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New *Stock_Infantry_Only 1.1* Mod

  1. #1
    HardTarget
    Guest

    New *Stock_Infantry_Only 1.1* Mod

    A new version of the Infantry Only Mod by Warnstaff is to be developed as UberBugz and I are to start work on it soon.

    If the Moderators would be so kind as to close the old thread so that it does'nt get confusing it would be much apreciated.

    More will appear in this thread once we know just what changes will be made so keep watching this thread for further details

    HardTarget
    Last edited by HardTarget; 13th May 07 at 4:19 PM.

  2. #2
    Nice... HT!!!

    You've pretty much got this covered, but change the title/thread to Stock_infantry_only 1.1 or something.

    As for what's coming? Well, bug fixing is my top goal. For those that use and like warnstaffs mod, speak up!. Anyone seen problems with the command-tree abilities? Sure you have!. Now's the time to say so. Got milk?

  3. #3
    HardTarget
    Guest
    Consider it done

    HT

  4. #4
    Thanks!

    So what's it like sleeping in a black hole?

    LOL!!!

  5. #5
    Member Warnstaff's Avatar
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    I can't wait to see what you guys do with this!'

    I've sent a lock request for the old thread

  6. #6
    HardTarget
    Guest
    Don't want to go to far of topic here but I was hoping that no-one would look at my profile and not long ago I deleted a link to a forum I have but its so embarrassing that I deleted the link lol

    Anyway its dark and horrible

    Yes I am looking forward to getting stuck into this mod, it will be my first time getting truly involved so I hope I make a good job along with UberBugz

    HT

  7. #7
    DirtyHippie
    Guest
    The AI will build half tracks like no tomarrow. There appearently is suppose to be a two halftrack limit per AI teammate/enemy. This halftrack building issue puts a damper on games as they progress because the AI pop cap is taken up by halftracks (which tend to just sit and do nothing).

  8. #8
    Member Warnstaff's Avatar
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    The AI likes to override unit limits at times. Very annoying. Send you guys a quickfix so it doesn't build them, at all

  9. #9
    Warnstaff:

    The AI likes to override unit limits at times. Very annoying. Send you guys a quickfix so it doesn't build them, at all
    Never mind that, I'm keeping the halftracks. I don't know why the AI overrides the cap, but I thought I'd try using the vehicle_pop_cap that Relic doesn't seem to use. So far, the AI does rather well. Couple this with default offensive Halftracks (They gots MGs) and SIO1.1 is good to go.

    HardTarget:

    I would like the site to grow and that would only happen with like-minded people.

    HardTarget

    Extremely nervous of the reaction as I am a total novice, or even worse
    I haven't yet looked at your site, but I'd like to say this beforehand regarding what people might think. Have you ever heard the ally engineer unit say this:

    "Shoot anyone in the face who's too stupid to move"... Think about it.

  10. #10
    HardTarget
    Guest
    Deleted post as I should have known better

    Ok my site is back up and running, its new and meant only for this mod......I know I said forget the idea earlier but I thought I'd leave the option there for anyone who may be interested to pop over and have alook, I am not trying to steal everyone away from here, and besides that would never happen, I just wanted to create a place for this particular mod, and if people like it they may join, if not then so be it

    http://knights-cross.page.tl/

    HT
    Last edited by HardTarget; 17th May 07 at 11:49 PM.

  11. #11
    HardTarget:

    Deleted post as I should have known better
    Glad to hear that. I was wondering what happened.

    Anyway, here is a link to the current SIO 1.1 mod if anyone is interested. Most of Wantstaffs ideas are still maintained. Just a few fixes. Download, play and complain.

    About the allied armor tree... Not totally fixed yet, but behaves way better then it did. Two things are still mucked up a bit. See the Readme file.

    Stock Infantry Only 1.1:

    http://bellsouthpwp2.net/c/s/csh421/

    Readme files are now in the mod directory.
    Last edited by UberBugz; 19th May 07 at 1:47 PM.

  12. #12
    HardTarget
    Guest
    Jolly good mate, I'll give it a run out and let you know my findings if there are any

    HardTarget

  13. #13
    Buzzsaw
    Guest
    Hmm...crashes on for me just before after the 'Nvidia' video at the beginning.

  14. #14
    Member Warnstaff's Avatar
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    Downloading now

  15. #15
    HardTarget
    Guest
    Everything appears to be fine and this time around I saw the AI use halftracks.......and I always in a case like this test it out with the recon plane (choosing Airborne) just to see what the AI is doing, and this time as I say no more halftracks just sitting and gathering dust around the HQ........so good job UberBugz

    I'll keep testing though and report anything odd should it happen.

    Not sure what to suggest to you Buzzsaw, other than the norm like do you have any other mods installed etc....but I guess you probably know that anyway

    Maybe a reinstall? just a suggestion

    HardTarget

  16. #16
    Member Warnstaff's Avatar
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    Just played a round, and I must say: I am impressed!

    Great job guys!

    @Buzzsaw
    Did you add this to the end of your shortcut?
    -dev -modname Stock_Infantry_Only

  17. #17
    @Warnstaff:

    @HardTarget:

    Glad to hear there isn't any horrible problems... Yet.

    Anyway, I hate to say this, but re-download the mod. I've fixed a good bit of the allied armor tree. Almost there.

    Also toned down the time and build costs of the lesser squads. On hard or expert, things get rough mighty quick.

    Good luck,

    BTW - Warnstaff, I need to PM you regarding a few things with the 'tweaked' AI. But this might take a while for me to write up so...

  18. #18
    Buzzsaw
    Guest
    Ahh...finally realised I had forgotten to extract the Module file...doh!

    Well I just played a round...and that is the best game of CoH I have played to date. No worrying about how many tanks they're gonna turn up in, but good old infantry fighting.

    Awesome mod- *****
    Good work guys.

  19. #19
    Grump
    Guest
    Excellent work guys! I played a skirmish as the Axis and the Allies really gave me a run. They used their vehicles to maximum effect (something I wasn't used to) and it took me a long time to overcome. But, inch by inch, I took the map.

    They effectively used their Command abilities as well and it was always the MOST inconvenient times. =) I'm impressed, this is an excellent mod.

  20. #20
    DirtyHippie
    Guest
    I like how the AI uses the Halftrack now. good job

    I played two games last night with a buddie as Axis. The first game I crashed to desktop about 15-20 min into the game.

    The second game crashed about 60 mins into it with a runtime error.

    I've played 1.0 for months now with not a single crash.


    I also noticed that sometimes mortar/mg teams will lose one of there members and the other two will just stand there. The weapon can be picked up but the two people can't be highlighted. Very strange never seen this before.

    Expert seems a little easier as Axis...it might be because the Allies Off-Map combat group is now limited.

    The dead bodies seem like a nice touch. did you just increase the timer for dead bodies to stay?

  21. #21
    HardTarget
    Guest
    I also noticed that sometimes mortar/mg teams will lose one of there members and the other two will just stand there. The weapon can be picked up but the two people can't be highlighted. Very strange never seen this before.
    I'll pass this onto UberBugz as I found this aswell, incase he does'nt see this first

    Good point about the timer increased for the dead bodies, as when I played, I was watching a firefight and noticed that two soldiers died, and so I moved away for a short spell, and when I returned only one was there, so it probably was the timer being increased, I'll speak to UberBugz about this as I am rather curious as to why one vanished and one remained


    HardTarget
    Last edited by HardTarget; 22nd May 07 at 8:09 AM.

  22. #22
    Member Warnstaff's Avatar
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    In my experience, spyware WILL cause CoH to crash with some mods. Try running a Spybot S&D scan before running CoH.

    I almost stopped play CoH several times because of the crashing due to spyware cookies Avenue A. Inc and Zedo (no idea why or how they crash CoH, but as soon as they are gone, CoH is crash free; such was my experience on my now old system - which ran CoH very well).

  23. #23
    HardTarget
    Guest

    Update

    A new version of the SIO Mod will be uploaded soon.

    Quote from UberBugz:

    Nebelwerfers are back now!. The AI should build and use them. Capped them at two of course.
    You can also find the link to this mod here on the forums

    http://knights-cross.page.tl/Home.htm

    I can't help the fact that its quiet over there, as I cannot be around 24/7 due to personal issues but please don't let that put you off

    HardTarget
    Last edited by HardTarget; 25th May 07 at 7:03 AM.

  24. #24
    DirtyHippie
    Guest
    Having the dead bodies stay around has caused my game to slow down a bit. it's still playable but it is defenantly chewing up cpu.

  25. #25
    Howdy all,

    Like HardTarget said, a new version of SIO 1.1 is up. I've added a date and numbering system to the mod. If the date and update number are greater then the previous version, you need to DL the newer version.

    Currently [05-25-07] Update 1.1.01

    So what's done? (In no order)

    * Started polishing off some of the in-game text descriptions to match the mod. Pay attention to the command tree text. Some of that is changed.

    * Fixed the allied armor tree. Its truly a hybrid mix and has a few advantages. The skirmish AI should now use these abilities if the tree is chosen. So don't be surprised when playing as Axis and an M8 shows up. It's supposed to!

    * Minor tweak to the UI. Squad leaders now highlighted.

    * Added a few subtle surprises for those playing against the AI. Clue: The longer you battle against the AI the more likely you are to notice what I've done.

    * Quick fixed the dead bodies "Zombie" effect. No more weapon crew bodies.

    * Nebelwerfers are back. The AI can build no more then 2. The odd thing here is that they don't behave so well. See the readme file for a better explanation.

    See the SIO readme file for even more info.


    Hopefully, I've got most, if not all, of the bugz squashed. <- Or so I think. I'd appreciate it if you folks tell me otherwise.

    Here we go...

    Stock Infantry Only 1.1:

    http://bellsouthpwp2.net/c/s/csh421/

  26. #26
    Member Warnstaff's Avatar
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    The nebel thing is caused by the firing priority being too low. Simply change the priority in the ability's RGD file under ai_tactic. Default priority is 30, but 99999 should make it fire more, but not as much as any player normally would. This is a recurring problem with all similar abilities.

  27. #27
    Warnstaff:

    The nebel thing is caused by the firing priority being too low. Simply change the priority in the ability's RGD file under ai_tactic. Default priority is 30, but 99999 should make it fire more, but not as much as any player normally would. This is a recurring problem with all similar abilities.
    Thanks for mentioning that, but it doesn't help much. I even tried toying with some of the AI related crap in sbps and the weapons files. Still not good. Heh, I even watched the AI drag two nebels across the map, and get shot to peices. Basically, the axis gave the allies a free nebel or two...

    Not Good!. Not good at all. Might have to scrap the nebel idea for now.

  28. #28
    Member Warnstaff's Avatar
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    Must be a problem with the targeting.......... something to work on (could help the howitzer actually target bases).

  29. #29
    DirtyHairy
    Guest
    Hey,

    Great mod guys! DirtyHippie and I have been enjoying it.

    I’m his buddy with the filthy mind… I mean, hard drive.

    I’m scanning my system for spyware now. It has been a while since I did it last.

    Hopefully that will cure the crashes. We’ll let you know.

    Thanks for the help and improvements.

    Keep up the good work.
    DirtyHairy

  30. #30
    Paddy
    Guest
    Been having some crashes with 1.7 and this mod... right after the title screen appears, after the intro vids, the game closes.

    any idea why this might happen?

  31. #31
    Member Warnstaff's Avatar
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    Bad install. Whats your command line?

  32. #32
    Not sure if anyone is still interested, but here's another update to the Stock_Infantry_Only mod:

    NOTES: (In no order)

    1 - First and foremost, got rid of that horrible yellow circle around squad leaders. I can't believe I thought that was a good idea. Anyway, leaders are still highlighted in darker blue. Basically, I deleted the broken line texture. Looks much better now.

    2 - Started re-working the 'Advanced AI mod' used with SIO to be more in-line with infantry only. Mostly, this update deals with the axis behaving much better then they did. The axis can now build all 4 spawner buildings as well as the quartermaster. Didn't before. Stugs? AT guns? Not in this mod. No need to check or count these either. Note, normally the axis quartermaster shows up after all spawner buildings are built, but it can show up a lot quicker. In fact, it can show up just after the build order phase. If you see axis vets showing up almost immediately, your game just got tougher.

    2a - Also fixed a few typos/anomalies in the Advanced AI code. An example being the MG42 bunker upgrade. It has to be a typo. Why would the gren LMG42 have anything to do with the number of bunkers? Anyway, you should see a few more HMG based bunkers showing up later in the game. Whether this is a good idea or not remains to be seen.

    3 - Axis veterancy system re-worked to be timer based. Since this mod is almost totally infantry, fuel tends to pile up. So much so, that when playing the allies, the axis squads can go from the first upgrade to elite in about as much time as it takes to blink your eyes three times. Too fast. My intention here is to slow the last two upgrades. Make them more gradual. Note, the first INF and SUP upgrades can show up quickly. Almost a free-be. And why not, at only 100 man and 30 fuel, it should be.

    4 - Axis squad add-ons more in-line with infantry only. No need to go 'schrek' crazy when there won't be a lot of vehicles to shoot at. But there is a catch, the COH demand system tends to keep demand for 'schreks' rather low (in this mod), and therefore won't build them. I've kludged some extra code to make sure at least two schreks get built. Indeed, I may have to cheat a bit and count allied vehicles to up the demand. When allied halftracks show up, demand for schreks go up... possibly stopping the Gren LMG42 or Storm MP44 upgrades completely. Until then, expect to see more LMG42 and MP44 upgrades. Volks SMG upgrades are a given. They get built when resources are available. Curbed the building of the axis and ally flamethrower.

    5 - Squad behaviour modified. They will still stay where you put them, but they'll drop to prone position if they can. In the open, all squad members will drop to the ground after a delay. In heavy cover (Sandbag walls) or light cover (Some Trees) only those members who can drop to the ground will do so.

    6 - HQ health levels increased. All spawner buildings regenerate health slowly. No more will you plow the enemy base and think you're coming back to an already damaged base. They'll heal.

    7 - Cpt Combats engineer/pioneer repair tactic included. Demand set higher for structures. Works in conjunction with #6 above. On a good day, both #6 and #7 can make you re-think that strategy of a "half-assed" base assault. All that nifty damage you did the first time, probably won't be there the second time. Ummm, I did say that was on a good day right?

    8 - Began toying with the idea of flipping fuel importance with munitions. In this mod, fuel is only important at the beginning. Once a base is fully built, it's a fight for munitions from then on. Changed a few values in the personality (Hard/Hardest) files to match this. Not currently sure if this has any impact on game play. Might have to take extra steps to make this more effective.

    Anyway, download it, play it, and then complain about it. And lastly, I should probably mention that I'm not exactly sure if the AI is using the hybrid armor tree correctly. But I have seen increased use of air strikes and off map artillery when I didn't see rangers or paratroopers show up towards late game (Means the AI snagged the armor tree). But then, I haven't seen a single armoured car either. Sigh...

    Thanks

    Version: 1.1.03 [06-19-07]

    Link:

    http://bellsouthpwp2.net/c/s/csh421/

  33. #33
    I FOUND A GIANT PROBLEM. THE MOD ONLY WORKS FOR 1.6. THE README SAYS SO. IM HAVING THE SAME PROBLEM. THE GAME GOES BLACK AND SHUTSDOWN!

  34. #34
    Member Warnstaff's Avatar
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    Try this for your command line:

    -dev -modname Stock_Infantry_Only

    And for the sake of our eyes, please turn off your caps lock!

  35. #35
    sorry about the caps lock but i really want this mod to work. the same thing happens to me with the advanced ai mod. ive tried that command line, the one in the readme and it nevers works. ive uninstalled and reinstalled the mod countless times. Maybe im putting the files in the wrong place? i put the zipped folder in the main CoH file. Then i extract it all of the files there as well. Any advice?

  36. #36
    Member Warnstaff's Avatar
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    Are these files and folders in the MAIN company of heroes directory?

    Stock_Infantry_Only.module (file)
    Stock_Infantry_Only (folder)

    With the command line in the shortcut, it should work properly. Also, what does your command line look like copy and paste)? Sometimes people get confused on it's placement (I know I still do on occasion).

  37. #37
    1.Are these files and folders in the MAIN company of heroes directory?
    yes

    C:\Program Files\THQ\Company of Heroes\RelicCOH.exe" -dev -modname Stock_Infantry_Only
    my command line

  38. #38
    Member Warnstaff's Avatar
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    Well, as far as I can tell, there should be no reason why it should not be working. Hmmm.... try the tech support forum; this may be a larger problem.

  39. #39
    ive had the game since a few days after it came out and havent had any problems. ive had no problems with the commando realism mod too.

  40. #40
    @Warnstaff

    Thanks for taking care of those 'tech support' type questions. I'm not sure I have the patience to do so.

    However, people with problems of any kind should be aware that COH maintains a few log files that can help. And when using the -dev command line parameter, even more log files are kept. I believe these can be found in the my_documents directory under games.

    It's strange people have a problem with this mod or even Advanced AI mod. I never did since day one, but I'm not saying it isn't possible. Never saw a black screen or CTD with any mod I've used thus far now that I think about it.

    Oh well...

    Another quick update to Stock_Infantry_Only:

    Notes: (In no order)

    1. Hopefully, got the AI finally smoothed out. Armored cars will indeed show up towards late game. I played Hill 331 and the allied AI snagged the armor tree twice. At first this game was easy as axis. A few off-map artillery calls and some strafing was no big deal. Then came the waves of light armor. Painful.

    2. SquadAI modified. Rangers will toss a 'nade' when right clicking on a target if the ability exists or within range.

    3. Halftracks capped at 3 per side. All advantages Warnstaff created for halftracks removed. The AI doesn't use mobile reinforcement so it's basically a human advantage. Human players now need to move squads and halftracks closer as per defaults.

    4. Tweaked and mucked around with a few other things I can't remember. See the readme file.

    5. *Started a 'half-hearted' attempt at setting up optional larger squads. This comes in the form of a batch file so use at your own risk. You can manually rename the files if you so choose. See the options readme file if interested. Lots more to it then just adding two extra men to a squad.

    Thanks

    Version: 1.1.04 [07-11-07]

    Link:

    http://bellsouthpwp2.net/c/s/csh421/
    Last edited by UberBugz; 11th Jul 07 at 6:39 AM.

  41. #41

    Update 1.1.06

    Stock_Infantry_Only 1.1.06
    COH 1.70

    Should anyone be interested, here be another update.


    (In no order):

    - Weapon cover tables modified to make cover differences more obvious. Squads in the open or light cover will die quicker then those in heavy/garrison/bunker types of cover. These changes are not drastic, but the changes will show up in a long firefight between squads. Not finished tweaking these yet.

    - SquadAI modified to compensate for the above. Some people may not like this, but having the AI move your soldiers into cover matters more then it did before. As the player, you really don't want your squads staying put for too long.

    - Most vehicles can now retreat. Ally Motorpool and Axis Krieg Barracks have repair engineers to repair damaged vehicles. <-- See the readme text for why!

    - New tracer beams added for LMG and HMG weapons. These look much better.

    - At least for now, most of the ability spawner spam should be stopped. Most of these units are capped at 6. The two types of paratrooper units should be handled in the AI code or so I think.

    - Knights Cross units are back!. Squad size is 4 soldiers. AI will build these.

    - Weapon drop rates reduced. MP44 and Thompson smg can now be dropped and picked up. Grab these when you can.

    - Snipers capped at one per player. Health values increased. Why? Let's just say the AI knows when a sniper is needed. However, the conditions are random from game to game. Sometimes sniper heavy, sometimes not.

    - Lowered some of the axis ability munition costs a bit. Maybe a firestorm will show up when you don't want it to.

    - Both Axis and Allies get a 3 to 5 munition bonus. Axis gets this when first building the quartermaster. Allies get this when completing the second upgrade in the supply yard.

    - All infantry based AT weapons reduced to one per squad. These can still be picked up so some squads will end up with more then one.

    - Probably changed a few other things, but I can't remember what they were. Hopefully, it's all in the readme file.

    Thanks

    Version: 1.1.06 [08-12-07]

    Link:

    http://bellsouthpwp2.net/c/s/csh421/

    Alternate Link:

    http://hosted.filefront.com/UberBugz/
    Last edited by UberBugz; 12th Aug 07 at 4:04 PM.

  42. #42
    Capt. Snake
    Guest
    Link is not working :-(

  43. #43
    Yep. Something is up with my provider I think.

    Try this direct link. And keep clicking until you get your browser DL dialog. I have no idea why this is happening.

    http://bellsouthpwp2.net/c/s/csh421/files/SIO1.1.05.zip

    Even with that link, I can only Dl the file after two or three tries... And I've used other methods then a browser. Still no joy.

    Sorry.

  44. #44
    Member Warnstaff's Avatar
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    Try filefactory for temp-hosting

  45. #45
    @Warnstaff

    Probably wise to do that anyway... I'm not liking my provider all that much these days. Wretched bastards!

  46. #46
    Capt. Snake
    Guest
    Quote Originally Posted by UberBugz
    Yep. Something is up with my provider I think.

    Try this direct link. And keep clicking until you get your browser DL dialog. I have no idea why this is happening.

    http://bellsouthpwp2.net/c/s/csh421/files/SIO1.1.05.zip

    Even with that link, I can only Dl the file after two or three tries... And I've used other methods then a browser. Still no joy.

    Sorry.
    Thx it's working now..... time to play...

  47. #47
    Grump
    Guest
    I love this mod and would happily provide bandwidth on either of my two websites if you need a file host! Great work!!

  48. #48
    @Grump

    Glad to hear someone likes the mod. You can host it where ever you want. But you might want to get the newest updates from filefront. I'll be uploading there first from now on.

    Added another update SIO 1.1.06. Mostly some tweaking and bug fixes.

  49. #49
    Grump
    Guest
    If FileFront works for you, then you do not need me. I'd add an unnecessary step to the process.

    Thanks for the great work!

    By the way, where is the link to the latest version?

  50. #50
    Member
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    Hi guys, thanks for this mod. I'm going to grab it and have a play with a friend, cheers!
    "I'm sorry, I'm so very sorry."

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