its out for latest version for many monhs nowLink for dl is in the first post.
#1301
its out for latest version for many monhs nowLink for dl is in the first post.
OMG! Even more months of fun with the WORLD BEST GAME!
Thanks for this mod you've put your heart into, she's looking very polished.
I guess u do all realize that panicking soldiers and vehicles are very easy to be killed in BoB.
Vehicles turning and running expose the back side so it's even an easier kill. I fail to see why a tank can't retreat U can still have the tanks retreat manually but that's a lot of micromanagement in a scenario when there's very heavy damage taken and u can never be everywhere at the same time. This would decrease micromanagement but not change the gameplay since u can still retreat them manually.
Actually, what i don't understand is why routing troopers go to the main HQ instead of the closest HQ. In case this mod is built, i'd make the routing tanks flee back to the closest repair center.
#1304
Routing troops back to HQ is normal in CoH.
In the next version of BotB you can build a rally point, to which you can retreat your troops to. Best idea would of course to build it near your forward HQ.
Hi again, Can I ask about the AI, and which mod you might be using, or maybe it's your own?
#1306
no mod, and very few AI tweaks, will be some more in the next version.
i know you hate this question, halftrack. but i have to ask:
when do you plan to release the new version?
Says enough, don't you think?"Battle of the Bulge" for 2.301/OF Next Version at the Gates. ETA One Week.
"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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Remembering way back in the day when i used to play against the OF offical AI, it was broken, so does your mod play any differently?
Well does the AI spam units?
Thanks. i'm going to give this a go this evening.
It's does seem better in that the AI tries to do some combined arms stuff, and coordinated attacks. But it still seems to spam some units. I played a game last night where it was throwing priests out like mad and trying to use them like tanks. To be fair though I also saw M10's, shermans and variants, and M8's.Remembering way back in the day when i used to play against the OF offical AI, it was broken, so does your mod play any differently? Well does the AI spam units? Thanks. i'm going to give this a go this evening.
#1311
well, in next version you will experience better AI behaviour, where priests act
as they are meant to, staying behind and constantly shelling the enemy ;D
Looking forward to the new version, been waiting to try this for OF for a long time (been busy playing DOW while waiting).
#1313
...still continuing the updates for next version...
American Infantry assaulting a German Bunker.
Well, alright. A Bunker. Ever found it strange, that Bunkers and other
heavy emplacements can be built within minutes, as the concrete normally
needs weeks to dry ? Wink Well, we did. In Normandy, such Bunkers can make sense,
as the Atlantic was heavily fortified. A lone forest in Belgium ? During a suprise attack ? No way.
So Bunkers and MG Emplacements have been removed, ( base defenses not ) and
other defensive abilities have been strenghtened.
Medic and Repair Stations can be built seperately, Tank traps are totally uncrushable and
must be blown with Defuses. Barb wire has the chance to ruin vehicles tires or tracks when overrun.
Mines costs have been lowered.
BMW Motorcycle Scout Squad
As the new visibility system now is in, combined with the new arms,
seeing the enemy before he sees you, is eminent to win a battle.
BotB provides your scouting units with toggable Googles. When stationary, yYour scouting units
( Scout Infantry, Cycles Jeeps ) can make use of it, increasing their sight range.
While this is active, the unit cant move before untoggled.
Scout Cars like M8, SdKfz 222, 234/1 and 234/2 cant use them by default, but can do so with earned Veterancy.
US Repair team repairing a damaged M4A3E8
The repair teams have been altered for the new version as well. Old ones were quite charming, but had
some disadvantages, they took long to run over the map, got lost, repaired what they wanted aor not at all.
Not really the kind of obeying orders you are used to in the military. Grin
New Teams work differently. First of all, ALL german Doctrines now can build them, too, in the Kriegsbarracks,
but need upgrade to Assault phase for it.
The new team consits of two units. The Squad is loaded in a truck when produced, and has to leave it.
Repair is now targetable again, so you can repair ATs guns. The truck itself is quite important.
It contains equipment and stuff, and when near, the engineers repair faster than without the truck.
What else will be new ? Click here! And here!
halftrack, if your considering using a mod AI, I really like what Cpt Combat has created. Infantry move with armored units and theres a lot of surprise stuff in there.
ugh… Halftrack… I hate to bother you with any more additional questions… however, did you enable units to fire weapons like the Panzerfaust etc… from a trench?
I love that you can now do it from buildings… but… I am not sure if a trench counts as a building in the entity list or not.
Never confuse a single defeat with a final defeat!
I know it's too late for this but perhaps in the future...ever thought about an auto/timer calling vehicles back to the closest repairing center for refuel/rearm ? That would be really cool. Infantry out of ammo would also be a great thing.
@GShock74
infantry out of ammo would be nice.
but the other suggestion is simply -sorry for that- crap. such a function would cut off gameplay and micromanagment.
we want to play a game, not to hit the startbutton and watch a movie.
Last edited by fragiator; 29th Aug 08 at 3:06 AM.
Am surprised of how moddable this game is. Unless a real ammo/fuel counter can be added, such a change, with the hidden timer, would be too simplicistic compared to the changes BotB already added.
Nonetheless, managing assaults and defenses including ammo/fuel and making the troops and vehicles autorout when they run out, would add a deeper layer of strategy (and also slow down things a bit) to the mod.
Who knows...perhaps in the future, i am very content with what i see in skirmish mode...the AI doesn't always jam the bridges with structures and it's lovely when the mod works as intended.
Tic Tac, Toc, the week is passing![]()
Limiting a units ammo/fuel is a bad idea, first of all whos idea was it that capturing a plot of land would grant you fuel, ammo, and manpower? I think that ARTY should be limited in a sense, where they need supply trucks to keep them going.
Oh and, why dont the americans produce snipers? I think I saw one once, but it could of just been me![]()
AKA Sad_eyed_Irony!!
I always wanted artillery to have a cost of about 25 munitions in order to fire a barrage and up to 50 munitions for a more powerful artillery barrage; such as the calliope. In this way it would certainly prevent spamming artillery indefinitely based on timer waiting alone.
Anyway, I think game-play would suffer greatly if we placed fuel and ammunition limitations on vehicles and troops whereas they need to resupply. Bad, bad, bad idea!!!
PS> I’m not even sure forcing players to spend munitions in order to use artillery is a good idea either! It would require some massive rethinking of artillery unit resource costs.
or...what if we do what they did on vanilla? make arty have VERY slow timer, but have supply trucks speed it up by alot.
Oh well the possibilities are unlimited...think perhaps of something that, after a structure has suffered 50% dmg, starts the fire and consumes its HP ...if you don't fix it with engineers it will crumble and you ll have to rebuild it![]()
I don't want to bash you there, but I don't think the engineers were rebuilding houses in various villages during (or even after) combat.
Unless of course you are talking about your base buildings.
Last edited by Herr Kodax; 30th Aug 08 at 1:30 PM.
"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).
Any chance we will see the release for the holiday weekend here in the States...![]()
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Of course, only the base buildings.
#1326
hey Halftrack, how did you change the Volks symbol and the Grenadier one? Making new things or...? Also could you make them for me, but then no winter clothing, just change the rank thing.![]()
#1327
Data\Art\UI\Ingame\Symbols.
Also within the SBPS unit squad_UI_ext: icon name.
(Icon name connects to a few different things; symbol, portrait, and unit <within the data\art\UI\ingame folder>)
#1328
I know how to assign them, but what I mean, is that the rank thing is changed. And that is been changed into the file... How you did it?
Any status changes for R2's release? It's been a week(if not more) from your announcement.
#1330
err... well, this weekend I had to go to parties, laying around at the beach and that sort of things, sorry
still fixing things,
another reason is, that we are cooking out another soup, which we hopefully could integrate in the mod, but which isnt boiled enough yet...
as far as I know more of the chance to have it done in short time period,
I will decide if to include it or not, for that time the release will be on hold.
either way, we are still fixing bugs and small problems, to present you
a more or less polished version.
I personally dont like to release bugs.
Can't wait for next version.
More releases is better IMO, you can always release smaller patch type things if you want to include new features.
Last edited by Infidelicious; 1st Sep 08 at 6:20 PM.
Smaller is better, it maintains momentum. There's always something else to add, but at some point you have to say 'NO! MUST RELEASE!' and save the rest for the next release.
Of course this doesn't apply if your version has known bugs.![]()
It is alright half track... I tried Realism Reborn mod. Not a bad start... but he needs to do a lot more work. I'm going to suggest a few things to him.
#1335
Yeah, this mod is just one of the BEST ever made I think!
Btw, I didn't get an answer on my question....![]()
Looking forward to R2 though, the preview of those upcoming changes should make it very interesting, especially tank warfare.
I just realized, this is reply #1337 of the thread! But post 1338. Eh.
Last edited by yoshi245; 2nd Sep 08 at 1:23 PM.
Halftrack or anyone in the “know”
I could use a small tutorial or maybe just a quick write up, on how to add player made custom .sqa (I think maybe .sba or something that starts with S and ends in A) to the maps list in COH BOTB.
Basically… how do you add maps… because I got custom maps to work with the COHLauncher… though… the models were all messed up with pink boxes. Please help!
#1338
In general, the easiest way of adding custom maps is the following:
sgb maps just have to be extrcted/copied into the BotB/data/scenarios/mp folder.
Maps in sga format can be converted to sgb with corsix tool,
( open single sga archive - extract all files in this folder )
the, when in sgb formats can be copied to the above mentioned folder.
Alright... I'll do that then. Right now I’ve place the .sga maps in that directory thinking they would work using the COHlauncher tool... which, technically the maps loaded... but the BOTB models did not.
Anyway… is there a particular version of corsix tool(s) that I need to do this? Bah… nvm… it should be easy enough to figure out. Thanks.
mmm this week is getting too long!![]()
how can i disable vsync in this mod? i tried editing the shortcut - didnt work out
so any ideas?
It's been 9 days Halftrack!
Just want to say I was able to add maps with ease. Thanks! I'll get rid of that COHLauncher as it does not help much.
#1344
Good News everyone.
Testing and bugfixing has come to an end.
( that doesnt necessarily mean that there are no more bugs, but we cant find so much more)
Sorry to you all for being so late.
While we prepare the installer version, I will do some GFX polishing
over the weekend, hopefully finish one more map.
Some minor tweaks have to be done, but yes, we are about to launch.![]()
Yay, great to hear. Can't wait.![]()
#1346
I've been waiting, this is going to get me playing CoH again....
If stupidity got us into this mess, why can't it get us out?
haha, Better late than never Prof. farmsworth, what is your next big project once this new version is released?
#1350
Some update:
The actual version is finished, it just needs the installer to be applied.
And as there is always more to tweak, I am quite happy with the actual version.
AI is kicking quite a butt, I just had to face a Tank Attack covered by Infantry, backed by Arty. This is an exception... but it still is quite demanding. You will have hard times
as Single Players.
The "reality" level is WAY higher than in the old version, not only concerning AI, which
does handle most of the new changes surprisingly well,
sight, veterancy, weapons, upgrade system and the ATC Capture System do really add a lot to it.
Prepare for a different game, coming in the next days.
@SEI: oh, the one or the other. I think I will have a closer look at the OE, and meanwhile figure out a campaign or sth.
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