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

  1. #201
    @hnunez -- great mod -- have only played a few times yet, but enjoying it.

    Question about the gfx: i see in your credits you thank some modders for the great skins. when i play, though, i get the (hideous) vanilla skins -- although i did notice, for example, when I upgraded the StuG w/ MG, the officer who popped the hatch had the cool panzer-crewman black uniform skin. but in general, nearly all the skins are vanilla -- ?

    am i doing something wrong? I would *really* love to play without vanilla graphics...

  2. #202

    Modified Skins

    http://www.moddb.com/members/wolff69...eyond-overlord

    @magnan
    I’ve released another new beta ver.2.9.2, 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.

    @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)


    @sandman
    download enhanced combat leader ver.292 has new skins from the contributers below modified all company of heores skins

    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.
    Painter for some of the Grahics
    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
    Last edited by hnunez; 7th Jul 09 at 4:28 AM.

  3. #203

    enhanced combat leader ver. 292 hotfix issue#1

    @enhanced combat leader ver. 292 hotfix issue#1 weapons range/accuracy download the updated weapons files:

    http://forums.relicnews.com/showpos...0&postcount=570

  4. #204
    sorry, but i'm seriously confused here -- i downloaded "hotfix_patch_ver292.1" and extracted to my Company of Heroes directory... I had already installed "ECLb291" the other day.

    launched ECL from the shortcut ... the mod runs (as I can see from the 15 man pionier squad) but the skins are still vanilla.

    I deleted the mod and tried a fresh reinstall, this time starting with the older package "Enhanced Combat Leader v.2.9.2 (Sept. 29, 2008) then extracting the beta. When I launch the mod, same thing: vanilla skins.

    ...what steps am i missing here?? help very much appreciated

    EDIT: OK i think i see what i did wrong -- should i overwrite v.291 with v.292 when i extract them both into my CoH directory - ?
    Last edited by sandman0875; 13th Jun 09 at 1:58 PM.

  5. #205

    skins hotfix

    correct extract enhanced combat leader ver.2.9.2 and install that one instead of 2.9.1 or overwrite ver.2.9.1 with 2.9.2 that corrects the skins problem.
    Last edited by hnunez; 13th Jun 09 at 2:22 PM.

  6. #206
    can't seem to get this right -- i overwrote v.291 with v.292. Now, some custom skins are working, but the vanilla 'team colors' are still superimposed on them: for ex. the StuG IV has the camo & zimmerit but *also* the hideous blue 'vanilla' markings: the "S68" and the giant iron cross with blue trim...

    ???

    just so i can test: should the Wehrmacht basic pioniers -- the ones you start with -- have custom or vanilla skins? In every install i've tried, they *always* have the vanilla skins.....

  7. #207
    right now the engineers are vanilla skinned and yes the team colors are on for players i dont know how or why they get superimposed on the skins but a skinner can answer that question better.

  8. #208
    Installing the new version now, just one thing, there is no module file in the 2.92 extracter, should i use the 2.91 module or what?

  9. #209
    yes use the 2.9.1 .module file for any version of the enhanced combat leader modification

  10. #210
    Ok, it works, no crashes as of yet.

    One question, am I missing a lot, for example, I can't find all these units, how do I make them?

    Spoiler


  11. #211
    Member []inveigle[]'s Avatar
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    How soon will we see and updated AI?

  12. #212

    AI

    i will have to pm the other team members who can speak ai script scopes and code language so we can start work on a custom ai or implement new scar scripts like i would like.

  13. #213

    New version of enhanced combat leader

    Im planning on releasing another version for Enhanced combat leader which will feature new defensive emplacements for three of the four factions in the game:

    Allies—

    57mm antitank nest
    105mm artillery nest
    40mm bofors nest


    Commonwealth—

    17lb. antitank nest
    25lb. artillery nest
    40mm bofors nest
    Machinegun nest


    Werhmacht—

    50mm pak antitank nest
    20mm flak nest
    88mm flak nest

    Panzer Elite—

    50mm pak antitank nest
    20mm flak nest
    88mm flak nest

    This latest version will also fix the weapons damage/accuracy problems of the previous versions. Please leave your feedback and tell me if you want these new buildings included in the enhanced combat leader mod.
    Last edited by hnunez; 29th Jun 09 at 3:58 AM.

  14. #214

    The Doctrine System

    The doctrine system will be revamped so that units from the various army groups will have access to more doctrinal abilities and receive better options for their artillery support, resources modifications, and troop availability. The distribution of abilities will be made in a rational order providing units with a better balance of artillery support options.

    American/British

    All company command units recieve victor targeter ability,V. Corps (1st, 29th Infantry Division & 2nd, 5th Ranger Battalions), VII. Corps (101st, 82nd, and 4th Infantry Divisions) towed artillery only, and 2nd [H], 3rd [H] & 5th Armored Divisional Combat Command artillery units receive creeping barrage, counter battery, and overwatch as bonus abilities for their artillery options. All British artillery can receive creeping barrage, counter battery, and overwatch as default artillery abilities.

    Werhmacht/Panzer Elite

    Wermacht LXXXIV.Armeekorps: 716.Infanterie-Division, 352.Infanterie-Division, 709.Infanterie-Division, 319.Infanterie-Division, 77.Infanterie-Division, 266.Infanterie-Division. XXV.Armeekorps: 343.Infanterie-Division, 265.Infanterie-Division, 243.Infanterie-Division, 275.Infanterie-Division. doctrines receive sector artillery and registered artillery as bonus abilities for their artillery options. Additionally Waffen-SS doctrines receive firestorm, rocket barrage, and V1 barrage abilities as their bonus artillery choices
    Last edited by hnunez; 29th Jun 09 at 5:10 AM.

  15. #215
    I will be releasing a new version of enhanced combat leader very soon which corrects many game bugs and is easier to install this new version adds many new changes that are listed in the change log which is displayed during the installation process, this new version also addresses several issues concerning the missing UCS locale file, the weapons damage and accuracy bug and streamlines the installation process making it very simple to install the enhanced combat leader mod.

    ===============Custom/Other Changes=============

    - Change ammo cap/fire rate of automatic weapons (More Historically accurate)
    - Historically accurate vehicle and weapon names
    - Unit Abilities and costs redone
    - Higher Unit Population Cap.
    - *All New Doctrine System: reorganizes/amends default Company of Heroes: Opposing Fronts allied/Axis doctrines(Not fully implemented yet)
    - New Artillery Abilities for US Infantry
    - Created a new ballistic model for target acquisition, tracking and engagement for tanks that is based on real world physics which adjusts aim/time modifier ratios for all anti-tank weapons to match historic data values
    - Created a new method of calculating movement rates using real world physics to model as accurately as possible all historic data values of every vehicle in the game
    Last edited by hnunez; 7th Jul 09 at 4:25 AM.

  16. #216
    Member []inveigle[]'s Avatar
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    THank you for the update, looking forward to it!

  17. #217
    Mod is great, had a few issues with strength of enemy, first couple times I played it seemed difficult but I could win, this on Normal. Then axis armies hardly took damage and kill my units with a couple bursts, my mg nest could only take a couple hits, tanks one hit and would blow and my guys would be suppressed anytime enemy would fire. It was unbeatable, I tried it on easy and it was still hard but I could pull out a win.

    It got to the point where there was no point in upgrading, just send low cost troops till I got enough CCP to get the Pershings which could hold up.

    Did a complete reinstall with the new weapons range/accuracy files and it's so much better.

    Only problem I have now, I tried to play with mixed armies, I'm British and cpu is U.S., the game locks up after loading map and press start, can you not play with mixed armies?
    The other thing is, omg there are so many units sometimes my sreen nearly freezes, my last game I had a pop. cap. of 237 and I only used 72 and it was about to lock up my screen and I have a decent system,lol.

    Great work,looking forward to some maps.

  18. #218

    Unit squad limits

    thank you for your comments they are very appreciated currently im redesigning the command trees and balancing the call-ins so that they provide players with a wider range of support troops in a balanced and more historically accurate way, there will be bigger battles as the size of a reinforced company with all its assets will be quite large however the computer wont spam certain units anymore because of unit hard cap limitations that will be placed on all squads this should mitigate the problems with spamming and will make the game more enjoyable while maintaining balace.

  19. #219

    Scale of Unit Formations

    the scale for enhanced combat leader deals with historical organizational structures from historical references and provides players with a diversity of unit combinations that historically worked well together it also enhances the tactical feel of the game by changing and modifying the way units fight and gain veterancy eventually I will also implement a SCAR coded platoon system that will provide players with an off-map reinforcement system that will allow players to purchase units in platoon scale which will arrive from off map as reinforcements during engagements, and allows players to scale their forces up to a full company with reinforcements from their higher headquarters which allows for battalion level engagements in battles involving three or more players per team.

  20. #220

    New version 2.9.3 of enhanced combat leader

    I just uploaded a new version 2.9.3 of enhanced combat leader: beyond overlord to ModDB it should be available within several days please feel free to download it from the 1st post on this thread and as always the feedback you provide will be very appreciated.

  21. #221
    Member []inveigle[]'s Avatar
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    Thank you brother.

    P.S. You do realize that forum decorum dictates that one simply edits their existing post to add new information if theirs is the last post, rather than making two or more successive posts?

  22. #222
    im sorry i was not aware of the forum etiquette which is why i was making the noob mistake of posting stuff that way i apologize to everyone as i didnt mean to create a lot of unwanted posts everywhere.

    --edit:

    I wont do it anymore.
    Last edited by hnunez; 18th Jul 09 at 2:41 PM.

  23. #223
    Member []inveigle[]'s Avatar
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    Thank you for understanding, I thought I would be kind and inform you as we all have to learn that lesson sometime. Looking forward to the new version of your mod.

  24. #224
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    I got problem with USL files.

    When i installed the 2.9.3 version. WHEN I RUN IT It show crash and even my nromal mod Tales of valor show crah. I HAVE UPDATED TO 2.60 TOV ALREADY.

    I notice that a file call pattern.UCS was added to the "CoH\engine\locale\english" file. IF I REMOVE THIS FILE ALL I CAN GET IN TO THE PROGARM AND NO CARSH.
    BUT I FIND NO CHANGE AT ALL JUST LIKE RUNNING NORMAL MOD!

    PLEASE HELP.....

  25. #225
    tris
    Guest

    Pioneer models not there?

    Just installed v2.9.3 and set up a game,
    the wermact pioneers teams are big blue box's.
    It's pretty funny but unplayable because of those missing models.

    Is that because of this mods early stage of developement or is it something wrong on my side!?

    Great looking mod so far.

  26. #226
    Member DMz's Avatar
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    @raymondcylo

    that was a common problem with pofia mod aswell , plus ive had the same problem with this mod, i got round it by copying the COH folder to desktop, deleting the ops folder from the copied folder, then delete the RelicCoH.usc form the coh\engine\locale\english folder on your desktop. move the pattern.usc into the coh\engine\locale\english folder on desktop.

    download jsgme from:

    http://www.users.on.net/~jscones/sof...cts-jsgme.html

    install it into you company of heroes install folder.

    run jsgme once and exit it.

    goto you company of heroes install folder ,youll see a folder called mods

    open it, in the mods folder make a folder called ECL, move the COH folder from your desktop, into the ECL folder. and close explorer back to desktop, start jsgme for company of heroes & enable, ELC mod ,showing in left side column.

    start enhanced combat leader from your shortcut and all should work fine.

    of course that wont fix the missing rgms from the axis pioneers causing the pretty blue boxes, but the mod will work.

    remember to use jsgme to disable the mod once you finish playing.

  27. #227
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    Thank for your reply. I will try it out.

  28. #228
    @raymondcylo

    thanks for your input I found the bug with the pioneer model missing its abp file and I am fixing it, also the ive have found that the .UCS files need their ranges changed to be corrected so they dont conflict with other modules when the game runs. these issues are currently being corrected and will be fixed for the next release, however since i am currently away on a trip it will be at least a few more weeks before i will be able to release the next version which will include the latest changes so please bear with me and keep posting any bugs or other issues that you find during game play so i can make any neccesary corrections and as always thank you for your input as it helps make enhanced combat leader even better for the benifit of everyone.

    @DMZ

    thank you for posting your fix i appreciate the helpful advice you shared with the community of players as it will be helpful to those who want to play the mod but are experiencing problems due to .UCS conflicts i am currently changing all the .UCS ranges so that they no longer conflict with other mods.
    Last edited by hnunez; 31st Jul 09 at 1:13 PM.

  29. #229
    Member bwc153's Avatar
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    Just installed v2.9.3 and set up a game,
    the wermact pioneers teams are big blue box's.
    It's pretty funny but unplayable because of those missing models.
    Anyone know how to fix this? im having this issue too..

  30. #230
    the pioneer abp is missing you need to copy one of the pioneer abps and both edit and rename it to point to the correct file.

  31. #231
    Wow, just installed 2.9.3 and played a game, it was the most intense infantry battle I have ever experienced.

    2 things though:
    I've noticed the AI (Allies and Axis) don't build vehicles, maybe because they also don't build supply yards?

    And the blue block pioneers of course, can I fix that manually?

    That aside, best mod i've played since BotB
    Last edited by MagnAn; 8th Aug 09 at 7:04 AM.

  32. #232
    thank you for your comments the next release should fix the wer. pioneer blue box problem and i am currently working on the AI to see if i can get it to produce more vehicles and use certain abilities from the command trees.

  33. #233

    Thanks

    []inveigle[] did you just make 2 posts on the same subject? Thanks for the mod will try it out.

  34. #234
    I am currently in the process of reinstalling company of heroes from scratch after a problem updating my game to the latest version i also discovered some conflicts between the STEAM downloaded version of the game and the CD/DVD installation of the game which causes the mod studio to fail to recognize some key modding features such as the extraction of files from RGD to LUA as well as many other problems that may make it more difficult to mod company of heroes using a STEAM downloaded version of the game. since I was not aware of this discrepancy it delayed many of the new features that I wanted to implement such as platoon off map call-ins and the ATC automatic territory capture script from being released for ver.2.9.3.

    However I will continue work on the latest version of enhanced combat leader within a few days time and I should be able to release a new version in about a two weeks or so. Please bear with me while I iron out some of the bugs from the latest version of the game and release another version which corrects the UCS range error which crashes the game and the missing ABP file for the engineers. As always I am avalible to respond to your comments or questions and thank all of you who support enhanced combat leader and keep company of heroes modding commnity alive and going with your participation.
    Last edited by hnunez; 13th Aug 09 at 10:35 AM.

  35. #235

    Enhanced Combat Leader - Updated Dec 2009

    The current version of enhanced combat leader ver.2.94 is ToV/OF ver. 2.601 compatible and has been implementing a lot of features that affect game play and the game mechanics when playing multi-player matches or the historical campaigns since enhanced combat leader ver.2.9x.

    LOS
    I have increased maximum Line of sight ranges for units based on the categories of class for example all tanks have smaller sight ranges to detect objects on the battlefield and almost no chance to detect hidden squads or snipers, while infantry have the best chances to spot objects at the longest ranges and have very good chances at spotting hidden units or snipers. Maximum range visible to detect objects for tanks is 35m when the tank is "buttoned up" and 45m when "unbuttoned" because crews in vehicles with semi-exposed fighting compartments have better sight ranges than crews in enclosed fighting compartments. However infantry troops can see very far the maximum range visible to detect objects 65m.

    Infantry combat.
    Suppression is far more prevalent weapons dealing variable rates of suppression, so the rate-of-fire is key. That is why all machineguns and some types of infantry squads have suppressive fire ability which increases the rate of fire, lowers weapon accuracy, and increases the rate of fire, and suppression a weapon causes temporarily. Certain types of Infantry Combat Criticals for machineguns and artillery can cause units morale to break in combat this will cause units to flee to the nearest rally points. Rally Points and Medical Aid Stations can be built in territories to rally all broken squads in an area. Medical Aid Stations can now also reinforce wounded/KIA units a squad incurs during combat.

    Infantry Combat Critical. the most common Infantry Combat Critical is the casualty, weapons also have a variable chance to kill an enemy unit outright. Casualties last for a long time to give medics a chance to save them. Other types of Infantry Combat Critical for cannons and artillery can cause a unit to be stunned in combat which causes units a decrease in rate-of-fire and weapon accuracy penalties.

    Cover in Infantry combat. Cover reduces the accuracy, damage, and suppression a unit receives. The heavier the cover the better the protection from the effects of recived damage, suppression, and being pinned, so flanking fire will be essential to victory.

    Infantry Stealth when units are in cover they will automatically hide from enemy units. There are two types of cover the first is light cover, this cover over gives you visual concealment. When your men find this kind of cover they will automatically go prone and camo, this will provide them with ½ protection bonuses however when moving about they will be spotted quite easily, also once revealed it will take longer for them to become concealed again than if they were concealed in heavy cover. However, some units (like snipers) will have better camo skills and will be harder to spot when hidden. The second kind is heavy cover, provides ¾ protection bonuses and can be concealed from any enemy unit on the other side (see LOS script thread), but if any enemy units do not have the wall or other obstruction directly between them your units will be spotted intermediately.

    Tanks and Tank Critical
    Tank damage is based on realistic penetration values cannons and artillery can cause a unit to be stunned in combat which causes units a decrease in rate-of-fire and weapon accuracy penalties. Cannons and artillery can cause a destroyed engine and immobilized will also make the tank actually be stuck. Cannons and artillery can cause a unit to have the commander killed and the vehicle losses all external mounted machineguns and suffers reduced rate of fire penalty on all weapons. Cannons and artillery can cause a unit to kill the gunner and destroy the main weapon (unit cannot fire main armament). Cannons and artillery can cause a unit to have the driver killed and the vehicle goes out of control and explodes.
    Last edited by hnunez; 19th Oct 10 at 8:35 PM.

  36. #236
    Member huetti07's Avatar
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    This seems similar to cozmo's point of conflict mod..

  37. #237
    hnunez glad to see you with the new ECLB version done ... hope you can give us a link to it

    Thanks you in advance

    Best regards Eole

  38. #238
    @huetti07

    when designing enhanced combat leader: beyond overlord i gave careful consideration about what changes it should incorporate as a mod primarily what areas of the game mechanics could be altered to provide a more intuitive feel of combat so i reviewed the weapons files and target tables and poured over all the stats from resources provided online and through historical documents as well as consulting with other members on the forums what i discovered was that certain elements of the vCOH game mechanics pertaining to the weapons could be modified in ways that gave results which mirror closely what we understand as accurate (or as close to it as one can get in video game.).

    Line-of-sight is a good example when dealing with the issue of tanks in particular: all tanks suffer from the draw back of having very poor visibility across their sides and rear therefore they would not be able to detect units that conceal themselve through camoflauge (a.e.snipers ect.) they also would be very retricted in how far they could see under battlefield conditions thus a smaller radius of visibility. however when a MG upgrade is purchased you add an additional entity which can enhance the ability of the tank to discover these hidden threats on the battlefield (the MG Gunner gives small bonuses to sight and has a chance to detect hidden units a very close ranges). there are also other factors that i take into consideration such as if a vehicle has an open-top configuration for the crew, periscope upgrades, ect. which further modify the sight_ext. for units making each uniquely different while more historically accurate.

    infantry combat criticals are another issue that deserves clarification in enhanced combat leader all weapons have the potential to cause a critical effect when damaging a target this differs from vCOH because it fundamentally alters the way in which certain weapons are used by giving players the incentive to exploit their inherent benifits while learning their tactical constraints without neccesarily becoming an expert. weapon effects in enhanced combat leader vary in both type and caliber. for example: certain caliber weapons can stun, others can rout, and a few can cause both effects however every weapon is balanced so that the game play is not extremely imbalanced or adversely affected.

    these and other qualities that enhanced combat leader features are what make it an enjoyable game experience that provides the COH RTS MOD community an alternative from vCOH.

    @Eole

    Im almost done working on the next version for enhanced combat leader and should be posting its release very soon.
    Last edited by hnunez; 1st Jan 10 at 9:25 AM.

  39. #239
    Member huetti07's Avatar
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    I hope, you didnt take me wrong. Just found the similarities.

    Just one thing concerning your mod:
    Couldnt you decrease the squad sizes to 8, that offers much more fluid gameplay. Maybe splitting them up. When the squad are leaving a house, they all wait at the door doing nothing, till the last is out and doing nothing while waiting. Same with entering.
    That made me loosing some entire squads. What are you thinking of that?

  40. #240

    I appreciate your comments and welcome them

    @huetti07

    let me just clarify myself and say that i appreciate your comments and welcome them i think that its great to hear from you and I always welcome any advice or input that would help me make Enhanced Combat Leader: Beyond Overlord better for your enjoyment with that said im working on addressing some of the issues the current version has with regards to squads tending to stand in the enterances of buildings for a longer duration of time while under fire im currently checking the attributes of structures to see if i can create a method that will correct this as for the squad sizes im also considering altering the size of squads by perhaps scaling them back some what ill post more on that in the future.

  41. #241
    Member huetti07's Avatar
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    ok, thx for answer

    EDIT:

    My game always freezes at beginning of a match.
    Couldn't you make some kind of light version of the mod?
    Something, where not every units uses another skin or so, if this is the problem?

    Why is the mod 1.4 GB big?
    There are some strange things, i have found:
    1. MG does no damge, only surpress
    2. Wehrmacht pioneers are blue boxes
    3. To many commander abilities for command bar...
    4. Partially strange popcap and costs for call ins
    -- M8 and Mortar and infantry for pop 2 and 200 MP
    Last edited by huetti07; 2nd Jan 10 at 9:48 AM.

  42. #242
    Just tried the mod, it's got a lot of cool stuff, nice work.

    In particular, I love the feel of infantry combat with this mod, and the ability to make strong defensive positions with just ordinary units rather than special combat engineers and whatnot.

    There is one thing about it that annoys me though -

    The multitude of production structures with no explanation given for what each one is.

    IE: When I play Wehrmacht, there are three different copies of the Wehrmacht Quarters, three of the Krieg Barracks, two Sturm Armories and two of the Panzer Command, all with identical descriptions, different production capabilities with no explanation as to what the difference between them is supposed to be. There's got to be a more elegant way of setting things up.

    Beyond that though, excellent mod, keep up the good work.


    EDIT: Oh, and one other thing I've noticed is that the Wehrmacht "Throw Grenade" ability seems to have an extremely long range compared to the other factions, prior to getting the enhanced splitter ring research.
    Last edited by Draewn; 4th Jan 10 at 7:39 AM.

  43. #243
    @Draewn

    there have been many changes made to each factions doctrine since version 2.93 which required additonal copies of similar structures that are designed to be only visible when their appropriate doctrine is selected unfortunately the requirement restrictions were not implemented in the prior release before it was made public which resulted it in the bug that made the structures visible, this issue has been corrected in the next release.

    The issue with the german steilhandgranate range has also been corrected the values for both its thrown range, blast radius, and damage have all been changed to match historical data sources. Additionally splitternring research has been corrected it does not increase the thrown range but increases the damage, penetration, and weapons critical table.

    @Huetti07

    I have reviewed all the errors you pointed out and corrected them for the next release of the mod.
    Last edited by hnunez; 19th Oct 10 at 10:00 PM.

  44. #244
    @hnunez - Great mod. But are you saying these things have been fixed in an as yet unreleased version or is there an updated download other than moddb (because that's still 2.93)?
    "There's no explaination for why I survived and others didn't other than when your number is up its your time to go. So now, every morning when I get up - I change my number."

    Unknown Pearl Harbor Survivor

  45. #245
    I get a missing RGM file when I play as the Germans. Is this mod compatible with 2.601?

  46. #246
    @Jaffar

    The current release is still in development due to the significant amount of work required to overhaul ver. 2.93, the addition of new community content (i.e new models and skins), the implementation of SCAR coding (LOS scripts, platoon scripts, and changes to the ai script), including all the listed changes in the log have made the work load tremendous and created circumstances which delayed required alterations to get critical achivements implemented. It was also my decision to not release further updates until all the major issues were addressed and the latest patch is throughly debugged, so i can then focus on creating further refinements and changes that will incorporate the new Tales of Valor game modes, and a new campaign as add-ons to support subsequent releases and future updates.

  47. #247
    Member huetti07's Avatar
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    Are you going to implement cozmos Los script?
    R.I.P. Rad | R.I.P. Loran | R.I.P. MrScruff

  48. #248
    @huetti07
    yes, recently a very talented modder helped fix the team weapon bug in the script so now modders are able to use it without too many complications which will permit me to now include it in the next release.

  49. #249
    Does steam do anything to mess up the installation? I tried to start it under the included shortcut and a modified ToV shortcut but it stilled played vanilla. It might also be that I manually transferred it after downloading it to my desktop after not knowing the location of my steam menu

  50. #250
    Yes steam requires a special setup because its installation path differs from where the mod searches for your company of heroes directory so you have to manually transfer the mod into the correct folder from where its installed and change the shortcut path. "X:\Program Files\Steam\SteamApps\common\company of heroes\" where X: is the drive where you have the program files directory. I'll be making an installer version for steam users in the future which will also include a working shortcut.
    Last edited by hnunez; 22nd Oct 10 at 12:36 AM.

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