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

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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. #301
    Member ab2531's Avatar
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    Big news:

    I have visited the local Comicon at Brussels (It was cool to see Stormtroopers cosplay). My "mémoire" for my master degree in Physics is advancing very smoothly, and I have an appointment at the "Ecole Royale militaire" for my possible future job at the Belgian army...

    Everything is going fine so I went back the check this forum. El Coyoto has modified my mod to make it compatible for Tov. Unfortunately, the Beta testing team is having some problems... so it has been decided that the NHCToV will be an open Beta. (Happy guys?)


    It will be released this week-end as it is. I hope it will be ok even if there will probably be some bug left. I count on you to report them.
    The NHCmod , a small mod that does a lot of things.

  2. #302
    Member El_Coyoto's Avatar
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    Right... And if you encounter a very big bug... tell me by PM and I'll correct it rapidly...

    Sorry guys my beta-testers ( ) need to be a**-kicked or
    The NHCmod, a small mod that do a lot of things.



    Cancer Crew Gaming Clan... More like a family than a team.

  3. #303
    Member ab2531's Avatar
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    Last edited by ab2531; 21st Mar 10 at 3:40 PM.

  4. #304
    Member huetti07's Avatar
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    thx, trying

  5. #305
    Member col.sanders's Avatar
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    Wilhelm Deinhard doesn't have any audio and I don't know whether its a bug or it was intentional, but the camera zoom out for this version is a rather ridiculous 120 something (way out into space, so much that when fully zoomed out no units are visible)
    "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

  6. #306
    Member El_Coyoto's Avatar
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    I don't know why there is no sound for Wilhelm Deinhard (I will try to correct that...)

    And sorry for camera zoom it was for the first beta-test with other players and I forget to get it back to original value...

    Did you try to fight against Brit ? Is the AI ok now ?
    Last edited by El_Coyoto; 21st Mar 10 at 3:11 AM.

  7. #307
    Member col.sanders's Avatar
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    Good job on the new unit icons, I would say, quite an improvement, also how the medic has a pgren sound , since having a leutnant sound just seemed weird.
    Willie's only sound is when you upgrade his rifle. I played as a luftwaffe PE with a normal wehrmacht ally against 2 normal British ai on a map called Hard Landing. If possible, the Brit ai could use some improvements in their capping speed - they take their slow time sending squads out to cap points. 5 minutes into the game, I sent a hidden kettenkrad to spy on them, one Brit managed to call in a field support truck, but both trucks were sitting in the base territory. ( eventually I did see one field support truck camped at another point)
    They DO build some emplacements covering resource points early, like the random mortar or mg pit facing a proper direction (for once), and they do build a radio. They did also build some un-upgraded inf. sections , lt and some brens which they used as a T1 attack. Then I noticed the trucks packed up and didn't unpack for a while-a good 2 minutes. They do try to reinforce their retreated sections next to their trucks, and make more sections. At the end , when I had marders destroying their structures and trucks, they started calling in trucks like there was no tomorrow, and then my game crashed - but that could be on my end, CoH has a tendency to occasionally crash even on high spec machines.

    Overall, Yes the Brit ai has been fixed, more or less. The Brit ai tech a bit slower than others,( I already had a panzer jager kommand by the time I noticed they had a field support truck) Their unit , build, and emplacement build behavior has been improved a LOT, but their truck/call in/build behavior is something that can/should still be improved. (if possible)

    And about the camera settings, I would recommend setting a permanent camera distance of 50 max , since that is a good balance between the generic coh 40 and some 120 way out into space ( a too high zoom-out can really lag up if you have a low -end low memory machine). If you need help with the camera.lua stuff, heres 2 threads which I found very useful when implementing with mods

    http://forums.relicnews.com/showthre...ghlight=camera

    http://forums.relicnews.com/showthread.php?t=235455

    -playing as the British, the radio upgrade, "call the RAF", is still a pink icon, and the recon inf section no longer has the sniper shot ability showing when the recon section is in a trench.
    Last edited by col.sanders; 21st Mar 10 at 2:47 PM.

  8. #308
    Member ab2531's Avatar
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    I know why there is no sound for Wilhelm Deinhard. It was my bad.
    It is because I have used the Knight's Cross Holders speech for him but the panzer elite does not have these speeches. The system of speeches of CoH is different from DoW which allows to use the speeches of the others races without problem.

    It was an old bug that never bothers me since I created him. Some possible ways to fix it are to use the speech of an panzer elite unit or to add audio to the panzer elite.

  9. #309
    Member Bink's Avatar
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    I gave this a test run playing Wehr defensive doctrine and so far I like what I see for the most part. In my opinion, I prefer a healthy camera zoom-out; I never cared much at all for the stock camera settings in the game. If you do change it, I'd recommend a compromise between the two extremes so we can still see decently, especially when you're placing base structures. In any case, I view it as a minor issue, after all, its not as though the fog of war is affected and many of us tend to play maps we already know and enjoy. For example, I love playing mods like this on Cam's maps. For this initial test though I was playing on Ithaca 4v4 - 2 U.S./2 Brit vs 2 Wehr/2 PE. Ithaca is a good map for testing mods, most especially if you don't want to worry about resources while you explore all the doctrines.

    Speaking of base structures, I wonder if you guys would consider changing it so we can orient the buildings before placing. I find that useful especially on maps with constricted base areas.

    I suppose the only surprise to me was the difference in overall pop cap from the last version I played which was 1.71. I was used to a ceiling of around 300 since I like playing on large maps, but I think I can get used to this. I like that you have a fairly realistic unit pop value however (i.e. sniper is 1 instead of 4 etc.) to make up for the new overall pop level at 140/180. It makes a huge difference and I can still field a good size force.

    I like that you also gave units tons of stuff to build. I go crazy with my engineers quite often so that was a welcome thing. I like building elaborate fortifications and seeing how long I can hold out, so kudos on the Wehr defensive stuff. A couple favorite things off the top of my head: the 88 emplacement and mortar bunkers that have alternate long range fire ability i.e. seems very useful regardless of map placement which is cool.

    Edit: Couple hours later, playing Wehr Blitz doctrine, the only glitch I found was a graphical one for the Henschel air strike - its a pink image on the call-in panel. Gonna try armored doc next.
    Last edited by Bink; 21st Mar 10 at 10:48 PM.

  10. #310
    Member El_Coyoto's Avatar
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    Thanks guys for your quick answers... I will correct the Henschel Airstrike icon... and add sounds to Wilhelm...

    The camera zoom will be changed (and again : sorry I forget to get it back )

    One question... did anyone try the mod with a friend in multi ?
    Does it work with the multiplayer Relic System ?
    Last edited by El_Coyoto; 22nd Mar 10 at 1:25 AM.

  11. #311
    Member col.sanders's Avatar
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    Yes it does. I tried it with a friend last night, and it works fine.

  12. #312
    Member ab2531's Avatar
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    That's great, my mod finally works on multiplayer!
    (I did nothing, it was El_Coyoto )

  13. #313
    Member Anzac's Avatar
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    First of all thank you for all the hard work fantastic job!!

    Playing the British ive found a few things

    1) Cant find an option to upgrade anymore for hand grenades

    2) After garrisoning a house to a barracks cant recruit any men the icons are greyed out with the message "requires set up"
    Also the barracks seem to have an option to throw hand grenades though its greyed out

    3)Cant build Staghounds anymore

    4) After upgradeing engineers with Piats cant set up ambushes even when they are in heavy cover

    Off to work so ill have another bash when i get in and see what else i can find
    Dissapointed the British dont have a "Brew up" option...cant fight the Hun without tea!!

  14. #314
    Member col.sanders's Avatar
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    Yes they should, it would be like a global version of 'fire - up/heroic charge/for the fatherland/empire/etc.' or something. Can't go off to fight a war without having tea first before a battle.
    Ability - Tea Time! : All British Units (including vehicle/tank crews) stop what they're doing, set up camp, and immediately sit down for 5 minutes to brew up some tea, giving them a temporary morale and health boost, while all hostilities on the battlefield cease for the duration. (sort of like a cease fire)

    (joking, I know no one will ever do that, but its always good to come up with entertaining new ideas)
    Last edited by col.sanders; 22nd Mar 10 at 2:40 PM.

  15. #315
    Member Bink's Avatar
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    Started a new game with the Wehr terror doctrine. Only one graphical glitch with the King Tiger call-in - its a red graphic instead of pink like the one I had with the Henshel in Blitz. I'm still in the game and its going so fast its hard to slow stuff down to explore, so there's been a lot of friendly fire

  16. #316
    Member ab2531's Avatar
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    From KaPaull at moddb:

    PE

    - At a choice gochkiss in "the award" menu it ceases to be accessible as panzer 4 infantry supports and itself gochkiss
    - At a choice of the Tank doctrine swimmwagen cannot establish a mine (there is no badge)

    Americans

    - Т17 Armored car at machine gun installation – the machine gun is not displayed
    - Textures M26 Pershing Ace are not homogeneous – cracks and intervals are visible
    - At a capture any group «Four M3 Great gun» - the weapon in hands in general disappears.

    In the Tank doctrine:

    - At a points taking on Kalliopu, it remains not accessible to building (before it it was possible to build, in NHCmod v1.4)

    Wehrmaht:

    - There is no possibility of purchase of a motorcycle (the empty place is – the badge is not present)
    - How to get stug???
    - The veterancy on Flak 38 is not displayed. Only if to remove calculation and anew will plant are visible лычки
    - The veterancy of engineers is displayed not correctly: At 1 level 2 badges, at 2 level 3 badges
    - Unequal display лычек veterancy at some groups (the request to leave as in Tales of Valor)
    - The defeat zone минометного the bunker is not always displayed

    In the doctrine Terror:

    - «The Call of a royal tiger», a badge is displayed without a picture
    - The request to increase quantity of command units by acquisition Gitler-Uggent with 1 to 2 (appear too early)

    In the doctrine blitzkrieg:

    - By a call of a tiger the tank without attack planes leaves
    - Well no more than one tiger in the field of fight for time (in terror for example to two it is possible to cause royal tigers)
    - The tiger occupies a limit of technics 14, while a tiger-expert of all 5
    - The badge «the Call henshells» is not displayed

    In the doctrine defence:

    - On Fixed Artillery the veterancy does not extend
    - At Fixed Artillery too big radius of shooting (whether it is possible to make as at the British howitzer)
    - Whether it is possible to replace model Fixed Artillery with model of a German howitzer from campaign Tales of Valor?

    British:

    - «Call the RAF» for the captain, the badge is displayed without a picture.
    - «Call the RAF» for the captain, by a call of this ability and sudden tap of the captain, ability is dumped also resources come back. Thus planes continue to fly.
    - In the advanced staff it is impossible to order groups (writes «the stationary mode» Is necessary)
    - There is no possibility of purchase Т17 at its choice in "the award" menu
    - At a choice of a kangaroo in "the award" menu there is no possibility of purchase of command and usual Cromwells (thus command Cromwell is still necessary for purchase fairfly)
    - Where to study pomegranates МК-2 for infantry
    - Veterancy badges (whether it is possible to make them as in Tales of Valor for all) are incorrectly displayed

  17. #317
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    Thanks ab2531 if I am possible I will place here the full version. The request not to pay attention to my bad English.


    ***
    British:

    - «Call the RAF» for the captain, the badge is displayed without a picture.
    - «Call the RAF» for the captain, by a call of this ability and sudden tap of the captain, ability is dumped also resources come back. Thus planes continue to fly.
    - In the advanced staff it is impossible to order groups (writes «the stationary mode» Is necessary)
    - There is no possibility of purchase Т17 at its choice in "the award" menu
    - At a choice of a kangaroo in "the award" menu there is no possibility of purchase of command and usual Cromwells (thus command Cromwell is still necessary for purchase firefly)
    - Where to study pomegranates МК-2 for infantry
    - Veterancy badges (whether it is possible to make them as in Tales of Valor for all) are incorrectly displayed

    Wishes:

    - The request to make group with anti-tank guns of campaign Tales of Valor or them to give as modernisation to any group

    In the Engineering doctrine:

    - Engineers for 400 h.p. appear early enough, whether it is possible to forbid for balance to them howitzer building (25 fnt), 17-fnt and boffors before occurrence of the command car of infantry???
    - The same engineers restore the technics from 100 % health (whether it is possible to make as at bergetiger– more slowly on time and from 40 % of health after restoration). Why it is impossible to restore the American technics.

    In the Doctrine commandos:

    - Whether it is possible to increase cost of the sniper from a staff glider yes 325 h.p. (just cost «commandos with PIAT»)

    ***
    Wehrmaht:

    - There is no possibility of purchase of a motorcycle (the empty place is – the badge is not present)
    - How to get stug???
    - The veterancy on Flak 38 is not displayed. Only if to remove calculation and anew will plant are visible лычки
    - The veterancy of engineers is displayed not correctly: At 1 level 2 badges, at 2 level 3 badges
    - Unequal display badges veterancy at some groups (the request to leave as in Tales of Valor)
    - The defeat zone the mortal-bunker is not always displayed

    In the doctrine Terror:

    - «The Call of a royal tiger», a badge is displayed without a picture
    - The request to increase quantity of command units by acquisition Gitler-Uggent with 1 to 2 (appear too early)

    In the doctrine blitzkrieg:

    - By a call of a tiger the tank without attack planes leaves
    - Well no more than one tiger in the field of fight for time (in terror for example to two it is possible to cause royal tigers)
    - The tiger occupies a limit of technics 14, while a tiger-expert of all 5
    - The badge «the Call henshells» is not displayed

    In the doctrine defence:

    - On Fixed Artillery the veterancy does not extend
    - At Fixed Artillery too big radius of shooting (whether it is possible to make as at the British howitzer)
    - Whether it is possible to replace model Fixed Artillery with model of a German howitzer from campaign Tales of Valor?



    ***
    Americans

    - Т17 Armored car at machine gun installation – the machine gun is not displayed
    - Textures M26 Pershing Ace are not homogeneous – cracks and intervals are visible
    - Prist, too big radius of shooting
    - At a capture any group «Four M3 Great gun» - the weapon in hands in general disappears.

    The request:

    - Whether it is possible to make on М3 possibility of installation of a mortar???
    - Leutenant Powell imba, it too strong also appears early. Whether It is possible to replace this character with heroes from Tales of Valor (in 3 missions for Americans in campaign Tales of Valor there is a quite good sniper-hero + also it is possible to take one of groups)
    - Radio Operator, whether it is possible to enter restriction no more than 4 fighters???

    In the Tank doctrine:

    - At a points taking on Kalliopu, it remains not accessible to building (before it it was possible to build, in NHCmod v1.4)
    - Kalliopa, too big radius of shooting

    In the doctrine infantry Support:

    - A howitzer, too big radius of shooting
    - Whether it is possible to make a howitzer mobile???



    ***
    PE

    - At a choice gochkiss in "the award" menu it ceases to be accessible as panzer 4 infantry supports and itself gochkiss
    - At a choice of the Tank doctrine swimmwagen cannot establish a mine (there is no badge)
    - Pak38 cannot mask
    - There is no possibility of increase in a limit of armies at PE

    The request:

    - Of 640 h.p. and 140 fuels, whether it is possible to reduce cost of a separate panther by 550 h.p. and 100 fuels
    - Willhelm Deinhard appears early, whether it is possible to change conditions of its occurrence??
    - Whether it is possible King Tiger to replace on Jagdpanther
    - Whether it is possible folsgrenaders and Pak38 to make accessible only in a field staff
    - At Hummel too big radius of shooting



    !!! The huge request!!!

    I dreamt for a long time, that tanks from Panzerkrieg have transferred to usual armies, as heroes

    - For place Firefly ace to give to Britain cherchill from Panzerkrieg with all abilities
    - For place Pershing ace to give to Americans either Sherman or Hellkat from Panzerkrieg with all abilities
    - And wehrmaht and PE to give or a panther or panzer 4 of Panzerkrieg with all abilities (for place Willhelm Deinhard to give gochkiss from Panzerkrieg)
    - For place Leutenant Powell to give either the sniper or group from campaign Tales of Valor

    It is possible???

  18. #318
    Member Bink's Avatar
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    Just finished a couple doctrines with PE, Scorched Earth and Luft. I don't know off hand if I spotted any bugs and didn't realize it. For example if certain reward units in general are affected (whether they're there, not there, or I needed to do something while playing to get them). My games were going so fast I couldn't pay that much attention to those differences. Much of my pop was taken up by artillery pieces to slow down my own side's AI from winning before I could look closely.

    For the moment all I have are a few requests. I haven't played the Brits just yet but presumably they are set similar to PE in that they cannot take an ambient building and turn it into a forward HQ that produces units (the PE can but just heals and reinforces squads like the stock game). I'd change that so that they would be on a little more even ground with the other factions, and with Brits, depending on the map, they might not be able to set up trucks so good so that might actually help them out a bit to be a little bit more contentious of a fighting force.

    I'll add some more notes after I've finished the last PE doctrine and tried out the Brits.

    Edit: I can confirm the above poster's comment on the Brits not being able to upgrade to get grenades, and while they can upgrade buildings into forward HQs, the two units they could build are grayed out (I think its a couple of inf squads). I think adding an MG, mortar, and/or portable AT weapon like the U.S. or Wehr get with their forward HQs would help their chances. Same with PE for that matter. I figure with them, if you have to, I'd borrow one or two units from the Wehr to let them use - MGs or AT for example.

    I have a couple general requests as well with both PE and Brit engineer types to have them build tank traps. In the games I've played so far, I realize that the AI will spam healthy numbers of tanks that will crush them but those things do come in handy early until they do. The second one, I'd have those engineers be able to repair stuff like slit trenches. I just think its odd that the best I can manage is to delete the trench and rebuild it, yet in doing so it also kills at least 1 member of a squad inside. The same thing occurs when deleting wooden bunkers with a squad inside. I don't know if that was intentional or not but I just wanted to give you a heads up about that.

    Also, this is just a theory of mine, but I'm curious to know if giving the Brits and PE the ability to build observation posts on their captured points would help out with their unit output a little better than they currently manage. I'm not entirely sure I'd make this request until I knew more, so maybe this could be something to toy around with on the next beta version.

    Off to finish playing with the other 2 Brit doctrines then U.S.

    Edit: Found a couple issues playing Brit Commando doctrine.

    1. Vickers MG squad cannot enter trenches like the PE and Wehr Heavy MG do so far.

    2. The Call the RAF button on the transmitter thing is pink.

    Edit for RSE: There's an issue with the Brit armor doctrine as well. I can't build the command tank and thus no Firefly or Firefly Ace.

    Also the SAS 4 man squad call-in, the description of the booby trap ability indicates that it can set them in buildings, yet it only does territory points.
    Last edited by Bink; 25th Mar 10 at 7:40 AM.

  19. #319
    I was wondering ab2531 or El Coyoto I was wondering what you all plan to add to the mod after you iron out the ToV bugs and glitches. Just be nice to have a heads up as to where this mod is headed or perhaps if you are planning to incorporate any other mods into yours...

    T-34...

  20. #320
    Member Cedtheslayer's Avatar
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    Hi Guys
    There alot of us from Down Under that enjoy this mod and we think you on the right path. Keep it up.
    The Slayer
    THESLAYER

  21. #321
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    New bugs:
    - How to open British Т17?
    - In the tank doctrine at Americans does not work a limit "to cause pershing". I have caused yesterday to 9 pershings for fight

  22. #322
    Member ab2531's Avatar
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    To KaPaull:
    All ToV units have problems for the moment.

    The following things are not bug but features that I made on purpose for the mod. You could have checked the README before pointing them.
    - The Armor doctrine of the American can have as many pershing as they want.
    - The Calliope's, Priest's, 25 pounder and Hummel's barrage fire range has been increased.
    - The long range barrack of the 105mm howitzer is supposed to have a very long range.
    - Only terror doctrine can call more than one King Tiger.
    - PE pak38 is not the whermacht's pak38 so it is not supposed to be able use camouflage.

    To MaverickRaven66:
    It is easy to combine other mod with Eastern front because it does not change the other factions.

  23. #323
    Thanks ab2531 its nice to know that we can have the balance of NHC (or perhaps lack therof but for the better) with the awesome content of Eastern Front.

  24. #324
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    Thx ab2531, but why in blizkrieg it is possible to cause only one tiger, and the usual tiger leaves with infantry, and Wittmans tank without (and a limit at it 14)

  25. #325
    Member ab2531's Avatar
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    Quote Originally Posted by Kapaull
    but why in blizkrieg it is possible to cause only one tiger
    It was the original CoH 1.71 restriction.

    Quote Originally Posted by Kapaull
    and the usual tiger leaves with infantry, and Wittmans tank without (and a limit at it 14)
    I don't understand what you are trying to say

  26. #326
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    Sorry for my English. I wanted to say that when "Tiger 205" in the "reward" tank doctrine blitzkrieg called unaccompanied shturmtroopers and takes 14 instead of the prescribed limit of 6. So correct?
    Last edited by KaPaull; 26th Mar 10 at 8:30 AM.

  27. #327
    Member El_Coyoto's Avatar
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    Thanks guys for your answers... First of all we will try to correct the bugs (ToV units) and add icons for things which haven't (RAF & Henschel)

    Suggestions will come after... And for using both Eastern Front & NHC, I'm working on it... be patient...

  28. #328
    Member Bink's Avatar
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    I noticed something about the medic you build. He can pick up a small arms drop from the supply truck, but I couldn't tell if he could use the weapon. What I did notice was that the weapon model never shows up in his hands.

  29. #329
    Just realized that all of the Panzer Elite unist throw their grenades and have to wait 4MINUTES!! to throw another one hope this gets lowered by like a fourth or something cause its just really high.

  30. #330
    Member ab2531's Avatar
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    I has always been like that in the original game.
    That's why you have to use the ammo half-track that can follow your troop(can't remember the exact name since I never use it) or my supply truck. They lower the reload time to 1 second when they are near a squad.

  31. #331
    Member DMz's Avatar
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    munitions halftrack

    and its perfectly fair and quite balanced. this, cross of iron botb & N44 are the only 4 mods where irrispective of what faction you play, if your good, you can win. some of the others are so axis biased that it just turns every game into a chore that isnt much fun. thanks for giving this back to us btw, it was sorely missed since TOV.

  32. #332
    Member ab2531's Avatar
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    You are welcome

  33. #333
    It's been almost two months, how close are you guys to getting this thing up?

  34. #334
    There are a few mods that enable non-ToV units (like the Tiger 205) and non-ToV features (like direct fire or fire control or whatever) despite the lack of ToV. Do you plan to give all users equal features with each faction as long as they have the faction.

  35. #335
    Member ab2531's Avatar
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    @madcatsden:
    Quote Originally Posted by madcatsden
    It's been almost two months, how close are you guys to getting this thing up?
    Two month?? the beta has been put online less than one month ago.

    @MaverickRaven66:
    Quote Originally Posted by MaverickRaven66
    Do you plan to give all users equal features with each faction as long as they have the faction.
    Could you be more precise?

  36. #336
    For instance if my buddy has direct fire (I really don't know what its called cause I don't have it) and I don't, will I still be able to use it in NHCmod to make it even? I mean there are a bunch of mods that let you do this and it would be nice to have it in this one too.
    Last edited by MaverickRaven66; 4th Apr 10 at 3:42 PM.

  37. #337
    nice mod, I really like the new additions.

    I have a few suggestions though:

    1.enable vet on the wher flak 38(the normal flak 38 has it but your emplacement doesn't show any vet bars) and 88 bunker. (and the parnthertuen if your able to)
    2.if possible make the pantherturn(not sure if I spelled this correctly) build as a building that you own instead of a neutral one.
    3. fortify the perimeter should allow reinforcements at the flak 88 and parntherturn.(their bunkers right?)
    4. add vehicle cover

    Also for personal reasons I don't like how the medic bunker share bodies, how do I revert it to normal function? (just a personal preference)

    GJ on all the hard work!

    btw, how do I get rid of the persistent bodies? My comp can't handle some of the maps where tons of units are dying left and right
    Last edited by soul0reaper; 10th Apr 10 at 3:51 PM.

  38. #338
    Member ab2531's Avatar
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    Aug 2008
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    Münster, Germany
    @soul0reaper:
    1.If I remember well, the flak emplacement have veterancy but it is not showed because it is considered as a building by the game. The 88 in bunker had veterancy in my previous version, I don't know what happened
    2. Yes, it is possible but I did not want it.
    3. nope, but it is an excellent idea.
    4. I agree, I don't understand why it was deleted from the original game.

    You can't get rid of the persistent bodies unless you mod the ebps file of the infantry. It is one of the mean feature of my mod, sorry.

  39. #339
    Member Scar™'s Avatar
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    Jul 2005
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    Maine, USA


    Pulse Carbine Lover

  40. #340
    Member ab2531's Avatar
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    Münster, Germany
    Awesome, it is not photoshopped?

  41. #341
    Member Scar™'s Avatar
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    Maine, USA
    No. Here is a link:

    WW2 Photos

  42. #342
    Member ab2531's Avatar
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    Aug 2008
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    Münster, Germany
    We should use this picture for the main game menu

  43. #343
    Member El_Coyoto's Avatar
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    Sep 2009
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    Strasbourg (France)
    Ok... definitely the Eselschreck exist... awesome !

    ... For those who have vote that it's a totally unrealistic unit -> <-

  44. #344
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    Mar 2010
    Location
    Chelyabinsk, Russian Federation
    When there is a new version of the dandy. With corrections

  45. #345
    Can someone tell me how to combine this with eastern front?

  46. #346
    Member El_Coyoto's Avatar
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    Sep 2009
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    Strasbourg (France)
    I'm working on it... but my priority is to correct bugs...
    And sadly now I'm very busy at work and with other things... I'm sorry... a little more patience...

  47. #347
    Member
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    Mar 2010
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    Chelyabinsk, Russian Federation
    Has passed month. How long still it is necessary to wait???

  48. #348
    Member col.sanders's Avatar
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    Jan 2008
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    NJ, USA
    It will be done when its done? Just be glad the almighty developers have finally made a ToV compatible mod version for now. Its been a long wait since 1.4d, and a big thank you to the dev's is in order to finally make it compatible once again.

    And the only mod that has gotten the permission so far to implement EF content is the N44 mod.

  49. #349
    Member
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    Mar 2010
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    Chelyabinsk, Russian Federation
    I am ready to help. If testers are necessary. Only my bad English...

  50. #350
    Member El_Coyoto's Avatar
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    Sep 2009
    Location
    Strasbourg (France)
    @KaPaull : Thanks... but we don't need testers anymore... the only thing I need ist free time to work on the bugs... but Wife, Work, and other activities don't let me too much time for playing or modding ...

    @col.sanders : Thanks for your words... and for EF... I don't use any of their stuff or touch anything of the EF mod... I have found a way to run both at the same time... and as long as I don't modify EF devs work or I don't appropriate their work, I'm pretty sure that I don't need to ask them for permission...
    Remeber, EF mod DON'T TOUCH the original game and NHCToV modify ONLY the original game...

    ... PS: Of course if it is a source of conflict between us and EF devs, I invite them to tell us and then we will discuss about it... (Thanks EF devs for your very professional work )

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