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[*ToV*] New Enhanced Combat Leader: Beyond Overlord ver.2.9.4 Released!!

  1. #151
    the file is to big to store on mediafire they cap out @ 100MB. sorry, will re-upload to filefront again and submit the file there. hopefully that will get the file some better access.

  2. #152
    Member IndigoSpyder's Avatar
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    How about in Moddb?



    Copy my image code if you want Japan in a CoH expansion!

    BTW, fuck balancing. Give us the Japanese, Russians, Italians and French in CoH, pls awesome Relic team.

  3. #153
    i have posted a new mirror with an alternate download location at ModDB which should solve problems for those of you who have download issues with filefront. please check the first post for the download link.
    Last edited by hnunez; 29th Sep 08 at 12:16 PM.

  4. #154
    RAZ0RLIGHT
    Guest
    damn
    i dont have unit sounds in the german and english campaign of Opposing Fronts

    and the useable weapons on the ground arent marked
    Last edited by RAZ0RLIGHT; 16th Oct 08 at 3:51 AM.

  5. #155
    im currently working on bug fixes for the next release thanks for your post i will check on those issues and get to working on them.

  6. #156
    Member bwc153's Avatar
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    RAZ0RLIGHT, COPY the speech files in the archive (Program Files/THQ/Company of Heroes/WW2/Data/Archives) into the folder in the mod folder that has english something as a name then try it, it should have the voices (if not, try the Locale folder in it)

  7. #157
    Member ds_vet9091's Avatar
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    Great Mod, however, one bug I have found is that the last man of the mortar squad cannot be killed and still fires off rounds, even while on the move. ( I play in skirimish mode, so this may be the reason) Provides really fast and fun gameplay.

  8. #158
    Loewenherz
    Guest
    More to the point (regarding mortars): in Skirmish, early in the game vs. the AI, the mortar rules. To win, one need only deploy three or four mortar teams as soon as possible, then keep the enemy's base under steady bombardment (thus pretty much leveling all the buildings therein) while one's engineers/Pioniere capture points. I like that the mortar's range is more like it is IRL, but thus it's almost a magic bullet. Of course, if the AI can deploy a mortar team or two, watch out. Also, playing as Wehrmacht vs. US, mortaring wins the day, whereas vs. the British, I get mortared to smithereens.

    On the plus side, though, I like having engineer/Pionier units that are combat-worthy! (Now if only both could plant demo charges and hurl satchel charges....)

  9. #159
    yep great idea ill put that in the game asap.

  10. #160
    good job hnunez..clearly a lot of work went into this!

    comments

    pro:

    unit sizes are much better
    diversity of units refreshing
    like the armoured combat feels more realistic
    love the motor range

    con:
    motors outrange hummel/motor halftrack/etc? (would like to see all indirect weapons with similar ranges)
    need better descriptions for infantry units ($no range$ errors)
    would like to see better defenses (ie trenchs) for both sides.


    Overall very good mod...keep er coming...and congrats

  11. #161
    Member Zeek's Avatar
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    I seem to be missing unit names for well, everything. Did you include the .ucs in this release?

  12. #162
    the next release should fix the UCS issue and provide the UCS file. the mortars range will be fixed also so that they shorter in range than the hummel and rocket artillery.

  13. #163
    Rannug666
    Guest
    Bug: Allied Mortar is invincible, My Squads didn't Attack the Mortars, and instead just ran up to them and stood still. It was first when i used the "Fierce Granate Assault" that they attacked them, But still the last guy in the Mortar sqaud is invincible.

    P.S. can be one of the best mods.

  14. #164
    Brunogg
    Guest
    I trully think this is the best mod i ever played in terms of gameplay, the sounds are also amazing, really realistic. Good job mate for real.

  15. #165
    thanks for your support the next release will be alot better than this version and will fix alot of bugs.

  16. #166
    Member IndigoSpyder's Avatar
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    Hnunez, you have plans for the Brits and PE someday?

  17. #167
    yeah im working on them right now.

    and will add more content to add more diverse units for each company command ghq for each opposing fronts doctrines
    Last edited by hnunez; 22nd Apr 09 at 7:12 PM.

  18. #168
    the next release will feature: Required Doctrine for Starting squads (engineer) for the allies

    Allies start with at-guns, Willys MB 1/4 ton. 4x4 Jeeps (.30-cal M1919A4), MMG, Mortars, engineer squads

    Required Doctrine for Starting squads (engineer) for the wermacht (Heerstruppen) Infantry Army Doctrines: at-guns, nebelwerfers (for ss-waffen units), bmw r35, H.M.G.s, Mortars, engineer squads

    Required Doctrine for starting squads (PE) Panzer Army Elite Doctrines nebelwerfers (for ss-waffen units), bmw r35, H.M.G.s, Mortars,Panzergrenadier Halftracks, Panzergrenadiers squads

    Required Doctrine for starting squads British Army Doctrines at-gun, Bren Carriers (.308-cal M1917A4), MMG, Mortars, engineer sapper squads

    Automatic doctrine benefits call-in don’t cost command points don’t have requirements for armored doctrine

    Automatic doctrine benefits free artillery bombardments don’t cost command points don’t have requirements for infantry doctrine
    Last edited by hnunez; 17th May 09 at 9:17 AM.

  19. #169
    u got this working with v2.502? or u using 2.301?

  20. #170
    2.301 ver. at the moment havent patched yet waiting till tales of valor is purchased to update mod to 2.502

  21. #171
    Josh
    Guest
    Hello. I've been trying to install this mod but seem to have a problem with it. I extract the ECL folder along with the module, created a new shortcut with the parameters on the first page, but when I try to run it, nothing happens. Can someone help me out?

  22. #172

    the module file

    the module file needs to be changed to run with 2.502 or greater i havent done that yet so it will not run with versions above 2.301

  23. #173
    Member citizensoldier's Avatar
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    any time table on the modules? I'm itchin' to try out the mod I love all the accuracy you've done on paper, and would like to see it in practice

  24. #174
    Josh
    Guest
    Ok, thanks hnunez.

  25. #175

    new module file

    i am currently beta testing the latest file which would make the mod 2.502 compatible now just download the file and replace with the old .module file. when the new file is released.

    -new .module file hosting mirror-
    http://files.filefront.com/ECLbrar/;.../fileinfo.html
    Attached Files
    Last edited by hnunez; 5th Jun 09 at 11:16 AM.

  26. #176
    Public Beta Release Download latest opensource beta (ver.2.9.1) at moddb.com see first post for download and installation instructions.
    Last edited by hnunez; 5th Jun 09 at 8:15 AM.

  27. #177
    Member []inveigle[]'s Avatar
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    Hmm, I do not see anything to download at that link. Are you through uploading? I'll try back in a bit.

  28. #178

    Public Beta Release Download latest opensource beta (ver.2.9.1)

    -file front hosting mirror-

    http://files.filefront.com/ECLb291ex.../fileinfo.html

    -mod db mirror-

    http://www.moddb.com/downloads/enhan...-leader-ver291

    Release Date: Public Beta Release Download latest opensource beta (ver.2.9.1) at moddb.com I’ve released another new beta, this takes the advise I received a from players and attempts to address some bugs. Please feel free to try it out and a give your input. It attempts to correct the missing key entries address glaring balance issues and introduce some new squads. please feel free to download the latest version and try it out and remember to leave your feedback.

  29. #179

    Steam Group setup

    game community thread will post major game tournaments and will allow players of the mod to connect with other players and fans of the ECL mod allowing them to connect together for games and other events.
    http://steamcommunity.com/groups/enhanced-combat-leader

  30. #180
    ModDB Group setup
    game community thread will post major game tournaments and will allow players of the mod to connect with other players and fans of the ECL mod allowing them to connect together for games and other events.

    http://www.moddb.com/groups/enhanced...eyond-overlord

  31. #181
    thanks to the current mod team and its associates

    The Current Mod Team
    Me/You/Us_all?...................Creator, Designer, Art, Beta Tester

    The Former Mod Team

    Coder
    Papent...................Creator and Coder

    Art
    Bigboss756..............Art Director
    DoctorLee...............Skinner

    Beta Testers
    Col.Sanders.............Lead Beta Tester, & Open General
    Wombat..................Beta Tester
    Dales...................... Beta Tester and Photographer

    Special Thanks to:
    SIG21_Surgeon & the rest of Normandy_44 MOD Team for permissions to use some of the graphics from his mod
    Unit Icons Provided By RGB.
    Halftrack for some of the Graphics
    Georider for some of the Graphics
    newbaus for some of the Graphics
    Xalibur for some of the Graphics
    IrisDane for some of the Graphics
    GnigruH for some of the Graphics
    AnyKey for some of the Graphics
    Warnstaff the AI codebase

    And last but not least, THANK YOU for trying out our mod because without you it wouldnt be possible!

    - Most infantry can construct a simple slit trench for basic 'in the field' protection (trenches no longer have the 'titanium alloy armor' statistics of generic Opposing Fronts)
    - Bullets, shells, explosions, etc., are slightly more dangerous than generic CoH values
    - When a vehicles engine is destroyed ('in the red'), it is immobilized until repaired
    - A wider variety of units, abilities, and supporting call-ins
    - Improved defenses for all 4 factions
    - Most infantry units can 'escort' a unit (infantry-tank cooperation)
    - Most vehicles can provide 'support' to a unit by following it(tank-infantry cooperation)
    - No more 'automated automatons' crews in a mg pit, etc., now defenses have a proper population count(ex ; mg pit counts as 1 population)
    - Realistic unit population values (ex ; churchill croc. tank has a population of 5, not 16)
    - Infantry in heavy(green) cover can auto-camo (this presents good ambush opportunities)
    - US airborne and British commandos/airborne can now build and upgrade behind enemy lines
    - Mortar and most artillery units ranges have been increased
    - Most infantry now stand a chance against tanks
    -Wehrmacht gains veterancy like US, but a bit slower
    -Most British troops can throw grenades when a captain is built

    Suggestions / Criticisms / Concerns
    feel free to P.M. or Post here
    Also you may contact me on Xfire same name here as there

  32. #182

    $019238

    Gdya from the looks of it its a great mod ive played and im geting this on all the new units and abilities u have added
    like the new enigneers and the mechanized inf( so i assume) anychance of realesing a hotfix for this or any tips on how to fix it?
    "Float like a butterfly... Sting like a bee"
    http://www.facebook.com/topic.php?to...2010#post40872
    Zombie Mod Facebook grou.

  33. #183

    the ucs file patten.ucs

    http://www.moddb.com/members/wolff69...ttenenglishucs

    the ucs file patten.ucs is included and goes inside the folder X:\Program Files\Company of Heroes\Coh\Engine\Locale\English\

    adding this file will eliminate any no key errors. it contains the Patten.Eglish.UCS and must be added manually (this is a temporary hotfix wich will be addressed in the next release.), this takes the advise I received a from players and attempts to address some no key error bugs for missing entries. Please feel free to try it out and a give your input. please feel free to download and try it out and remember to leave your feedback.
    Last edited by hnunez; 7th Jun 09 at 2:29 PM.

  34. #184
    Skruteas
    Guest
    Both downloads are corrupt for me.

  35. #185

    Enhanced Combat Leader ver.2.9.1 (ucs file hotfix)

    extract the .rar file then run the CoH.exe into the following directory the ucs file patten.ucs is included and goes inside the folder X:\Program Files\Company of Heroes\

    adding this file will eliminate any no key errors. it contains the Patten.Eglish.UCS and must be added manually (this is a temporary hotfix wich will be addressed in the next release.), this takes the advise I received a from players and attempts to address some no key error bugs for missing entries. Please feel free to try it out and a give your input. please feel free to download and try it out and remember to leave your feedback.
    Attached Files
    Last edited by hnunez; 7th Jun 09 at 4:59 PM.

  36. #186

    Hotfix

    Thanks for the hotfix but unfortunately it didnt work it has been istalled in where u told me to put it so yeah i didnt quite work any tips?

  37. #187

    Enhanced Combat Leader: Beyond Overlord

    yes im am uploading a hotfixpatch to fix the missing locale $no key errors bug and adding a shortcut to run the game from for your desktop tonight.

    @you the installer:

    1.start with a clean install (delete all previous versions and locale file for the mod) then reinstall the enhanced combat leader mod hotfix_patch_ver292.exe and extract that to your company of heroes directory @ "C:\program files\thq\company of heroes\"

    2.then run the locale installer named CoH.rar extract that then install and extract that to your company of heroes directory @ "C:\program files\thq\company of heroes\"

    3.then run the game from the shortcut. (enhanced combat leader)

  38. #188

  39. #189

    @luckylegs

    your maps are so good i would like permission to put it into distribution with my mod so others can see how beautiful the map you have made is. while the play enhanced combat leader multi player online games sessions. @sat.9pm http://steamcommunity.com/groups/enhanced-combat-leader
    Im recruiting players to beta test live and give back feedback multi-player matchups to ge the coveted player of the week/day award.

  40. #190

    company of heroes enhanced combat leader: beyond overlord

    http://blogs.myspace.com/index.cfm?f...n=blog.ListAll

    company of heroes multi-player online game modification enhanced combat leader is on myspace.com feel free to blog it. use it to setup games and chat.

    http://profile.myspace.com/Modules/A...x?appId=136410

    just login with your username that you want to see in the chat no password is necessary to log in. then just press the login button and start the chat.

    company of heroes enhanced combat leader: beyond overlord ver.2.9.1 mod group gaming thread at yahoo for multi-player online games

    http://games.groups.yahoo.com/group/...combat-leader/
    Last edited by hnunez; 8th Jun 09 at 9:57 PM.

  41. #191
    Member huetti07's Avatar
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    Austria
    go on with your nice mod!

  42. #192
    Member citizensoldier's Avatar
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    The Heart of America, Ohio
    just for info: seems that ucs file causes problems with other mods and such..Is there a way to just be able to add it to ECL's locale folder and work as opposed to the main COH/engine/locale folder? also, does this mod work in any of the single player campaigns? Thanks for all the hard work and the adoption of Pofia mod...

  43. #193
    "ECL Is a multi-player game modification for Company of Heroes"

    ...i know i risk incurring the wrath of everyone who visits this forum but i have to ask a stupid question:

    is it possible to play this mod single-player?

    I assume the answer is "No," but i don't play multi-player & this mod looks terrific

  44. #194
    you can play single player campaign/skimish against the AI

  45. #195
    Member []inveigle[]'s Avatar
    Join Date
    Oct 2004
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    Taking a walk down Heaven St.
    I have to say that this is one of the best mods I have played for CoH. I had the chance to play the chit-based game when I was much younger and you have translated the concept superbly to the engine. All the elements are there and it is shaping up quite nicely. The AI could use some work (ie more aggressive). Thank you and keep up the fantastic progress.

  46. #196

    enhanced combat leader: beyond overlord ver.2.9.1

    thank you for your comments i appreciate your input you are very welcome to join the gaming group and recieve updates, find players, and more.

    http://steamcommunity.com/groups/Enhanced-Combat-Leader

    http://games.groups.yahoo.com/group/...combat-leader/

    http://www.moddb.com/groups/enhanced...eyond-overlord

  47. #197
    Member []inveigle[]'s Avatar
    Join Date
    Oct 2004
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    Taking a walk down Heaven St.
    Confirmed bug report: Any unit that has a timed setup ability (nebelwerfer, AT, arty ability etc.) you can have them disembark the weapon and then immediately mount again and the ability will be available.

  48. #198
    Hi, this is a great mod, just one thing, when i'm playing I get a yellow box near the HQ's saying: .lua file missing, let there be panic.
    In the warnings.log I found: FILESYSTEM -- filepath failure, missing alias 'TOOLSDATA:autoloddecimator.lua'

    I had a "no range" error but I fixed that.
    Don't know if I'm missing out on anything with that missing .lua file.

  49. #199

    Thank You for your Input!

    thank you for your comments i appreciate your input your comments are very important because the feedback you provide will give us valueble debugging information.

  50. #200
    I have crashes now, sometimes when i'm playing it just crashes and the relic error screen pops up.
    Last time a small screen popped up saying something like: bug: splatt resource dll not found.

    I noticed when installing it said twice that a file was already in existence, I didn't replace the file with the one windows was copying at the moment.

    Could you help me please, cause this really is a great mod.

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