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

  1. #2601
    Shadow,

    Great news about the 1.604 updates coming, but I didn't see anything about the AI ability to cap points faster than human players.

    Example, me and some friends play vs comp and the AI's eng/pio cap at a normal rate while ours are slowed. If I use riflemen or VGren they cap points at a much faster rate. If I'm playing Lyon, Vire River, or any choke point map, if I move my eng/pio across the half way point they cap at a normal speed again.

    This makes it extremely hard to play vs hard/expert on maps w/o some serious choke points as they have there half of the map capped by the time your just able to reach the middle of the map.
    HK40

    "In a world of compromise, some don't"

  2. #2602
    Member orca12345's Avatar
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    where can i get the mp version of blitzkrieg

  3. #2603
    Member SHADOW's Avatar
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    If I'm not terribly mistaken or a horrible bug is in, the human player and AI should cap at the same rate. Only Engineers/Pioneers cap at a slower rate so it's harder with the start units to make a capping-rush. This makes the AI slower in capping since it was introduced. Regular fighting squads like Volksgrenadiers, Rifles, etc. cpa at a normal rate. PE HQ Grenadiers also cap a little faster then the WM Pios or US Engies.

    In general this means: the AI doesn't get a capping bonus.

    It might seem that the AI can cap faster, but that'S usually because it has more resources and can spam units early, thus cap more points at the same time compared to a human player. But generally on big maps with a lot of points I and my human teammate usually cap ~40% of the map and start digging in before the AI arrives. In earlier versions the AI was much much faster in capping, but since the reduced capping-rate I find them not so fast anymore.

    @orca: There only is this version (SP, without the tank crews, that's the only difference) now. Simultaneously developing two versions was way too much work so we focused on the SP version that can be played either MP human vs human or in Skirmish/Comp Stomp.

  4. #2604
    Member orca12345's Avatar
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    so what ur saying is that the sp and mp version are the same

  5. #2605
    Member SHADOW's Avatar
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    No, they aren't exactly "the same", but the difference is little, I'll explain a bit more detailed:

    The only difference is that the SP versions has no tank-crews anymore. The AI was too stupid to handle tanks with seperate crews in the MP version and either didn't built crews for their tanks (making their tanks useless and always standing near their tank-factory) or it let them disembark during a battle (also not really smart).

    That's why a extra SP version, without the tank-crews, was created so the AI would work with BK, allowing players to play either Skirmish games or Coop against the AI.

    Some time we tried to develop both versions because some people liked the MP versions for human vs human battles with the tank-crews. But because this was too much work in the end we killed the MP version and only the SP is left now.

    But as said you can also play this version human vs human, the only difference is that no tank-crews are needed to use tanks in the SP.

  6. #2606
    Member orca12345's Avatar
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    i know but where ever i look i cant find the mp version

    oh never mind i didn't fully read your wording

    Shadow,

    Great news about the 1.604 updates coming, but I didn't see anything about the AI ability to cap points faster than human players.

    Example, me and some friends play vs comp and the AI's eng/pio cap at a normal rate while ours are slowed. If I use riflemen or VGren they cap points at a much faster rate. If I'm playing Lyon, Vire River, or any choke point map, if I move my eng/pio across the half way point they cap at a normal speed again.

    This makes it extremely hard to play vs hard/expert on maps w/o some serious choke points as they have there half of the map capped by the time your just able to reach the middle of the map.
    __________________
    HK40

    "In a world of compromise, some don't"
    [/QUOTE]
    you know there is a map pack by henry666 that have amazing choke point maps

  7. #2607
    Member AnRK's Avatar
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    I'm a bit confused, what are the tank commanders all about then? Or are tank commanders and tank crews different things?

    That map pack is pretty cool that henery666 posted, any chance those any of those maps are gonna get included in the next patch or is it too much work checking the balance etc.

    By the way, are there any plans to make the squads different sizes so all the regular squads aren't always simply 6 men?

    Oh and since we're on a new page I'm gonna whore the Xfire group again; http://www.xfire.com/communities/blitzkriegmodgamers/ a mighty 6 players strong now!

  8. #2608
    Member orca12345's Avatar
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    you mean 7

    the tank commanders just add bonuses to vehicles


  9. #2609
    this is perhaps my favourite mod (lets see how zombie turns out ) but truth be told i would like to see more buildable defences for the respective defense doctrines like the gear Rygoat had in RC_Realism, id love to put mgs in little wooden bunkers!

    Don't get me wron the defences atm are great especially the infantry pillbox thing but id like to see more variations of sandbags and barbed wire and the ones where there are barbed wire and tanks traps together. Just a suggestion but im a defensive player so thats my personal preference. I thank you in advance for consideration of this suggestion, whether its approved or not i dnt mind just a bit more realism imo.

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  10. #2610
    Quote Originally Posted by Road-kill
    (shrugs) The sherman's taking a bit of a risk though tbh: a tiger can kill it in two shots, before you use special ammo (which ups damage slightly iirc) so, as mntioned before, a properly supported late game peice of german armour can be almost unstoppable. The only thing that gets me is the sherman oneshotting stugs myself.
    I agree about the supporting of tanks. I didn't mean to "whine" about the overall performance of tanks vs. infantry or any special tactics in general. I was just wondering that the Tiger seemed more fragile than the cheaper Panther. While I preferred the Tiger over the Panther a few weeks (and versions) ago I now always chose the Panther over the Tiger because I lose the Tiger much more often against a single 76mm Sherman. Maybe it's just the worse front armor, but perhaps also the penetration values of the 76mm Sherman against the Tiger?

  11. #2611
    Member seb4771's Avatar
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    Hi,

    I've 2.601 version of COH+COH OF+COH TOV (UK version) + this mod, i trying to run but game crashing immediatelly (with crash report windows).

    Tested mod & no pb: rc_realism / FFYL / europe at war / Ewiger_Krieg

    Using 1.60 beta version with/out 1.63 beta & same problem.

    Not using texture pack or others

    Edit: i've just "warnings.log", no another file in /Logfiles.

  12. #2612
    Member SHADOW's Avatar
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    @AnRK: In the old MP version a tank needed a crew to be operated, the crew was built as infantry-squad and had to enter the tank (like the Commander now) so the tank could drive and fire. The Commander was and is optional but because the AI works with them it stayed in the SP. The Commander gives big bonuses to tanks (faster reload, better chance to hit, etc.) so it's worth building them.

    @Addonay: There was nothing changed to the Tiger or any other tank in penetration values since a long time, so you might just have had bad luck with your Tigers.

  13. #2613
    Member AnRK's Avatar
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    Sorry to ask yet again, but is anything gonna happen with the squad sizes so there's some more variety/realism etc?

  14. #2614
    Member SHADOW's Avatar
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    I don't think so. I can only speak for me on this, but IMO the sizes are good as they are. Bigger squadsizes would also mean a lot new work because then also trenches, bunkers etc. would need work on so the bigger squads would fit in them. Not to mention the performance factor if squads would get much bigger.

  15. #2615
    Member Niftyeye's Avatar
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    Hmm, I have the latest version of the mod but I havnt played it in ages, so I decided to have a go on it again.

    It was all good and working fine, but my team seemed to only build infantry, when I played Axis there was only volks, a few grens and bikes and swimming cars moving about, needless to say we got overwhelmed by the 4 enemy players all using armour.

    Then when I played as the Americans they didnt even build a barracks, so the engie spam was overwhelmed by armoured cars.

    Maybe its because I have too many mods or something? It worked fine before, but now my allied AI is seriously underpowered.

  16. #2616
    Member LloydyBoy's Avatar
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    @SHADOW, do you think the squads could use a, Weapon variety for instance the Riflemen are armed with the Regular M1 garand, but the paratroopers are armed with the less affective M1A1 carbine, i would think that since the Paratroopers were allowed to pick any weapon they wanted, and go into battle with them, that they'd have more weapons then just the sturdy M1A1 Carbine, i mean give them at least 2 garands and a BAR or something

    @Niftyeye, its the other way around for me, the German AI is underpowered, by the time my US AI got Shermans, the Wehrmact AI only managed to get Pumas out and Sdkfz 251 Flammenwerfers and managed to spam Schwimminwagons

  17. #2617
    IMO the sub machine guns should be enabled for more squads and how bout getting the scopes off the G43 (they did it in another mod).

    im sorry but i think this was discussed before and i must of missed the fix but grenadiers dont have g43s in there hands and AT gun crews dont have any weapons. i would assume i add a weapons line to the adp file. would my asumption be correct?
    Absence of proof doesn't mean proof of absence.

  18. #2618
    Ubermac
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    Hurray!

    I've been waiting for something to replace my addiction for the awesome, yet now incompatible BotB mod and must say....i finally found it (and yes Halftrack i'm overjoyed to see that's being worked on ).
    I applaud you!

    The only things i found a little lacking are the knights cross unit (who the hell came up with that anyway?) and the units consisting of 1 man (aufklarer? sniper team?). But then i only played 1.60, so if those are fixed in 1.63, i stand corrected.

    Keep up the good work mate! And thanks for getting rid of all that nasty free time i found out i have

    People just can't say "no" to this stuff....
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  19. #2619
    Member Althalus's Avatar
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    I'm disappointed to hear about the firing of the SdKfz 250/9 with 20 mm KwK being changed to a more steady firing, i dunno if the KwK fired steadily but i think it gives the human touch of a man shitting himself firing randomly at infantry

    and anyone know wether you can make the paratroop drop more spread out, almost like the glider how you stretch the path and they drop along it instead of falling in the same spot?

  20. #2620
    Member sweeten2213's Avatar
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    Have you guys had any issues involving online MP play?

    A lot of my guys are saying they are fine with 1v1's online, and possibly 2v2's against two AI's, but not 2v2's with 1 human and 1 AI vs 1 human AI. And the list goes on...
    RIP Loran Korn - a dear friend and as amazing a person as he was talented
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  21. #2621
    Member Mr.Mind's Avatar
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    No, and neither any of my friends. Multiplayer works as it should at my part.
    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.

  22. #2622
    Member SHADOW's Avatar
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    For me it even works fine with 2 Human (sometimes + 1 AI ally) vs 4 AI, that's the usual gametype I'm playing and I haven't had problems so far.

  23. #2623
    Member LloydyBoy's Avatar
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    Ubermac, why dont you post your screenies in the COH Combat Photography so far its just me posting some, infact have a look at mine, http://forums.relicnews.com/showthre...43#post3697643

    sorry for the off topic, anyway i play BK online, works quite well too.

  24. #2624
    Member AnRK's Avatar
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    I only play against other players and I haven't had any problems really, what's with so many people that play this mod playing the AI all the time anyway?

  25. #2625
    Gunny505
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    Good Mod;

    I had np with crash's or anything, the mod plays well.The only problem i see is that nobody plays the bk mod in multiplayer.It is really hard to get a game in multiplayer,and thats a shame.

    Its a good mod.

  26. #2626
    Member AnRK's Avatar
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    There's a few of us that are always after multiplayer games, there's a wholesome 8 people on the Xfire group I posted up the page. Got quite a few people on my CoH friends list now that do multi-player too, shame you can't add people by name on there though.

  27. #2627

    Just wondering...

    Whenever I call in the JadgTiger... it says missing RGM file and only shows the usual pink moving box? I've re-installed the mod already and it's result is the same. Maybe it's just me?

    AI still acts redundant compared to previous BK versions, regardless of level of difficulty... they build up to tier two only. Damn you AI!!!

    In all regards, I hope this is fixed in the next update... really would like to see a couple of Comet's in action against the JadgTiger all in 3D!
    Peace is unnoticable without it's counterpart... war.

  28. #2628
    Member SlipSon's Avatar
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    @Vex T it's not only you
    i too get a pink jagdtiger
    and i hope to be fixed with the next update

  29. #2629
    Ubermac
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    Lloyd, i'll see if i can create some more pics to post. Right now i just made that one 'cos i was so impressed by the jagd model

  30. #2630
    Member SHADOW's Avatar
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    Guys, if you have pink models you probably haven't installed the latest FULL client before applying the latest update. Just downloading and installing the update or updating from a non v1.6 Full client does NOT work, you ALWAYS need to have the latets FULL client installed.

    Or to be even more detailed: Any v1.6xx Update REQUIRES v1.6 FULL installed, that' why we have those numbers.

    Because over and over the same questions are asked I'll start writing a FAQ soon that should deal with the most common BK problems and how to solve them.

  31. #2631
    can't wait for the the new update.

    anyway, the real pink tank -


  32. #2632
    Member Hell_sajuuk's Avatar
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    Hell!! see you soon
    lol NOW THAT ROCKS death has got a new paint job

  33. #2633
    Member Niftyeye's Avatar
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    Hm, any ideas why the AL on my team only build tier 1 structures? No matter what side I play my team suck, while the enemy always seem to dominate.

    Well as for playing it online, if you guys wanna add me for a game my xfire is niftyeyes, I gotta warn you Im no expert at the game though.

  34. #2634
    Okay Slipson... good to know it isn't just me.

    And I'll be waiting for that FAQ, SHADOW

  35. #2635
    spinequist
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    I've read through this forum and come across others who's BK's freeze in-game. But have not seen any suggestions as to its source. I use no other mods. My friend and I downloaded BK for the first time 3 days ago. (installed full 1.6, launched, installed patch, played). I cannot find any real consistency as sometimes it occurs within 5 minutes. Other times it freezes 30 minutes or more into a game. A few times we have made it all the way through, though. I host the games with a 3.0ghz DC/8800GT. When I lock, my friend does soon after. Tonight I will have him host to see if HE locks before me. Appreciate any comments towards this issue.

  36. #2636
    Q8y
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    HI

    dose this mod works on CoH TOV 2.601

  37. #2637
    Member []inveigle[]'s Avatar
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    Yes it does, and it's tons of fun!

  38. #2638
    I think you should update the german defencive doc, like add in more defences maybe some upgrades for the defences (like the brits) give tanks the ability to dig in (like the brits) and give them some other cool defensive abilities..

    i really dont see why the brits are the defensive faction, they were on the offensive just as much as the americans.

  39. #2639
    Member Hell_sajuuk's Avatar
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    Thats true I have an idea for the Wher defence doc, how about a mobile 88 they use that in most of the war because they needed the extra mobile defences from aircraft and infantry/tanks.


    Also I don't know if this has been mentioned but I was playing today and after going over the top of some enemy hellcats I heard "round up *cough* round up" isnt that from the tiger 205 speech list I also heard it when I went over a pershing as well.

  40. #2640
    Member Niftyeye's Avatar
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    A mobile Flak 88? Did they even exist? I thought the gun was waaay too big to transport around.

    And still wondering on why my AI is messed up, reinstalled it and nothing changed.

    Is it certain maps?

  41. #2641
    Yesterday, I found a bug that should be fix.
    I was playing vs Britains and I had the JadgTiger.
    They got my JadgTiger in front with 2 shots of 17 pounder. How ?

    APCBC ammo was able to penetrate 140 mm at 500 m and only APDS could penetrate 209 mm of armor at 500 m and JadgTiger had 259 mm superstructure, 233 mm front hull and 155 mm lower hull.

  42. #2642
    Member AnRK's Avatar
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    That's not really a bug is it? That just how the gameplay works out. Anyway it'd be much more of a "bug" if nothing could take out the bloody tank whatsoever.

    If the tank combat was perfectly realistic then the allies wouldn't have any way of taking down the axis super tanks other then air power or arty. Both of which would have to be made much more devastating then they already are, not to mention these abilities using up lots of ammo and you only get air OR arty abilities and if you go armour your relying on Pershings to do ALL the work to take these tanks down.

  43. #2643
    If it were ‘’realistic’’ as you are portraying with that word, any shaped charge weapon would take out almost anything including such afore mentioned ‘’Axis Super Tanks’’ with ONE hit. Although being useless against skirt armour. I don’t want to get caught in the semantics of the argument but I think the game as such is already ‘’realistic’’, and we should treat the mod as the team behind it envisions it and just go with it. It will never be 100% realistic, since that would mean Tigers and Jagd-Tigers engaging Shermans at 4000+ meters, something the game wouldn’t handle. Remember that you can always change it yourself if you don’t like it. The first thing I do is always change the flags of the mod everytime I reinstall it, since I like realism but I feel if the Team felt like putting realistic flags on it they would of done it and so I wouldn’t bother them about it. The key here is where the imaginary balance each one has of where fun and realism would equate best. For now this mod is it for me, although it would be nice to see the front armour of many units invulnerable to certain fire, like 57mm piercing Panthers, and yes I agree, a Jagd-Tiger vs anything. Just keep in mind it or they would continue to be just as fragile in the rear and sides as it is, or they are now.
    ''There is no problem that the application of unreasonably large amounts of high explosives wont solve.''

  44. #2644
    Member SHADOW's Avatar
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    About the unrealistic german flag: the swatsika and all Nazi symbols (like SS runes) are forbidden in Germany. Because BK is mostly hosted on german websites Xalibur couldn't include it or he could get punished by law.

    Showing those symbols for "political/historical informational" reasons would be ok (like it is in movies around here), but unfortunately computer games don't count into that category (yet) so they had to stay out of BK.

  45. #2645
    it doesnt really matter if you know basic structure of the game you could just replace the textures of the flag... where to get them... widowmaker

  46. #2646
    True that Blackseven! This is only a game... it will never replace what had occurred in reality. Over the top expectations will only disappoint... so just download and play this awesome azz mod... BK all day.

    So anxious to play the update

  47. #2647
    Thanks for that bit of information SHADOW! I knew you guys had a good reason! =D About the flags, one of the things that really makes the game stand out for me are not so much the swastikas, but the US and British flags. The neat thing is that the game puts the flag of the faction that’s capturing the resource point and so if they are different, you will see who was there and what you will expect in the area. Although I always had a problem with the small flags, the ones on the emplacements, to show correctly. It would be neat if someone could create a flag pack that doesn’t use any luas or files besides the texture files so it could be used on any mod without fear of causing your game to be incompatible or the cause of sync errors like some skin packs out there. I made my own, but like I said, it is very limited. Anyways, like I said, BK is simply awesome, with or without flags, Sturm-Tigers, Jesus-Bergentigers or 100% scientifically accurate penetration tables. What matters is that it’s fun, deep, complex and realistic enough to keep me hooked long after VCoH got boring. Keep up the Good Work, you Guys ROCK! =D Cheers!

  48. #2648
    Member Hell_sajuuk's Avatar
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    Yes mobile 88 did exist for 1 the tiger tank has one and 2 they had one on wheels so all they had was hook it up to the back of a truck or if it was in danger and they were desprate they could move it by hand.

    Also all this realistic talk I say you would have to be there to actually see what went on all these historians going this would kill this to be hounest they don't know s**t unless they were actually were there to see it, and experience the hell the men through just to get a couple of KM each day (if they lived) then they would find that a pistol could take out a tank if used right or a submachine gun kill anything and snipers could strike anywhere at anytime and take out an army in 1 shot, things arn't what they seem but thats just my opinion you have to be there in the s**t to actually know what did what.



    PS if you play brothers in arms hells highway there is a mobile 88 you have to destroy in one of the missions

  49. #2649
    Member Niftyeye's Avatar
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    A machine gun can take out a tank? Yeah alright mate.............. maybe if you watched Saving Private Ryan and truly believe it is that easy.


    If a mobile Flak 88 was in the game, I wouldnt imagine it being able to fire at Air Targets and move at the same time, and it would be extremely difficult to take out, an 88 emplacement is enough of a problem.

  50. #2650
    Member SHADOW's Avatar
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    As one of the Historians that don't know sh*t I'll throw in my experience on some points.

    1. Neither a MG/MP did kill the Tiger nor did Tom Hanks with his Colt 1911. A P-51 Mustangs did so and flew over the Tiger shortly after it exploded if I remember correctly. So even without being actually there I can savely assure anyone that a .45 ACP round CERTAINLY didn't kill that Tiger. The german Tiger isn't like the Deat Star with a secret ventilation hole to it's ammo chamber.

    2. What sense would another 88 make in BK? It would need a Opel Blitz to get towed because it would be too heavy to be towed by it's crew alone for more then a few meters. It would also be a lot of work in mircomanagement with the hooking/unhooking at a truck. We already made even the 7,5 cm Pak 40 towable by it's crew for the sake of gameplay, even though it weights 1,5 tons and would have been towed by a truck. The mobile 8,8 cm Flak 18 (on the Sonderanhaenger 201 you showed) would weight over 5 tons, it would look ridicilous if it would also be towable by it's crew.

    Overall I want to stress that it doesn't really make much sense to include units just because "it would be cool". You also have to think about the gamepaly aspect and if a suggestion would make sense and if it would be useful. If you need a mobile 88 I suggest building a Tiger, Kingtiger or another heavy german tank, because there are already plenty alternatives to a 8,8 cm Flak on a carriage.

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