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. #751

    Argh hehehehe!

    Well... A buddy and I just had a really bang on game with two Maus running around, V2 craters everywhere! To quote my inner Sheen "Winning"! Still have to figure out how to make a vid of it, but still works very good in MP. We also played the allies and I was waiting for the Maus to show up to beat us down yet the AI still wont make it. The combiner will not let any MP games work, we have tried everything with no luck, maybe you have any idea why? I was also able to change the maps into SGA format which once I tried it was very eazy to do. Waiting on the next release of fun and maps (4vs4 with bridges)? Great work again!

  2. #752
    Member ab2531's Avatar
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    Greetings,

    I am currently adding some new units like this one:


    I am also trying to make the AI build new units like the Maus or rebuild their HQ when it is destroyed, or use the V1 and V2. A new beta should be coming after I figure how to do these things.

    @Grand Moff Tarkin: Currently the combiner cannot allow LAN or multiplayer games. I have to change little things in the module and pack the "mod" to get it works. It can be done for the next beta (If I don't forget to do it).
    The NHCmod , a small mod that does a lot of things.

  3. #753
    Thank you for looking into it if you have time. If the combiner doesn't work online thats no biggy, having fun playing the mod itself! Been playing alot online. Still I am greatful and thankful for all the work you and your team have done! Nice halftrack btw!

  4. #754
    I restarted a campaign as panzer elite...

    1) Eselschreck not buildable, computer ask you to allow it in rewards, but that change nothing...

    2)The Jagdtiger unavailble before last mission, could be nice to have it the previous one and the buttons is cut in half, so...not able to use it.

    Otherwise, The Maus was build with a flamethrower and was able of undirect fire..

    (Si tu es francophone, comme je le crois, Tnt n°11 contient un très long article dessus, bonne journée)

    I will try the usa now..

  5. #755
    Member ab2531's Avatar
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    Quote Originally Posted by LUi11 View Post
    1) Eselschreck not buildable, computer ask you to allow it in rewards, but that change nothing...
    It is normal. I don't want you to be able to use the Eselschreck or crazy things during the campaign.
    Quote Originally Posted by LUi11 View Post
    2)The Jagdtiger unavailble before last mission, could be nice to have it the previous one and the buttons is cut in half, so...not able to use it.
    It is a limitation of the original game. You can't have more than 8 abilities on the commander panel.

    Quote Originally Posted by LUi11 View Post
    Otherwise, The Maus was build with a flamethrower and was able of undirect fire..
    Err...that's strange , can you give me more details or a screenshots. It has direct fire ability but no flamethrowers but it would be cool if it had one.


    et oui, je suis francophone, mais je ne sais pas ce que c'est Tnt n°11.

  6. #756
    Tnt= Truck and tanks magazine, Magazine historique et technique des engins et vehicules militaires du XX° siécle... Dedans , ils disent que "L'Oberst Haenel annonce que le maus devra recevoir un lance flamme muni de de sa réserve de carburant de 1000litres. Porsche et les autres industriel .....demandent l'abandon de cette arme de contact...Envers et contre tous , Haenel persiste et les ingénieurs commencent à étudier son installation.L'ajout du système induit une prise de masse de 4.9 tonnes laquelle vient s'ajouter aux 179,3 tonnes de l'engin " ...May be i can send you a copy in mp if you really want it....

  7. #757
    Member ab2531's Avatar
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    Ah, you were talking about the real Maus. I thought it was a bug from the model of the mod. I am sorry, we can't add an flamethrower to the model of maus without an 3D animator.

  8. #758
    Oups, sorry...i know nothing in Computer design or anything like this...But i'm a war history lover, so...I saw also a flak 2*88 mm Mauss, but i found no information or anything on it:( On Tnt , they said "They worked also on it"..and i found a draw in a usa history book...Me ,who wanted to ask if a brummbär, the assault gun of 15cm build on Panzer IV, would not be better in game, i understand, that is easier to have a Sturmtiger if it was allready made...Sorry to be a noob in computer hahahaha ...thank a lot for this great addon who give me a lot of fun.

  9. #759
    Member ab2531's Avatar
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    I think the brummbär and sturmpanzer are already available somewhere on the forum:

    Quote Originally Posted by DMz View Post
    @Slayerknecht

    This is what i came up with as a zimmerit with your texture. If its ok let me know and ill send this and the mid version for animation tommorrow after cleaning them up.

    Final Version of the Late Sturmpanzer.

    Spoiler


    Spoiler


    Spoiler


    Spoiler



    Final Version of the Mid Sturmpanzer.

    Spoiler


    Spoiler


    Spoiler


    Spoiler


  10. #760
    Oooooooh, thank you so much, a brummbär know also as sturmpanzer V , this one is a serie. 4 as show the Kugelbende (mg34 in the hull:)). One of my favorite weapon of the war:) *cry* Could be so nice if the guy allow you to add it in your mod...This one and the strumtiger...Near all the german assault gun...That sound so nice:)

  11. #761
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    Nice work.I wait for the new version mod

  12. #762

    Germans are overpowered

    Every time i play this mod the Germans always win. The major weakness is the fact that the Germans can make 2 tiger aces, unlimited king tigers, and normal tigers + panthers. The Americans have 1 Pershing ace and can make normal pershings(can only make 2), their shermans are horrible.

    One way to balance this out is to allow the Americans to make as many pershings as they want and to limit the number of king tigers to one(they still have 2 tiger aces)

    or you need to give the Americans another super tank or something.


    other than the fact the Germans are super cheap, good mod.

  13. #763
    Member ab2531's Avatar
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    @PMAgent2013:
    unlimited king tigers? In what version of my mod can you have unlimited King Tigers?

    As you may know, Company of Heroes is made so that AT guns always beat any tanks (Tigers, Pershings, panther, whatever...). When playing as American I can win any battle with 3 or 5 AT57mm, 2 halftracks and couples of infantry sections. I don't even needs tanks. I can easily win Operation Obstruction alone. In my mod it became much more easier since American have much more money with the resources upgrades and there are heroes. The AI already spawn unlimited Pershings when it chooses armoured company but the fact that the AI is weak whatever difficulty you choose is another story.

    the fact the Germans are super cheap??? Ok, you will have to explain me this one too. Tiger cost is 950 manpower and 210 fuel while Pershing is 680 manpower and 180 fuel.
    Last edited by ab2531; 8th Apr 11 at 10:19 AM.

  14. #764
    Play for Germany). Not so long ago I complained that the Americans can easily win in any battle. Now the normal cost. But when playing for the Germans, "enjoy the views the game, " that Americans can easily win.

  15. #765

    The Germans always win?

    Not true. It depends on how you want to play ... If you dig in and just wait for them sure you are going to be shocked at what comes your way. I always say mines and tank barriers are the best feature in the game. It will slow down armor enough for your AT to have some fun. I also like to place demo charges on the barriers and when the King Tiger or other heavy rolls them over set the charges off, makes a nice mess of the tanks. Have not tried this with the Maus yet... I've won several times playing the allies right after stopping the axis armor rush, I follow up with my own armor Pershing/Firefly ace.
    Maybe one thing I would like to see for the US is fortified AT emplacements much like The Brit/Canada has. And a suggestion a friend of mine had was for the mass production Sherman, how about everytime you build it, it spits out two tanks instead of one? Maybe a strange unit could be added much like the Donkey for the allies, how about the Haunted Tank from the GI Combat comics? I think it was a Stuart light or Sherman... Man i'm old! But with the ghost of General Lee by it's side it was nearly unstopable! Add Yankie flag for fun! I've just downloaded Company of Retards mod to see what kind of wacked out stuff it has.
    Still love the game mod, still my best choice for MP games! Can't wait for the next release!
    Attached Images
    Last edited by Grand Moff Tarkin; 8th Apr 11 at 10:56 AM.

  16. #766
    Member ab2531's Avatar
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    Placing demo charges on tank barrier and waiting for heavy tanks to crush them... hum very clever. I just place mines behind them I don't really know if demo charges cause more damage than mines. I was planning some kind of allied eselschreck with strange super power like cloning, telekinesis, zombie incantation... nothing is done yet but I think it is possible to do them.
    Mass produced Sherman are already really cheap and fast to build. Getting two tanks for that price is really too exaggerated.

    Nice picture by the way.

  17. #767
    ill give you that the at guns can kill tanks but all the Germans have to do is call in a firestorm and bye bye at guns. also chasing a tank with an at gun is not that easy.

    One thing though, could you please have quick start unchecked to start (or make it a game menu option like eastern front does with no pop cap.), as the one advantage the Americans have is that the Germans take a while to build up. We often forget to un-check it and i can never be sure that my opponent un-checks it.

    also as far as im aware, the tiger ace has special powers after a certain amount of experiencing, i do not believe that the Pershing Ace as has this ability. After a while the tiger ace is rapidly firing shells at my tanks, while my guys are getting one or 2 shots off before they explode

    But seriously 1 king tiger is enough. Maybe if you could make the M18 hellcats better but with only 3 decent tanks(pershing ace and 2 pershings) im a little outgunned against a king tiger, 2 tiger aces, 2 tigers and panthers.


    "the fact the Germans are super cheap??? Ok, you will have to explain me this one too. Tiger cost is 950 manpower and 210 fuel while Pershing is 680 manpower and 180 fuel." i didn't mean that in the sense of cheap to make, just cheap to be. But id rather pay more for something better.

    One last suggestion, when i play as the Americans i have to pick the infantry doctrine because without rangers im even more screwed than before, can the make the rangers buildible from the barracks even if you don't pick infantry.

    Im not complaining, i love this mod.

  18. #768

    Humm.....

    HTPArachute-thumb.jpgts.jpg
    Yes... I like the kitten it adds some human aspect to war. Allied Eselschreck... Eh, I think that making a small allied tank (dinky Stuart light tank ace) that costs the same as Tiger Ace and give it some nice little powers like rapid fire, force field, "thats one big shell you crazy Tommy!" AT round that knocks most tanks out with one hit (not the hero or huge tanks, Panthers would be the bigest) and have a decent cool down with the same cost to munitions as sight the gun, and some of the others you mentioned might be good. Make it as fast as that little Brit tank that comes out of a glider that runs circles around tigers without getting hit and it would rock.
    PMAgent2013, Quick start is I beleave an option in the customize unit screen, you can activate or deactivate all the fun stuf in there. As for the firestorm it is a pain but it is also a sighted ability, hide some scouts up ahead tell them not to shoot and use the sight boost. It will give your AT and AI time to stop them before they can drop on you, have halftrack ready to re-grunt killed gunners. I mostly play Armor for caliapies and fire them off often to kill scouts/runners. If your playing with a friend they may play like me and sneak a few scouts close to you so I can see advancements and soften them up before they get too close ie firestorm/v1. Not complaining, not tell anyone how to play, just sharing my "you little bugger!" sneaks.
    Hey ab2531 demo charges do some damage to the tanks and kills all infantry that may be near which helps slowing a rush more then mines and the charges stay when the trap is broken if you choose to wait, to me anyway...
    Last edited by Grand Moff Tarkin; 8th Apr 11 at 7:10 PM.

  19. #769
    i know you can change quick start in that menu, i would just like it to start unchecked and have us check it if we want to use it. to often does 1 of us forget to uncheck it and we have to restart all over again. i think it should be an option that the host enables, not everyone can choose whether or not they want extra money

  20. #770
    Member XAMOT's Avatar
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    Mass produced Sherman are already really cheap and fast to build. Getting two tanks for that price is really too exaggerated.
    Hmmm ! You know ab2531, there is an idea here and you mentioned it but didn't realize what you were saying at the time. Its unique!... Its realistic! and maybe even Historically accurate to a point! What "If" Shermans were automatically produced two at a time BUT increased the costs. I agree the costs now are "really cheap" to allow this now, but raising the costs and allowing multiple Shermans to spawn is a great way to fix game balance.

    Fact = The Allies produced way more tanks
    Fact = The Allied tanks were slightly inferior and depended on Numbers and Speed to achieve their results.
    It would be hard to defend against Allied Armour if there was more of them and at the same time, allowing for more shots from the rear weaker areas of German Tanks. The Germans still have the advantage of better guns and Armour but cant compete with numbers and the multiple points of attacks at the same time!

    Personally I think this may really work well, We could at least try and see what the users think...
    Well....! it was grape juice!!

  21. #771
    Member ab2531's Avatar
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    Producing "a squad" of vehicles has already been done in some mods. For example in Eastern Front, the recoilless jeep of the SAS comes with with 2 jeep. The problem with this feature lays in gameplay and visual aspects. With this feature it is very hard to control your tanks correctly for example when you want to turn your tank to show only front side and most of the time, the vehicles are glitching by staying too near to each other since they are in the same squad. I really hate this visual effect. I can make a beta to show you the result it does with Shermans but I am pretty sure it will turn to be ugly.

    Currently, if you want to overwhelm Germans with allied tanks, you should choose armoured company and use the Logistic officer and research all the resources upgrades to boost your production. If you really have a lot of money, you can even build a second Tank Depot and then you can build 2 tanks at the same time.

  22. #772
    i think he means have 2 come out at the same time but function individually, not as a pair.

  23. #773
    Member ab2531's Avatar
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    I got a better idea. A secondary tank depot that can be build anywhere on the map and rotatable. The primary building is needed and you will have only one secondary building.

  24. #774
    Can then make every building in the amount two pieces? Something like second base.

  25. #775
    Member ab2531's Avatar
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    The idea is that every building is available as double outside of the command zone but you can have only one secondary building so you have to choose which one. If I make all building available like a secondary base it would depreciate the value of the special feature that only the Commonwealth had in the game which is to able to have a mobile base anywhere on the map.

  26. #776
    i really like that idea, i always hate having to march infantry and tanks all the way across the map.


    Im not sure if this was a bug in the original game, but quite often when i tell my units to attack they charge at the enemy and fire from a foot a way. the tanks do it too, it is quite annoying when you know there are mines but the second you tell them to attack they charge the enemy.

    (yes im sure im clicking on the enemy and not just telling my men to move)

  27. #777
    @PMAgent2013 that happens to me all the time and its really annoying

  28. #778
    Hummmm... I think that heavy armor tank depots should have to stay in the main command zone. But I'm all for any infantry barrecks or light armor to be made anywhere you have control, and only one as you said ab2531. That way snipers or other such units do not have to run from one end to the other and you could have a grunt supply point where you need it if there are no buildings to bunk in near the front. Should also cost more to build the buildings, x2 cost. Just an idea...

  29. #779
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    Just a suggestion for forward bases, why not use one of the british trucks, repaint it with German signs, and say that the Germans stole one of the
    Brit trucks and made it a forward base.

  30. #780
    Im not sure if this was a bug in the original game, but quite often when i tell my units to attack they charge at the enemy and fire from a foot a way. the tanks do it too, it is quite annoying when you know there are mines but the second you tell them to attack they charge the enemy.

    (yes im sure im clicking on the enemy and not just telling my men to move)

  31. #781
    I've noticed that also. I sometimes have infantry units run up to the enemy, just to fire a rocket or sticky bomb... Lost some hero units like Powel who ran up to the King Tiger to fire his bazooka the same way.

  32. #782
    Member ab2531's Avatar
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    @CohModderSolo: It is a good idea but I am too lazy to paint the vehicle
    @PMAgent2013: Please don't repost questions that have already been answered. Yes, it is a bug of the original game.

    I just got the permission from burtondrummerNYto use some of its zombies skins. What will I do with them is a surprise. (A superb crazy idea from my cousin!)

  33. #783
    Member Aidas2's Avatar
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    What will I do with them is a surprise.
    Nazi zombies?

  34. #784
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    @ab2531 : LOL. I might consider making one skin for a German stolen Brit HQ truck just for this mod..
    I think I know what you will do with the zombie's.. But Ill keep it for myself..
    Last edited by CoHmodderSolo; 19th Apr 11 at 7:10 AM.

  35. #785
    sorry about that, i skimmed through the pages but couldn't find it. Thanks for answering though!

  36. #786
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    Whether there will be a new version of a beta or will be soon ready mod???

  37. #787

    Zombies...

    I like this idea! Will it be for all factions or just Germans? Can't wait to find out. Also, I've noticed the AI mines fired from tanks do not always work... Bug?
    zombie1.jpg
    Attached Images

  38. #788
    Member ab2531's Avatar
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    Movie contest rules

    Quote Originally Posted by Grand Moff Tarkin View Post
    I've noticed the AI mines fired from tanks do not always work... Bug?
    zombie1.jpg
    You mean the Greyhounds mines? I don't remember that I have modified the mines of the greyhound.

    The new beta is nearly ready. It includes a lot of balance changes. All heroes gains less bonus and are less overpowered than before. The axis defensive artillery work like the 25 pounders. You have to pay to activate the overwatch mode for a limited time. AI has been improved. They can build hidden buildings that allow them to build all ToV units and heroes+special units and upgrades not available to humans. All strange stuff like Zombies and US Eselschreck can be activated/deactivated from the menu. How the zombies can comes on the battlefields is a crazy sick idea
    Combiner should now work in LAN party.

    This will be a closed beta. Only people participating on the movie trailer contest will have access to the beta. So I may need some rules for the movie contest:
    - First prize is the wish you want to be include in a special version of NHCmod just for you. The cost of work should not exceed the amount of work needed to add one unit.
    - All participants get access to the beta
    - All participants that have sent a movie will be in the credits section of the README
    - The movie should not exceed 15 min
    - Trailer's comments, text should be in English (French is tolerated)
    - No nazi propaganda , no obscene pictures, no child pornography, ... no illegal stuff ok?
    - No stolen soundtrack from other games are allowed (Use of short extract should not exceed something like 30 seconds, law is complicated)
    - Company of Heroes original soundtrack is allowed
    - If you want to participate just say it on the forum here
    - Movie should be uploaded for streaming at youtube or any other streaming website
    - Post the link of your movie on the forum here
    - You can post several movie to increase you chance of winning
    - Several people can form a team and post the same movie, but only one wish will be granted to the team
    - Deadline for posting a movie is 30 June 2011
    I think these rules are fair. Unless someone have other recommendation I can start the contest as soon as the new beta is ready

  39. #789
    Member Beefy^'s Avatar
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    Love the mod AB.
    I found a few blanacing issues with such as Wilhelm Deinhard at Vet 4+ becomes incredably hard to kill, i managed to kill a Greyhound with him head on at Vet 6 using no AT-Grenades no support with Rangers and Shermans interfereing and he still survived killing several Ranger Squads aswell, I also finished off a substantial ammount of Stuarts with him.
    The Elefant is incredably overpowered, 1 of them litteraly gives you the battle, 17 Pounders struggle to kill it, on one occasion i had 2 Pershings and the Pershing Ace at Vet 6 all die to one. They dont die the only thing that can effectively destroy it is the P47 Overwatch, Call the RAF or if you just want to see rubble in an area the Halifax Bombing.
    Tank destroyer tactics is silly, the Germans are given too much Power Armour. The JagedTiger or the JagedPanther at vet are rediculous, especialy considering you can get 2 JagedPanther on the field at once, combined with the Tiger ace and the buildable King Tiger as allies things suddenly become very hard, i know people will say they cost a fortune but they are near impossible to kill with Nebs and Firestorms supporting them.
    Alot of the time as american i need to Ranger blob or Airborne blob simply to kill one and then its a 50-50 chance. Allies have their obvious ballance issue of Air Power but I suppose it arguably counters everything i said earlier on.
    As i said i love it, i generaly play Allies because its alot more challanging but of corse with all new things there are balancing issues. I didnt mean to moan, though reading back it looks like a huge rant, genuinely me and DM are addicted to this mod, we used to play it all the time. I know you probably already know the things i said but im not entirely sure that they were intentional so i thought it was better for them to get addressed. Playing against people the mod will probably be perfect because of resource balanceing but atleast against comps these can be issues.

  40. #790
    i agree, Germans =overpowered

  41. #791
    the germans were overpowered in the preceding versions, but i don't think that's the case anymore. the rangers can run under machine gun fire and shoot bazooka at a greater range than some tanks. now that's ridiculous and if i've had an english firefly ace destroy 2 Jagdpanther+ 1 tiger with great ease. i guess it depends on how you play. you need to be fast before the germans deploy their big armor.

  42. #792
    Member seb4771's Avatar
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    ab2531: i've request (another )

    Possible to equip PE with "B1bis" french tank (250/300 captured) ? ( Pz.Kpfw.B 1(f) )

    1st version anti-tank = 47mm canon [sa 34 L/32] + (activated power) Howitzer 75mm [L/17] (long fire identical to stug42 but less power)
    2st version anti-infantry + anti-light tank = flammer + (activated power) 47mm canon

    Good armor 60mm (37mm anti-tank have 0% chance to destroy this tank), low speed (real 25 km/h "MAX").

    thanks

  43. #793
    Member Beefy^'s Avatar
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    i entirely agree as i said earlier the only real hinderence that the germans have is resources but my point was a vet 6 jp beats the firefly ace and the pershing ace head on with either of them at vet 6, unless your smart enough to not fight head on

    ----------

    seb i dont believe AB does his own models, try requesting in one of the armoury threads or normandy 44, if anybody with have a random french tank its sweeten xD

  44. #794
    Member ab2531's Avatar
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    @Beefy: It is true that it is nearly impossible to lose when you have 2 japdpanthers, 1 jagdtiger, 1 King Tiger and a Tiger Ace. Since my favorite faction is Panzer Elite I have never seen that as a problem... But now that I have allowed the AI to build these, I see how dreadful this combination is. Only Aces and Heroes have 6 levels of veterancy. Jagdpanthers and jagdtigers only have 4. I will increase the cost of these vehicles and reduce the veterancy bonus. When you say you and DM, you mean the DMz that can make skin?

    @seb4771: As Beefy has said, we don't have any 3D modeller or animator in this team unfortunately. If you see this vehicle available for Company of Heroes somewhere, tell us and we'll ask them if they can allow us to use it.
    Last edited by ab2531; 22nd Apr 11 at 5:57 AM.

  45. #795

    With great power come great skill... on the other side!

    How about adding an extra Pershing and Firefly Ace? That way as the axis can build 2 aces, and so can the allies. Maybe mix it up some, the US can have a pershing ace and a sherman ace, the britz with a firefly ace and comet ace, same levels of vet and the lighter tanks would be able to take the same hits and deal out the same dents. I really like the panther command tank for blitz doc, perhalps improve the britz command tank under the doc which allows churchhills? I am trying to make a video of the mod... Hard... Strum Tiger/Panzer or Stuart Light tank Ace are my ideas for prize!

  46. #796
    i like this idea, the top part ^

  47. #797
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    Mod need new models of units . For example here such tank from the future mod the Far East War



    In mod The New War Order there should be new American tanks. All that is necessary, it to borrow separate models from different mods.



  48. #798

    Need Help with extended Pop Cap.

    Hi, as you can see I am new to the forum. I just installed your Mod and think it is brilliant. I did have a question though. When I upgrade the Pop Cap in Supply, it does not seem to have any effect?? Can you explain why there is no visible change, or am I doing something wrong. I have COH, OF, and TOV with the latest patch.

  49. #799
    Member ab2531's Avatar
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    Quote Originally Posted by CplWombat View Post
    When I upgrade the Pop Cap in Supply, it does not seem to have any effect?? Can you explain why there is no visible change, or am I doing something wrong.
    The upgrade does not work in campaigns or scripted maps. It only works in regular multiplayer maps.

  50. #800
    Thank you very much. I appreciate the quick reply.

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