Hi,
at first...thx for this nice mod...when will 1.5 be released ?
During my last game with 1 friend...I made this Screenshot from an Expert-AI => http://www.imgwelt.de/uploads/B4YSI0T3E9H.jpg
Is this normal ?
Hi,
at first...thx for this nice mod...when will 1.5 be released ?
During my last game with 1 friend...I made this Screenshot from an Expert-AI => http://www.imgwelt.de/uploads/B4YSI0T3E9H.jpg
Is this normal ?
Hey Kyranzor....how are things going? is the Mod getting any better or worse?
Any chance we see those Tank improvements first? or do we have to wait for 1.5? ( I mean the longer burning, the staying on the field until really destroyed...etc)
If I remember correctly those were my suggestions, glad they took root.... thought they were worth trying then, and still do??
Guess I better go get 1.7 upgrade first right?
Later
LOL no bonanza, that is NOT normal!! i will check with Pilla to see if we should do some more AI coding :P
that is pretty funny though
XAMOT!! mate!! long time no see.. mod is going fantasical! join the KMOD forums and look at the 1.5 changelist to see where KMOD is going.
so far i think it is getting better
and no, im afraid you are just going to have to wait for 1.5 to get the awesome tank effects
yes, get v1.71
'No Tanks' Addon is now available
this is the readme:
http://www.kmod.org/kmod_forum/downl...?do=file&id=19This Addon removes the light and heavy vehicles from the game, only
leaving transport vehicles, and jeeps/motorcycles.
other changes include:
- increased manpower income of key points
- basic barracks can be built anywhere (in friendly territories)
- fixed Mission 07 Scottevast bug where game crashes
SOME tanks can still be attainable through doctrine abilities, however these
are very minor inconveniences, and AT guns are still available as field guns
as well as anti-tank teams are still available, if need be.
Have fun
==== INSTALLATION NOTES ====
please backup your KMOD folder before putting this add-on in.
after backing up your KMOD install, place the 'DataAttrib' folder contained in
the .zip archive into your KMOD folder, and overwrite all.
DONE!
==== NOTE ====
make sure all players have this add-on installed in the same order, if you want
to play online.
this will not work with the low pop cap addon, unless you apply this first,
and then apply the low pop cap addon.
Last edited by Kyranzor; 16th Aug 07 at 1:35 AM.
Kyranzor, I am having that same old problem again....can't run the new patches because it is missing a critical file...which one is it... i keep hiding it....If I knew what the file was, I could locate it....
I always stick it somewhere so safe, I cant remember where!!!...
But IT IS SAFE...
A few little problems that havent been mentioned before... other than that, everything is great!
(btw, I modded KMOD 1.4 using corsix's tools to lobotomize the infantry AI, as well as leave the tank husks, features that were originally planned for 1.5)
1.) The Allied carbine appears to have a longer range than the Garand. Allied soldiers with carbines were able to stand off outside the range of even my Volk's rifles and MG42 and pick men off at little risk (that is... until I dropped walking stukas on the heads of those pests). I lobotomized my infantry because of this... the long-range carbines were making them leave heavy cover to die in no-cover killing zones. But the allied troops were still happily picking at my men after the lobotomy.
2.) The german scout team's sniper rifle totally dominates the Allied AI. When an Axis player builds it against the AI, the game often becomes an immediate win. When playing as Allies, it becomes neccessary to reserve a 105mm with 50 ammo exclusively for these guys. Suggest that either the rifle be toned down a bit, or that Allied AI makes its its top priority to destroy these men (eg. mortar barrages, plane strafing, arty).
3.) The auto-help-to-build seek range of pioneers and Volks is too large. Many times I have issued individual dig-in orders to a line of Volks... only to find them clustered up trying to finish up a slower squad's work. With the new long-ranged grenades, this is invariably fatal.
XAMOT, that would be your relicCOH.English.ucs file
LeFire:
good observations, and they will (some already are, like #2) be adressed for v1.5, i agree that the carbine seems to be shooting further than the other rifles.. which is really odd XD
and yes, the help-to-build radius is too high also :O
KMod + CoH =![]()
I haven't noticed any big bugs in 1.4 yet (Though im not really observant xD!!!) looking forward to 1.5 with 'various' fixs I never bothered or cared about, Kmod is kmod and that makes me happy hehe..![]()
"Two things are infinite: the universe and human stupidity; and I'm not sure about the former." - Albert Einstein
Looking forward to 1.5, esp the barracks and outpost building. Also looking forward to the No tanks 1.5 version. Would it be too much to ask for the armored cars to also be allowed buildable in that? They counter the flamer and .50 cal half tracks nicely, but are easily overwhelmed by bazooka infantry where the former vehicles are not.
Also, with Stuka bombers coming in 1.5, will .50 cal half tracks be able to provide AA against them?
Also, maps compressed to a single *.SGA file appear to not be seen by KMOD. Has anyone got them to work? Some example links follow:
http://companyofheroes.filefront.com...Day_Coop;81340
http://companyofheroes.filefront.com...Conflict;81903
http://companyofheroes.filefront.com...n_Street;81901
Thanks!
Last edited by Faceless; 23rd Aug 07 at 8:27 PM. Reason: typo
Yes they will, well i am not 100% sure if that is possible tho since am not the coder expert here at KMOD.
So its gonna be sweet![]()
Hi Faceless
This is, what i found in the "Maps Bunker FAQ" folder
1. Navigate to your My Documents\My Games\Company of Heroes\WW2\Scenarios folder.
2. "Scenarios" and "WW2" folders MAY have to be created.
3. Copy the .sga file into the folder. (thanks corsix)
so for KMOD:
1. Navigate to your My Documents\My Games\Company of Heroes\KMOD\WW2\Scenarios folder.
2. "Scenarios" and "WW2" folders MAY have to be created.
3. Copy the .sga file into the folder. (thanks corsix)
voila
Hey Kyranzor, great mod, I have a couple of questions though -
"*units cheaper, however there are limmits (v1.4 onwards) to prevent huge buildups etc"
Would I be allowed to mess around with this mod for my own use? If so, how would I get rid of the squad limitations implemented?
Another suggestion - one thing that has always really bugged me about CoH is if you que up a bunch of stuff for builder units to construct and they somehow stop building there's no way to get them back to work on their orders. If you figured out some way to fix this you'd be my hero.![]()
I have installed the mod into my steam apps folder under coh..
I ran the K mod shortcut
How do I know if the mod is working?
Is it even compatible with steam?
thanks
uncle jimbo, you are allowed to change the mod for your own needs if you want, to remove the squad limits, find the squad's sbps in Corsix Mod Tools and go to requirements_ext, and totally delete the requirement_0x section that has the limit in it, should be the only requirement on the table for most things
i think the builder bug is something relic should fix, because it isnt my coding which leads to that!
sharpshooter25, please look at this thread
http://forums.relicnews.com/showpost...07&postcount=3
Hello Kyranzor, I finally got the Game to work again..I must have changed something else, because tucking the Relic English file back didn't allow me to patch. Anyway finally in total digust I re-installed the entire game again...with all the patches....
Do I have to do anything to the previous KMOD files to start installing the newest version
XAMOT - totally remove all signs of KMOD, then install 1.4+patch.exe available at COHfiles.com or get KMOD1.4 exe and the patch seperate at the KMOD homepage www.kmod.org
As a semi-tangent, provided the mod tools work with Opposing Fronts, one would suppose that there are great things in the future for KMOD with the new resources that will be available from the expansion?
indeed. KMOD will grow with awesomeness at an exponential rate once OF is released, and we got some decent mod tools to use
of course, so will most other mods, thank god! (more mods = more support for mod community which = more KMOD fans)
Help setting up ventrillo
what goes in host name
Ok I figured it out.
I cant wait for the new mod update!!!!!
lol sorry no-one helped you.. good work on figuring it out yourself :P
Cant say the ventrilo server is that active, it is more like a tool for you guys when u play so you can talk to each other
But please use it for other things too. (but plz not for other gaming)
yeah one time i saw a group of dutch guys playing DOTA on our vent server fiffa!
THE HORROR
Hey everyone, i been working on trying to force bullets to collide with the ground, by making the bullets that soldiers fire into invisible 'projectiles' so the game engine will detect collisions... so far it isnt working, but im only half done testing all the possible ways of getting this method to work.
other things i have recently done and tested is the 'obedient soldier' system where your men do not run out into enemy attacks, your men stay behind cover that you have put them behind. Note your men will not actively search cover any where near as much as they used to.
All pioneer and Engineer squads (including assault engineers/pioneers) are now 8 man squads, and are quite cool indeed.
I will work on getting squad spacing under control, because i want ALL of the squads in KMOD to spread out a bit more, and have more distance between each soldier in a squad... this might lead into platoon sized squads of 30 men
I am wondering if the the MOD applies and influences the behavior of the AI?
It would be wonderful if it does!
Thanks for your hard work~!
yes, the AI has small tweaks to it that make it use more squad types... but mostly it is unchanged. the basic changes of KMOD actually influence the AI in the first place, by giving it more options, and cheaper options to use, so the AI has a field day hehe
more AI changes will be in the next version, such as better use of buildings as cover, more focused attacks, far better use of half-rifle squads etc
Hullo. I doubt if anyone remembers me, but i was the guy having problem. Now everything works great, but i have a bug to report. In KMOD 1.4, i will have periodic, random, crashes. Does anyone know what the cause of this is? Ohwai--lol. Didnt see the fix.
lol so you have the fix now?? its about 3.5mb download.. get it from www.kmod.org
are the names of alot of the units supposed to be the $7039482 no key stuff?
no they arent. what language is your game?
also, do you have a KMOD.English.ucs file in your Company of Heroes/Engine/Locale folder? if yes, delete it
I didnt have the kmod file but I had another .ucs file thats was conflicting i guess.
Deleting it fixed it right up thanks for the help.
no problems
K mod has its own menu screen. If you've got it running, you'll know.Originally Posted by Sharpshooter25
To install with Steam, install the mod into your CoH folder, then in Steam right click CoH, click properties, in the general tab click set launch options and type or paste " -modname KMOD -dev" (minus the quotes). Then run CoH from steam and the mod will work.
--
On a seperate matter, when playing the mod myself, I noticed that AI tend to cluster their mortars at their bases, and these mortars build up throughout the game. After about an hour on one particularly hotly contested map, one of my ally ai built up literally hundreds of mortars back at their base to the extent that they blocked any other unit from leaving their base and also tied up useful resources. Likewise with halftracks- although I admit seeing clustering halftracks in unmodded CoH. This may have been ok if the AI (a) attacked with the mortars and halftracks or (b) didnt dodge my 105 volleys attempting to 'remove' the problem. The effect of this was that the further I pushed the nazi ai back, the less my allies contributed because all of their popcap was sitting back at their HQ doing absolutely nothing.
Other then that, the mod seems ok. Endless hordes of enemy infantry pouring out of their bases despite having lost every capturable point on the map can be a little exasperating, but I love what you've done with tanks- realistic engagement ranges, sudden kills, slaughtering infantry if they lack cover and anti tank weapons, and better firing sounds. Excellent work with that.
Last edited by Darknessesbane; 15th Sep 07 at 12:23 AM.
Umm is it normal to see a tiger tank get killed by 1 at shot at the front?
In game? Absolutely. In real life, however it would have to be explained by either an extremely lucky shot at range or by being at very close range, where even panzer armor fails.
rlly nicego true whit modding
o yea Kyranzor could i have youre msn ife you got it :P
i have some questions could u pm them to my
Jst wait to we get over to OF when it releases, its gonna be a blast getting all those planned models in !
And eventually fulfill our name "Nations at War" by adding new nations !
WOHOO !
:P
Today's Bug Report: Playing Trench Warfare map with the mod. I had built two of those 4-barrel german AA guns, so Allied airstrikes got shot down immediatly on entering the map. The problem was that another plane would come in right behind the one that had just been shot and was busy crashing, such that there was a stream of flaming P-47's roaring into the ground. Between the eventual destruction of one of my bunkers and the lag produced by the very funny looking pile of hundreds of burnt out planed that actually got so tall it eventually fell over, this bug was kinda annoying, if entertaining.
Like the mobbing allied mortars, however, I have no idea as to whether this problem is due to the map, mod, original game, or Steam.
that is a issue with the map. the map itself has constantly spawning planes that are very annoying
if anyone wants to add me on msn to ask questions ( i WILL block you if you annoy me.. ) then add Moontide_warrior AT hotmail.com
i have no idea why you are getting such gross masses of mortars building up... its possible Sgt, Pilla's ai tweaks are not in 1.4 as he has used ai code to limit the amount of certain squads from being built... it is fine in my current test builds, so either a problem with 1.4 itself or an anomaly in your game (it DOES happen, as someone once reported having a german AI make HUGE masses of repair crew.......... that has never been reproduced so far, so it was merely a AI fault in that particular skirmish game.)
If Kyran is busy or offline - You can also add me to ur MSN for answers and stuff
Fiffa15 AT hotmail DOT com
Bugs playing Campaign missions (Once again, potentially mod, map, my computer, or steam's fault).
In the Cherbourg mission, a StuG IV was knocked out on the bridge, rendering it impassable to infantry and light vehicles. Tanks could go right on through, technically 'destroying' the burnt out tank, but the remains were still enough to make infantry cluster up, failing to get around. No amount of driving tanks over the wreckage, throwing grenades and satchelcharges, and even using the bombing run and nuke-like unnamed artillery bombardment ability on the officer unit could make the bridge passable. Perhaps tank carcasses shouldn't last too long after being crushed, or be passable to infantry, at least?
Also, the game crashes when the next mission with the V2 facility is nearly loaded. This may be Steam's fault. Ever since a Steam update for CoH, the game has to go through the brandnames and load screen twice to load.
All the previous missions work fine, even if the much longer range of weapons makes the map design very easy to overcome.
I love the officer unit unnamed (in my game, at least) artillery strike ability (perhaps its only in the Cherbourg mission? I havent used the officer elsewhere). The very wide spread of the shells and duration is much closer to what I'd imagine a artillery strike to be then the as-much-as-50%-of-the-time-directly-on-target strikes from the 105's.
Lastly, many of the command abilities involving calling in artillery units instead of off-map strikes fail to work.
However, the replacement of that one ability with the ability to call in 4 units of nazi police works and makes me very happy! Perfect for prodicing something to grab points with fast. And for fueling my favorite anti-ai tactic of overwhelming the allies with med-bunker-produced hordes of volksgrenadiers! Who needs tanks or machine guns when you can spam grenades and panzerfausts at everything?
the tank wrecks making bridges impassable is a known issue with KMOD itself, and it will be fixed. it has to do with the tank wrecks staying forever, and needing to be crushed ... it didnt work out as cool as i thought it would, because there is just way too much carnage in KMOD lol
for the Mission 7 crash, please do this ::
Originally Posted by Me
the offmap artillery battalion barrage is sick hey? XD i love it too!but its a hard task to keep your officer alive to be able to use it though. for some reason the UI info (text) for that ability never shows up.. same thing with the concrete walls.. argh
yes, volks hordes are hilariously effective![]()
So, poking around at OF, and browsing the boards, among other things to play with are models for:
mortar concrete bunker
panzer tank turret AT concrete bunker
british bomber (lancaster?)
british ground attack fighter (hurricane?)
british 17 pounder AT outside fixed bunker, wonder if its mobile
I vaguely remember a FW 190 fighter-bomber floating around the community for modding into the Germans. Lot of possibilities for air abilities.
With the bunkers and the british trenches, it seems like the tools exist to make wehrmacht much more defensive.
Also I encountered the repair pioneer bug you mentioned earlier- I noticed one of the ai had something like 7 repair pioneers clustered in front of their command center, and wasn't using them for repairs, despite the 8 allied tanks blasting their base buildings a few feet away. Isn't the cap for them lower then 7? I've seen bugs of this type in mods for several games, such as Red Alert 2- in which the ai builds way too many of an added unit.
Oh my god, this is the biggest thread ive ever seen before ! :O
[Getting OF this week ! yay!]
hey Kyranzor,
are you already working on your mod with opposing fronts??
YEP thats right everyone, i bought OF today from my local EB Games (electronics Boutique) and after i play it vanilla for a while, to actually know what i am modding, i will start plowing through the code to increase squad sizes, and make everything more deadly (and cheaper!)
Mr.Kyranzor, quote your frontpage :
"AFTER THE RECENT RELEASE OF COH v2.1 AND OPPOSING FRONTS KMOD DOES -NOT- WORK. PLEASE WAIT A FEW YEARS FOR KMOD TO BE RE-DONE AND THEN THE OF CONTENT MODIFIED. LOL"
what exactly mean this ? ---> PLEASE WAIT A FEW YEARS
is it take too long to modified your fantastic WORKS? REAL MEAN?
oh~ no.. you joking arn't you? ^^;
but, I'll wait mute as a fish..
so CHEER-UP !!![]()
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Hehe its not gonna take years, hes jst kidding about that part :P
We dont want to say any release date, it jst makes us all "Oh noes we have to release next month" with that feeling :P
the first thing i will release will be a framework KMOD that does what KMOD did back in october last year - all weapons and ranges increased, along with basic squads increased.
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