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"BLITZKRIEG MOD" v4.620 (Update Nov 2012)

  1. #101
    Member Xalibur's Avatar
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    @sandman0875:

    Yes, as pointed out earlier it is a problem for me to optimize the AI. The way the AI acts depends on the map so my map recommendations are "Operation Goodwood" or "Caen". When you set the AI to hightest level of difficulty you will see all kinds of tanks I promise you . Perhaps an experienced AI modder will read this and feel constrained to help me in this issue

    @ Geo:

    It was meat no harm, I only wanted to show you my motives

  2. Modding Senior Member Company of Heroes Senior Member  #102
    Celéstial by heart Celution's Avatar
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    In the SP are no tankcrews.... I don't like that. I love to play with the tank crews in SP, and I don't care the AI can't control them. But Xaibur, can we the Blitzkrieg mod together wensday or something ?

    I think I'll install the MP verson and play also against AI XD.

  3. #103
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    i can't fricken play online with other people and i'm really mad now

  4. #104
    ...SP Blitzkrieg, just played Bourgebus (Goodwood) map, myself as Wehr vs. Expert Americans. Game lasted an hour.

    No AI tanks. In fact, in the postgame report, the AI produced a grand total of 4 vehicles. And I think by vehicles it meant "anti-tank guns" -- didn't even see a single jeep this time.

    AI spams engineers and Airborne. In every game I've played, the Americans and British have picked the Airborne / Commandos command tree every time. It trots out MGs and mortars too, but nowhere near in the same numbers it churns out engineers, airborne, and anti-tank guns.

    Don't mean to complain -- just trying to offer some feedback. But the AI definitely seems impaired on SP.

  5. #105
    Member Muad'Dib's Avatar
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    Yes, as pointed out earlier it is a problem for me to optimize the AI. The way the AI acts depends on the map so my map recommendations are "Operation Goodwood" or "Caen". When you set the AI to hightest level of difficulty you will see all kinds of tanks I promise you . Perhaps an experienced AI modder will read this and feel constrained to help me in this issue
    Try to PM Warnstaff (Modder of the most kick-ass AI in the CoH Universe), maybe you can the help you need there...

    Anyway, LAN party about to start in a few hours, should we'll have players playing via Hamachi from other parts of the country. Does this work with Hamachi? Just asking so I don't look like a dick if we encounter some connection problems.

    Suggestion: The Wher defensive bunker that has observer fire, can you make a new skin for that to distinguish it from regular bunkers? Also, the observer fire needs a longer cooldown. If I get 2 of them close enough to my enemy (which I did), then the game is over.

  6. #106
    Just recently downloaded the mod, and I'm loving it.

    As far as the AI building armor, I've seen plenty, but the Americans do not build armor when they pick Airborne. Several maps and same result. The other trees do seem to build armor as far as I've seen. The other Allied AI on that map did some nice flanking with armor, tearing up my Axis teammate for a bit (Shermans vs Nebelwerfers), until he brought up a Tiger.

    I'm still trying to get used to the build trees, but I've never had nearly enough manpower to buy the high end Axis off-map call-ins (Tiger Ace, etc.). I'm always out of pop or manpower. Are there some maps where these are practical to use?

  7. #107
    how does multiplayer work ? i use the mod through the mp shortcut but all the games are greyed out.

  8. Modding Senior Member  #108
    Multiplayer does only work, if the other person has the Blitzkrieg-mod installed, too, otherwise the games will be greyed out. The best way for playing MP is to make an appointment with other players.

  9. #109
    i know you have to have the same mod installed but it thought it mihgt only list the blitzkrieg games or something.

  10. #110
    userstupidname
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    EPIC WHAAHHH

  11. #111

  12. #112
    Member Sgt.Funky's Avatar
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    Sexy mod man
    "I could have won the whole of Africa with a Division of Australian Soldiers under my command"-Erwin Rommel
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  13. #113
    Member SHADOW's Avatar
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    Just played the SP version for 4:12h on "8P Arden" (Custom Map) and the AI worked fine. It built tanks and vehicles like crazy. 3h long my human mate and I got bombed by P-47s and Off-map artillery and it looked like we would loose for sure. But then a kamikaze assault safed the day and we broke the enemy front with 2 King Tigers, 6 Tigers, 2 Jagdpanthers and a couple of Panthers and Panzer IV. 90 killed tanks (alot of them heavy tanks!) on our side and over 600 Grenadiers lost (the 4 Expert AIs lost a total of nearly 3.000 soldiers!) but after over 4h of battle the victory was finally ours. Just an example on how the AI depends on the map.

  14. #114
    DerangedDingo
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    Me 'n my friend are having trouble playing each other.
    We get the "incompatible version" message every time we try to join another's game.
    So, following the advice posted on this thread earlier on another page, we got rid of our skinpacks, but broke our installations accidentally (i don't even know what happened to mine. i misclicked somewhere and then it later said it was missing a DLL).

    So, we're both reinstalling. I still don't see how custom skinpacks in our WW2art.sga would influence anything though, because we can obviously play with them in vCoH automatch.
    Any suggestions?

    I also play the Europe in Ruins modification, and it works just perfectly with custom skinpacks.

    EDIT: After both reinstalling CoH and using unmodified WW2Art.sga's, we're still getting the message.
    Could it be the fact that he has Vista?

    EDIT: lol, although were were skeptical, it was the model detail and model qualities. fixed.
    Last edited by DerangedDingo; 23rd Dec 08 at 5:08 AM.

  15. #115
    Member Xalibur's Avatar
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    lol, although were were skeptical, it was the model detail and model qualities. fixed.
    ...fine, that`s what I wantet to ask you now, but I see you`ve solved the problem by yourself

  16. #116
    yeah, I'd say that's a problem O.O
    COH- My anti-boredom.

  17. #117
    Member Muad'Dib's Avatar
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    Analysis...

    With the new damage tables where units are more realistically killed, I usually find myself lacking in manpower. A lack where massing enough units for a strike takes far too long to be of any real good. I humbly suggest that a 50% increase in MP resource be implemented while leaving the resource intake for muni and fuel be the same (if its possible).

    Thanks....

  18. #118
    Member Xalibur's Avatar
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    SERIOUS BUG

    rifles at vet 2/3 cant use stickies.
    I will have a look at this. Should be no problem that couldn`t be corrected...
    Can you please tell me why they can`t use it? Is the ability button simply missing?

    With the new damage tables where units are more realistically killed, I usually find myself lacking in manpower. A lack where massing enough units for a strike takes far too long to be of any real good. I humbly suggest that a 50% increase in MP resource be implemented while leaving the resource intake for muni and fuel be the same (if its possible).
    An increase in MP can be done but 50% more... uhhh I don`t know how this will change the gameplay. And I really don`t want to get out of hand in to early mass battles. So I would suggest a discreet raise of MP income first.

    And now I want to wish you all a MERRY CHRISTMAS!
    Last edited by Xalibur; 24th Dec 08 at 3:15 AM.

  19. #119
    xxaxx
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    First of all great mod, having fun with it. It actually took me away from the BotB mod for some time, so that's a huge plus.

    Some issues though:
    - the "call in tiger ace" doesn't call an ace, just a normal tiger (i tried calling in the King Tiger ace, for 2000MP, only to find out it isn't an ace; i don't know about the others thou)
    - i agree that a bit of an MP increase is needed
    - infantry built from command buildings (for PE/Wer/American) and command truck has only 3 men in it; If i build a unit of rifles as the British, only 3 men are made. Same goes for engineers and PE infantry built in commmand buildings (the starting building, barracks work fine) or is all of this part of the mod?
    - i mostly play SP and well, the AI has issues. The biggest one is not doing anything... Happened on Vire River Valley, Lyon and on some of the maps that come with the mod.

    There was something else but i can't remember...

    Merry Xmas people.

  20. #120
    Member Xalibur's Avatar
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    - the "call in tiger ace" doesn't call an ace, just a normal tiger (i tried calling in the King Tiger ace, for 2000MP, only to find out it isn't an ace; i don't know about the others thou)
    hi xxaxx, thanks for the feedback! But the Tiger Ace is an ace! It`s using a different modell but there is a tank commander and a VET3 crew inside, and it also has all enhancements the ace tanks have in my mod (aura, post firing aim time is reduced so the first shoot when it meets an enemy tank should come from the tiger, except the pershing ace).

    - i mostly play SP and well, the AI has issues. The biggest one is not doing anything... Happened on Vire River Valley, Lyon and on some of the maps that come with the mod.
    ... I know and I´m working with copernicus for a solution... until this issue is not solved I recommend single players to play the maps "Operation Goodwood" or "Caen" against hardest AI; this should be challenging.

  21. #121
    xxaxx
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    Hm...i don't know about the TIger, the King Tiger wasn't an Ace. I think i was playing PE, Tank buster tree. The one where you have an option to either call a Tiger Ace, a king tiger ace or Jagdpanther ace. So i called a King tiger for 2000MP and it wasn't an ace. All the abilities were greyed out. So maybe its a problem with this tree in particular.

    EDIT: i just remembered. The Tetriarch and the other light tank seem abit too powerful. Was it possible for them to take out a PanzerIV or a Hetzer? Sometimes even a King Tiger doesn't penetrate its armour...

    EDIT2: I just tried calling in a Tiger Ace with PE. Everything OK. Maybe it's only a problem wirh King Tiger?

    EDIT3: The British Royal Engineers tree. The Allied Battle group doesn't show how much population it takes and only 2 normal shermans show up althou it says a pershing should be with them...
    Last edited by xxaxx; 24th Dec 08 at 9:40 AM.

  22. #122
    It is a Kingtiger Ace. The point is, that the Kingtiger Ace has no VET (in SP) and no VET tankcrew (in MP). But it is definitely an Ace tank. It has an aura symbol and it has some little improvements (see Xaliburs post above).

    Ingame-Name: MrLuc, InGENIEur

  23. #123
    Diese mod ist außerordentlich gut durchdacht und umgesetzt - gefällt mir

    I awfully like this mod!!

  24. #124
    Of course, he is "imba". Look at his costs. They are imba, too.

    Only 2 or more pershings with AP and double shot when facing an unmicroed KT can beat the KT. It bounces sherman shots to hte rear. That it just wrong.
    Nope, that's not wrong at all. A Pershing has a nice 90mm gun, but it's only good at close- and mid-range. Also it has a nice armor, but against the kingtiger's gun it's nearly useless. In my last game against Xalibur, I lost 2 Pershings, 1 Pershing Ace and a Sherman Easy-Eight against a Kingtiger Ace. That's life. You have to tackle that thing.
    And of course a normal sherman projectile can't penetrate a kingtiger's ass. He had 80mm Kruppstahl at his rear.

  25. #125
    Member Xalibur's Avatar
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    The king tiger is highly over powered.
    ...he his not overpowered, he is as he is supposed to be in my mod. Not a toothless pussycat like in vanilla coh. An allied player should fear it like he was feared in WW2. The KT is very expensive, limited to only 1 ingame and there are many ways to knock it out. I had reams of lan partys 3vs3 or 4vs4 where many KTs were lost. I had games where I lost 4-5 KT in one game and I lost many games on german side and I´ve won many games on allied side.

    You simply have to adjust your strategies, for example try to outmaneuver it. Also the use of AP munition is very effective, especially the HVAP munition the perhing uses. It boosts the penetration power about 70%. The 90mm gun of the pershing looses about 50% of his penetration power at long range so you have to get a close shot.

    By the way the game Luc mentioned was lost on german side although my KT ace knocked out a couple of tanks within 30sec.

    There are also many new abilities on allied side and many german players will say that they are overpowered but the overall ballance is at a good state in my and my beta testers opinion.

  26. #126
    When you call in a King Tiger, you should have a couple tanks and infantry support ready to escort it for maximum damage and survivability. -_-

  27. #127
    wx5200116
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    The MOD in the hands of U.S. military tanks and infantry map of the skin problems, the authors hope to repair some

  28. #128
    fantastic mod!

    for the folks having AI trouble, try the map called reversed defence against expert AI...its truly epic!

  29. #129
    The allied spotter gets stuck in buildings.

    I was playing single player (The actual missions) I put the spotter into a building upgraded it to a barracks and he could not exit. When I selected to unit to remove it his binocular ability was in the place of exit.

    All in all extremely fun mod!

    One thing I would suggest in the name of balance, Limit the number of heavy tanks that the Axis can field, its pretty much an instant win when a king tiger comes on the field. And if the allies luckily manage to destroy it you usually have enough saved up to instantly replace it with another heavy tank.

    Allied Infantry units are still 6 man squads where axis can field up to 7 man grenadier squad which are significantly superior. This makes skirmish a walk over for Axis and really hard as Allies are far as I've noticed. (I'm usually an axis player as is though).

    Besides from some balance tweaking this mod is amazing! I'm really enjoying the changes!

    Haha all you need to now is make a "Europe in Ruins" type mod for it haha! That would really be epic!

    Good job gentlemen!

  30. #130
    Member Muad'Dib's Avatar
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    If you're going to patch this.... Resource sharing still very much favors the allies, so these few suggestions might make it more balanced.

    1. Tanks are a little too weak. Late team games renders tanks pretty much useless.

    2. Falls (both para and infiltration) are too weak for their cost. I suggest increasing their numbers to 6 or their HP. Compared to commando paras, they get owned pretty easy. Plus they could use some demo charges.

    3. Vanilla Pgrens need their schrek upgrades back. Late game when MP is very scarce, getting schreks is next to impossible.

    4. Wher officers need to be able to supervise resource points (like a Brit truck)

    5.) The HQ glider icon uses the tetrarch glider icon instead of the HQ glider icon... bug?

    6.) What's the difference between the axis 105 arty from the 88 arty (aside from the muni cost per shot)?

    7.) Will the next retail patch affect this MOD? Like the KCH reinforce cut down to 15 secs per man, etc.?

    8.) Request: Could you also make it so that mines are spaced far away enough that they don't detonate the other mines when you drag them in consecutive builds? Random drag placement, if possible.
    Last edited by Muad'Dib; 27th Dec 08 at 6:09 AM.

  31. #131
    wx5200116
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    German tanks on the cross mark too many, a stay will be able to, the author could have been changed a bit like a

  32. #132
    Fresz
    Guest
    I see that many ppl playing this mod...
    That how we all connect depends on graphic settings, so every one who whants play online with others please set all settings to lowest u can get, otherwise u cant play Multiplayer. btw. Always run SP version coz of AI buged...


    Xalibur: If u need a guy who test every thing I can do it as beta test, I can point out all unbalanced and overpowers in ur mod. pm me if u whant me to join...

  33. #133
    xxaxx
    Guest
    I still think the light tanks are too good. One hit took of 1/6 health of my Tiger. Not to mention sometimes it takes 3 hits for a Tiger to knock them out.

    I dunno what level of realism you're going for but i'm used to the Botb mod, so i get pissed when a Sherman takes out a Tiger or if a Tiger doesn't kill a Sherman in one shot.

    The Puma (with the turret upgrade) is better at killing light tanks than any other tank...
    Last edited by xxaxx; 27th Dec 08 at 12:04 PM.

  34. Modding Senior Member  #134
    @xxaxx:
    As far as I know BotB uses the same system as Blitzkrieg-Mod, Xalibur created it and sent it to Halftrack - so if you're used to BotB you're used to Blitzkrieg, too!

  35. #135
    Yes, that's true.

  36. #136
    Member Xalibur's Avatar
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    Not to mention sometimes it takes 3 hits for a Tiger to knock them out.
    You have to understand the damage system COH uses. When the hitpoints of a tank are all gone the next hit does not automatically destroy that unit.
    The way hits affect are subdivided to 3 damage states. Here the critical hits are defined.

    0-33% damage
    34-66% damage
    67-100% damage

    An example: If a heavy tank hast lost all of its hitpoints the 3rd state (67-100% damage) defines how a hit has an impact on the tank. In Blitzkrieg (and as well in BotB, unless Halftrack has changed something afterwards) it is defined as following:

    50% -> critical\vehicle_make_wreck
    25% -> critical\vehicle_out_of_control_fast
    25% -> critical\vehicle_destroy_maingun

    So you have a 75% chance for an immediate destruction (50% critical\vehicle_make_wreck + 25% -> critical\vehicle_out_of_control_fast).

    You all know the situation ingame a tank has nearly lost all of it`s hp and you need ...let me say 3 more penetrating hits until this tank explodes. This happens because perchance the first 2 of these 3 hits catched the 25% chance "vehicle_destroy_maingun", irrespective if the maingun is already destroyed or not, so the tank will not explode. I hope that you catch on my explanations

  37. #137
    Very good mod so far. but there are still things you could improve on. I find that some units die to fast, and some units liek the engineers have far to many reinforcments, large numbers don't really work well for this game. Also some tanks are really really tough.

    I do like the zoom out feature, but is there a way to set it back to normal? Keep up the good work.
    We shall rule this galaxy once more.

  38. #138
    assos
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    Truly great, congratulations!

    Well, it's nice to have a change and this mod does a fantastic job.
    The addition are welcome but there is a lot of work.
    Some "bugs" i found annoying:

    1. AI...to work on all maps, not to easy and not very hard, imho...
    2.Skins...i wish to keep original skins for the original units (man/vehicle/tanks) and modify only for the new, also including buildings.A second way is to create skins for the allied and germans very similar or identical from history.
    3.Wreaks...very annoying thing because i cannot run through them (like in original game) or make way for other units behind me on a narrow road.
    Heavy tank cannot smash heavy/medium tanks wreaks, medium cannot smash heavy or medium and so on.
    The only solution(quickest) is to shoot at them, but is dangerous when i'm under fire and need to cover and every shot count in a battle.
    Another solution is to have engineer to salvage wreaks.

    Hope for better and a lot of thanks.

  39. #139
    Get rid of the SAS team, yuckkk!

  40. #140
    WOW! This mod looks incredible, and german voice overs!? I must have this mod now!Hopefully I get it working fine and can try it tonight.

  41. #141
    Member Xalibur's Avatar
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    @Simplicity

    I don`t want to to get out of hand in a debate on principles concering the KT but here I can also give you some facts.

    Here is the penetration data for the 75mm M3 L/40 the "normal" Sherman uses with AP M72 shells:

    100m: 88mm
    500m: 73mm
    1000m: 59mm
    2000m: 38mm

    As you can see the shell from this gun has a chance for rear penetration only at very close ranges.

    but no penetration buffs since at that range the shell had slowed down alot.
    ...of course the shell has lost a lot of it`s penetration power, nevertheless it`s still enough to easy penetrate the frontal armour of all allied tanks to be seen in COH at the highest ranges, except some Churchill tanks:

    Penetration Data for the 88mm Kw.K.43 L/71 (KT, JP, Nashorn) using the "standard" PzGr.39:

    100m: 202mm
    500m: 185mm
    1000m: 165mm
    2000m: 132mm

    The Pershings thickest armour you find at hull & turret front with 102mm.

    the king tiger was known for break downs...ALOT
    ...truly it was, of course, but it would be very unfair if you spare all your resources just to see your brand new KT get damaged beyond repair without seen any combat. And I have to ask myself where reality starts/ends with having an eye on the playability. I would have no problems if the KT could get it`s treads/engine damaged without weapon damage by a specific %-accident but I have no idea for a modding-conversion in COH for that.

    Most KTs were lost due to artillery fire, plane bombing or by technical failure so they had to be self-destructed or abandonend. I will experiment a bit with the damage & penatration powers of the allied mustang bombing run to make it more effective against heavy tanks. In the next version the KT will also be limited to 1 ingame when you use the "Terror" doctrine (One KT Ace OR 1 KT build ingame but not both of them at the same time). I will also take a look again at the rear penetration parameters. The M4A3(76mm) should have no problems penetrating the KT @ the rear at any ranges using the HVAP shells for example, in the same way the 90mm of the Pershing and the 17pdr guns do.

    But I gladly repeat myself: also with the actual version 1.35 it`s far from being impossible to knock out a KT! As I have learned in my modding time sadly it`s more convenient for some players to nag around about things instead of talking sense about it or to differ from the known game strategies. Sorry. And ever keep in mind that all mods are for free, there is no well paid 20 men crew behind it, just some freaks who spare most of their free time for it.

    @assos:
    thanks for the feedback

    Wreaks...very annoying thing because i cannot run through them (like in original game) or make way for other units behind me on a narrow road.
    Heavy tank cannot smash heavy/medium tanks wreaks, medium cannot smash heavy or medium and so on.
    The only solution(quickest) is to shoot at them, but is dangerous when i'm under fire and need to cover and every shot count in a battle.
    ...yes wrecks can not be simply crushed anymore. I found this very unrealistic so I changed it. Wrecks can be shot down with a few tank gun hits or can be destroyed using demolitions by engineers.
    Last edited by Xalibur; 2nd Jan 09 at 7:03 PM.

  42. #142
    Member Xalibur's Avatar
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    ur saying when i shove a sherman into a KT ass it should penetrate. too bad it dont
    ... I said I will take a look at it and when there`s something wrong I will correct this. Now the penetration chance of a 75mm gun of a sherman at short range is only 10%, this is to low and so I will correct this within the next release!

    you didnt have to penetrate into the hull, just destroy the engine
    ... the engine lies within the hull... so before a shell damages the engine it has to penetrate the 80mm rear armour. Or not?



    Here is the changelog so far for the next SP v1.36 planned to be released end of january:

    CHANGELOG SP v1.36
    - raised the MP income about 25%
    - AI enhancements
    - limited the Kingtigers in "Terror" Doctrine to 1 (One KT Ace or 1 KT build)
    - reworked the critical hit tables of heavy tank guns (75mm+):

    table1 (0-33% damage)

    90% critical\_no_critical
    05% critical\vehicle_lose_treads_or_wheels
    05% critical\vehicle_make_wreck (simulates hit in ammunition storage)

    table2 (33-66% damage)

    50% critical\_no_critical
    25% critical\vehicle_damage_engine
    10% critical\vehicle_lose_treads_or_wheels
    10% critical\vehicle_destroy_maingun
    05% critical\vehicle_make_wreck (simulates hit in ammunition storage)

    table3 (66-100% damage)

    30% critical\vehicle_make_wreck
    25% critical\vehicle_out_of_control_fast
    25% critical\vehicle_out_of_control_slow
    10% critical\vehicle_destroy_maingun

    - reworked the critical hit tables of artillery shells
    (can now damage tank tracks by 15% chance)
    - added new 8p map "Drachenwald"
    - added some missing symbols for tacmap (Tiger ace, Kingtiger ace)
    - removed the sticky bomb bug VET2+
    - added sticky bombs ability to rangers and airborne rangers
    - Jagdpanzer IV now has a VET2+ hull down ability
    - added high explosive (HE) shoot abilitys to all important tanks (75mm+).
    The damage caused by the he shells was calculated from true historical facts based
    on the explosive weight of each type of HE shell that saw action in WWII:

    75mm Allies 0.67 kg (H.E. M48)
    76mm Allies 0.39 kg (H.E. M42A1)
    90mm Allies 0.93 kg (H.E. M71)
    75mm Axis 0.61 kg (7.5cm Sprgr.42)
    88mm Axis 0.97 kg (8.8cm Sch Sprgr.Patr.L/4.5)

    - added a sight penalty for moving tanks. So you have to move your tanks with more caution
    and tactical finesse

  43. #143
    Member Muad'Dib's Avatar
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    Could you please add the maps on a different installer? My friends and already have the maps you included and will include. The maps themselves take up more than half the size of the entire mod. Thanks....

    BTW, KCH takes forever to re-enforce....
    Pershings are soooo damned cheap....
    Why does the 88 arty have a muni cost?
    Panthers are 800MP. Why?
    Falls need to come out as a 6-man team. (Much too expensive for their numbers and low HP)

  44. #144
    A few issues I noticed:

    1: When volksgrenadiers are at six men, a second panzerfaust button appears, only to go away again when they start losing men (or when they actually fire off a faust... I'm not sure which).

    2: The AVRE's spigot rounds seems a tad powerful, one-shotting bunkers and kreig barracks and nearly oneshotting panzerkraft (or whatever the Sturm Armoury is called in this mod).

    3: Huge engineer squads are huge...

    4: How come the starting infantry section for the British begins at full strength, whilst the engineer squads for Wer and PE start undermanned? In fact, why do all the infantry units start undermanned? Actually, this wouldn't be so bad if all my engineer squads didn't say "6/3" in their numbers... If the units are going to start undermanned, their numbers should accurately reflect this... Currently, the only unit that does this (I.E. Reflects the numbers accurately) that I've seen is the British infantry section, which starts at "4/5" (again, except for their starting unit oddly enough)... It just feels incongruous to have a unit that says "5/5" and yet I can reinforce it...

    5: I can't decide wether medic healing is terribly overpowered (as the medic is so cheap, relatively hard to kill, mobile and heals far more effectively than anything else in the game, rendering triage centres and med packs unnecessary) or completely useless anyway because infantry die so quickly...

    More to come later...

  45. Modding Senior Member  #145
    @Captain Trek:
    4: this is a well-known issue, which we couldn't fix. If everybody got any ideas on how to fix this, it'd be nice if you'd tell us .

  46. #146
    Member Muad'Dib's Avatar
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    Call-in Bug...

    Sometimes (1 out of 4) call in tanks get stuck for some reason in the call-in point. And if the call-in point is narrow, then the stuck tank clogs up all other call-in tanks.

    Could the Henschel run ability get a boost that's worth 200 muni? It would be great if it actually took out tanks or at the very least caused a critical damage to it. As of now, even with LOS, a 5 tanks column within the run would only take a few hits then move away.

    UPDATE: We are now a group of 12 (and growing) who religiously play this MOD in bi-weekly LAN parties! BEST MOD EVER!!!

  47. #147
    OK, here's some more issues...

    6: Several units don't list their correct effectiveness vaules... You'd think American anti-tank infantry, for example, given that they carry three bazookas, would have "0+6" listed as their effectiveness against light vehicles, tanks and buildings, just as rangers have "0+4" against these things (even though they come with their bazookas already equipped), but it's just listed as "0"... Also, both the American and Wermach recon guys (the ones with the long sight range ability) have a listed rating of "9" against infantry as snipers do (indeed, they have the sniper's completely unfitting voicesets), even though they're unarmed...

    7: That's another thing... Unfitting voice sets are unfitting... For example, shouldn't the American anti-tank team's voiceset be that of the 57mm AT gun but with the references to "57 mil" removed? Why does the Priest use the airborne's voiceset?

    8: If rangers are going to be buildable from the barracks, you really need to change the infantry doctrine, because deploying rangers from the edge of the map (and thus further away from the action) at a higher cost than the rangers avaliable from the barracks makes them inferior to the barracks rangers in every convievable way... This isn't like airborne doctrine's AT-gun paradrop, where the fact that the drop is more expensive than the same gun avaliable from the motor pool is made up for by the fact that the doctrine's drop can be deployed anywhere...

    9: How come M3 halftracks can still be upgraded to Quads, whilst the Wemacht halftrack, flamethrower halftrack and walking stuka are now all built seperately? This (I think) clutters the Krieg Barracks' build screen unecessarily...

    10: Speaking of the kreig barracks, why is everything avaliable from it buildable right away? In retail CoH, the Walking Stuka isn't avaliable untill Battle Phase, but now you can (theoretically) get it before you even get tanks... What's going on there, aren't people just going to rush build Stukas? This issue (stuff being buildable too early) would (to a lesser extent) also apply to the American Weapons Support Centre, but since the upgrades you research from it don't take effect untill the units they effect actually enter the field, that's not so much of a problem...

    11: Was it intentional that the Opel Blitz can't reinforce squads? Also, when units enter the Bliz they seem to vanish into hammerspace... They don't appear in the back of the truck and the back of the truck is completely full of crap leaving nowhere for the troops anyway, which makes one wonder exactly where a six man squad (or indeed up to 20 men, giving the Opel Blitz the largest garrison size of anything in the game) has gone... I'd suggest you just cover the back of the truck (I'd be much easier than trying to do the PE infantry halftrack thing where the squads inside are actually visible), like so...

    http://www.hobbylinc.com/gr/ita/ita0216.jpg
    Last edited by Captain Trek; 4th Jan 09 at 2:22 AM.

  48. #148
    Quote Originally Posted by Copernicus
    @Captain Trek:
    4: this is a well-known issue, which we couldn't fix. If everybody got any ideas on how to fix this, it'd be nice if you'd tell us .

    you need to go to (let's take the engineers) attrib\attrib\sbps\races\allies\soldiers\engineer_infantry.rgd, after you launced it, expand the "squad_loadout_ext" and in "unit_list", "unit_01" you need to check that "max" value of the squad is the same with the "num"

    I hope this will solve the issue

    regards

  49. Modding Senior Member Company of Heroes Senior Member  #149
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    hey Xalibur, change the transport Opel Blitz to the vehicle state that it has teh canopy and not the ammo version. It looks weird when loading infantry in a truck that is full of oil drums and ammo.

  50. #150

    BLITZKRIEG MOD by Xalibur

    xalibur, can you add the panzer elite building for the axis so you can build there units at the same time and also do that with the allies? I think that would add more action to the game, or could you just pm me on how I mite be able to do it for me. Thanks

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