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

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  • 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. #851
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    I totally agree with Phineas, the mod you ab2531 made is quite remarkable and made me start playing COH again. I heard you might take away Defensive Flaks? PLEASE DONT! But maybe the range is quite far. The fact that my own troops get killed with it balances it out. Your Zombies idea sounds great, but I think the powers you will add are a little much. Do you think you could add some kind of survival zombie mode? That would be incredible. Relic should seriously think about hiring someone of your caliber.
    Anyways thanks for all the hard work you have been doing and keep up the incredible work, its people like you that make pc gaming such a joy!

  2. #852
    Member saukopf's Avatar
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    zombies……oh, as the Eselschreck (donkey), 24.31% players consider it not realistic, but still 19.34% consider it funny, and zombies……neither realistic nor funny……
    China United Airline civil aircraft maintenance man

  3. #853
    Member Tarlak501's Avatar
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    hello there ! new version of the map podium cause some pb on it i have made a version 1vs1 and a 2vs2 thks to chickenhawk and yea was first a map made for 1vs1 but i have made it for 2vs2 to play with my friend on the net and then there is a new map extra large one big big and long fight will be an orgy of tank inf and explosion ;p it called [NHC]Angiref 6p it have vic point too and lot of ammo on the map so will be a lot of called arty off map ^^ so so here is the link have fun and will be a pleasure to fight with u people vs comp or against u on multi game and all have fun on my maps
    http://www.gamefront.com/files/20386742/3maps_rar
    same as usual put them in my games/company of heroes/ww2/data/scenarios/mp u can delete old version of podium map

  4. #854
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    you know what would be great, in the reward menu you could choose between normal zombies and the 'super' zombies you spoke of, the ones that can turn invisible and shoot fireballs. i believe that good ol fashioned zombies (slow, cannon fodder type - they touch soldier, he dies, then re-animates) would be a great addition as the Nazis dreamed up all sorts of experiments like this, messing with the human body. maybe not striving to create zombies per se, but horrible experiments nonetheless. invisibility and fireballs, etc are far more fantastical and far out there.

    are defensive flaks being removed? hope not, i love them but i do think they are overpowered. perhaps making longer reload times? or nerf their range?

    I SECOND the zombie survival mode. good lord, that would be truly Jaw-dropping. I can see it now, Allies setting up a base, when a US jeep recon unit detects strange, slow moving people approaching. this escalates into an approacing horde, the Allies must hunker down and survive the waves. wow, wow, WOW. mod of the century.

  5. #855
    Member ab2531's Avatar
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    phineas, there is already a zombie mod that has been developped:
    http://forums.relicnews.com/showthre...ns-Master-List
    http://www.moddb.com/mods/zombie-mod...s-modification
    You should have a look at it if you want to play against zombies. In my mod there are fewer zombies since the Evil scientists need to gather enough corpses to build them and I have limited their numbers.
    Last edited by ab2531; 31st May 11 at 1:31 PM.
    The NHCmod , a small mod that does a lot of things.

  6. #856
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    Yes i was aware of that mod. haven't tried it yet, though. i realize zombie survival mode is like making an entirely new game and pretty ludicrous to suggest... but what can i say, i sometimes get zombie fever. perhaps i'll check that mod out.

  7. #857
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    zombies

    Ah, I didnt know about the Zombie mod. Great that its a separate entity.
    I agree with Phineas's idea, having a separate reward for different types of zombies.
    Once you start putting in super powers, it starts detracting from WW2. Normal zombies, as
    fantastical as they sound, were something Nazi Mad Scientists would have strived for. The idea
    of having to pick up corpses from the battlefield is a great one for sure.

    Defensive Flaks....ah yes, nerfing the range or making a longer cool down before firing the next shot
    could work indeed.

  8. #858
    Member ab2531's Avatar
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    Allies or Traitors?

    The new feature allowing you to choose any faction whatever you are axis ou allied is ready! It will be included in NHCmod v2.602 and extended with the combiner.


  9. #859
    Member Jagdpanther's Avatar
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    Did you found a way to make this possible now for the soviets either?

  10. #860
    Member ab2531's Avatar
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    Yep.

  11. #861
    Member Jagdpanther's Avatar
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    Wow, how? Because it's not standard there.

    Edit: ah I have an idea how, because you are working with an combiner.

  12. #862
    Member ab2531's Avatar
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    Like how you have explained it to me.
    Make a copy of the raceebps file allied_soviest.rgd and rename it. I chose the name ima_allied_soviets.rgd (I think wtf_allied_soviets.rgd would also works)
    Change the race_type from allies to axis
    and then change the online_race_id from 5 to 15.
    I can send you the rgd if you need it.

    Edit: yes, this is only with the combiner. I treat the soviets as a standard faction.

  13. #863
    Member Jagdpanther's Avatar
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    No, the way is clear for me.

    The only thing was, the soviets are not standard of your normal mod, without combiner, and in EF the counterpart is not standard. So I imagine, the job to adding the counterpart is done via the combiner, isn't it?

  14. #864
    Member ab2531's Avatar
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    You are right. It seems that I don't even need to explain it to you

  15. #865
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    Cool,cool,cool,cool,cool, very cooool !!!!!!!!!!!!!!!!!

  16. #866
    Member Jagdpanther's Avatar
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    Berlin
    Good idea and good work.

  17. #867
    Member ds_vet9091's Avatar
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    Please, no zombies, unless as a seperate campaign. Love the donkey and this mod. Can't wait til the update and EF are fixed. I think it's a great idea being able to play any faction.

  18. #868
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    Sounds fun!

    I guess the new update will be ready soon? I can't wait to take on the Soviets with my SAS.

    Also can't wait for the STUKAS!

    Keep up the good work!

  19. #869
    Member seb4771's Avatar
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    ab2531 : Why don't you create Last prototype units for WM or PE ?

    This tank doesn't want new model and it's possible to create 1 tactic JUST for prototype (maus + others last prototype)

    E25 = hetzer evolution : 7.5 kwk 42 L/70 with 700 ch (panther motor) for +70 km/h [needed small change to hetzer model]
    E50 = panther evolution : 8.8 cannon with 900 ch motor for 65 km/h max
    E75 = tiger 2 evolution : 8.8 cannon + upgrade 10.5 cannon with 900ch motor for 40km/h max
    E100 = Jagpanther evolution (krokodil) : 12.8 cannon + upgrade to 17cm kanone 18/44 +240 cm frontal armor

    Just changing name + stats.

  20. #870
    Member ab2531's Avatar
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    I am not interested. These concept tank didn't even got a built prototype.

  21. #871
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    Wow, you're moving along so quickly it seems, nice work! being able to fight any faction seems like a simple thing but will add a brand depth to the gameplay. i don't wanna be that guy, but any idea when it'll be ready?

  22. #872
    kinda looking forward to cold war battles vs the reds are the brits getting m3 halftracks? in the update they kinda need some mobel AA vs evil airstrikes

  23. #873
    Member ab2531's Avatar
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    Yes, Royal Engineers now come on the battlefield on half-track once you get the captain.

  24. #874
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    Oh, that sounds utterly splendid! ab2531, it was mentioned before that the AI will use more of the new units from your mods? I see scouts alot, but the AI never uses Wilhelm Dienhard, the S.A.S, Defensive Flaks, etc. Will the AI be able to start using more of these units?

  25. #875
    Member ab2531's Avatar
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    Yes, they can build heroes but not the Defensive artillery because I don't really want to see the AI use it and I could not figure how to make them build defensive buildings. I would love to see them build the Flak 88 in bunkers but I don't know how to do that. The AI has build a MAUS! It is nearly impossible to destroy it when you are playing Whermacht. Just look at this moving fortress and admire it's firepower

  26. #876
    i can't see a link and :/ hmm isn't it going to screw up the game makeing it too easy if all you have to do is build one to win?

  27. #877
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    When to end beta test mod and there is its final version?

  28. #878
    You can modify the next version of the number of resources at the beginning of the skirmish? Of course, if you choose "a lot", then we will have 4000 + personnel, 500 ammunition, and 500 fuel. With ammunition and fuel are no problems, but the personnel was never enough. May increase it very much?
    Now I have a game version of the 2,602, her trainers can not find, and Cheat Engine on long enough, the game crashes.
    Sometimes you just want to arrange the slaughter, but it always lacks the personnel.

  29. #879
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    Hello ab2531, yeah I see what you mean if the AI build Defensive Flaks.....it would kill the gameplay.
    A Maus? The link didn't show up but I assume that is gonna be one gigantic tank!

    So now the AI will be able to build heroes? Sounds marvelous indeed! Thanks so much

  30. #880
    Member ab2531's Avatar
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    The Maus is already in the old beta 2.601b:
    http://www.gamefront.com/files/20027...v2.601Beta.rar



    Unfortunately, I don't have any news from El_Coyoto who is doing the icons and skin needed for the new version. I will release the new version as it is if I don't get any news from him until Christmas 2011.

  31. #881
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    Wow, that's one big tank. I didn't know about the beta version, will get on this tonight. You metioned you are waiting for El_Coyoto to get the new skins and icons for the new version....by new version, do you mean for the Maus or the updated NCH mod?
    Thanks ab2531!

  32. #882
    Member ab2531's Avatar
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    The Maus is already in v2.601b, the new version will be v2.602 which is made for patch 2.602 with a lot of new features and better AI.

  33. #883
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    Ah I see ab2531. Though I read that v2.601 is not playable in multiplayer?

    How is your team coming along with the skin work and other details? You mentioned you are waiting for them to finish up before you can release v2.602.
    About the Maus, apparently the Germans only created 2 during the war. Will the Maus be like the King Tiger? Only being able to summon one in during a match. ab2531, I have a huge request for you. Heroes like Powell and Dienhard, even the S.A.S. for that matter who all have individual names: wouldn't it be more realistic if you can only summon these guys 1x during a match like the King Tiger? It doesn't make sense that we can keep calling these guys in after they die. What do you think? Is this hard to do? Sorry to sound demanding, but your NHC mod is so important for Company of Heroes and everything is so close to being perfect!

    ----------

    Ah I see ab2531. Though I read that v2.601 is not playable in multiplayer?

    How is your team coming along with the skin work and other details? You mentioned you are waiting for them to finish up before you can release v2.602.
    About the Maus, apparently the Germans only created 2 during the war. Will the Maus be like the King Tiger? Only being able to summon one in during a match. ab2531, I have a huge request for you. Heroes like Powell and Dienhard, even the S.A.S. for that matter who all have individual names: wouldn't it be more realistic if you can only summon these guys 1x during a match like the King Tiger? It doesn't make sense that we can keep calling these guys in after they die. What do you think? Is this hard to do? Sorry to sound demanding, but your NHC mod is so important for Company of Heroes and everything is so close to being perfect!

  34. #884
    Member ab2531's Avatar
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    Please check the previous post before posting!
    All these questions have already been answered. The mod works in multiplayer you can check on youtube.

    Infantry Heroes are rebuildable because their stats have been drastically reduced. In v1.0 of my mod I could win with only Powell (ah the good old time...). Check yourself for the Maus.

  35. #885
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    Oh thanks ab2531, yes the previous posts do in fact have all the answers to my questions. Thanks so much.
    The mod does work in multiplayer afterall!
    Wow, the old days Powell was like the Terminator then!

    Thanks for the quick post back and good luck with you and your team for the new v2.602! We are excited!!!!

  36. #886
    v2.601 buged ai? i was playing 2 players vs 4 super hard german we pushed em back to a bridge line where we held em then all hell broke lose they started v1, v2, airstrike spaming at our bases like ever 2mins 2 or 3 would hit, even 1 hit can kill my over repaired tank ace the bomber run can't do that, hell hardly seem to damage there base when we did it back to them was it nerfed and is the officer airstrike gone for good?

  37. #887
    I love the mod the only thing I think needs to be toned down is the german artillary. one strike and my 17 pounders are completely destroyed and the allies artillary is not nearly as powerful. The only downside my friends and I found about the mod and we play almost every day. But I love the mod it's great. keep up the great work.

  38. #888
    Member HerrVoss's Avatar
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    Maybe a dumb question but will you be able to add the EF Ostheer into the combiner? Great mod and can't wait for the new patch.

  39. #889
    Member ab2531's Avatar
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    @wildcardTBC: The AI don't know how to use the V2. There is no change in with the Call the RAF ability.
    @djdouge: Thanks, the defensive artillery has been drastically nerfed for the next version.
    @HerrVoss: Probably yes.

  40. #890
    for some reason now i cant play multiplayer, it keeps saying incompatible game versions. i had the beta installed in one computer so i uninstalled it but it still will not work.

  41. #891
    is anyone getting missing units for all factions with the Combiner running since the last eastenfront update (still useing nhcv2.601)

  42. #892
    Member ab2531's Avatar
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    I just have a message from El_Coyoto saying that there will be no update until the end of Augustus. Please be patient.

  43. #893
    End of August eh? Ok, I can wait for such a cool mod! I've been sick as of late and just catching up on all the posts. Whatever happened with the new relic patch messed things up as most of the units you added are not showing up. And about the zombies, they would be like a hero option? So you could turn them off if you don't want them, or much like myself I can't wait to run a rotting mass of flesh ahead of my tanks.

    ----------

    End of August eh? Ok, I can wait for such a cool mod! I've been sick as of late and just catching up on all the posts. Whatever happened with the new relic patch messed things up as most of the units you added are not showing up. And about the zombies, they would be like a hero option? So you could turn them off if you don't want them, or much like myself I can't wait to run a rotting mass of flesh ahead of my tanks.

  44. #894
    Member ab2531's Avatar
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    Units not showing up is just because you are using the combiner which does not works with latest EF. The mod works fine with the standard mod. I may release a version as it is because you are one of the biggest fan of the mod and I appreciate that.

  45. #895

    Your Right!!!

    Buy gosh your right! I became so attatched to the combiner I never even noticed I was turning it on all the time. Thank you for saying I'm one of the biggest fans, I also like to think I am a patiant fan. When ever you and your team feel like you have it ready for the masses to play I am there! Course there is nothing wrong with a spoiler version either hehehe... Keep up the great work! Best mod ever as it brings so much ROFL moments in an evil kinda way... No matter which side you play.

  46. #896
    Member Squab66's Avatar
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    panzer elite ai use the donkey

  47. #897
    Member ab2531's Avatar
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    Quote Originally Posted by Squab66 View Post
    panzer elite ai use the donkey
    That's abnormal. In which circumstance does that happens? Is it only on a specific map? or in the campaign?
    The AI should not be able to build the Eselschreck in regular skirmish battle.

  48. #898
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    good things come to those who wait!

    So the mod will be a ready to rock by the end of next month!?

    Oh that's fantastic!!!!!!!!!!!

  49. #899
    Member ab2531's Avatar
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    Early release

    Greetings Gentlemen (and Ladies?),

    Since it would take a long time before the next version, I have decided to release a spoiler version:
    NHCmod v2.602 WIP
    http://www.moddb.com/downloads/nhcmo...oiler-version/

    This an early release of the upcoming uncompleted version 2.602. There are icons missing, lack of texture but all the units are operational. Most features have been updated. The Combiner is now compatible with EF 1.4 and you can play with and against any factions. This version is compatible with Company of Heroes, Opposing Front and Tales of Valor patched to 2.602

    Have fun, and please report bugs.

  50. #900
    Pure greatness! Downloading now and will report any bugs which I may find. Course... I may be having too much fun to notice any heh. Thank you and your team again and again!

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