There is no new British lieutenant. The Highlanders don't need a lieutenant to run faster.
Edit: Something is wrong with the lieutenant. It will be fixed for the next release.
Defenitely, it makes me sick and kills all my joy of playing CoH
yeah, it is completely unrealistic and useless
I don't care
no, it is a funny unit, completely crazy just like Powell.
NO! The Eselschreck is the best thing I have seen in all my life!
There is no new British lieutenant. The Highlanders don't need a lieutenant to run faster.
Edit: Something is wrong with the lieutenant. It will be fixed for the next release.
Last edited by ab2531; 31st Dec 10 at 6:49 AM. Reason: Checking lieutenant
The NHCmod, a small mod that does a lot of things.
HAPPY NEW YEAR GUYS!!!!!!!!!!!!!! C НОВЫМ ГОДОМ РЕБЯТА !!!!!!!!!!!!!
Curse. American infantry destroy the German in a short time. I have tried in every play. German infantry simply dying of clashes with the U.S..
Why am I saying this? I tell you.
________
Tank Guard (Germany), January 1, 2011.
Created four mechanized infantry squad at the beginning of the game. Armed them with rifles Gewehr 43. Sent them to destroy the American infantry squad (riflemans, a detachment of 10 units). Excellent. Mechanized infantry to destroy them. Then, with time in the game, America began to develop.U.S. Marines endure motorized infantry very quickly, while they themselves remain almost intact. I do not know why. Then send troops to the American Ranger bazookas. And very often the shells of these bazookas go directly to the German soldiers, in consequence of that detachment of Germans transformed into meat. And indeed the infantry in America requires fewer personnel. What we can observe in Germany? Lack of resources for equipment (need a lot of fuel, personnel, where would it all take? ")), lack of personnel on teams (usually it takes to replenish the units, which almost destroyed the Americans). Meanwhile, while Germany goes to the defense of America is building inexpensive Sherman, which destroy the German infantry very quickly (especially a pity, when there is no anti-tank weapons and grenades for the purchase of lack of resources. Or, sometimes it happens that I buy a grenade, and the sense of They do not have much to Sherman pulled infantry Americans and destroys your infantry. While you're furiously trying to kill Americans, which run from the base, America could easily build another tank, or take a tank tactics cause Caliope Sherman, who bombed your entire base, and at this you lose.
Maybe the code the game and it turns out that the German infantry more HP and damage of the above, but in fact it is not. Americans simply crush their quantity, and no increased damage to a few tenths will not help you. Yes, and resources in their production units all require much less. I've been playing for America against the three experts (Map 3 Versus 3) almost without taking part in the game. Almost nothing has been done, watch the game. Initially, America lost, but after a while because of its capacity, it threw back Germany, and then completely proceeded to storm the headquarters.
How strange. If the characteristics of leaves, that the Germans should be stronger, why even a computer for their loses?
Can expand the German infantry units and reduce the cost of personnel on it? Play is simply intolerable. It feels like you are now in 1945, defending Berlin when the forces and resources no longer exists. Equalize the number of people in the units and make the Germans more resilient against weapons of American units please. One thing to look at the source, and another try. I do not want to say anything bad, but in the original game, Germany and America were on equal footing and the battle is not decided in the first two minutes of the game. I like your mod, but I think in Germany it always performs the role of defenders. In rare cases, I could win, but they were very rare and are directly dependent on luck).
________
I have nothing of German technology silent. Tiger-ace of course good, but expensive, while the remaining tanks are too expensive to create them, and even if they accumulate in the tank, it will sooner or later destroy a lot of Shermans, M26, and a dozen anti-tank guns. I hope you take action.
Sorry for bad english.
KaPaull, Разве не так? Ну не получается у меня за Германию "адекватно" играть.)
When i try the Combiner with Eastern front and NHC, all unit models do not load, so everyone is a box except USA hero, How do i fix this?
*edit*
i have the newest updates of everything...
@ab2531 - I know what you mean, but a lot of people have had trouble modding in loran's small arms. However, as near as I can tell, the three or so mods that I have seen that used them, it did not effect weapon performance. I knew that one glitch had the weapons overlapping each other graphically though in each case.
Not sure if you saw this thread but there might be some troubleshooting tips in there that make sense to you...http://forums.relicnews.com/showthre...get-it-to-work If all else fails, I'd contact eliwood, I believe he managed to figure it out. Also, Darkbladecr I think said he'll work on a tutorial after the holidays.
About NHC2.5 beta: So far have only played around with Wehr defensive. I love the resource/lock down thing. It helps a great deal on slow resource gathering maps. I'm also glad you moved the donkey unit call-in to the HQ - frees up the call-in bar for anything else you may want to add later.
I saw the tough little AA truck in action, nice addition. Although I notice it can be built out of two buildings (Krieg & Sturm). Other than that, I haven't seen any glaring bugs with Wehr defensive just yet.
Edit 2 - Jan 2nd: Noticed the same instance playing Blitz doctrine, where a different unit (stormtroopers) can be built out of two buildings (Wehrmact Qrts. & the Krieg barracks). Everything else seems ok near as I can tell with that doctrine.
Last edited by Bink; 2nd Jan 11 at 2:00 AM.
@William Blake
Americans in the version mod 2.5 more strongly than were earlier. It is connected by that version 2.5 - a beta version. The officer of logistics and improvement for observant posts do Americans by monsters. It is assured that ab2531 In due course all will correct, for now I suggest to play 2.4а.
I after holidays plan to test mod on a maximum (как только закончатся запасы выпивки и съестного)
Can make superheroes Germany?) Or, for example, SS units like the knights of the cross, only better. For a tank guard.
Yes, American are clearly too strong in 2.5 with all their ressources upgrades and Logistics Officer. Any suggestions to improve that?
Only one idea. Minimize the resources required to build units in Germany, to replenish their troops.Any suggestions to improve that?
Last edited by William Blake; 1st Jan 11 at 9:34 AM.
ab2531 could you send me a PM with what I need to make since I now don't get anything of it anymore.
My idea:
To give the officer of logistics PE and to British, and ressources upgrades to give Wehrmacht and to Americans
thanks ab2531 work perfect,nice job.
Celeritas et subtilitas patrio (U.E.I)
I have a question about Powell. What is required for him to get the sniper upgrade? It doesn't say in the tool tip.
I just had a hell of a game. 4vs4 on Ithaca, this time as U.S (4 U.S. vs 2 Wehr/2 PE). I chose defensive and got my head handed to me. I'm not sure but I think it was a combination of Henchel flights and a couple of those Tiger Aces that did me in.I couldn't keep pace fast enough (I was trying to build as much AA as I could, before trying to get some artillery on the field. Any time I gave my position away with a howitzer barrage, the enemy air strikes and artillery followed). The enemy AI I believe, at least with the PE element, must have gone airborne, and at least one Wehr must have been terror doctrine. Talk about your air cover heh
I know I downed some planes, but there were so many I couldn't tell how effective my quad half tracks or maxxon mount emplacement things were. I've also observed on occasion that Priests sometimes get lucky and shoot something down which is nice. Anyway, I can't be sure if anything with those couple of units needs balancing vs air targets - it could have been my random luck of the draw to have 3 AI choose the air cover/terror mix. Its strange, as I've been testing this mod (usually with this map), the AI tends to be finicky - on one occasion not putting up much of a fight, and the other going crazy beyond what I'd hoped.
The logistics officer is a big help and even though I was on the losing end of this game, I wouldn't have gotten as far as I had. That, plus the resource lock-down thing with the observation posts. With the officer, I typically begin with a manpower boost to help me with capping/forward HQ-making, then when I feel I can hold my ground, switch over to munitions. I probably could have gotten away with that as my first option though (nice carry over from RC Realism btw).
I haven't noticed anything urgent bug-wise yet. Anyway, I'm going to continue playing a few more match-ups and try the other two U.S. docs, then move onto Brits and PE.
Liking this mod more and more. Funny, I haven't noticed most of the problems others seem to be having. I play mainly Wer/PE, better armour, infantry. Would love to see a regular sniper for PE though. Combiner works great, too. Thanks for the links for the speech upgrades.
I think their machine gunners get them, don't think its the howitzerYou have seen a Priest shooting down a plane with its main gun ?![]()
I guess I should also note that whenever I skirmish with the AI, I always go with expert. Its almost a rarity nowadays to decrease any of the difficulties but I find it helps in a general test drive kinda way. I also get very curious when I play, in that since I play so many mods, I'm constantly thinking to myself "What if I had such n' such here, or something taken away there?" For example, last night I was wondering while I was up against those King Tigers & Tiger Aces how much time I might have bought myself if tank traps could trap tanks
Edit: Went on to play British - the Royal Artillery Support doctrine; and noticed one thing besides the mega powerful bombing run for 500 munitions, and that is the officer's forward observer ability is absent. Either that or I just haven't given my lieutenants enough veteran bits yet (but I saw what looked like 3 levels on one officer and still no abilities). Also absent was the fire-up sprint thing, not sure if the lieutenants are supposed to have anything other than those based on the stock game (been so long since I played it, I forget). Everything else on the other hand was fine with the captain. He had forward observer, victor target, & call the RAF.
I also for awhile had sticking issues with the regular strafing & bombing runs, but this time not until much later in the match. The mega bombing & recon runs stayed active for the entire match though.
Last edited by Bink; 3rd Jan 11 at 8:00 AM.
Finally got it to work, turns out the EF updater was bugged or blocked by the firewall, anyway the only bug ive seen so far in combiner is that the pop cap upgrade is gone from USA..
Another beta is ready. The lieutenant bug has been fixed and I have tried some balance features :
- Powell needs grenade upgrade before being available
- The squad of 10 riflemen requires the supply yard
- Reduce recharge time of Allied airstrikes.
- Scorched Earth Tactics have cheaper incendiary mortar shell.
- German Officer, British captain and Whilhelm have an upgrade that allows them to increase the ressources income from the sector where they are.
- 88 guns and Flakvierlings can be reinforced.
a new skin for the Panzer Elite Tigers:
I am starting to learn how to add sounds in CoH, so there are some experimental stuff inside the mod. (Check the Whermacht's Propaganda doctrine and you will hear an easily recognizable sound). Of course this is a beta and there are surely some bugs hiding out there and some nice features will maybe not be included in later stable versions.
The link is here:
http://www.filefront.com/17750478/NHCToV_v2.5b.zip
I'll continue to glance through the last two PE doctrines with 2.5 before running 2.5b so for the moment my comments will still be with 2.5.
I'm currently going through PE's Scorched Earth doctrine, and the one main thing I noticed right off was that I couldn't readily spot an AA unit although many units like Panthers and scout cars seem to use their machine guns to assist. I suppose the paratrooper doc gets that distinction the most and that's normal. The officer I built, the Willem guy, heals incredibly slowly, but now that I have him vetted 3 times now, it looks as though its heal rate has picked up. His sniper special ability, described in tool tip as hit someone from very far with 5 munitions, its radius is awfully short - just wondering.
A couple of request/suggestions: I think the Beretiger should get salvage ability added. When its not repairing and restoring wrecks, it hogs up pop. I'd rather keep it busy if I can doing anything else. I feel sort of the same way with the supply trucks, excluding the PE ones, since they use the halftrack which gives it guns when loaded with people - and that is, why have units that can't fight take pop cap? I could add a few more scout cars or the special 2 man engineer units you've given the PE instead for example. For the U.S./Brit factions, you could convert over to the standard half track in order to give the unit guns when loaded, but that's up to you. I do prefer the trucks/opels if only cause they travel faster on roads than the half tracks though. Besides, the max on those supply trucks is at 6, and that's plenty to have spread out on the field or back at HQ. The question just becomes should they take pop at all, or just manpower/mun/fuel cost.
Speaking of pop, the PE get short changed at around 155, the Brits the most at 210, the U.S. and Wehr just below that or in between. I can understand Brits being higher - they have to have a combo type game of emplacements and mobile units. I feel its sort of the same way with PE, only with me I probably over-use the scout car to lock down points; its tough for them to gain resources as fast as the other groups so I'll look forward to the Willem officer's resource thing in 2.5b. I'll edit this post with my quick observations of the last two PE doctines in 2.5, hopefully by mid morning tomorrow.
Edit: Nothing stood out to me with PE Luftwaffe or Tank destroyer doctrines. Course, it was a quick look over. I'll just move on to 2.5b and explore the changes you listed.
Last edited by Bink; 5th Jan 11 at 3:23 AM.
ok, then the bug is that PE and Wehrmacht both have their pop cap upgrades left?.. but imo you should put them all back in, they manage and if possible make a module that overrides EF with russian pop cap upgrade..
I don't know what you are talking about. The US pop cap upgrade is there but it is not visible. You have to type "U" to use the upgrade.
Here is an hotfix that will solve the problem. Place this file in the folder (your company of heroes foldre)\NHCToV\Archives
http://www.filefront.com/17754336/attribarchive.sga
Last edited by ab2531; 5th Jan 11 at 11:41 AM. Reason: Hotfix
Playing 2.5b, Wehr Terror Doctrine, I noticed that there are at least one too many items in the command call-in bar. The ones I have in my current game in order are: Inspired Assault, Firestorm, Tiger Ace (the one you get after all HQ upgrades for every doctrine), Hitler-Jugend squad, 2 different V-1 Rocket attacks, Propaganda War, & a Recon flight. Upon selecting the King Tiger call-in, there was no room left in the command call-in bar. You could rearrange a few of those things to be called in from the HQ building or the Kampfkraft center as you did with the donkey unit - Last I looked, there was several open spots in each building (for that matter, some of the other buildings as well). That would free up your call-in bar with anything else you wanted to experiment with.
For the record, just going off what I can see now that I've selected everything I can off my command tree, these are the number of empty spaces by building I have left (with Terror Doctrine at any rate):
HQ - ---------- - 7 empty slots (just occurred to me that its probably 6 - when occupied, there's that exit building icon thing that shows up - edit: Put a guy inside & the exit icon overlaps the scout icon which is ok)
Wehrmact Qtrs. - 4 empty slots
Krieg Barracks- -- 5 empty slots (6 slots if you decide to relocate the 2cm flak opel truck)
Sturm Armory - -- 4 empty slots (5 slots if you decide to relocate the second build of the 2cm flak opel truck)
Panzer Command - 4 empty slots
Kampfkraft center - at least 4 empty slots, maybe a couple more (I'd forgotten to look to see before I upgraded, but the first two rows had stuff)
There's probably slight differences in openings depending on the doctrine chosen however, but lots of room for expansion left. No other problems I can see associated with Wehr that I know of, other than the second stormtrooper squad thing from before if that hadn't changed from 2.5.
Last edited by Bink; 8th Jan 11 at 1:56 AM.
Yeah, this "recon" thing will be deleted. It was just a test to see if I can add the sound of a Tie fighter to a plane a scare soldiers that can hear it(and YES I CAN
)
The second V1 is a placeholder for the V2. I don't when it will be ready because I need help for making it.
Were there any other major changes for 2.5b besides what you listed? I'm not quite sure what else to test for between 2.5 & 2.5b, but I've gone through U.S. defensive doctrine once, Wehr defensive a couple times and Brit commando doctrine once so far. I suppose I could do the combiner thing with EF, although I'm not sure how soon they are to their next release which was partly why I've held off on using it.
Edit: Oh yeah, I forgot another suggestion I wanted to run by you. Think its possible to change the Brit starting base MG to the Bofors? Figured it could help somewhat with AA defense of the starting area.
It can be done but I won't do that becauses they are too effective against light vehicles. If you want to have AA defenses build them.
Here are the things that are ready for the next version:
81mm MMC M21 Halftracks made by eliw00d and DMZ
The Comet and Achilles made by Aidas2, Pojarsma, Reichsbahn, Slayerknecht, Georider, Tankdestroyer.
Fixed M55 Quad .50 cal Maxson with crew
I found this thing in the worldbuilder. It did not know what to do with it so I gave him a flamthrower, a AA gun, a 90 mm tank gun and a sniper rifle.
It killed 227 soldiers, 2 King Tigers, other tanks and numerous bunkers. Of course, this alien won't be available for the next release.
Hello,
I installed this mod not long ago and so far I've been enjoying it quite much. I've also been trying to modify a few things using corsix studio, and I noticed that there are some features that i don't see in-game, like the bazookas upgrade which is supposed to be available for soldiers or engies, or also the eselschreck, the rangers team in the barracks and I guess other things.
I'd love to have those features available! Any idea on what's wrong? I only have Tales Of Valor patched to 2.601 dunno if I need the previous CoH.
Also I'd like to know how I could add the trench construction available for engies, and also know if there could be a way to make the commowealth HQ buildable by americans (so I could play both sides :P) ; i tried adding it in the spawner category of the american hq but it doesn't appear in-game (im quite new to Corsix though).
Also, some units who have 6 slots in the module seem to be only able to carry 5 items, any clue?
Thanks!!
@laoril: Too many question at the same time. I will just answer quickly.
I don't know see what you are talking aboutI noticed that there are some features that i don't see in-game, like the bazookas upgrade which is supposed to be available for soldiers or engies, or also the eselschreck, the rangers team in the barracks and I guess other things.
Yes I know how.know if there could be a way to make the commowealth HQ buildable by americans (so I could play both sides :P)
Some items cost 2 slots:some units who have 6 slots in the module seem to be only able to carry 5 items, any clue?
- Panzerschreck
- MG42
- Recoiless Rifle
- Boys AT gun
- Piat
the others cost only 1.
--------------
Great News gentlemen!
While programming a software to compute Hartree-Fock equation, I found how to solve the bug of the 88mm in the bunker:
Aren't they beautiful now?
When browsing the attrib files I saw for example : under sbps/race/allies in the riflemen squad rgd, there is an upgrade under the squad_upgrades section which is "upgrade\allies\items\allies_rifle_squad_bazooka_package.lua" so I went in the items section under upgrades and saw that it was supposed (that's what i understood, but maybe i'm wrong) to give two bazookas to the unit. Am I wrong then? This upgrade is also in the engineers unit, but as I said, i'm new to modding so maybe I fail to understand those.
In the barracks characteristics, in the spawner section there is ranger team, sO I thought I could be able to produce rangers from here, maybe I fail to interprete these entries also, I'm just wondering you know. And I can't see the eselschreck either in the HQ, so I've been thinking there was something wrong with my version/installation and that I was not able to use some nice features that you worked hard to implement.
Could you indicate me how to actually make the british HQ buildable? That would be very kind of you.
Thanks a lot.
Well, Have you even test the mod before trying to mod my mod? The bazzoka upgrade that I have create requires several requirements. They are listed in the requirements of the .rgd files. To be exact, you will need the infantry company the BAR upgrade and the bazooka upgrade before being able to add bazooka to yours soldiers. For the rangers, you will need the rangers upgrade from the tech tree before being able to build them. Please read the Grand How-to
http://forums.relicnews.com/showthre...d-first-kk-%29
before asking some basic question about modding, then check http://forums.relicnews.com/forumdis...-and-Tutorials and then search in the forum if your question has not been already answered.
Hum...where to start. I think you are not ready yet to do that but lets give a try. What you want is to be able to build all the british units when choosing US. I will only only explain how to build a HQ truck from the Tank Depot.Could you indicate me how to actually make the british HQ buildable? That would be very kind of you.
First clone the british HQ:
- create a new squad in the folder attrib\attrib\sbps\races\allies\vehicles
to do so with Corsix right-click on any vehicle in this folder and chose "make a copy of this file"
- name it "US_HQ_truck_squad"
- double click on "US_HQ_truck_squad" and keep this window open
- Go to "attrib\attrib\sbps\races\allies_commonwealth\vehicles\hq_squad.rgd"
- double click on "hq_squad.rgd" and keep this window open
- In the windows of "hq_squad.rgd" right-click on GameData and select "Copy"
- Go back to the "US_HQ_truck_squad" windows
- Select GameData, right-click and select "paste"
- go to attrib\attrib\ebps\races\allies\vehicles\
- create a new .rgt exactly like before right-click on any vehicle in this folder and chose "make a copy of this file"
- name it "US_HQ_truck"
- double click on "US_HQ_truck" and keep this window open
- go to attrib\attrib\ebps\races\allies_commonwealth\vehicles\hq.rgd
- In the windows of "hq.rgd" right-click on GameData and select "Copy"
- Go back to the "US_HQ_truck" windows
- Select GameData, right-click and select "paste"
- Go back to the "US_HQ_truck_squad" windows
- In the "US_HQ_truck_squad", go to Gamedata>squad_loadout_ext>unit_list>unit_01>type
- Replace "ebps\races\allies_commonwealth\vehicles\hq.lua" by "ebps\races\allies\vehicles\US_HQ_truck.lua"
Ok now, changing the requirements and ui_position:
- In the "US_HQ_truck_squad", go to Gamedata>squad_requirement_ext>requirement_table
- There erase the required_1. To do so copy the required_2 and paste it to required_1
- In the "US_HQ_truck_squad", go to Gamedata>squad_ui_ext
- Change "ui_group_position" from "0" to "11". ui_group_position determines where the unit is available in menu of the building. The menu is built like this:
1 2 3 4
5 6 7 8
9 10 11 12
- In the "US_HQ_truck", go to Gamedata>squad_requirement_ext>requirement_table
- Clear the required_1. To do so copy the required_2 and paste it to required_1
Now add the truck to the tank depot:
- Go to attrib\attrib\ebps\races\allies\buildings\2nd_motorpool.rgd
- go to Gamedata>spawner_ext>squad_table
- There add the line sbps\races\allies\vehicles\US_HQ_truck_squad.lua in one of the blank space.
Done. Now you have a HQ truck in the Tank depot. It won't be able to do anything but If you managed to get it works you should already be satisfied.
Last edited by ab2531; 9th Jan 11 at 12:08 PM. Reason: spelling
Thanks a lot for the advices, I think I'll just play your mod in its original version
I like to let the computer invade all the map and just hold my command territory as long as possible with fully loaded vet 3 squads :P
I won't bother you anymore and congratulations for your work!
@ab2531
Great News gentlemen!
While programming a software to compute Hartree-Fock equation, I found how to solve the bug of the 88mm in the bunker:
I knew that you will consult. I wait for the new version mod
Just want to start off by saying how much I love this mod. Me and a few of my buddies play this all the time. Only bug that I've seem to notice that really affects the game is the 105mm Howitzer. If you build say 3 or more of these and select them all at once, the game really lags up. When playing multiplayer this lags everyone up.
Other than that, the only other suggestions I would have is the new carpet bombing the brits have seems to be a tad bit overpowered (or it should cost more to use), along with the defensive artillery the axis have. I love the defensive artillery but it does seem a little bit overpowered.
Buy better computers (each of you) or reduce the graphics. I did not change anything on this subject. It is from the original game.
Yeah, The beta was just for testing. Is 600 enough for carpet bombing? and the damage of defensive artillery will be reduced.Other than that, the only other suggestions I would have is the new carpet bombing the brits have seems to be a tad bit overpowered (or it should cost more to use), along with the defensive artillery the axis have. I love the defensive artillery but it does seem a little bit overpowered.
I think my PC performance is fine, x4 processor and 3 x 4870s (1GB/video card) in a crossfire config. But I have notice this only happens on some custom maps, both in mod and original game.Buy better computers (each of you) or reduce the graphics. I did not change anything on this subject. It is from the original game.
The carpet bombing does a lot of damage over a very large area, 600 is probably a fair amount.
Oh BTW that reminds me, you can build multiple Pershing Ace tanks if you build multiple tank depots and save up resources. (You have to build them all at once) I've had as many as 8 Pershing Ace tanks. Wasn't sure if you were aware of this. You can do the same with the Tiger Ace tank I believe. Maybe making these an off-map call in would fix that?
Last edited by melted349; 10th Jan 11 at 8:23 PM.
Consider 8 pershings the most terrible?
Using a bug with free panthers PE it is possible to cause hordes:
- A call of reinforcements out of a mape at British and Americans
- A call of panthers PE
- Call Stuh 42 and panzer 4 from blitzkrieg
As a result in some minutes you can spend completely the limit of armies and win any fight.
This bug in a fashion from the very beginning, but I didn't write about it as often liked it to use
Last edited by KaPaull; 11th Jan 11 at 12:40 AM.
Hum. I am aware of the Pershing and King Tiger bug. But I did not succeed to fix them in the way I wanted. I am interested about the Panther, StuH and Panzer IV bug, I don't know how it can happen. Can you tell me KaPaull how you call them?
Sense of a bug in the following (on an example of a call of panthers PE):
1) we Start to build either a building or a barrier (bags with sand, mines etc.)
2) I Cause panthers directly on not completed construction
3) As soon as appears the first panther, we cancel building
Resources come back, a panther give free of charge and so we repeat set of times.
If the limit allows me, for pair minutes I cause to 40 panthers.
With other parties too most.
----------
Let's play is better now in mod and I will show to you
Hum... It is a bug of the original game. I don't think I can fix it easily.
By a technics call it is necessary to clean a delay (as in Сompany of heroes online) then the bug won't operate.
seems to be fixed in Beta2
"Fixed a bug where call-ins could be refunded in certain circumstances"
http://www.companyofheroes.com/forum...Notes-01102011
ab2531
Whether it is possible to add in the new version your mod new maps (your favourite) that it was possible to change not only balance, but also places of battles?
I am not a mapper and I can't includes maps that were done by other people without asking their permission first. If you want to play excellent maps, try the Joint Ops mod. The combiner will load them.
http://www.strategyinformer.com/pc/c...mod/32324.html
The D-Day map is my favourite map. It is a scripted map, your mission is to survive 45 minutes and it is pretty hard if your allies are stupid.
These days I thought I went crazy after looking at all the stuff I have made for my mod. But I have just noticed that I was unconsciously recreating Worms™:
The donkey
The Homing Pigeon
Mad Cow:
Mini gun:
![]()
Oh no! I can only build one King Tiger now with the terror doc...I guess the two tiger aces make up for it. However I will miss having two kings with engine upgrades heheheh. Only one v1 now also, the horror! And only the PE can build the Elefant? Could you consider maybe the Blitz doc could also build the elefant. Other then that thanks for the next release updates.
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