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RELEASE: "Battle of the Bulge" - v 3.5 "Unternehmen Nordwind"

  1. #901
    Senior Member Panzer Jager's Avatar
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    It won't be a campaign, but rather most likely a co-op mission, and PERHAPS a single-player mission, but SP-missions take alot more coding.

  2. #902
    Member Deacon412's Avatar
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    omg awesome...

  3. #903
    When I tried playing a skirmish today, the enemy just captured three territories and then stoped completely. I had to bother them for a bit before they began to play normally.

    Also, i don't know why the fallshimjagers are still wearing their jumpsuits if they should of gotten their warm-clothing by now. Also, if they really want to camo shouldnt they wear WHITE with brown?
    AKA Sad_eyed_Irony!!

  4. #904
    Senior Member Panzer Jager's Avatar
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    Also, i don't know why the fallshimjagers are still wearing their jumpsuits if they should of gotten their warm-clothing by now. Also, if they really want to camo shouldnt they wear WHITE with brown?
    Just a tip:
    Do not question Halftrack's work about realism. All the skins were heavily researched and planned by Halftrack, and all involve using images of the real uniforms to 'paint' over the stock skins.

  5. #905
    Member Deacon412's Avatar
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    for some reason, when my friend trys to start this, it plays through the whole intro vid then when the bink video thing comes up he gets: cannot start application message....whats goin on with it???

  6. #906
    Im not questioning HalfTrack, its just that:
    1. Germany pioneered camo
    2. some troops were from Russia
    3. Fallschimjagers were no longer paradroped so i thought that they might of gotten suit-up for marching with an army

    No offense, all i have is common sense. Its not like im demanding this, im asking 'whats up with that?'.

  7. #907
    Member MirrorImage's Avatar
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    During the battle of the bulge fallschirmjagers were paradropped, just extremely scattered to where the allied though there was a big operation going on I think.

  8. #908
    There were only like 1200 or so that were paratrooped, but as they were scattered by bad weather, bad planning and Flak, the allies though it was a divisional jump, and while they only fought a small guerrilla war, the allies spent precious resources on the first days of the offensive trying to fight the ghost Fallschirm Division.

    The not so famous operation Strosser
    Once more victorious... The Red Army stands!!

  9. #909
    Member Deacon412's Avatar
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    jw when i play online theirs uber lag for no reason...why???

  10. #910
    hmm, after a few days of practicing with the American faction, i have become very well rounded in all the different armies ^.^, problem is, now i am starting to lose my touch wiht the German faction , The tactics seem the same, its just the allocation of resources that is strangely different

  11. #911
    Splinter54
    Guest
    Hello everybody

    I have three questions:

    1. Are the PaK's so bad or do i use them wrong? - i mean my tanks can shoot really far, the American AT also, but the PaK38 and 40 have the same range like in Vanilla [i use camouflaged foreward observers]
    Also i can't camo them - how can i do so?

    2. Generally towed guns [AT Guns] and FlaK 8.8cm seem to be unrepairable :S
    Or can they? With wich unit? Bunkers, Pioneers and that Offmap Opel Blitz Rapir Truck don't repair it.

    3. Which Half Truck is able to refill troops in the field - is it even possible?

    Thanks in advance - that mod is really a very awesome mod

  12. #912
    Why do infantry inside buildings stand little to no chance Its as if it provides no cover, and any infantry (basic or elite) can become mince meat at the hands of rifles and volks. I only find buildings useful for MG spam early in the game, but its a cheap way to keep the enemy initial troops from going anywhere (still useful, still my favorite tactic) Can you atleast give garrisoned infantry the ability to camo and then have increased fire power when out of hiding. Building raiding would also be awsome, or when infantry garrison a building with camo'd troops, the first half will be slaughtered at the door and the rest will be forced out. If the enemy is not camo'd, then the infantry will raid the building with force, american troops will have the upper hand then

  13. #913
    Senior Member Panzer Jager's Avatar
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    Sad eyed, do you have to cry about everything?
    No changes were made to buildings and cover.

    Also i can't camo them - how can i do so?
    You don't, that was removed. Same with this:

    3. Which Half Truck is able to refill troops in the field - is it even possible?

  14. #914
    Well Panzer, I don't mean to annoy you, I just thought that this was still in Beta and that bugs should be reported. Also, I dont think its ever to late to implement a good idea.

  15. #915
    My friend is getting the same problem as Derge, any solutions? i'll keep looking thought the thread, sorry if I've missed it.

  16. #916
    Member Deacon412's Avatar
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    i also was wondering how to apply an improved AI mod...the ai is so dumb...just like in normal coh...

  17. #917
    _Scharfschutze_
    Guest
    First of all, I'd like to say that this MOD is absolutely the best I have ever seen for CoH OF.
    In spite of tank engagements are not really "realistic", and 57-mm AT penetrating front armor of T-VIB looks absolutely insane, I understand that MOD team just tries to make the game playable, and to keep some balance.
    Historically, there is no any evidence that frontal armor of T-VIB was ever penetrated in action by any AT weapon. Moreover, when American forces used single captured KT for bazooka teams training, they learned that no single shot from numerous hits succeed in penetrating this vehicle armor.
    I understand that such realism level could be devastating for the balance, but I'd like to play the MOD, where single penetration could kill the tank, as it happens in real life.
    Maybe it would be better to completely remove production buildings from the game and make all the forces called offmap?
    It is a bit strange when we talk about realism and still produce T-V tank in less than 100 meters from the front line.

    By the way, I noticed that KT used in the MOD uses Porshe turret. IMHO, Henshel turrent from the screens on the first page looks much better.
    Please consider if this possible to make AT and 88mm guns repairable again.
    And one more idea. Those machine-gun shooters from the tank turrets should be very vulnerable for incoming fire. Basically, as vulnarable as AT gun crews. Is it possible to make them "switchable"? To make them hide back in the turret when it is needed, and make them shoot again when player would be ready to place them under the risk in exchange for extra anti-infantry fire (bazooka team approaching the tank from the rear, for example)? Such approach would be far more realistic, IMHO.
    Last edited by _Scharfschutze_; 3rd Jun 08 at 12:13 PM.

  18. #918
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    Here is a good link for realism to the above post about the 57mm.

    http://www.battlefield.ru/index.php?...id=123&lang=en
    Never confuse a single defeat with a final defeat!

  19. #919
    _Scharfschutze_
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    Here is a good link for realism to the above post about the 57mm.

    http://www.battlefield.ru/index.php...mid=123&lang=en
    I am interested in WWII history for a long time and I know about the Testing of the King Tiger at Kubinka.

    First of all, I wrote that 57mm gun had not a single chance agains FRONTAL armor of T-VIB. And this is true.

    In addition, you will not find any evidence that frontal armor of KT was ever penetrated in ACTION. When you can place the shoot after the shoot in stationary hull, this is not the real combat. ;-) Do you know what fatigue of metal means? How could you know how many impacts were deflected before the first penetration? ;-)

    No single Allied forces tank Ass reported KT destruction in the face-to-face duel.

    Moreover, you have to take into consideration that this tests were arranged by our Soviet guys, who liked to tell everyone how bad everything which was not produced in the USSR.

    Just look for such information from any other sources. You will not find it because there is no any.

    Real combat experience tells that KT was a formidable opponent and WAS NEVER destroyed in action due to frontal armor penetraion.

  20. #920
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    I didn’t formulate an opinion.

    But in fact, that source I provided verifies that a 57mm wasn’t able to penetrate the armor from close distances. They instead showed that the 76mm and larger had a chance. Not that those results were good since they weakened the armor with every new test shot. But still. Point in case the 57mm… even with AP rounds… could not penetrate the front armor!

    You see, I was supporting your claim. Not refuting it. If you read down to the comments below…others verify that the Tiger Tanks were abandoned and destroyed by their crews well before any allied units destroyed them. Furthermore 45 Tiger tanks- lost or abandoned destroyed 500 allied tanks! This… well… speaking for itself is: BAD ARSE!!!

    I’m a history guy myself. I enact as a 3rd FJ riflemen.

  21. #921
    Actually the IS2/ISU122/152 and SU-100 reported success in frontal engagements.
    In fact nearly every engagement between these opponents resulted in heavy losses for both sides and it all came down to the tactical situation. Any and all tanks always tried to flank other tanks simply because you could fire a few more shots at your enemy before being detected.

    As for the soviets writing those reports, they were no different to the Nazi ones saying
    'With our new Tiger tanks mein Fuhrer and ve vill throw ze americans back to ze beaches in 2 months'
    And those who a few years earlier were saying Pz3 was the best tank in the world...and then they met the T34/KVs...

    Or the Us counterparts going, 'this is the M4, best tank in the world boys'...that's until you meet the tanks the rest of the world has in combat....But then it'll be too late...

    As for the 57mm/aka 6pdr copy, it was replaced by the 3in/76mm gun mounted on the M10(which in turn was replaced by the 90mm as it too couldn't handle frontal engagements) because it was not fit to take on any 44' armour. Its also worth noting UC 57mm didn't have HVAP shells nor HE. British did...not that it really made that much difference ...

    Somehow there is a weird tendency to discount soviet acounts in favour of german ones being more accourate, while discounting german accounts in favour of American/British ones...the truth is always somewhere in the middle...

    On a last note, US.British units tended to identify practically every AT gun as an 88 and every Tank as a Tiger in Normandy.
    There were 2 main reasons for that.
    1)Every Main german tank/AT gun could knock out US/British tanks at ranges over 1km and was therefore assumed to be an 88 since intelligence told combat troops that the sherman could take the pounding unless it was facing a Tiger!
    2) Because they had told them, if it's a Tiger/88 this is a valid reason to call immediate arty/airforce strike rather than try and take it out alone...
    Last edited by Widowmaker1; 3rd Jun 08 at 1:22 PM.
    R.I.P MrScruff-A very talented and valued friend who is sorely missed

  22. #922
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    Actually the IS2/ISU122/152 and SU-100 reported success in frontal engagements.
    Yes, yet... they had a bigger punch than the 57mm

  23. #923
    I think mines should play a bigger role instead of just suprises on a road or a surprise near a depot capture point.

    Maybe riflemen can be upgraded with the ability to throw a mine (reduce radius to virtually point blank) so they can immediatelly immobalize an overpowered tank

    It helps keep the enemy tanks helpless, although I doubt Riflemen can get near a puma at all.

  24. #924
    Hmm, I'm trying to play online with a friend, but it says we have an incompatible version. I didn't think we could play together against AI, but can we not play at all together?
    Last edited by Asiriya; 3rd Jun 08 at 2:31 PM.

  25. #925
    Senior Member Panzer Jager's Avatar
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    Maybe riflemen can be upgraded with the ability to throw a mine (reduce radius to virtually point blank) so they can immediatelly immobalize an overpowered tank
    Sigh..
    Arn't there sticky bombs?

    I think mines should play a bigger role instead of just suprises on a road or a surprise near a depot capture point.
    We could increase AoE damage, thus actually harming a 6-10 man squad.

  26. #926
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    I download this mod last night- about 7:00pm EST and played it well into the early morning today. I'm now at work tired.... yet... not too tired to write to the MOD team in congratulations for an excellent, and by no means take emphasis away from, EXCELLENT MOD!!!!!!!!!!!!

    Tonight I plan on playing a 2vs2 match with friends using this MOD as I just wrote them E-mails with an Attached quick link to the download.

  27. #927
    I like this mod,is on my top play list, with the Afrikafeldzug, and the Eastern Front, CoH will aquire a new dimension of gameplay.

    sovite losses in tank engagements were bigger than german ones always, but they could replenish their losses almost immediatly, giving them advantage over the germans.

  28. #928
    Got the mod working, do love it oh so much. Cheers mod team

  29. #929
    _Scharfschutze_
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    Actually the IS2/ISU122/152 and SU-100 reported success in frontal engagements.
    You know, during the Kursk battle in 1943 all the soviet pilots reported in total more air victories than Germans really had both military and transport planes on all the fronts...

    Let us look closely on following numbers:
    D-25T gun (IS-2 main 122mm gun) and D-25S gun (ISU-122 main 122mm gun):

    Shell____muzzle__angle____distance,m/penetration,mm
    ________velocity__________500__1000__1500__2000
    AP-471___780____60°______122__115___107___97
    ________________90°______152__142___133___122
    AP-471B__780____60°______125__120___110___100
    ________________90°______155__143___132___116

    D-10 gun (SU-100 main 100mm gun):

    Shell____muzzle__angle____distance,m/penetration,mm
    ________velocity__________500__1000__1500__2000
    AP-412___880____60°_____125___110___92____87
    ________________90°_____155___135___115___100

    It is absolutely clear that these guns had not a chance to penetrate neither 185mm/10° frontal turret plate, nor 150mm/50° top frontal hull plate even from the distance of 500m due to a very sharp impact angle.

    Yes, these shots were a really powerfull ones. But not powerfull enough to make a real penetration.

    Moreover, no one from allied tanks had a real chance to approach T-VIB closer than 1500 m. The only Allied tanks which had a chance to come closer than 1500 m was either in ambush (in this situation we can talk rather about side hits, than frontal) or ... DEAD .
    Last edited by _Scharfschutze_; 4th Jun 08 at 11:14 AM.

  30. #930
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    I think someone may have asked this… but… why do the Volksgrenadiers have an MP-44? Is this accurate for the time period? I thought at most they were issued two MP-40s? one fore the NCO and one for the assistant of the NCO.

    Anyway, I kind of like seeing it! Combined small arms in small infantry tactics is way more interesting to watch. Furthermore, infantry battles last a lot longer! I love it!

  31. #931
    Senior Member Panzer Jager's Avatar
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    I think someone may have asked this… but… why do the Volksgrenadiers have an MP-44?
    Because Volksgrenadiers recieved loads of MP44s and G43s, and some MP40s. The Volksgrenadier squad in stock also has a single MP44 (as Wehrmacht squads do.) This is called the 'Squad Leader Rifle' and it fires like as if it were semi-auto.

    Is this accurate for the time period?
    Yes. MP44 was introduced in early 1944. Hence, MP44
    It was originally called the MP43, and MkB42. In late 1944 it was renamed to StG44, and the G43 was also renamed to K43.

  32. #932
    Member Deacon412's Avatar
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    do you have any plans for making the German 7th armies 88's to be used as artillery?

  33. #933
    Member bwc153's Avatar
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    do you have any plans for making the German 7th armies 88's to be used as artillery?
    they dont need to, the germans already have that LeFH18 (spelling) 105mm howitzer.

    Is the BoTB team planning on implemementing this when the OE comes out and it is finished, to replace the reskinned 105 mm US howitzer (that you say is a LeFH18)

  34. #934
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    ah!!! Yep, I stand corrected. For the time period… it is accurate! Well done!

  35. #935
    I miss off-map artillery. Can it be implemented as a MASS attack like the air attack in the German Fallshirmjager doctrine? except maybe it can only attack a territory selected, like the defensive arty from Vanilla OF, except that it doesnt wait for enemy units, it just blows the hell out of the territory.

    It can be called mor ethan once, but it can have a long recharge time, and can cost 300 ammo.

  36. #936
    I for one, do not miss it at all.

    My only problem with the doctrines currently; is the off map combat groups that are in all of them except the Panzer Army.

    I think the actual group should be smaller, because if you make it any more expensive, it will no longer be able to be used as a come-back mechanic. Like 1 panther and a PzGren squad in a half track, instead of 2 panthers an ostwind and a halftrack.


    Just limit the groups to 1 heavy vehicle and 1 light / infantry or 1 heavy and 2 light.

  37. #937
    Funkyman831
    Guest
    I am having (massive) problems with this mod. I download the patch from here and it gets done. I extract the Download to my COH file and click on the Battle of the bulge starter thingy. It goes thru video and DOS. I go to skirmish and theres only Aerican and Wehr. It loads up and when i get in it says Fatal AI error! HOW DO I FIx X(

  38. #938
    http://botb.fiffa.net Halftrack's Avatar
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    Only American and Wehrmacht is totally correct.

    To avoid those AI problems ( funny, normally it only appears in Multiplayer games )
    go to the folder BotB/Data/Scar and delete everything except luaconst.scar and

  39. #939
    Funkyman831
    Guest
    and....?

    i looked in it and thats all there was in that file. Also i have pushed pause and played by myself whilst ingame w/ the fatal AI error and i see alot of glitches such as blue boxes and purple boxes XD ahhhh X( Half track how did u get yours to work

    are there files im missing or something??????????????????????????

  40. #940
    Maybe you have the wrong version of OP installed, or your download was corrupt, I don´t know, mine worked perfectly.

  41. #941
    Funkyman831
    Guest
    If someone were REALLY NICE maybe you could copy down all the names of the files in your folders to see if im missing something or if i need to delete something. I know its alot but i MEAN if your REALLY nice lol. Pllleeeaaassseeeee Only the Botb folder of course and your Botb mod has to work XD

  42. #942
    http://botb.fiffa.net Halftrack's Avatar
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    okay, blue boxes indicate, that its a different problem:

    It seems that your data folder has lots of files missing.
    please extract the complete!!! rar directly into yourr CoH folder.

    The folder "BotB" must hold more than 450 MB, otherwise sth. is wrong.

  43. #943
    Member Panzer_Jager's Avatar
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    I just want to say the 88's as artillery is a horrible idea because of the flat trajectory that there rounds followed

  44. #944
    You could make them flat trajectory but explode in mid air over the target. Kind of like overwatch but a little less excessive.

  45. #945
    Member Deacon412's Avatar
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    they were angeld to fire indirectly in WWII...to fire on ground targets and to air targets

  46. #946
    Funkyman831
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    I figured out my problem, i had a file named BotB 2301 that i extracted to COH folder, and it wasnt working so i saw another without the 2301 and extracted, i went to BotbRun FIRST DO NOT DO Battle Of The Bulge application first! i was missing some sound files so i just got them from the 2301 file and placed them in there and it all worked out. Oh and BTW if u dont like the sounds u can individualy take them out or remove the whole thing.

  47. #947
    This mod is really good and all, but is it me or is the SS panzer tree really weak? I thought it was suppose to be Wehr's power tree, but I seem to always loose as SS while I win most of the times with all the other trees.
    Sup! It's kaoS from Electrofish Studios

  48. #948
    http://botb.fiffa.net Halftrack's Avatar
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    Well, again that 88 - artillery discussion.

    You have leFH18 and Nebelwerfers, there is no need for another indirect fire weapon.

  49. #949
    I'll be happy with them when I can repair them

  50. #950
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    This mod is really good… however, perhaps someone can aid me in finding out why my friend and I cannot play multiplayer?

    The mod works fine… save multiplayer. We get an incompatible version error. I do not understand! We could play just fine together without the MOD.

    What could cause this? We both have version 2.301. We both have working versions of the BOTB mod. In fact, we used the same .rar file as I gave it to him via local network.
    We both have offensive front.
    We both have the same exact map pack.

    Therefore… Is this mod working on multiplayer?

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