Page 8 of 90 FirstFirst 12345678910111213141516171858 ... LastLast
Results 351 to 400 of 4498

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

  1. #351
    Member Xalibur's Avatar
    Join Date
    Mar 2008
    Location
    Bremen, Germany
    ... Gold Edition or not this should not draw a distinction!
    Last edited by Xalibur; 4th Feb 09 at 8:21 AM.

  2. #352
    Member Muad'Dib's Avatar
    Join Date
    Aug 2007
    Location
    Wherever I Lurk

    Introduction of new vehicles...

    This is sort of a suggestion but please disregard if already addressed... From what I've seen so far with introducing new vehicles, they sometimes render other vehicles in the same building obsolete as it was with the bike, jeep and schwimmwagen (though it will be rectified in the next patch ). With the coming of the M18 Hellcat which is basically a tank destroyer, I hope it won't render the Wolverine obsolete. Cost differences could help, but with the new tank tech-up system, if the Hellcat proves to have better fire power and armor, then why would I research the wolverine? I suggest (unless you've already thought about it) different abilities, something that would make the wolverine still an option when it comes to fighting axis armor (perhaps an over drive ability)...

    Again, thanks for the MOD! I can't wait for 1.36!

    Cheers!

  3. #353
    Member Xalibur's Avatar
    Join Date
    Mar 2008
    Location
    Bremen, Germany
    The M18 is much faster than the M10 but is has a very thin armour, so even the Ostwind can gun down the M18 to a perforated strainer . But while moving, the targeting enemy tanks will get a significant decrease in accuracy.

    The penetration power is equal to the 76mm gun of the M10!

  4. #354
    Member Mr.Mind's Avatar
    Join Date
    Jul 2008
    Location
    In your liquor cabinet.
    Xali do you got release date for 1.36 yet? Cant wait to see your m18 :P Could we get some screenies about that?
    There are roads which must not be followed, armies which must not be attacked, towns which must not be besieged positions which must not be contested.

  5. #355
    Member tutt6's Avatar
    Join Date
    Jul 2008
    Location
    Did someone change my thing?The balls?
    Yea i had a though:Why not make a supplie truck for all four factions?Use the opel blitz to drop mp40s mp44s shreks MG-42 lmgs MG-42 HMGS and mortars for thw wehrmacht n PE and the US and BRIT supplie trucks drop BARS thompsons bazookas recoilless brens HMGS and mortars?

  6. #356
    lol, I made a suggestion like that but for the Great War mod. buildable 'staches' in the trench that produces weapons so soldiers can pick them up.
    AKA Sad_eyed_Irony!!

  7. #357
    The "incompatible version" problem occurs if one or both of you lower your "Model Detail" settings in the graphic options. Leave that bar at the far right at maximum at ANY time to avoid that error. Exact same detail-settings for both of you aren't needed, just make sure that the model detail bar is at maximum, else BK won't work.

    Hope this helps.[/QUOTE]

    O wow thanks! It seems this may be the problem. I'll check it out. Its also a fact that we installed different custom skins, but I dont think the WW2Art.sga should be a problem right?

  8. #358
    Member SHADOW's Avatar
    Join Date
    Dec 2008
    Location
    Tübingen/Germany

    Mod-Enabler = win

    Different skins can also be responsible for the problem. To be sure I'd also deactivate them (restore the original vanilla-CoH files when playing CoH).

    For all people that are often using custom skins I can suggest a little Tool that helps managing custom-skins and other mod-files that alter the vanilla-CoH files directly. So you can always easily check which mods you have currently installed that ccould be responsible for problems and you can easily activate/deactivate them all with a few clicks.
    It's called "Mod Enabler" and can be downloaded for free here. The Tool works with most games, I use it for CoH too and it works fine.

    Most big mod-packs like BK or BotB have own subdirectories in the CoH folder and don't change the vanilla files themselfs, their modfiles are only loaded when starting the mod with the specific executable so you can still play the vanilla-CoH, so you don't need to use that Tool for them!

    But for smaller mods that alter f.e. only some skinfiles in the vanilla-game this tool is perfect. You don't put the modfiles in the vanilla-folder directly to overwrite the vanilla files.

    You just have to create a directory (name it as the mod is named so you know to which mod the files belong or what the mod is altering!!!) in the "MODS" folder (automatically created when you first start the Tool) of the Mod-Enabler in the same directory substructure as they would be in the vanilla-dir. So if a skinpack would alter the vanilla-file "WW2\Archives\WW2Art.sga" you wouldn't overwrite the file in the vanilla directory, but create the path "Skinpack\WW2\Archives\" in the "MODS" directory in the CoH directory (= "\MODS\Skinpack\WW2\Archives\") and put the skinpackfile in THAT directory.

    Now you still have the original file in it's place and the modfile ready for the mod-enabler. When starting the Mod the ME should display the name of the directory you created for the mod (in the example: "Skinpack").
    When you select that mod and hit "activate" the ME will make an automatic backup of the original directory-structure and the files that would be altered by the enabled mod (backups are stored in the hidden directory "!BACKUP" in the "MODS" folder). Now you can play the mod and have auto-backuped the vanilla-files in case you need to restore them.

    The good and easy thing now is, that if you want to play with your friends online, you don't have to restore all backuppedd vanilla files yourself, just deactivate all mods via ME and the vanilla game will be restored. After you played with your friend you can re-enable them all again. It couldn't be easier.

    The ME comes with a very good helpfile and manual, so if you don't get my explanation read the official manual. If you once found out how to handle the ME you will never go back to manual backups, promise!

    BTW: Here is a little pic showing an example of my "MODS" dir and how ME looks. I'm using the original english speechfiles for the Brits and Allies so they don't talk german (which is lame). So when I want to restore the original gamefiles to get my vanilla-CoH back I just have to deactivate the mod and the original files are restored again.

    I hope this tip helps some of you guys managing their bunch of little mods.

  9. #359
    Omecron
    Guest
    I too am getting MP errors. I play with a friend - he has only COH and I have COH and OF. We can connect to each other fine, but get desync errors within the first 5 mins of the game. A great shame. Neither of us have any other mods installed - we are both running the game with model detail on max and are both on vista.

    Any suggestions? (this is a fantastic mod and I really want to be able to play online.) Also - for the next version, is there any chance it could be released in .sga format so we don't need the -dev extension? And lastly do you have an ETA on 1.36? I really want to see the Hellcat

  10. Modding Senior Member Company of Heroes Senior Member  #360
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Xalibur, how did you fix that the Hellcat's gun does not make any sounds? Mine does not make sounds.

    ~Edit~

    Ok, I fixed the sound problem, awesome sounds!
    But now I wanted to ask you if you could PM me the M18 Hellcat icon (is it from CoHO or homemade?). Could you please do this?
    The Wolverine icon is somewhat ugly for a M18 Hellcat.
    Last edited by Celution; 5th Feb 09 at 12:36 PM.

  11. #361
    Omecron
    Guest
    I was getting the desync error because my friend had edited some files in the mod and then forgotten :S. All fixed now (and great fun online .

    I just noticed a small bug - the allied 75mm (or is it 76mm) anti tank gun doesn't have the correct symbol when you change its facing. It doesn't display the firing arcs, only the cursor you get when getting engineers to cut wire.

    I'm sure it's already been mentioned, but the Nashorn (great fun to use) has incorrect stats displayed.

    Thanks for the great mod.

  12. #362
    This mod is a lot of fun, takes a while to get used to all the new upgrades but I have not played enough yet.

    I tried it out last night and wanted to get my brother in a game with me but we had the incompatible version message. We were able to get it working by packing the data attrib folder into an sga file and then removing the data attrb folder, I sent the sga to my brother and had him do the same and it worked fine after that.
    I don't know if this is a perfect solution for everyone but it seemed to work fine for us. This is the first time I have tried out a mod in multiplayer, beside my own, so I don't know what other mods are doing about compatibility issues.

  13. #363
    Member Xalibur's Avatar
    Join Date
    Mar 2008
    Location
    Bremen, Germany

    Latest Beta changelog

    Latest changelog for the upcoming Blitzkrieg v140:

    CHANGELOG SP v1.40


    SP ONLY CHANGES:

    - AI enhancements
    - raised the MP income about 25%
    - Bergetiger can now salvage wrecks. Repair ability is improoved now
    - removed the Axis Motorcycle & Schwimmwagen from the T2 Factory, so it can be build within the HQ
    - added a new tech up system to strengthen the mid game:
    You have to research different tank chassis and weapon types to build tanks. This delays the appearance
    of heavy tanks and forces the player to produce medium tanks as well
    - raised all axis/pe building hitpoints by 25%
    - added new sherman massproduction upgrade in allies armoured division tree
    - CW AI now uses all types of Typhoon attacks when choosen the RAF commander tree
    - PE can now build Panthers
    - reduced the moving penalties on tank weapon accuracy because the AI will not halt all tanks to fire on enemy targets
    - limited Rangers to 3 squads ingame
    - limited Axis Grenadier Panzerschreck Upgrade to 1 PzSchreck per squad
    - limited Ranger Bazooka Upgrade to 1 Bazooka per squad

    also supposed to be ported to MP-Version:

    - corrected some unit ratings
    - raised recharge time for Axis Stormtrooper reinforcement call-in from 30 to 120 sec
    - VET Tiger call in for PE is now limited: If 2 Jagdpanthers are ingame the Tiger request will be declined
    - limited buildable Pershing to 3 ingame
    - Pershing Ace is now limited: If 3 Pershings are ingame the Pershing Ace request will be declined
    - added a sprint ability to all infantry units without heavy weapons (MG, mortars)
    - removed moving penalties for CW infanrty squads, when moving in enemy territory
    - added an infantry suppression ability to CW Tommy squad
    - moved Allied Field Medic from barracs to Triangle Center
    - moved German Feldarzt from barracs to medic-bunker
    - new unit: CW Field Medic, buildable in Triangle Center

    SP/MP CHANGES:

    - limited the Kingtiger in "Terror" Doctrine to 1 (One KT Ace or 1 KT build)
    - limited the Tiger for axis to 2
    - limited call-in the veteran Tiger of the PE to 1
    - 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
    - added sticky bombs ability to rangers and airborne rangers
    - Jagdpanzer IV now has a VET2+ hull down ability
    - tank MG´s now have a minimum range of 10, so they will not shoot automatically on nearby infantry
    - added a sight penalty for moving vehicles. So you have to move your vehicles/tanks with more caution
    and tactical finesse
    - new APHE (Armor Piercing High Explosive) Ability for M10 Tank Destroyer. The APHE shells
    boots the penetration power about 83% in addition!
    - added new Ranger glider ability, replacing the vanilla Ranger call-in
    - added new off-map "Long Tom" howitzer barrage
    - reworked all artillery barrages. Now all barrages will cost ammo
    - reworked some tank projectiles: Ground hits with normal shells have smaller splats than ground
    hits with HE shells. Tank gun shells have a higher speed now
    - Nashorn PAk43 will no more fire automatically on infantry
    - Ostwind and Wirbelwind Flakpanzers now have a new AA-Emplacement ability. In this emplaced state they
    fire more effective on aircrafts but will not auto target ground targets anymore
    - removed warning smoke from all artillery barrages and air attacks
    - raised the Fallschimrjäger leader hitpoints from 60 to 90
    - new heavy mines for the Commonwealth
    - new Rifleman call-in ability for the allied Captain
    - new skin for JPZ4 (Many thanks to Georider!)
    - raised the penetration power of the 57mm Q.F. 6 Pounder Mk.V L/50 against Panzer IV tanks
    - reduced damage caused by Typhoon incendiary bombing
    - applied a shared timer for all 3 Typhoon attack runs
    - reworked the allied bombing air strike. Now 2x 250lbs bombs with high damage are dropped
    - enhanced the snipers of all factions. While not moving they will have a better sight and fire at a much longer
    distance than all other infantry units
    - new Tank Commander on Tiger Tank
    - added new model M18 Hellcat Tank Destroyer on allied side
    - removed the Allied Jeep from the T2 Factory, so it can be build within the HQ
    - reworked the periscope upgrade. Now the normal sight gets no bonus anymore but the extended sight gets activated
    so tanks with periscopes can see enemy vehicles on the minimap within a 90m radius
    - added a 20sec initial delay time for all tank off-map call-ins
    - 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

    - 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)

    HE granades have a 20% chance to damage the treads of tanks. When firing a HE grenade
    tanks will have a mininum range of 20, so they can`t shoot the HE grenade on nearby
    infantry troops

  14. #364
    Member []inveigle[]'s Avatar
    Join Date
    Oct 2004
    Location
    Taking a walk down Heaven St.
    ^^^ Hell yes, looks like were getting closer!

  15. #365
    Member tutt6's Avatar
    Join Date
    Jul 2008
    Location
    Did someone change my thing?The balls?
    Whoa wait blitz 1.36 is out?WHERE?!

  16. #366
    Member Muad'Dib's Avatar
    Join Date
    Aug 2007
    Location
    Wherever I Lurk
    - raised the MP income about 25%
    - Bergetiger can now salvage wrecks. Repair ability is improoved now
    - removed the Axis Motorcycle & Schwimmwagen from the T2 Factory, so it can be build within the HQ
    - added a new tech up system to strengthen the mid game: You have to research different tank chassis and weapon types to build tanks. This delays the appearance of heavy tanks and forces the player to produce medium tanks as well
    Why aren't these going to be implemented in the MP as well?

  17. #367
    Is sector artillery supposed to work in enemy sectors in this mod?
    I know AI can target you with it anywhere but I've never seen it work unless the sector is neutral or owned, the reason I ask is because we played a game tonight and the AI continually targeted our sectors and were nearly wiping us out with it.

  18. #368
    Member SHADOW's Avatar
    Join Date
    Dec 2008
    Location
    Tübingen/Germany
    @tutt6: Only v1.35 is public yet. But because the changes for the next version are huge, there won't be a v1.36 and the enxt version will directly be the v1.40.

    @Sledge: This is an old vanilla-CoH bug. The player can only target his own/friendly or neutral sectors (thats how the ability is supposed to be). Unfortunately the AI can also target enemy sectors with sector-artillery. Hopefully Relic will patch this bug in the near future, there's nothing we can do about it.

  19. #369
    Thanks for the reply Shadow. Don't think I'm nitpicking your mod as I really like what you guys have done here. Hopefully relic will address this problem as it's been around for too long now and many people have mentioned it to them.

  20. #370
    Reich&Famous
    Guest
    Hey this is my first post on this forum so before I get talking I would just like to say that the Blitzkrieg mod is incredible and have had tons of fun playing the MP, kudos to all who work on it and make it possible.

    I did not read through every single post so forgive me if I repeat problems that have already been mentioned. The only main problem that frequently occurs when I play is that AT guns and AT gun emplacements tend to partially disappear. AT guns although appear on the minimap are invisible on the screen, emplacements although the gun is shown the sandbags and such around it make it untargetable. Now I think this is due in part by the fact that the camera height in the game has been extend, although zooming in a bit fixes this problem sometimes it is not always the case.

    I've read that some people have problems with tanks getting stuck when you call them in. I have also had this problem but only when calling in the Panzer Elite's Pz4. I have found a "fix" for it however. If you know where the tank spawns call it in so it comes out of the spawn driving in a straight line, every time mine has got stuck i've noticed it is because I called it in so it drives in on an angle.

    Well that's the only main issue I've had with the game so far everything else seems to be well done especially all the skins and such. I think it would be interesting if you could load the Pak onto the the Opel Blitz truck as if was hauling it that would be pretty cool if its possible. But this post is becoming to long now so cheers!

  21. #371
    Member SHADOW's Avatar
    Join Date
    Dec 2008
    Location
    Tübingen/Germany
    @Sledge: Yeah, I hope so too.

    BTW: That bug was the main reason why Xalibur reduced the sector-arty back to 1 shell per strike like in vanilla-CoH (in some previous versions of BK it was 2 arty-shells). But the AI was using the sector-arty so extensively in enemy sectors that (with the 2 shells per strike) it was able to flatten your defences so quickly that the player was chanceless against it. After 10 mins of sector-arty every defense and unit in that sector was gone and the AI started to roll-in with masses of units. Some time later the AI started to target your HQ-sector directly so any fresh-recruited unit got 2 sector-arty strikes on it. It was frustrating like hell.
    Now with the 'back to vanilla ammount of shells per strike' at least it takes some time to do that much damage.

    I'm still hopeful that Relic will fix the bug with some of the next offical CoH patches.

    €dit:

    @Reich&Famous: Hmm, I only have the "dissapearing unit"-problem when zoomed out at max and if the unit then is at the top edges of the screen (hecnce most far away from the camera in the perspective-view). The AT guns (PaKs) can be disguised when in cover, the buildable AT defense (with sandbags) is disguiseable too, so maybe they aren't really "gone". The guns in the emplacement themselfes aren't targetable anymore. You can only destroy the full emplacement. The problem was, that if the gun only was destroyed (f.e. the FlaK 36 or PaK 40 which had been destroyable very easily with one or two arty hits), the emplacement would still be there and would be useless. You couldn't rebuild the gun in it nor delete the emplacement. You would need to blow it up too to build a new one. That's why now the full empalcement needs to be desroyed (like the CW emplacements), you can only kill the troops manning the guns, not the guns in the emplacements anymore.

    If this isn't what you meant then we'll probably have to wait for Xalibur to comment on that problem cause I have no other ideaa what it could be.
    Last edited by SHADOW; 9th Feb 09 at 11:12 AM.

  22. #372
    Member
    Join Date
    Jan 2009
    Location
    Perth, Australia
    Thanks for the Blitzkrieg v140 changelog. I am really looking forward to it. Is it to be released 'when it's done' or can we nag you for an early release and then bug you for hotfixes soon after? ;-)

  23. #373
    Member Muad'Dib's Avatar
    Join Date
    Aug 2007
    Location
    Wherever I Lurk
    1.40 is going through beta tests right now and have a few bugs to be sorted out. So far its only been tested for the SP version. Still waiting for the MP version to be tested.

  24. #374
    Member []inveigle[]'s Avatar
    Join Date
    Oct 2004
    Location
    Taking a walk down Heaven St.
    Is the beta test limited to the creators or is there a way that one could apply?

  25. #375
    Member SHADOW's Avatar
    Join Date
    Dec 2008
    Location
    Tübingen/Germany
    @Fritz Fraghof: I can assure you Xalibur will release it "when it's done".
    But after the release of v1.40 you can still bug him for changes/fixes/addons... *duckandcover*

    Xalibur already started to port working features of the SP over to the MP where they will get tested again. But the tech-system in the SP still requires some fine-tuning as do some of the other features of the list. That is a huge pile of work that needs to be done and he has to do the most parts alone after work. So don't expect a release this or next week. As said above: "It's done when it's done".

  26. #376
    Member Kent_Lang's Avatar
    Join Date
    Jan 2009
    Location
    Europe
    If you excuse my citicism but I didn't like the mod. There's few or no room for actual gameplay since most my units gets slaughtered as soon as they enter open field and also when they're kind of far away from the enemy. The maps are too big and the economy is too fragile.

    But the artwork is excelent and many solutions are extremly creative and clever and some are just excelent gameplay like making 88s and the AT cannons to buildings like the british counter. Still is the gameplay in mid game restricted to Light Armored Vehicles. Some AI configurations could be used to polish things up too, if you can manage.

    Good mod but simply not to my own personal liking.

  27. #377
    Reich&Famous
    Guest
    Personally I love the added realism factor of the mod. To compare it to another sort of game it reminds me of the old Close Combat series (one of the best war game series out there), it makes perfect sense for a squad of infantry to get mowed down as they run across an open field. The large maps add new strategy and make it harder to just bog down and create a defense on a choke point. I also think they do quite the contrary with the economy especially on such maps like Fuel Depot where there is OP points that add +14 man power. But like you said it it is a much different game play then the normal CoH and OF and the mod just may not be some peoples cup of tea.

  28. #378
    Member tutt6's Avatar
    Join Date
    Jul 2008
    Location
    Did someone change my thing?The balls?
    It would be nice if you did not nerf the G43 or FG-42..In real life we had a paintball (Well i filmed)They had G43 and FG-42 paint ball gun replicus and they beat the other guys posing as "Rangers.."..None the less much fun.


    Edit:Add the G41 for volks too please.
    EditX2:Mp41 and MP3008 please >.>
    Last edited by tutt6; 10th Feb 09 at 4:50 PM.

  29. #379
    Member SHADOW's Avatar
    Join Date
    Dec 2008
    Location
    Tübingen/Germany
    @tutt6: The weapons you mentioned either haven't been produced in larger numbers or were quickly replaced by a newer model (G43) because they weren't very successful. IMHO it wouldn't make sense to include f.e. the M 3008 for the Volks because only a few had been produced (less then 5.000 IIRC) and a big number of those probably also never reached the front.
    It doesn't make much sense to include such weapons just to have more different stuff in the game. But as said, that's just my 0,02 $.

  30. #380
    Member
    Join Date
    Jan 2009
    Location
    Perth, Australia
    Thanks for the news Shadow and Muad'Dib. I appreciate all the thought and time you put into the mod, as well as sharing news on these forums. Your mod is a work of art IMO. I only wish Relic were consulting you about their upcoming expansion.

  31. #381
    Member Xalibur's Avatar
    Join Date
    Mar 2008
    Location
    Bremen, Germany
    Hi Folks,
    I just want to give you a livesign I`m working hard on the changes for the MP version (..have to be ported from the SP version). I have some new ideas concerning bunkers, I also made a new sprint ability for all factions and I made a new axis 120mm mortar team. And there are some other suggestions from users/beta testers that I have to think about... also the new techup system needs some finetuning... so as you can see there are a lot of thinks to do for me

  32. #382
    Member tutt6's Avatar
    Join Date
    Jul 2008
    Location
    Did someone change my thing?The balls?
    Ok shadow you win but,Maybe a squad armed with Mp41's?I looked it up one thousand made it to the front on the western front..Looted ones of course..And your right the MP3008 was only in the rhineland and berlin battles..Oh well..I do have an idea for the axis side..Wehrmacht and panzer elite..Why not add a armed scout unit five men 98k's and upgradable with one kar sniper?

  33. #383
    i have a problem with missing building
    names and some other missing names.

  34. #384
    Reich&Famous
    Guest
    Tutt6 the Mp41 isn't differential enough from the Mp40 to put in a game like CoH and have to code all the stats for it when the Mp40 is essentially the same. However an idea like yours has been translated very well when it comes to WW2 shooters like Red Orchestra where they have made G41's and MP41's and incorporated them into the game. Like you said also if only 1000 of them made it to the front, that is very little considering the amount of other weapons being shipped to the fronts like the STG44 which was eventually meant to replace the Mp40 although it never full did.

  35. #385
    SoulAssassin
    Guest
    Is there any chance the Sturmtiger will make it to this mod?

  36. #386
    Member SHADOW's Avatar
    Join Date
    Dec 2008
    Location
    Tübingen/Germany
    @kiander: Check your /Engine/Locale/English (or German) folder. ONLY the RelicCoH.ucs should be in there! In case you find other .usc files please remove them to fix the "NoKey" errors.

    @SoulAssain: Maybe in the future. I hope it will be included, I love the thing.

  37. #387
    SoulAssassin
    Guest
    Cool! Perhaps my favorite unit from BotB.

  38. #388
    Member Muad'Dib's Avatar
    Join Date
    Aug 2007
    Location
    Wherever I Lurk
    Is there any chance the Sturmtiger will make it to this mod?
    It all comes down to Halftrack's return from asia. He made both the Sturmtiger and panzerwerfer for BotB. I asked Xalibur about these units and was told that he'll talk to Halftrack about it.... *crosses fingers*

  39. #389
    Member tutt6's Avatar
    Join Date
    Jul 2008
    Location
    Did someone change my thing?The balls?
    Actually..I want my nazi UFO (lol)..I do have a intellegent idea from my typige...Why not include the famous 7th panzer army as a reinforcement group?Oh and my friend had an idea..Why not made a german carpet bomber (HE111)?I know its probley been asked but my logic is doesnt hurt to ask

  40. #390
    Banned georider's Avatar
    Join Date
    Oct 2007
    Location
    Thessaloniki , Greece
    Why not made a german carpet bomber (HE111)?I know its probley been asked but my logic is doesnt hurt to ask
    Because such model does not exist in the game.

  41. #391
    Member tutt6's Avatar
    Join Date
    Jul 2008
    Location
    Did someone change my thing?The balls?
    What about the 7th panzer army reinforcement?

  42. #392
    you know what would be awesome? aerial interception. Exepsnive upgrade that remains throughout the rest of the gameplay. the effect is: enemy planes will be attacked by an allies plane that will just swoop in, shoot at it, and leave with 25% chance of shooting it down.

  43. #393
    Omecron
    Guest
    That would indeed be very nice to see. But I imagine it would be one hell of a job to code (if it's possible at all)

    I WANT the sturmtiger. That would be, as they say in the jargon of the interwebs: "teh awsome!"

  44. Modding Senior Member Company of Heroes Senior Member  #394
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Xalibur, I can't resist to correct you.

    It's not Triangle Center, but Triage Center.

  45. #395
    Member Xalibur's Avatar
    Join Date
    Mar 2008
    Location
    Bremen, Germany
    Xalibur, I can't resist to correct you.

    It's not Triangle Center, but Triage Center.
    ...ähmmmmm yessss

  46. #396
    Member tutt6's Avatar
    Join Date
    Jul 2008
    Location
    Did someone change my thing?The balls?
    I want a reinforcement ability called ghost division ._....Please?!!!i will give you a cookie...>.> and this

  47. #397
    Banned Roysalipuran's Avatar
    Join Date
    Dec 2008
    Location
    On the frontlines. Vehicle: PzKpfw Tiger II. Loyalty:To the Philippines
    Lol, nice try but i think X isn't going to place him anywere near the mod

  48. #398
    Member tutt6's Avatar
    Join Date
    Jul 2008
    Location
    Did someone change my thing?The balls?
    You may wish to remove the Fg-42...Only six thousand were made and few made it to the front the MP3008 Stg43 Stg44 and STG45 saw more action then the FG-42..

  49. #399
    ejg3855
    Guest
    How come I cannot launch this mod using the COH Launcher? IT loads regular COH when I select the Blitzkrieg_SP module.

  50. #400
    Struggle
    Guest
    Hey there.

    I just got your mod today and while testing it I found a repetitive error occuring in some of your units.

    For instance many German units/some buildings appear as large light blue boxes that say there is a .rgb error.

    I was unsure if this was caused by my old skins from vanilla CoH so I deleted them, still no fix. I turned my settings up such as textures and model detail and the error was persistent.

    Any idea what's causing this?

Page 8 of 90 FirstFirst 12345678910111213141516171858 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •