where do I download the OF version and do you know when the installer will be available
where do I download the OF version and do you know when the installer will be available
First page, second link.
"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.
I found a glitch, although it's really unimportant because of the insane amount of resources needed to exploit it (2000mp+an inhumane amount of munitions). After you call in a Sturmtiger, there's about a 33 second delay before it comes in. After 30 seconds, you can use the ability again and call iin a second Sturmtiger before the first Sturmtiger comes and prevents you from calling in more.
This is really a very good mod. I've been waiting for it and it was well worth the wait. I really enjoy the realism you've tried to put into the mod. Using tanks as heavy cover and tanks not being crushable are two good ideas.
Tried to play online but got a synch error message. Is there anything special that has to be done to play online. For example is the COH sga map launcher required etc.? You state in your first post that you have set a up a Hamachi server for 1.71. Does this server support 2.301?
Any advice would be greatly appreciated.
The SdKfz 251 can run over PaK38s and PaK40s, even friendly ones. I discovered this when a friendly AI's halftrack ran over and destroyed my PaK40 when it was on its way to where it was needed. As a consolation prize it ran over its own PaK38 shortly afterwards.
I'm guessing anti-tank guns are now crushable, but the problem is that the vehicle AI now paths over them. It assumes that friendly crushables will get out of the way, but anti-tank guns are vehicles and ignore the "beep beep coming through" AI message that vehicles send when they path through infantry squads. So the anti-tank gun stays where it is, and the crushing vehicle doesn't care, and squish boom "Unit lost!".
No the second link is the 2.301 version notr of where can I download the OF version?
If you only own OF, this mod won't work for you. They've only enabled the Americans and the Wehrmacht, not the British and the Panzer Elite.
actually need both...
I don't have both and I can play skirmishes, but I (along with some friends) have incompatible versions with all of the other games hosted. It's very odd.
Started playing it earlier, was fun. Enemy went spamming M8's and eventually shermans while I went panthers/KT. I did notice a few things:
- Current medic bunker deal: 4 corpses = 8man zombie volks squad. Is that intentional?
- Pios can't repair vehicles or tanks. I had to make repair bunkers, while they did do the job, the repair pios eventually ran around the map all gathering up at 1 of my repair bunkers. But are regular pios not meant to repair vehicles/tanks?
- On another game, sturmtiger was just labeled as tiger.
- In relation to field repairs, I was playing 5th Panzer Army and had Instandsetzungsgruppen on the field and tried to repair my Jagdpanther with it, but didn't work for some reason.
Last edited by yoshi245; 11th May 08 at 8:03 PM.
The truck for the Instandsetzungsgruppen is like a repair bunker, you'll probably notice two repair pioneers near it when it first enters the battlefield. The problem is that they don't follow the truck at all, instead they only move when the truck is near a damaged vehicle. So you have to park the truck near a damaged vehicle, and wait for the pioneers to jog across the map. It's a bit more mobile than a bunker, but you have no control over what the pioneers repair, or where they go.
Medic Bunker: Not intentional, its an error. Fixed. Thanks.
Pios cant repair vehicles or tanks anymore
Repair Bunkers, Instandsetzungsgruppen
and Repair teams can. Like sturm said..they spawn with rep pios and when truck drives there, the pios have to catch up.
that will take a while. ..
its a kind of testing, an AUTO repair function, but maybe
they will be replaced against targetable repairteams again...
OK, I am extracting the rar to my main CoH folder and all I can get to run is the vid before CoH CTD. My CoH is a fresh install (as of two days ago) and patched to the latest patch. What am I doing wrong here or is this a known problem?
Posted by Sturmhaubitze:
I can confirm that happening with the opel blitz truck as well since I accidentally did it to one of my PaKs...The SdKfz 251 can run over PaK38s and PaK40s
"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).
Inveigle# try the "BotBMod.exe" to run the mod, it executes the mod without the intromovie.
@ inveigle -
What nobody's saying works. That's what I did when I installed it, and no problems occured.
Still not working here. It seems that it's a problem on my end and not the executable. I'll reinstall (uhhhg...) in a few days; I'm sure it will sort everything out. Thank you.
maybe Installer version will help.
Very nice, just got through playing Bastogne and BotB for the first time, awesome job guys.
Ok, can we just check that, you've unzipped all the files and placed them all, in the COH folder.
Then double clicked on the that BoTBmod(exe) from within the coh file? It could be me, but originally i hadn't placed the 'BoTBmod(exe)' in the file but had in on the desktop
R.I.P MrScruff-A very talented and valued friend who is sorely missed
I see guys playing online with it, but I can't join...how can i join them?
The American Machinegun Team is to powerful. It can kill the Puma and the Halftrack. While my German Machinegun Team can't even dent the American Halftrack. This really needs to be looked at. There is no way an American Machinegun team could knock out a PUMA. Maybe if they had a .50 cal. But then they would not be running around the map with it either.
So any update on why people are getting incompatiable versions, and not being able to play multiplayer?
nope, not yet. sorry.
To be honest, the possibility of playing the mod online is quite new to us,
so this issue has to be looked at.
Some people can join, some not. Seems to have sth to do with grapgical settings,
some said the model detail setting may be responsible, some think its
custom skins installed with skininstaller, but I doubt that.
Might be true, I have an edited WW2art.sga for vCoH. So that might be it, gonna check if i can play with the original one.
Yay for Panzerwerfer 42!
So if it's model detail, what are they using?
It worked! I changed my modifed WW2Art.sga to the original WW2Art.sga and i can join the games now, don't have the "incompatibale version" error anymore.
The mappers really need to make the snow optional, be mindful of the lower-end PC users, even at lower settings the weather is going to put a strain on their computer making it unenjoyable for them AND everyone else playing with them really...
This can be easily done by packaging the map with 2 custom snow atmosphere settings, one with & one without snow. Then just have the weather text file refer to those atmosphere files.
You should also eliminate all vCoH maps from the map listing so users can only select the BOTB maps. I believe fldash, the Europe in Ruins developer found a way to do that, you might want to talk to him about it. Right now the list is a little cluttered with maps that you don't want people playing on .
Aside from that, haven't played enough to comment on other things although I was kind of annoyed by the camera so I took the liberty of taking it out myself. You should consider making it optional at the installation imho.
2 things just spotted in a random game;
(ss panzer army)
1- hummels constructed ok, but still get the PE vet rank att/def upgrade - overlooked?
2- the Peiper King Tiger call in contains an Ostwind .. but the SSPanzer army can only build Wirblewinds - dunno if its was overlooked or not, just seemed a bit odd
loveing it so far, good work all
Looking great, I can't wait to try it out! Not to be a ass but, installer maybe by the weekend?
Halftrack (or anyone) is there another link? It appears your server just went down and I really want to try this out! Thanks.
edit: Guess it's up now again
I downloaded it, and I really like where this mod is and is going to go! (i've always wanted Pak40 and jagdpanzer ingame). cant wait for the actual Wespe model! The skins and models already ingame are for the mostpart superb! the only exception is the sturmtiger: when it blows up the superstructure kinda floats above the destroyed body.
Ya this mod is very awsome. Still has a ways to go, but so far its the most promising mod out there.
We shall rule this galaxy once more.
GREAT mod Just one major thing could there be a snow on off thing, it lags me bad bu the gameplay is awesome
Here's some issues that I ran into:
- FJ sticky grenade needs bigger range, the current range is not at all ideal and makes the squad run into the tank and die in most cases, it's extremely aggrevating to use. The range of the sticky needs to be at least bigger than the actual radius around the squad instead of a radius around 1 man.
- AT Guns/PAK guns are not at all viable, tanks with a forward observer can just snipe them. And even when they are in range, I still usually see the tanks win in only 1 - 2 shots, I'm guessing the damage + range from tanks was buffed and AT guns were forgotten. If anything, they need at least a bigger range to compete with the larger tank ranges.
- Infantry AT, same problem as above, infantry needs to get up really close to be able to use the AT where as tanks can just kite them with ease. Infantry AT needs slightly increased ranges, this could come at the cost of additional decreased accuracy over longer range for Panzerschrecks & Bazookas.
- Snipers are no longer a good counter to MGs, this is because the MG range was increased where as the sniper range was not. Combine this with the lack of cloak and you're sniper, especially the allied one, will take severe damage or die trying to kill the HMG...
- MG bunkers don't have the increased range HMGs have, making them absolutely worthless in comparison to using a standard HMG.
- Infantry reinforcement cost was not adjusted from vanilla, even though squad sizes were generally increased significantly. Imho the reinforcement cost should at least be reduced slightly to compensate for this. I also noticed volksgrenadiers seem vastly significantly inferior to riflemen at any range, in any cover. Even though in vCoH they are meant to be superior on larger ranges.
- Endgame madness: this is really my biggest problem with the modification, after x amount of time, usually by the time everyone gets their later doctrine abilities, T3 & T4, the game just ends up being a tank battle. At this point, you rarely see infantry anymore, just the occasional squad to capture. It's just not worth it anymore because you have these tanks with superior range & damage to everything else in the game and an infinite supply of KTs, Tigers, Jadpanthers, M36s, etc etc for a relatively low cost.
Infantry is not even a viable alternative in the game mid - later game, if someone builds up an army of tanks, you're either forced to do the same or you lose.
This also has a lot to do with the things I mentioned in the above issues, infantry AT ranges, AT guns being worthless, large reinforcement cost, etc.
There are just some observations after only a handful of games, I'll post more if I get some more games in . Amazing work on the mod regardless though, it has come a long way, you guys have done a terrific job on skins, maps, models, doctrines & gameplay in general. Relic's definately going to sweat if they ever try doing better!
This mod has the potential to be great, but as already said, this initial OF release has some childhood deseases. Unknown already mentions many of them.
But the main problem is the tank/call-in domination late game. The doctrine design is the main problem here. The are way too many off-map call-in abilities, especially on the allied side.
Every allied doctrine has several cheap tank call-ins which can dominate the game. In a 3v3 we had complete map control and almost completely destroyed the allied bases but they kept throwing us back with Jackson and Firefly call-ins for over an hour...
But similar, though less often, on the axis as well: Kampfgruppe Peiper; 1 KT 1 OW, 2 HTs and 2 Waffen Grenadiers for 1200. After unlocking this one, why should I ever get anything else? Makes the game boring.
Some other not yet mentioned detail is that there are too many sherman variants. I would keep it at the 75/76 mms and the Firelfy.
most of the skins looking great, but Jagdpanzer IV L70, hetzer, jagdtiger looking like low res.
the 7. german army is absolut useless.
the FlaK 36 and LeFH18 killed many times by gay strafing runs.
the tigers have paperarmor, bad accuracy and have absolut low dmg. THIS IS THE TIGER not the Panzer II!!!
for the KT the same, low damage and paperarmor.
the M10 take 3 hits from a tiger frontal before the tank say godbye.
the game balance is very bad for germans.
Last edited by Scytheman; 13th May 08 at 7:23 AM.
@ Unkn0wn -
I have to disagree with this:
Just today, I had a squad of volksgrenadiers behinh 2-3 trees. That means 3-4 of them were in yellow cover. And then a rifleman squad appeared, and my volks started firing at them from medium to long range. I took no casualties, while they had to retreat. Also, volks in trenches do tremendous work, but trenches are another thing...I also noticed volksgrenadiers seem vastly significantly inferior to riflemen at any range, in any cover.
"Endgame madness". I can't agree more.
Endgame Madness: I think a more restricted poplimit will be helpful...
I have to say, I am absolutely gobsmacked with this release.
The effort you guys put into this is phenomenal, I can't wait to get my teeth back into it again!
On some of the balance issues, here's my thoughts.
Some of these players seem to abit too obsessed with the Axis being able to crush anything and everything while being invincible....
For instance, I had a King Tiger take on 2 M10s and 4 M8's, it was my own stupid fault I lost it, the KT as armoured as it is is not 76mm proof.
It's damage is also fine, it will cut up most tanks in 1 or 2 hits so it should be left as such, not sure what scythman's game was doing but my King Tiger has little problems with most allied tanks.
I haven't actually seen a Tiger I yet or the Jagdtiger so I shall wait before I talk about those.
The Jagdpanzer is pretty damned cool, although the shell spawns slightly above the gun, but I guess that's what you get without being able to animate it.
On the subject of Volksgrenadiers vs riflemen, Riflemen are volunteer's and well trained, while Volksgrenadiers are conscripts and old men, there is no reason that a basic Volk v Rifle fight should turn out with a Volks win.
On the Endgame Madness: I think if Kamfgruppe Pieper was restricted to 1 call in with the Ostwind replaced with the Whirbelwind, it would be much nicer.
The Waffen SS definitely need that call in though as most of their abilities are sneaky rather than in your face.
Restricting tank call ins would be a good way to go, but as they are now, they are worth waiting for, just that you can have too much of a good thing right now.
The Halftrack has a small bug with the manned MG upgrades as it changes it to 2 men on MG's so when you have a squad in it, there is none of the squad there.
Maybe the Halftrack should permanently have it's cover over it when you get the MG upgrade, unless you can somehow recode it to change.
I was also wondering if the StuG IV could have a shurzen upgrade, I miss it dearly .
On another note, the infantry squads work really nicely!
The Volksgrenadiers look great with their mish mash of weapons and clothes!
Kingtiger has by far the most HPs, 1100 in fact, while strongest allied tank, the jumbo sherman has 800. The Tiger I was by that date quite obsolete because of the non-sloped armour.Also the Kingtigers gun inflicts most damage, about 25% more than the strongest
allied one, the 90mm Gun of the M36.
It could need a better accuracy, though.
Only to a limited extend. I think the population is fine. It is not the amount of troops in the endgame that is the problem, but that these are always the same units, and that you can continue spamming them even without map control or unit factories.Endgame Madness: I think a more restricted poplimit will be helpful...
After being unlocked, the offmap call-in abilities provide the only units people use on from that point of time. They are most cost effective, and you dont need anything but the HQ and the constant MP income to call them in.
My suggestions to solve this problem:
1. Reduce the amount of call-in abilites. Maximum one per doctrine. American infantry doctrine is most needed here.
2. Make call in groups specialists, not allrounders. Sturmtiger is a good example, Kampfgruppe Peiper a bad one. A Sturmtiger is an addition to your unit pool, Kampfgruppe Peiper replaces it.
3. Decrease the amount of units call-ins give, and hardcap them stricter. For example 1 Jackson instead of 2 Jacksons, for half the price, but you can never get more than 1. In current endgame, people just spam high-end tanks and normal tanks like P4s and Shermans are not used at all. Stricter Hard Caps would lead to more realistic (and more fun) tank force compositions and battles.
The current state reminds me a lot of early Blitz gamestyle, where the StuH and Tiger still came with a unit of stormtroopers, and no hard cap at all. Once unlocked, people spammed nothing but them.
Last edited by APEX; 13th May 08 at 9:59 AM.
Actually, you're thinking of Volkssturm.On the subject of Volksgrenadiers vs riflemen, Riflemen are volunteer's and well trained, while Volksgrenadiers are conscripts and old men, there is no reason that a basic Volk v Rifle fight should turn out with a Volks win.
Volksgrenadiers are what Grenadiers became in late 1944; Grenadiers were renamed to this.
That's why there's no Grenadiers in BotB.
Volksgrenadiers are conscripted, moderatley trained men in their 20's -> 30's.
Volkssturm are conscripted, poorly trained men (and sometimes women) in their teens -> 60.
I also noticed a lot of the maps have higher munition/fuel points available to them right outside this base, I really do not think this is a good idea gameplay wise as it brings the game down to tank/artillery/offmap spam fast when these points are OPed.
Higher resource points should always be located around the middle of the map, lower ones should be directly around the base.
That's just my 2 cents anyway.
i've found that on a couple of maps the americans build loads of m10's and shermans and just sit them in their base making it realy hard to win. and on another map that ill find again in a bit the germans recruited nothing but snipers which was realy annoying. but apart from a few little bits its a great mod and much more challenging and the ai uses loads better tactics.
One of the 2 vs 2 maps that has a railroad running east-west along a ravine, and a single bridge crossing at the center, has an AI issue regarding buildings. The two top bases have very small exits (tank traps in the way), and the AI has a tendency to build stuff right in the way of an exit, forcing vehicles to use the other base's exit instead (or just get stuck). Removing some of those tank traps and widening the exits would help.
I have just downloaded the mod and i only want to use the mod file and the module file and make my short cut like my other mods. I still use the dev thing so i need to know the full name of the mod i.e. "C:\Program Files\THQ\Company of Heroes\RelicCOH.exe" -dev,
"C:\Program Files\THQ\Company of Heroes\RelicCOH.exe" -dev -modname PopulationCapMod
Please be so kind oh great mod makers please tell me the name.
I believe it's -modname BotB.
Just look at the .module name .
Why don't you just use the shortcut though?
(And why would you need -dev?)
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