@ Panzermeyer -
I can't say anything about implemeting Jagdtigers, that's the creator's work. But I read you couldn't post images. So did I, and I asked for help - which I got. Check this thread: http://forums.relicnews.com/showthread.php?t=184762
@ Panzermeyer -
I can't say anything about implemeting Jagdtigers, that's the creator's work. But I read you couldn't post images. So did I, and I asked for help - which I got. Check this thread: http://forums.relicnews.com/showthread.php?t=184762
"Anyone who recuits five new members into the Party gets to leave it. Anyone who recruits ten new members gets a certificate testifying that he was never in the Party."
Joke between German soldiers (mid 1943 and afterwards).
#552
Panzermeyer, believe me, I did research a lot about the vehicles in service during that battle.
Sturmtigers saw service during the Battle of the Bulge,
,Sturmtiger Kompanie 1000 and 1001 were assigned to the attacking armies.
As was the Tiger I. Schwere Panzerabeilung 506, wich served in the fightingaround Bastogne had one Company (4th) of about 10 Tiger I tanks.
So "506 reinforcement" doctrine ability calls in either a Kingtiger or a Tiger I by randomn. Thats the only way to get a Tiger I, so I think, its quite accurate.
Jagdtigers in the West were assigned to schwere Panzerjager Abteilungen 512 and 653. 512 received their first Jagdtiger in February 1945, 653 was divided. Second company was assigned to 17th SS Panzergrenadierdivison and took part in Operation Nordwind, first company was assigned to 15th Army, which was none of the 3 assigned armies , north of Aachen, and was held in Reserve for the Offensive, but I didnt find any combat records ( yet ).
On the other hand, it was a tactical decision for the mod. Sturmtiger has a total different role in
the game, its heavy mobile artillery, while Jagdtiger is just a more radical Kingtiger:
More powerful, heavier armoured and even less mobile.
Its a defensive weapon, which doesnt make so much sense for an attacking army. It cant keep pace (like Kingtigers couldnt either ) and has no turret.
JagpanzerIVs an Jgpanthers also proofed their high defensive value, but their offensive
capacities were inferior to Main Battle tanks.
Last edited by Halftrack; 7th May 08 at 5:28 PM.
In 1944 there were only 49 Jagdtigers produced. I doubt they would be usefull. They don't have a turret, which limits them. And they weight 70 tons. I know the KT weights about just as much, but the KT has a turret, which gives an advantage. It would be cool to have it in, but it would be also quite useless.
"Not a day goes by, that I don't think of the men I served with, who never got to enjoy the world without war." Major Richard Dick Winters.
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Hello,
thanks for the answes and help. But the URL-Problem was, that I inserted the url of some webimage between the "IMG" tags and I got the message "Your post contains URLs. Please remove them before posting" or in that manner, whenever I hit the "submit" button of the post. I then removed the IMG tags, just to leave the urls for clicking - same thing.
As for the Jagdtiger being to cumbersome and slow, that doesn't realy matter. If it's gun has an extremly long range and accuracy, this could compensate it. It would be like a mobile Pak-Bunker. Placed at the right spot and covered by infantry, it could blast away any oncomming assault.
I remind you of the highest german Panzer ace Otto Carius, who destroyed with his Jagdtiger on 11. April 1945 15 allied tanks.
Btw. Is there a way to get your tanks and stugs to drive backwards, when they need to get away. It realy pisses me off to see marders, jagdpanthers etc. start to slowly turn around (manouvering as if they were on a sunday picknick) and show their vulnerable rear to the enemy, when they need to get the hell out of there. And why isn't it possible to destroy those damned little car-wrecks. You cant even drive over them with a kingtiger or blast them away with 88's and artiller! It's so damned anoying, when there is a 1920 type carwreck on the road and all your tanks need to drive around it, blocking and clogging the entire path.
@ Panzermeyer -
I believe this is the solution to your problem with posting images. Take your time and read it, as it contains the answer to your question. I'm almost sure about that. Here's the link: http://forums.relicnews.com/showthread.php?t=173525
As for SPGs turning around instead of driving backwards, yes it is very annoying, and the only solution is - unfortunately - good microing. Try clicking a spot near to your SPGs instead of very far, and they will drive backwards to it. Do as many times as you need to save your SPGs.
Concering the Flak 88 being towed subject - Would it be possible to simply have a halftrack with an 88 "attached" (even though they're actually just one unit), and then lock down to fire? (instead of building one, it could be a call-in or something) Since there doesn't seem to be a way to attach it, just have it "attached" from the start.
#557
Finally the OF version!I've been waiting for this for so long.
Really looking forward to it when you will release it next week.
@ Latias: I'm quite sure that would not be viable. You cannot simply 'join' or 'attach' two units in any way (except maybe make them a single squad, but its just too problematic). Maybe you could have a 88 following a truck around, but ROFL that would be ridiculous (88 out of control!!! lol).
LoL
@newBAUS: That's what I meant, having a Halftrack with an 88 towed being a callin. Not sure if it's practical, just tossing an idea out there.
#560
Yet again, by the engine's capabilities it's possible, but we cannot use the Object Editor yet and so therefore cannot do such a thing.
Does anyone know the precise ETA? (so i don't have to log in every 15 min :-)
#562
)))
I am sorry, no.I am still on delay ..
Its just a small amount, but still a days work, then making installer
and such.. I hope to have the download ready on sunday.
Thanks! Looking forward to another version of the BEST mod for COH!
Can't...wait....Meerrh, who will ne doing the beta testing?
AKA Sad_eyed_Irony!!
#565
Hmmm...Re-installed VCoH today. Downloaded BotB.....And I want you to take me serious now....IT'S F*CKING AWESOME! I never played it before, only saw a dozen of screenshots. But now, after I played it.....Wow. I'm not really that fast enthutiastic about a mod, but this convinced me. (and this happend on my first 'birthday' here..One year member of RN :P) Can't wait for the OF version.Good luck lads!
P.S. I'm playing on 1.5, and I haven't encounterd any problems.
P.P.S. When I'm playing, it gives me the feeling that I am seeing Donald R. Burgett's story in the Ardennes from above.![]()
Last edited by Monkey Soldier; 10th May 08 at 3:01 AM.
Any chance you will make this into a persistent mod ?... damn that would so rock!
economy removal ftw ! focus on tactical fighting instead.. drool
I PM you halftrack but didn't get a response so I will ask you here in the thread (or any mod that can answere my questions) hehe- Ok I understand a little about modding adn I was asking does this mod install with your core COH files? or copy them over to a new directory so you wont have files rearranging? Or if it all goes in your COH directory then when you release this mod for 2.301 will it have an uninstall feature just incase things go wrong or you dont like it?
#569
darklen, I thought I did answer you... hmmm...
the mod ( like any other ) doesnt touch any original files. It will install into a seperate folder and will have a seperate shortcut.
Does this mod also include the Bergetiger, so you can repair and salvage your destroyed guns?
#571
nope. Salvaging and repair wrecks (!!) during a battle is quite unrealistic imho.
To repair a destroyed (!!) tank would take days, if not weeks.
That's good. I hated seeing me destroy Tiger tanks then a huge Bergetiger comes in and magically repairs it in seconds.
How goes the status of the mod now seeing as it is the 10th? I'm really hoping it comes out sometime today, but I understand that it'll come out when it's ready sometime later.
#574
damn, right. Its the 10th today. Will last a couple of hours though...
better expect it 2morrow... sorry for the delay.
late is better than never though
cant wait for it to come.
i just wanted to say this after catching up on the last couple pages, but people really need to just read the pages instead of just asking the same questions over and over and over and over and over again
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yeah, alot of people dont want to read 38 pages of stuff lol.
yup..next thing you know someone makes an 88 suggestion, worse if they don't even READ the last page, like asking 'When is it Out'?
There needs to be a link to a blog/twitter thingy that has active status updates. Although excessive, it would shut people like me up![]()
#580
Is the stug spam problem fixed? When I'm playing the AI usually spams Stug's.![]()
#582
the last test games, it spammed King Tigers. Is that more suiting to you ?
StuG Spam is quite historical, btw, it was the most produced German AFV in WW2
i dont think Stug spam is a problem with BoTB, its one of the many glitches with whermacht AI. Ill show you the main build order for the whermacht AI lol
PreOF- Piospam<pumaspam<stugspam
OF- Piospam<Pumaspam<Stugspam<Pantherspam
May i package the BOTB skins in an sga so i can play other mods or vCoh with them? I will take no credit and will include a text document with proper citations.
I guess Fiffa's server is overloaded at the moment, or the file hasn't finished being uploaded, 'cause I keep on getting 0 byte size RARs when I try the 2.301 download link.
EDIT: Turns out it was Firefox causing the issue. IE was able to download it no problem, but Firefox wasn't.
#587
Please report any bugs you notice.
We will attempt to solve them for a later version.
cool~ i try out..
#589
Fiffa is hosting for us.
under construction
http://www.botb.fiffa.net/
So I'm attempting to get a BotB game running with a couple of my friends, and it's saying that I have an incompatable version :\ I loaded up via battleofthebulge.exe, and I have the same version download it seems...
#591
definetively. There is only one version. Cant explain that yet, I just read the same in German forums
so the 2.301 one is out!!! yea and also does it have a installer or does of?
Also I have OF and would you recommend that or 2.301
Well, I certainly hope you guys figure it out. I'll keep my eyes peeled.
I had a wierd bug where the UI dissapeared. was like watching a replay with the hud turned off.
couldn't get it back up wierd bug.
#595
You need CoH patched to 2.301 to use BotB mod.Also I have OF and would you recommend that or 2.301
If you ONLY have Opposing Fronts, the mod will not work. If you have both, it will still work.
Basically the OF factions have been discluded. You can only play as Axis or Allies, not US or Wehrmacht or PE or Brits.
When in the main menu, the right side is just a pink "missing image error" box.
Otherwise I didn't see any game-stopping bugs in the game. I tried out the German doctrines and tried out the new vehicles. Very, very nice work on them, by the way.![]()
I have been following this thread since the beginning, and at least it is out!!! I´m downloading it right now!!!
Just restart the game, Main Menu Image will reappeal. It happened to me as well.
Fallschirmjäger Kompanieführer has both the throw grenade and observed fire abilities in UI position 9, so you'll randomly see one or the other in that slot.
Jagdpanzer IV/70 has a top MG gunner that appears when it reaches a certain vet level, but there's no opened hatch, so his body clips through the hull. Also that vehicle didn't have a top MG, it instead had a hull-mounted MG in the front. Though I'm not sure if you can add one there with the "mix model" approach.
will it work with 2.201? hope so, since i have steam version of CoH/CoHOF and the internet is down on the only computer that can run CoH(damn vista), so i cant update CoH.
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