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

  1. #151
    Member Xalibur's Avatar
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    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...
    ...Problem fixed. Are there more units where this ratings are not correct?

    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...
    ...yes that`s true. I think I will add somthing nice to the command tree, replacing the call-in rangers.

    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...
    ... I made this because it`s very unrealistic for a vehicle to be upgraded simply somewhere in the field. I will seperate the Puma & M3 Halftrack too.

    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...
    I would have no problems giving the Walking Stuka a requirement for phase 3. But as 150 ammo is very much for it I have never seen any spamming with this unit.

    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...
    done

  2. Modding Senior Member  #152
    @forja:
    This won't fix our problem. You're right, the UI would show the right number but actually we want the squad to be spawned with only few members. Increasing the "num"-value means increasing the number of units being in this squad at the time it is built.

  3. #153
    Member Muad'Dib's Avatar
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    Snipers...

    The absence of the cloak ability (except when in cover), ironically made snipers hard to see in any game! They're too expensive and too easily killed especially now that they're a lot more visible. None of us ever build snipers anymore. Though I agree with your concept that you can only cloak when in cover, you might want to drop the sniper's cost within the range of 180MP - 220MP. After all, its health really is just of 1 man and is far too easily killed... especially for 300+ MP.

  4. #154
    Member []inveigle[]'s Avatar
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    I disagre Muad'Dib, stick him in a building with MG support and watch him pwn.

  5. #155
    Member Muad'Dib's Avatar
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    A sniper in a building was only as good as the first 2 months of vCoH. These days, especially with this MOD, the old sniper/mg in a building technique is like painting a big red bull's eye on your building for mortars to kill everyone inside.

    With no active cloak, snipers need a massive cost reduction. Whenever (if ever) I see an enemy sniper, the only thing I see is a free 19XP for me to collect. Just don't make them too cheap or any other infantry or weapon team will be rendered useless. I rebuke my first estimate and change it to 210MP - 240MP.

  6. #156
    I agree with Muad'Dib... The other problem is that now most infantry have the sniper's range as well, meaning that getting the Army Sharpshooter badge in mission 3 becomes an exercise in frustration as sniper after sniper carks it... Seriously, the first time I played mission 3 in vanilla (and keep in mind, the campaign was the first thing I did after getting the game), I lost one sniper and the second made all the rest of the kills and before long was vet three... But in Blitzkreig, I went through at least half-a-dozen of them and probably more like eight or ten... And that was when the AI was basically just sitting around doing nothing...

    So yea, snipers are incredibly weak in Bltizkreig...

  7. #157
    Member Muad'Dib's Avatar
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    Can these be added into the patch?

    There was skin available in the beta along with staghound for a US Armored car that was supposed to replace the greyhound. Could you add this as a separate unit for armor company?


    Also, someone found a model for an m18 hellcat buried somewhere in the coh files. Can you add this in as well?


    The more the merrier!

  8. #158
    The moment i saw Jagd IV, plus all the other changes.....ok i will cut it ,downloading now

  9. #159
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    Damn Imageshack is so crappy please use Bayimg with image hosting..

    http://www.bayimg.net


  10. #160
    There was skin available in the beta along with staghound for a US Armored car that was supposed to replace the greyhound. Could you add this as a separate unit for armor company?
    Actually, the T-17 is the Staghound...

    Frankly, I can't understand why they bothered including the Staghound in ToV, because, based on the Wikipedia article, it's just (particularly for gameplay purposes) a Greyhound with fewer wheels, lighter machine guns and heavier foward armour (and also far busier lines, which make it look bulky and untidy compared to the Greyhound)...

  11. #161
    Member Muad'Dib's Avatar
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    Yeah... but the US version has the sandbag upgrade. Anyway, I just found out that the hellcat doesn't have animations. Is it possible for a modder to provide these animations?

    BTW, vote for this MOD for mod of the year...

  12. Modding Senior Member  #162
    Yes, it is. But you'd need to get the Object Editor working and spend lots of time with it. So the real answer is: "No."

  13. #163
    Member Muad'Dib's Avatar
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    Oh... too bad... The Hellcat really looked cool though...

  14. #164
    Member Xalibur's Avatar
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    Oh... too bad... The Hellcat really looked cool though...
    ...yes, by the way: I was the one who found & tried out the unfinished Hellcat modell in the beta files

    Snipers:
    I will either enhance the snipers range/abilities or make it cheaper. Perhaps I can make the snipers to camo inside buildings, I think this would be nice...

  15. Modding Senior Member Company of Heroes Senior Member  #165
    Celéstial by heart Celution's Avatar
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    Xalibur, can I use the skins from your mod in mine? I'll give full credit. And I'd like to use some icons too. Will you add the Hellcat or isn't it animated yet?

  16. #166
    Member Xalibur's Avatar
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    Hi Celéstial,
    you have a PM!

    The Hellcat modell cannot be used because there is no animation file included. Perhaps it will be included in the next add-on "Tales of Valour" so modders should be able to port the modell into their mods. Hopefully...

  17. #167
    Member Muad'Dib's Avatar
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    ...yes, by the way: I was the one who found & tried out the unfinished Hellcat modell in the beta files
    Oooops! i didn't read the name, just the message and the picture. And don't forget the call-in tank bug... thanks
    Last edited by Muad'Dib; 10th Jan 09 at 2:47 AM.

  18. #168
    Member Muad'Dib's Avatar
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    Panzerwerfer and many more.... Additional units???

    The BotB Mod has these units....

    More units



    More units



    Panzerwrfer My Favorite



    More units


    Would it be possible for this MOD to have these units (credit of course goes to the BotB team)? The more units the merrier!!!!

  19. #169
    12: In SP, when a British tank gains a rank, the small icon that appears on the taskbar to represent it when you have multiple units selected turns into a light purple/pink square...

    13: In the first American campaign mission (for those who are wondering, the campaigns are, in fact, perfectly playable in Bltizkreig SP), when the soldiers get to the shingle and the engineers are about to blow the wire, one of the American soldiers appears as one of those blue "let there be panic" cubes... Later, when Sgt. Conti and that other guy about to clear the bunker, the bunker's doorway (it looks like) appears as one of these cubes...

  20. #170
    Member Muad'Dib's Avatar
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    The Schwimmwagen, the Motorbike and the Jeep

    I hardly see any use for these units. In this MOD they come out at T2, in the same building where you can already make pumas. At T2, greyhounds, tetrarchs and stewarts are already available which renders their use all the more obsolete.

    In vCoH, the motorbike was used early game to detect snipers and help harass infantry. But since snipers don't have camo anymore (unless in cover), and the motorbike in now a T2 unit, the motor bike isn't worth much at all. The Allied jeep shares a similar problem unless used with Armor company and raid.

    I suggest giving these units a new ability to make them useful enough to be actually used. Like mine laying, capping, better suppression (like HMG suppression) and giving the jeep a higher caliber upgrade (with muni cost) and APC rounds, having the schwimmwagen be able to carry at least 2 more units that can fire their weapons or making the schwimmwagen be able to cross any body of water (if possible).

    Another suggestion would be to make the T2 building buidable at T1 but doing so would make the T1 bldg buildable at T2.

  21. #171
    SoulAssassin
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    I barely became aware of this Mod and fired it up. Love it!!

    One small problem I noticed is when the Luftwaffe make AA guns they cant be used. You can have a team on them but they dont fire.

  22. #172
    Member Muad'Dib's Avatar
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    Did you complete the construction? I don't have any issues with it.

  23. #173
    Member []inveigle[]'s Avatar
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    My built AA guns work fine as well.

  24. #174
    Member SHADOW's Avatar
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    Just tested the AA as well: works fine for me.

  25. #175
    Member Xalibur's Avatar
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    @Muad'Dib, concerning The Schwimmwagen, the Motorbike and the Jeep

    ... yes you are right! I will think about a solution, to get a meaningful use of these units again.

    -----

    Some news for the upcoming v1.36 release:

    I removed the allies vanilla "Ranger off-map call-in" and replaced it with a "Ranger Glider Infiltration Team", covered by a sniper. It is capable of fast capturing and can plant booby traps as well.

    And I added an off-map "Long Tom" howitzer shoot. Very expensive but very effective.


  26. #176
    I tried the game once today, and surprisingly, it was AWESOME , The allied AI behaved stupidly at parts either not moving at all or moving into one big cluster in the middle of nowhere. It says that I am only allowed to have THREE Tank Commanders on the field(in single player) but it counted the infantry officer as one and only permited me to have two Panzer Commanders. I will look into all the trees and factions for bugs ^.^

    A Recommendation, allow half tracks to carry Pak guns and nebelwherfers instead of having to slowly push em across miles of terrain.
    AKA Sad_eyed_Irony!!

  27. #177
    Member Muad'Dib's Avatar
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    concerning The Schwimmwagen, the Motorbike and the Jeep ... yes you are right! I will think about a solution, to get a meaningful use of these units again.
    Xalibur,

    Great news!!! About the new units (panzerwrfer), what do you think? Is there a possibility that they can make an appearance in this MOD? I'm thinking scorched earth call-in at 450mp. After you combine both booby trap techs into one.... what do you think?

    Also, I suggest giving all infantry units (except those with fire-up) sprint ability from the start for a small muni cost. Why? Because its basically running and everybody knows how to run.
    Last edited by Muad'Dib; 11th Jan 09 at 12:11 AM.

  28. #178
    SoulAssassin
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    Quote Originally Posted by Muad'Dib
    Did you complete the construction? I don't have any issues with it.
    I know what the problem is now. I sometimes use a trainer to make buildings instant. The Luftwaffe builds the AA guns halfway so they cant be used.

  29. #179
    Played it, its great i just love my jagdpanzer 4, altough i think you overburdened factions with units, maybe its time to make some sort of a 3rd german faction with fallschirms, luftwaffe infantry and stugs, nashorns etc. as their heavy equipment.A "Luftwaffe ground forces" defensive faction of some sort.

    How to make bikes, schwimms more useful.....make them cap capable.

  30. #180
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    Just got this mod after hearing about it on the Bulge mod forums. Wow. What a great mod! When I saw the US 57mm AT gun bouncing off the front of the King Tiger I knew it would be great. Love it. Thanks and well done. Looking forward to future releases.

  31. #181
    Xalibur i see you made PE as Waffen SS and Wehr as...Wehr but the sniper is still Waffen SS ever considered changing to a different skin/model thats the first thing i made in my old mod

    I used the volks model with a modder made skin of a GebirgsJager which i slightly modified(added the Gebirgsjager insignia on the arm and made him low rank, plus some extra details on the equipment).



    Also the grenadiers are your basic fighting unit of good quality so you could make them look more "elite" with some of the Halftrack skins like this with the comander stand out.



    PS
    I dont know anymore from which skinpack the jager skin is, so if someone recognises it as his work, please notify me
    Last edited by Alte; 12th Jan 09 at 3:23 AM.

  32. #182
    13a:

    Errm... OK... Got this at the end of the Carentan mission (American mission 3)...


  33. #183
    SoulAssassin
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    [QUOTE=Captain Trek]13a:

    Errm... OK... Got this at the end of the Carentan mission (American mission 3)...



    Ya I get that too. I guess everyone has it.

  34. #184
    Member Xalibur's Avatar
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    .. yes, as you all know my mod is not supposed to work on the campaigns, so I´m surprised that it even works a bit

  35. #185
    It works i would dare say, better than the normal campaign, until the "Return to Valkensvad" PE mission i did not have any problems.

    The problem is in the PE mission initial jagdpanther which is modified with abbilities.....it wont fire at all, neither the gun or the hull mg i guess its the same jagd from skirmish, so you should fix it.

  36. #186
    I found a small bug. Apparently, when the German Pak gun kills a truck or a jeep, it registers as a tank kill, and small tanks register as truck kills.

  37. #187
    Member Muad'Dib's Avatar
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    is the call-in tank bug gonna be fixed in the next patch?

  38. #188
    Pochacco
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    this is a great mod!!but just the A.I in sp mod....

  39. #189
    @Xalibur
    Great mod you have here, but I wouldnt suggest having gliderborne rangers cuz the rangers never really used gliders, they were really "ground" troops if u get what i mean, so instead why not specifically make glider infantry like in the N44 mod?

  40. #190
    ejg3855
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    My buddies Game will often crash on bigger maps with lots of units. I am not sure if this is related to the mod but was hoping there would be some insight in this thread. If he tries to lower his settings we get the incompatible error mentioned earlier in here.

    Also the Mod is great!

  41. #191
    Member Muad'Dib's Avatar
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    I've played several 3v3s and 4v4s with this MOD and didn't experience any problems...

  42. #192
    Member SHADOW's Avatar
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    @ejg3855: The "incompatible version" problem occurs if one or both of you lower your "Model Detail" settings in the options. Leave that bar at the far right at maximum at ANY time to avoid that error.

    If you have crashes, this could happen from a lot of things. Did your friend check the error/warning-logs for detailed error descriptions? This could help in finding the problem.

    If he (or you) is (are) playing on ULTRA settings I highly suggesst lowering them to "Very High". Ultra settings (at least the "Ultra" texture settings) cause a lot of crashes and bugs, even on high-end machines. I could play on Ultra (framerate 50+ at any time) but when I do the game (even vanilla-CoH) crashes frequently for mysterious reasons. Once I lowered the texture settings from Ultra to Very High those errors stopped, it works perfect since then. This is a common CoH problem btw.

    Hope this helps a bit, if not tell your friend to check the error and warnings-logs from CoH in the "My Documents/My Games/CoH folder.


    Greetings

    SHADOW

  43. #193
    ejg3855
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    Yea we/he definetley don't run on ultra. He gets like half way through a game and then his active map just goes black or freezes but he still has the lower bar where all his utilities and such are.

    Again maybe not Blitz related but it started happening upon install.

  44. #194
    Member Muad'Dib's Avatar
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    My cumulative Questions and Suggestions post before the next patch

    Questions
    1.) With this new development regarding the Hellcat, is it possible to see this bad boy before ToV? Someone said there was a work around to get the animations needed... and I think he was referring to you.



    2.) Talked to Celestial regarding the Panzerwerfer, though the Rack behind it isn't animated (yet), could it be possible for this mod to have this as well? I'm thinking Scorched Earth doctrine LHS end tree unit for 350MP after you combine the booby traps into one icon.


    3.) Have you noted the call-in tank bug where call-in tanks sometimes get stuck in the call-in point?

    4.) Have you noticed that the Brit HQ glider uses the Tetrarch glider icon instead of the HQ-glider one?

    5.) Could you release a version without the maps? I already have the maps you suggest we have and they only lengthen the installation process.

    Suggestions That didn't get noticed (I think)
    A.) Sprint ability (with cost) to all infantry without Fire-up. Its basically just running so shouldn't everyone be able to do it.

    B.) Units in building shouldn't have their icons displayed on top on the building like a lighted billboard. You should only see the units in buildings if you actually click on the building and see their insignias in the lower middle space thingy of your display screen. Or if you see their guns sticking out of the windows...

    C.) Me wants this.... pleasssse


    D.) Falls need demo charges....

    E.) The Opel Bliz needs to be faster otherwise I'd rather get the halftrack which lasts longer and has a gun.

    F.) Repair trucks like in the BotB mod....

    G.) Flamethrower upgrade (or unit) for the Brits. Since trenches are a common thing with this MOD, the Brits need something to clear trenches early game.

    H.) Can you make it that mine spacing is a bit farther apart when you drag?

    Thanks again for this MOD!!!! I hope you find time to consider these.....

  45. #195
    Member Kyle243's Avatar
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    Need Hellcat..... (drool....)

  46. Modding Senior Member  #196
    @Muad'ib:
    I am this "someone". And Xalibur was the first person that got this screenshot from me, so I guess he already knows about it =P.
    You don't need to post all the suggestions over and over again. Xalibur is reading them but he might not respond to every single suggestion.

  47. #197
    Member Muad'Dib's Avatar
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    Sorry about that... just thought I should compile them into one post.... It's just that this MOD got me and my friends excited about CoH again.... Not since the pre-release of OF!

    BTW, if there's still room for Beta testers, I'd love to help out. I don't know squat about coding, modding, skinning or model mixing, so beta testing is all I can contribute... if you want me to.

  48. #198
    ejg3855
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    Agreed my buddy and I are excited about COH again, I was wondering if there are any plans to improve the AI a bit? I know X said he wasn't to familiar with if but this could become the best mod hands down if someone were too add AI support.

    1. Glitch I have noted is that when MG's are in trenches sometimes they face the wrong way and cannot fire in the direction of the enemy.

  49. #199
    Member Muad'Dib's Avatar
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    1. Glitch I have noted is that when MG's are in trenches sometimes they face the wrong way and cannot fire in the direction of the enemy.
    When putting HMGs in trenches, make sure that when you build a trench its already facing the direction you want the MG to face. Unlike with infantry units that can face any which way in a trench, with HMGs, the trench actually has a front and back.

  50. #200
    ...MG's can go in trenches now O.o howd I miss that?

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