View Poll Results: Should I delete the Eselschreck (donkey) from my mod?

Voters
435. You may not vote on this poll
  • Defenitely, it makes me sick and kills all my joy of playing CoH

    85 19.54%
  • yeah, it is completely unrealistic and useless

    105 24.14%
  • I don't care

    81 18.62%
  • no, it is a funny unit, completely crazy just like Powell.

    88 20.23%
  • NO! The Eselschreck is the best thing I have seen in all my life!

    76 17.47%
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NHCmod

  1. #401
    Hi AB2531
    Great to see you modding for COH again, your mod has kept me playing COH long after most games that would be gathering dust by now, fantastic job by your team.

    I have installed the mod along with the latest Eastern front 1.2 patch and I have also installed the other couple of updates (boys patch and updated combined module) but i have missing RGM files for the panzer elite panzer grenadiers. i don't know if this is a cock up on the installation by me or a bug - any ideas?
    Anyway I will keep testing and report anything strange.

    Thanks again for all your hard work on the mod

  2. #402
    Member ab2531's Avatar
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    Quote Originally Posted by Spectre84 View Post
    Hi AB2531
    Great to see you modding for COH again, your mod has kept me playing COH long after most games that would be gathering dust by now, fantastic job by your team.

    I have installed the mod along with the latest Eastern front 1.2 patch and I have also installed the other couple of updates (boys patch and updated combined module) but i have missing RGM files for the panzer elite panzer grenadiers. i don't know if this is a cock up on the installation by me or a bug - any ideas?
    This is probably due to some modification from the Eastern Front mod that is incompatible with my mod. If it is only a missing RGM I can fix it easily. Please note that the combiner mod is not the NHCmod, it disable all the new commander abilities from my mod and reduce the pop cap.

    Edit: I have replayed on the combiner mod but I don't see any "RGM file missing" could you send me the log file or a screenshot of which unit does that? My Eastern Front is updated to 1.2.3.2 and I have uncompressed all the files from my mod but the should also work with the compressed .sga files.
    Last edited by ab2531; 26th Nov 10 at 3:46 PM.
    The NHCmod , a small mod that does a lot of things.

  3. #403
    I should have been more specific, diehard and the 2 man engineer grenadiers have missing rgm 's. It disables all the commander abilities? I still have diehard and the Eselschreck but no tiger aces or king tiger. I havent tried the other factions yet.

  4. #404
    Member ab2531's Avatar
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    It is strange, are you sure you have the new combiner module? I will repost it to be sure that it is the good one:
    http://www.filefront.com/17572524/Combiner.module

    It should be placed in your "Company of Heroes" folder not the NHCToV and you should launch the Eastern Front launcher to have the updated version.

    ----------

    Some people have problem with steam. This is taken from http://forum.1337coh.com/showthread.php?t=88 :
    (Q) I have the STEAM version of COH and I can't any of your mods to work.. What now?
    (A)

    * you have to install the mod manually:
    * extract the mod archive (.zip usually) to the root directory of Company of Heroes. (for Steam this will probably be something like: C:\Program Files\Steam\steamapps\..... )
    * Right click Coh in your steam MyGames list.
    * Hit properties
    * in the new box hit "set launch options".
    * Here you can add command lines for the startup of mods and such.
    * for options you should then type: -mod ModName -dev
    * (replace ModName with the actual name of .module file)
    Last edited by ab2531; 29th Nov 10 at 3:19 AM.

  5. #405
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    Indeed it does work in steam version and i use the shortcut that the mod includes not the launch thingy on steam.

  6. #406
    modname was for pre-TOV wasn't it? anyway my shortcut is mod modname and I also downloaded the combier module above just to be sure but it is still the same with diehard etc. err what else -oh I am not using steam. i was using the combiner.bat file and that uses the mod modname so that wasn't the problem. I will double check that i have put everything in the right place just to be sure and report back.

  7. #407
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    1) no icon

    2)no buildings units in house

  8. #408
    Member ab2531's Avatar
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    Thank you KaPaull for reporting these bugs. They have been fixed on the current version of my mod (on my computer, not released). About the no icon bug, you should download again the beta, it is included now.
    Last edited by ab2531; 28th Nov 10 at 3:59 PM.

  9. #409
    Member ab2531's Avatar
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    Quote Originally Posted by Spectre84 View Post
    modname was for pre-TOV wasn't it?
    You are right "modname" command is now obsolete, it is "-mod" the correct command.

  10. #410
    Member ab2531's Avatar
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    no more blood?

    When playing on my mod, I had this bad feeling that something was missing and indeed, there is no more blood on corpses!

    Before in the NHCOF 1.4d it was like:


    Now they are all clean I am wondering why

  11. #411

    Love it!

    Love the mod. Still my fave! The Eselschreck is even more fun now with the extra abilities added. Was wondering if anyone has noticed a bug on the German 88 atry guns? I would tell them to shoot off in a general direction and they keep mounting and dismounting the 88 without firing a shot, they will fire on revealed enemy still however.
    I still hope some sort of hero unit will be made for the axis much like the US. Keep up the good work and can't wait til the next release!!!
    PS I saw this in the mod units for the Tiger Ace and was wondering what you thought, if it was possable for your mod?
    link http://forums.relicnews.com/showthre...pdated-Nov.-18

  12. #412
    Member ab2531's Avatar
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    Thank you Grand Moff Tarkin for your comment and especially for the link. Thanks to you my plan to add Voss Tiger are advancing much faster than planned. I have ask the permission to use the Voss Tiger from Crasius and I am waiting for his answer.

    By the way here is a new beta which fix the reported bugs on the forum:
    http://www.filefront.com/17585249/NHCToVBeta2.2.zip

    + BONUS: another add-on can be added to NHCToV and the combiner. Germans speaking German, Americans and British speaking english! How to do so?
    Just download every files from
    Simply download all the files from here:
    http://forums.relicnews.com/showthre...-compatible%29
    and put them in the "NHCToV" folder. (Don't follow the instruction on that page, just download the files!) The mod and the combiner will automatically load them.

  13. #413
    Thank you much for the fix link! Must have missed it... The speaking add on sounds nice, however I don't speak German I flunked that class hehe, so for now I'll have to hear "Hey new guy! Don't F*** it up!" in english.

  14. #414
    Member ab2531's Avatar
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    I don't speak German too but I think that the german speech files sound better than the french ones . And about the 88 arty, unfortunately I think I will delete it later to use the 10.5cm LefH from the ToV campaign instead.

    I have finished ToV immediately after I received the game. The ToV campaigns were very nice but really too short. However, I had some modding ideas after finishing the campaigns.
    Last edited by ab2531; 30th Nov 10 at 4:16 PM.

  15. #415
    Member Dapz's Avatar
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    Hey ab2531, i'm french and I love your mod. I'm very happy to see a french modder who can make a good mod in this community ! And thanks for the 2.2 version !
    Très bon mod !
    Member of NHC Mod.

  16. #416
    Member ab2531's Avatar
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    Quote Originally Posted by Dapz View Post
    Hey ab2531, i'm french and I love your mod. I'm very happy to see a french modder who can make a good mod in this community ! And thanks for the 2.2 version !
    Très bon mod !
    Hey, you are a DOW2 modder? that's really interesting. I cannot play DoW2 on my computer because it is too slow but I have played some game on my cousin computer and there are so many things that need to be added!

    Au passage, je suis belge et on est pas encore rattaché à la France. (On l'a été sous Napoléon cependant )

  17. #417
    Awwww.... I rather like that 88. It makes up for all the "don't have to see where it lands" allied artillery which only the PE have with the Hummel.

  18. #418
    Member Dapz's Avatar
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    Quote Originally Posted by ab2531 View Post
    Hey, you are a DOW2 modder? that's really interesting. I cannot play DoW2 on my computer because it is too slow but I have played some game on my cousin computer and there are so many things that need to be added!

    Au passage, je suis belge et on est pas encore rattaché à la France. (On l'a été sous Napoléon cependant )
    Yes i'm a DoW 2 modder, it's true this game have many mod possibility. But I have leave him for now because I mod CoH
    Désolé je n'avais pas vu que tu étais belge, Napoléon sa date c'est vrai !
    Last edited by Dapz; 1st Dec 10 at 12:28 PM.

  19. #419
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    I download new version and all work. This is best mod, but i see new bug



    Bunker with 88 to building not correctly

    Request

    Whether it is possible Fixed Artillery to change for this model ?


  20. #420
    Member ab2531's Avatar
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    @KaPaull: once again thanks for pointing out this bug but it has already mentioned in the previous post and I don't know how to fix it.

    Here is a new version where the combiner mod is working properly. There are 2 news units:
    -Voss Tiger 205
    -LefH 10.5 cm
    and a new feature that I love: the "direct fire" for every tank ace and Powell.

    Notice on direct fire:
    ======================
    Left-click on the target and the tank will fire exactly where you have clicked. With Powell's Thomson if you maintain left-click
    He will fire in auto-mode like in FPS game.

    Notice on Voss Tiger Ace 205:
    =============================
    It possess nearly all the upgrade available in the ToV campaign. They are automatically unlocked when it gains experiences.
    It has 12 level of veterancy.


    Here is the link:
    http://www.filefront.com/17612849/NHCToV_v2.4.zip/

    Please report any missing text or bug and send me nice screenshots!

  21. #421
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    Not sure if this was mentioned bug-wise, but the RAF radio transmitter thing that lets you call in other units has an issue when selecting strafing run; it only lets you use strafe once then it stays grayed out, but the bombing run is fine. I'm still with NHC 2.2 at the moment and am currently using the Brit Royal Artillery doctrine. I didn't notice any bugs playing Wehr defensive however.

    Edit: Found the same error with the radio transmitter, but for the recon flight ability as well.
    Last edited by Bink; 6th Dec 10 at 2:38 PM.

  22. #422
    Member Scar™'s Avatar
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    Sometimes it gets stuck. If one type of flight gets stuck, run another type and the stuck one usually unsticks.
    Pulse Carbine Lover

  23. #423
    Member ds_vet9091's Avatar
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    I absolutely love this mod. You've done a really super job. Keep the donkey, adds a little fun to the game and for those that don't like it, don't use it.

  24. #424
    Member Bink's Avatar
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    So far, I haven't found a way to get the fly bys to un-stick when used. The second time around I chose Brit airborne, used the beacon and this time started with bombing run instead of strafe; sure enough, I can use strafe as much as I want, but after the first bombing run I can't do more bombing runs.

  25. #425
    g'day love your mod!
    i usually play british skirmishes, but have not yet found out how to build the Eselschreck.
    any help?
    thx

  26. #426
    Member ab2531's Avatar
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    @leapinlizards: The Eselschreck can be build only by Axis. The allied Eselschreck exist but I didn't have any idea of special ability to give him so it cannot be build.
    @Bink: Like what Scar™ said, you can avoid this bug by calling another type of airstrike. I will have a look at it to fix it.

  27. #427
    Member Bink's Avatar
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    Cool. Yeah, I wasn't sure what to try next. The only other thing I thought I'd try was to delete the beacon, rebuild it, and hope it'd clear up but the button stayed grayed out. I used different flight types among any that weren't grayed out but no joy yet getting the grayed out flight type unstuck/un-grayed out. I only noticed a bit of a pattern with the error my second game in - that the first fly type you choose you only get once. I'll try a third game and see if the pattern holds. At the very least, maybe I can get the recon flight stuck so I'll still have planes with weapons

    On a different note, I wanted to ask you ab2531. Now that you have ToV, do you have any thoughts on whether or not to expand the tech tree doctrines?

  28. #428
    Member ab2531's Avatar
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    Quote Originally Posted by Bink View Post
    Now that you have ToV, do you have any thoughts on whether or not to expand the tech tree doctrines?
    That represent too much work! I personally prefer to add upgrades and units only available to specific doctrine because it is easier and quicker to do. Changing the tech tree won't fix in my short schedule:
    - Finish a stable version of the mod before Christmas
    - Hand over the minor bug fixing to the rest of the team
    - Hibernate until the next release (next year Christmas?)

  29. #429
    Member col.sanders's Avatar
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    Keep the donkey, adds a little fun to the game and for those that don't like it, don't use it.
    Indeed. You must keep the donkey, its one of the many things that make this mod unique it its own special way. Great job on improving the mod, and especially on nerfing powell a bit , I must admit on the 1.00 and pre-tov days , powell was a bit OP to the axis. If there is one thing that would make this mod a bit better,(pretty please with a cookie and milk on top) is trenches that can be repaired.
    Say you're holding out pretty well , and in a good position , but oh noes! - your trench is down to 10% health , and you don't want to get out since either your dudes will get artied or sniped if they leave the trench, so just send some engineers to repair the trench , and you're good to go for another 5 minutes or so. Wooden bunkers are well and awesome, but are easier to hit by tanks, and not all squad members can shoot out of them the same time , unlike with a trench.
    "Only happy people have nightmares, from overeating. For those who live a nightmare reality, sleep is a black hole, lost in time, like death." - Guy Sajer, The Forgotten Soldier

  30. #430
    Member ab2531's Avatar
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    Quote Originally Posted by col.sanders View Post
    powell was a bit OP to the axis.
    Could you explain me this sentence? I don't know what you mean by OP.

    About the trenches,... There was a time (during Opposing Front beta testing) where trenches were repairable. Not long after, some people saw that these trenches would become practically invincible due to the sapper's over repair ability. I have participated to the beta testing and I completely agree that would completely unbalance the game to have repairable(=undestroyable) trenches. So that's the story.

    If your trenches are destroyed you can always rebuild them or make more beforehand.

  31. #431
    Member col.sanders's Avatar
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    'OP' is a common gaming term referring to something or someone being OverPowering, as was the case with powell before, where powell could take on an infinite amount of troops and tanks if he was level 3. Once again, good job on balancing. Hmmm I see you might have a point there with the invincible trenches over repair. By the way, very nice (and funny) add-ons to the donkey. Keep up the good work.

  32. #432
    Member Bink's Avatar
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    I personally like them (repairable trenches), seeing as how I mainly skirmish with the AI anyway. Besides, I find mortars, artillery and flames make short work of the occupants. Plus, I feel it adds a bit of strategy akin to picking up enemy weapons only its a strategic position that changes hands, but to each his own. As it is, since wooden bunkers can be repaired, I just learn to layer a few of those on either side of an MG nest/a couple of mortars/a couple of AT guns and over repair if I have it.

    The tricky thing about the wooden bunker though is that if you don't place it just right and need to delete it, it kills a squad member in the process. The other thing is that after you build it, its only use-able by you until you enter then leave (then it becomes neutral so anyone can). Its a shame the AI in regards to that won't hop into a mortar bunker or pantherturm (last I looked anyway) if it goes neutral.

    On the issue of the donkey unit if there is to be a U.S. one, the only thing I'd be happy with ability-wise initially would be the rockets. I just finished playing the U.S. armor doctrine and that was one of the things I wished I could field more of - I'm a bit of an artillery freak no matter the doctrine I pick

  33. #433
    Hello i am french excuse my english problemmes with artillery and Rocket fire rechargement infini -600,ia as no problemme tir continu
    thank

  34. #434
    Member ab2531's Avatar
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    Quote Originally Posted by olriclo View Post
    Hello i am french excuse my english problemmes with artillery and Rocket fire rechargement infini -600,ia as no problemme tir continu
    thank

    Pourriez-vous décrire plus précisément quel est le problème? Quel unités, dans quel contexte? version du mod?

  35. #435
    Member ds_vet9091's Avatar
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    The combiner is fantastic. I also really like the ability to increase the max population limit. The standard 125 is too low for extra large maps that have few chokepoints and no VP's. Again thank you for a superior mod.

  36. #436
    version 2.4 Obusier allemand,Priest anglais,sdk rockect,apres un tir un decompte de 60 seconde se declenche et se transforme en decompte de 600seconde,on ne peut plus utiliser l'unite,je n'avais pas ce problemme sur la version 2.2.un autre problemme sur tov en panzer elite seulement les 88 monter n'ont pas de servant
    merci

  37. #437
    Member ab2531's Avatar
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    Quote Originally Posted by olriclo View Post
    version 2.4 Obusier allemand,Priest anglais,sdk rockect,apres un tir un decompte de 60 seconde se declenche et se transforme en decompte de 600seconde,on ne peut plus utiliser l'unite,je n'avais pas ce problemme sur la version 2.2.un autre problemme sur tov en panzer elite seulement les 88 monter n'ont pas de servant
    merci
    C'est très étrange car il n'y a eu aucun changement apporté à l'artillerie entre les 2 versions.

  38. #438
    Member Dapz's Avatar
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    Pas ce problème non plus.
    Stop speak french now
    I take some pictures of the mod an i will release them tomorrow or Tuesday

  39. #439
    Member ab2531's Avatar
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    Quote Originally Posted by Dapz View Post
    Pas ce problème non plus.
    Stop speak french now
    I take some pictures of the mod an i will release them tomorrow or Tuesday
    Excellent Dapz! That is just in time.

  40. #440

    Looking better every update!

    Awsome! The Voss Tiger I like very much as well as the new arty. While looking around I found this funny little add on... Sniper in a hay stack! http://forums.relicnews.com/showthre....10)&p=3457136
    The screen shot made me laugh out loud!
    There are a few other little add ons there but the sniper in the hay stck is the best add i've seen since the Eselschreck (donkey)!

  41. #441
    Member ab2531's Avatar
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    Quote Originally Posted by Grand Moff Tarkin View Post
    While looking around I found this funny little add on... Sniper in a hay stack!
    With the permission of Lethal Dosage, this add-on has been included in v2.4a and the wounded Volksgrenadiers add-on too. This stable version will be release soon, before Christmas as promised.
    Last edited by ab2531; 14th Dec 10 at 3:32 PM. Reason: spelling

  42. #442

    SCIENCE! Logistics Officer

    Greetings!

    ab2531 I wonder if I could make a request? I have been using your mod for what seems like a couple years now, and I love that with the help of Coyote and his team that you're keeping it up. My friend and I get tons of entertainment out of it day after day.

    My request? I wonder if you cold include the logistics officer from RC_Realism (one of the few other high quality mods) in NHCmod ToV? If you could add this it would be epic! Thanks for your consideration.

  43. #443
    Member ab2531's Avatar
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    Quote Originally Posted by neetoman View Post
    I wonder if you cold include the logistics officer from RC_Realism (one of the few other high quality mods) in NHCmod ToV?
    You are unlucky neetoman. There have been plan to include to Allied officer in the NHCmod but unfortunately my artist (El_Coyoto) was unavailable and I cannot release an unit without a portrait and icon. So the mod has been already packed and sended to moddb and companyofheroes.filefront yesterday. You arrived just too late. Anyway, I have sent an e-mail to the creator the RC Realism mod to ask if I could use his logistic officer. If his answer is positive, it will be Dapz and El_Coyoto who will add it because they will be in charge of the mod development.
    By the way, Please welcome Dapz as a new member of our team!

  44. #444
    Member seb4771's Avatar
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    Hi ab2531,

    It's possible to have "rotate structure" ?
    Because I want place any structure direct to front...
    By default, structure created is fixed emplacement but most another MOD have this option, is not a cheats, just a possibility.

    thanks

  45. #445
    Member ab2531's Avatar
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    Quote Originally Posted by seb4771 View Post
    It's possible to have "rotate structure" ?
    Of course it is possible to rotate structure since it has already been done. The problem is that I am not taking request until next year because I have already finished the version 2.4a and sent it to moddb and filefront. I will transmit the request to Dapz.

  46. #446
    Member seb4771's Avatar
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    +1 request

    & Thanks, i'm waiting for this.

  47. #447
    Member ab2531's Avatar
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    Merry Chrismas and Happy new year


    This picture has nothing to do with my mod but it looks so awesome that I could not resist to share it

    Here are the links for NHCmod ToV v2.4a:
    http://www.moddb.com/mods/nhcmod/dow...hcmod-tov-v24a
    http://companyofheroes.filefront.com...mod_ToV;117778

    Some features of this version :
    - An installer for easy installation
    - The combiner mod that allows you to play with Eastern Front mod!*
    - German voices can be added easily**
    - Voss Tiger Ace 205 with 12 level of veterancy
    - Lethal Dosage'as addon "Sniper Hides v1.10" that allow snipers to hide in hay stacks and big trees
    - A Lieutenant Powell that can be manipulate nearly like in a FPS game with the direct fire ability
    - Droppable mp44
    - LefH 10.5 cm added to Whermacht
    - Heavy machine gun can enter kangoroo
    - Crazy stuff like talking donkey, spontaneous human combustion, deflector field,... (it concerns the Eselschreck only )
    - Squads of grenadiers reformed from medical bunker are now "wounded"

    *The "combiner mod" allows you to play "Company of Heroes: Eastern Front" with "NHCmod" at the same time.
    You need to download both "NHCmod ToV version Open Beta 2" and the latest "Company of Heroes: Eastern Front" to use the combiner mod.
    To start the combiner mod, click on "Combiner.bat". It will automatically load both mod and mix them. The Eastern Front mod is available here:
    http://www.moddb.com/mods/coheastern-front/downloads
    (It is a very big mod so it is highly recommended to defrag your disk after installation)

    **Germans speaking German and American and British speaking English! How to do that?
    Simply download all the files from here:
    http://forums.relicnews.com/showthre...-compatible%29
    and put them in the "NHCToV" folder. The mod will automatically load them.
    If the forum is down, here are the links for the needed files:
    http://www.megaupload.com/?d=Q91OTFLC (German voices for Wehrmacht)
    http://www.megaupload.com/?d=FSQX7D8A (German voices for PE and English voices for Brits part1)
    http://www.megaupload.com/?d=N3RCU71S (German voices for PE and English voices for Brits part2)
    http://www.megaupload.com/?d=L8N5NUCA (English voices for US Skirmish)
    http://www.megaupload.com/?d=Z4HOWSNF (English voices for US SinglePlayer Missions part1)
    http://www.megaupload.com/?d=D43T75WY (English voices for US SinglePlayer Missions part2)
    http://www.megaupload.com/?d=M6L50CAN (German speech file for Tiger Ace campaign)
    http://www.megaupload.com/?d=XNHPTFAB (English speech for 2nd ToV campaign)
    http://www.megaupload.com/?d=PP3ZAEUL (The original German speech file with one file from english version for 3rd ToV campaign)
    (It is recommended to defrag your disk after installation)


    As I said, I will go hibernating and let all the modding stuff to the rest of the team. (Seriously, I have to program real softwares for my thesis to modelise current in nanotransistors. It is much harder than basic modding and takes much more time.) So, from now, Dapz and El_Coyoto are officially in charge of the NHCmod . I will still watch what is going from time to time on the forum so don't hesitate to post any comment you have on the mod. You can always send requests on the forum. I won't be able to realise them but Dapz and El_Coyoto should be available.
    Last edited by ab2531; 19th Dec 10 at 7:30 AM.

  48. #448
    Yay!!! Downloading both NHC and Eastern front, I can't wait to try them out online. Thank you very much and have a nice hibernating snooze, merry christmas, and a staggering new year!

    Ps The pic doesn't show for me...

  49. #449
    Member ab2531's Avatar
    Join Date
    Aug 2008
    Location
    Münster, Germany
    Quote Originally Posted by Grand Moff Tarkin View Post
    Ps The pic doesn't show for me...
    Sorry, I have fixed the link. Here is another picture just for you.

  50. #450

    Wow does NHC+EF rock!

    First off the Mod Combiner works great, I never knew how much fun it would be to play against the Russians. Still trying to find a map where the sniper can hide lol. And love the Santas Flying Forces pic! Thanks again to you and everyone who helped make this NHC early stocking stuffer . Just awsome Now to get online against others for some real fun!

    PS: Just a thought, but has anyone tried to include or combine the tank up-grades from the panzerkreig maps? So that Panthers and other tanks from those maps could be upgraded or leveled up with thier specific up-grades much like the Voss tiger? Then all sides would be able to have one or 2 tanks they could specialize in. i put this out to the entire NHC team, no rush, I have to finish my gift shopping as I'm sure others do aswell. Just currious as I really like playing the panzerkreig maps which are so few for such a great idea.

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