Mod

  41. #1291
    I don't think we have any new models ingame(there was only a model importer/exporter and you can't attach animations to models yet). We do have some models ready to go though. Check out the official site for info on the models(look in the gallery section).

  42. #1292
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    we have a FG42 airborne rifle for the fallschirmjager, and a jagdpanther tank destroyer for the germans. They are NOT ingame. they do not have animations.


    So, in fact 86% were obsolete.
    exactly, that is why the germans captured so many french tanks, because the french tanks were by far better than their Panzer I and II - better armour and better guns.

  43. #1293
    Member XAMOT's Avatar
    Join Date
    Oct 2006
    Location
    Nova Scotia, Canada
    Kyranzor; While reading up on the new replies here for the older mods, I noticed some of your postings in the "I think defunct Enhanced Combat Mod" It hadn't been updated for awhile, so users assumed it is defunct anyway! But while reading back a few pages you were posting how much you loved their new models for AT Bunkers.... Bigger MG nests and other stuff. I was wondering Why we can't add these to the KMOD. No offence... but the more the merrier I always said.

    Also how does the First Aid posts work anyway..... I know it brings "So Many Casualties" before it spawns a new unit.... but what are the numbers? What is the Red line For? (<-- newb question I know, but need confirmation for my work) When you move/build a new one closer to the fighting, does this one take over? do the Medics move there?

    I am dealing with the fact that you limited the Medic Stations and this seems "stupid" unless I do not understand.... was thinking of modding that part again... "I hate Limits" in a mod.... some are necessary but Hate them "none the less"

    Also did we not toy with the idea of allowing users the right to build buildins outside their starting territories.... some of the maps become quite Junked up to be sure... and Why does the Computer AI partner build stuff at my front door of my HQ...... literally??????????

  44. #1294
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    "I think defunct Enhanced Combat Mod"
    well, i believe it is true that Enhanced Combat has expired... i have always wanted AT gun bunkers, but i think they are not really necessary...

    Also how does the First Aid posts work anyway
    german medic bunkers need 8 men (when the red bar is full) to spawn a grenadier squad of 9 men.

    allied medic tents need 10 men to spawn a rifleman squad of 12 men.

    I am dealing with the fact that you limited the Medic Stations
    yes, i will be making a new Field Hospital that spawns 8 auto-medics to grab bodies with a big range, and also i will make combat medics (heal in a radius) available to be built there for BOTH TEAMS.


    Also did we not toy with the idea of allowing users the right to build buildins outside their starting territories
    lol!! i JUST made barracks able to build in any friendly territory.. like just before reading your post. i had been mulling over that for a while, and now it's done!!


    some of the maps become quite Junked up to be sure
    well our quest for mappers to make uber large maps hasnt been successful as of late...


    and Why does the Computer AI partner build stuff at my front door of my HQ...... literally??????????
    because it just wants to help out? are you referring to the flak cannon they often build in front of your base? i personally like that, its good defence for your base....

  45. #1295
    Hi there

    I think your mod is pretty good. I really like the unit diversity and everything and think with Halftrack's skins, it'll be awesome.

    But I have to say, the 200 units per team is too much. With 3v3 maps, it makes for 1200 units on the map, which is just a laggy mess and really is no fun. Limiting the units to 100 is enough I think, as you can still have diversity and large battles but not have it chug along (and just it case someone mentions it, getting a better computer is not a good solution as I already have dual 512mb video cards).

    Anyway, just my two cents. Keep up the good work.

  46. #1296
    Member XAMOT's Avatar
    Join Date
    Oct 2006
    Location
    Nova Scotia, Canada
    Kyranzor; Thanks lil buddy, I really appreciate the answers you give.... but you forgot one, that I really need....!!! Why limit the units like Medic Stations..... It seems when you build one, the guys (medics) start lugging wounded like crazy, (A very Noble profession to be sure) Then they stop..... later "IF" your getting the best of the Computer Enemy AI you move a little further into his territory, then you build another.... all of a sudden they start lugging again. This is obviously their range, but if you build two, one on each side of the map, they only seem to use one, so it is important that I understand this because I want/need to know if they "first spawn only so many medics and they work out of more than one station, or second spawn a number of medics that only work out of one station and IF there is no wounded around their station they stop!! Or what is the secret to them if the above two are wrong........" Clear as mud right??????

    Also the need for AT bunkers should be obvious I would have thought..... because they are another realistic factor that hoisted the Americans, but they overcame it anyway! Lets face it, the Germans stuff in COH is defensive in nature, the American side is the Attacker...... the Americans in my Skirmish game at the moment (my side for a change) cannot compete against Tigers and Panthers because their equipment is attacking stuff..... their MG's are shit.... rather Relic made them that way or YOU did.... take your pick!!! But they have nothing to stop the AI IF they launch a Breakthrough Attack that the Germans were known for..... nothing!!! And if you give a AT bunker (ambush site) for the Americans you have to give something for the Germans as well.... but the weapons as the are in Vanilla COH are a little "unbalanced" realistic YES....but unbalanced for a multiplayer game!!

  47. #1297
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    hmm.. as far as i know, the medic stations spawn their own medics, but they ALL work off the closest station to the wounded, there is no point in lugging a wounded guy all the way back to their station, if there is another one closer-by. From what i've seen, they dont stop bringing in the bodies.

    i dont have anything against the AT gun bunker, except the fact that it is a hard thing to do. I dont really know how to do it, although i have a few ideas based on what i've read about it and my own research into that area (of crew changing and props in bunkers)

  48. #1298
    Xvash2
    Guest
    Jerry AT Bunker: Flak 88.

  49. #1299
    2,000,000 Kyranzor's Avatar
    Join Date
    Oct 2006
    Location
    Australia, the land down-under, where beer and babes galore!
    haha nice call Xvash, but we really do need a pak40 in a concrete emplacement. the flak40 88mm guns are too vulnerable.

  50. #1300
    Soldat-Hans
    Guest
    Will you do your mod for the Addon "Opposing Front"??

Page 26 of 36 FirstFirst ... 1617181920212223242526272829303132333435 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •