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

  1. #201
    Member torenico's Avatar
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    Why its not working perfectly.

    I have alot of let Panic be here or missing textures etc, lot of purple icons.


    I dont have OF, maybe thats the problem? also, i installed both, MP and SP versions.

  2. #202
    Member Muad'Dib's Avatar
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    You need OF because I have both and I've never seen any of the missing lua boxes.

  3. #203
    Member torenico's Avatar
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    Oh ok

  4. #204
    Member Muad'Dib's Avatar
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    I was wondering if its possible to make the sprint ability be triggered (for all infantry) if there's an officer locked to a squad and within the officer's aura? Kinda makes sense... like the officer commanding the sqaud to "Double time it!"

  5. #205
    Flaming_Jim
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    I'm confused, recently installed the mod, and now every time I run CoH, it only launches the mod, even if I go from the original shortcut!
    How do I run normal CoH without uninstalling the mod?

  6. #206
    I think that the sprint ability should make the unit VERY vulnerable to attack unlike fire-up witch makes units fast and invincible to an extent ^.^ thus, your units move quikly without being called overpowered.
    AKA Sad_eyed_Irony!!

  7. #207
    Member Muad'Dib's Avatar
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    I'm confused, recently installed the mod, and now every time I run CoH, it only launches the mod, even if I go from the original shortcut! How do I run normal CoH without uninstalling the mod?
    Are you using the CoH Launcher or did you alter your shortcut key's target line?

  8. #208
    Member Xalibur's Avatar
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    2 nice updates for the upcoming v1.36:



    @ Muad'Dib: Not answering immediately to your proposals is not meant unfriendly. There are 2 ways I can spent my free time: modding or to answer forum posts .
    Last edited by Xalibur; 17th Jan 09 at 6:37 PM.

  9. #209
    ejg3855
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    whats the story behind the tigeR?

  10. #210
    Member Xalibur's Avatar
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    ... the commander on top

  11. #211
    hey xalibur just say your mod has a rather signifigant following over at www.omgmod.com and www.europeinruins.com we also play it on my vent all the time, we love the randomness of combat and lawls at the tank combat, if you need any other view's on balance im willing to talk to you

  12. #212
    ejg3855
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    how come the AI in the mod seems less competent that the AI in regular COH?

  13. #213
    Member torenico's Avatar
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    Man, its not unfair at all, find a better way to destroy the KT.

  14. #214
    ejg3855
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    Its not hard with 2 persings use one to get behind and the other to draw fire, keep it moving. Tactics, the Allies really had nothing in the war that could touch the German Armour except by using huge numbers

  15. #215
    Member Muad'Dib's Avatar
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    Sticky bombs FTW!!!

    how come the AI in the mod seems less competent that the AI in regular COH?
    So far the worst thing I've seen the AI do is sit around its base during early game. It'll spam 3 or four pios/engies before capping. Only the PE seem to cap early because of the ketten.

  16. #216
    with all units set on normal, I realized that my ally AI (Americans and Brits) are USELESS, I could barely keep three rangers, a calliope, a mortar truck and a pershing, but trying to handel constant arty and what seemed to be a never ending wave of MGs and AT guns

  17. #217
    Member Xalibur's Avatar
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    how come the AI in the mod seems less competent that the AI in regular COH?
    This is very simple to explain: Due to the reason that there are many new units and abilities the AI can`t handle them as it should.

    Meanwhile I´ve learned how to customize the AI SCARs/scrips to use new abilities. Now, for example, the AI uses the new typhoon bombing runs. The only way to avoid spamming of certain units is to limit them. But taking influence to the AI`s unit production is not easy... It`s more try and error than anything else...

    BTW playing againt normal KIs is not really challenging...

    In the next Release v136 the AI will work better!

  18. #218
    Member SHADOW's Avatar
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    can you plz nerf the KT? its side/rear armor really need to be toned down.
    The side and rear armor have realistical values. It's not that hard, to knock out a KT there, really.

    If you use AP ammo of a ally heavy tank to penetrate it's side or rear armor the KT doesn't stand a chance. Because the KT has a very slow turret rotation speed you can use one tank to distract the KT and the second to kill him or just use one tank and quickly get at his side/behind him (if you have a fast tank like the M18 in the upcoming v1.36).
    In villages you can use the slowness of the KT even more against him. Just use one Pershing and let it lure in a sideroad to ambush the KT with AP ammo.

  19. #219
    like Shadow said, it's not that hard to take one out. Just flank it w/ ap ammo. That's it!
    COH- My anti-boredom.

  20. #220
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    demo charges just use thjose and kill the crew inside and then take it out with a tank or somthing

  21. #221
    I thought the M18 doesn't have an animation?
    "Your task will not be an easy one. Your enemy is well trained, well equipped and battle hardened. He will fight savagely"
    General Dwight Eisenhower - 6th June 1944

  22. #222
    Member Muad'Dib's Avatar
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    Thanks to CoHo... it does NOW!!!!

  23. #223
    Sniper is a terrible shot, and should also have a great range since he has to get into the enemies shooting range in order to shoot aswell, cuz honestly, what the HELL is the scope for >.<

  24. #224
    ejg3855
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    whats the eta on 1.36 with new and improved AI ?

  25. #225
    Member SHADOW's Avatar
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    whats the eta on 1.36 with new and improved AI ?
    When it's done.

  26. #226
    Banned Roysalipuran's Avatar
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    On the frontlines. Vehicle: PzKpfw Tiger II. Loyalty:To the Philippines
    Hi XAL, can you please do the skins I want them desperately!

    and what did you do to put that guy on the top! (I could use that feature for my "PRIVATE" mod)
    Last edited by Roysalipuran; 20th Jan 09 at 4:13 AM.

  27. #227
    whats the eta on 1.36 with new and improved AI?
    When it's done.
    I was going to make a Duke Nukem Forever joke, but I decided against it...

  28. #228
    Member Xalibur's Avatar
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    ETA was end of january. Problem is that all changes are yet made for the SP version and have to be ported to the MP version. That`s still a lot of work to do so I`m not sure if I can realise this ETA. As Shadow said it is done when it`s done

    @ Roysalipuran: I will try to release the skins as soon as possible but you can imagine that I have a lot of work with my mod.

  29. Modding Senior Member Company of Heroes Senior Member  #229
    Celéstial by heart Celution's Avatar
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    Xalibur, why don't you release skins anymore on your ammo box thread?

    And by the way, could you PM me which files are needed from the BETA to get the Tiger Commander working, I tried to get it working for hours, but no result.

  30. #230
    Member Muad'Dib's Avatar
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    Being the legal representative for the Panzerwerfer pioneers union I'm required by law to ask this .... Are there plans to include it in this MOD?

  31. #231
    Member Xalibur's Avatar
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    @ Muad'Dib: I would like to ask Halftrack for permission. As he is a good modding friend I think this will go fine. But Halftrack is in Asia and will return to Germany by the end of Feb I guess.

    @ Celéstial: Currently I have no additional free time to work on new skins anymore. Developing my mod further gets 100% of my free time, because this is a one man coding job. And you should know how exhausting modding is...namely the same way skinning is. Concerning the top commander on Tiger tank I will write you a pm.

  32. #232
    At last! A tiger 1 with a commander! sweet
    R.I.P MrScruff-A very talented and valued friend who is sorely missed

  33. #233
    Banned GnigruG's Avatar
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    The Allies really had nothing in the war that could touch the German Armour except by using huge numbers.
    How did they win the war then? If one sherman can't penetrate, 10 of them can't either.
    Ever heard about M36 tank destroyer? Even 17pdr gun using special anti-armor ammo could penetrate the tiger I from the front. I can show you some penetration tables from a few books if you want.

  34. #234
    Whoever said the gun had to kill the tank; a mobility kill is just as good. As long as you avoid its range, maybe drop some artillery on it then, or in the game world let it drain pop.I've killed two panthers with m8s I think you can kill a Kt with two Shermans. Lead it into a minefield to damage its engine or use stickies.Antitank gun, AP Ammo. Shite there's so many ways, use them to your advantage.

    Love the mod, tried it out but I seem to have a UCS error. Not sure if its the mod, but I thought I'd bring it up.

  35. #235
    Thats why I never play as Americans, im just not any good at spamming men for the purpose of suicide fights against super units >.<

  36. #236
    Member Muad'Dib's Avatar
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    rifles at vet 2/3 (which is VERY common, not that its bad) cant use sticky bombs. bazooka teams cant use tread breaker.
    Its a bug and will be fixed in the next patch so nerfing the KT armor won't be necessary.

  37. Modding Senior Member Company of Heroes Senior Member  #237
    Celéstial by heart Celution's Avatar
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    Thanks Xalibur, yes I know how exhausting coding is . Takes alot of time.
    Could you plz send me the files too that are needed for the Hellcat? (because I didn't download CoHO...) That would be very nice if you did.

  38. #238
    Member SHADOW's Avatar
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    1. aimed distance shot gives it extreme range. no problem though, its an ability. 100% penetration however. that means it will kill/blow the gun off a 1500 manpower pershing ace.

    2. rear armor at point blank cant be penetrated by sherman. i mean the sherman is touching the KT and using AP ammo

    we eventually concluded that 4 microed pershing aces could kill an unmicroed KT.

    4500 manpower will be lost in the process for 2000 manpower.

    you cant just flank it because it will kill the meatshield before it sees the KT and will turn to face the flankers. i tried with 6 shermans and a pershing ace. 1 sherman did get around and hit the back but it bounced several shell. flanking it out of the question.
    1. The ability-shot of the KT costs 100 Ammo if I'm not mistaken and bounced-off a Pershings front several times when I tried it. So it's not a 100% penetrator, at least not on the maximum distance. And well, on shorter distances it should be.

    2. I (and my teammates) already lost KTs to Shermans that shot our KTs in the back from close-distance. With 6 Shermans it should be possible to outflank the KT, 3 from the left and 3 from the right flank. The KT can't engage both groups because his turret and chassis-rotation are uber-slow and so he can't shoot fast enough to get most of them (also get close, long distance = phail). At least 2-3 Shermans should be able to successfully flank the KT and get at his back with good micro and some AP rounds. It worked fine for me.
    Personally I don't use Shermans against a KT if I can avoid it. When a KT appears I mostly have at least one Pershing. More than once I killed a KT with a single (!!) AP Pershing-shot in the KTs sideskirts. In one game it even worked 2x in a row in less than 15 mins.

    If none of this works try giving the KT some off-map arty on top before attacking him with the tanks. This increases your chances a LOT.

    Maybe you just had bad luck with the penetration chances. The new v1.36 will have modified damage-tables (see previous pages) so penetrations without damage etc. don't happen that much anymore. Also heavy tanks will now get their tracks destroyed more often when they are hit by artillery. And destroying a sitting-duck KT shouldn't be much of a problem anymore.

  39. #239
    Member Xalibur's Avatar
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    ... yes, I can fully affirm this

  40. #240
    Member tutt6's Avatar
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    Did someone change my thing?The balls?
    Yes uhm..i downloaded your mod (my paranoya almost made me stop)But i did anyway..Its awesome..But for the luffewaffe/terror could you add..Airplanes for the germans?I mean you could link the voice for the german commander to say:"Its on its way".

    I mean the USAAF RCAF and RAF Did have air control but that did not stop the luffewaffe planes DID not stop fighting...

  41. #241
    Member Muad'Dib's Avatar
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    Xalibur,

    Can you give us an updated change log on 1.36? (Including new units of course)

    Just to get the old spit glands working as we drool in expectation....

    SUGGESTION / IDEA
    I've noticed in our last few dozen games or so that the best and most reliable Brit tree to choose is the RAF. The others don't really have much to offer in comparison to RAF. My suggestion for the RSE is that sappers build 50% faster if this tree is chosen.

    Brits also need a flamer upgrade to help clear trenches, especially early in the game. I suggest, removing the piats from sappers and give them flamethrower upgrade. At the same time maybe you can give the rifle section the piat upgrade while removing the rifle grenade upgrade. Maybe you can introduce a totally new squad (rifle grenade squad) buildable in the HQ truck.

    Oh... and the Wher Observer Bunker needs something (visual) to set it apart from the regular bunker. Maybe an antenna or something. Also, is it possible to make it that when I put a scout in an observer bunker, it actually makes the range and LOS of the OB increase? I just think that these (Scout and OB) should somehow go hand-in-hand together....

  42. #242
    Member Xalibur's Avatar
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    Hi, here`s the actual changelog so far.

    Muad'Dib: Some good suggestions. I will think about what can be realised. Problem is that I`ve so many ideas and suggestions from player that I can`t realise them all.

    But for the luffewaffe/terror could you add..Airplanes for the germans
    ... yes I`m planning to integrate some targeted airstrike abilitys for the germans. But I don`t know if they will come in v1.36...

    CHANGELOG SP v1.36

    - raised the MP income about 25%
    - AI enhancements
    - 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 shoot
    - 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
    - CW AI now uses all types of Typhoon attacks when choosen the RAF commander tree.
    - 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 Tank Commander on Tiger Tank
    - reworked the allied bombing air strike. Now 2x 250lbs bombs with high damage are dropped
    - added new model M18 Hellcat Tank Destroyer on allied side
    - 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

  43. #243
    Member Muad'Dib's Avatar
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    Thanks... No Pressure.... Just good to know that this MOD is only getting better and better!

    BTW, will the motorbike, Schwimmwagen and jeep get any upgrades to make them useful again (in the next patch)?

  44. #244
    tank MG´s now have a minimum range of 10, so they will not shoot automatically on nearby infantry
    ...Why? If the tank's MG doesn't fire automatically, doesn't that render it bloody useless?

    removed warning smoke from all artillery barrages and air attacks
    ...Again, why? The signal flares (and the warning they potentially gave to the other player) were part of what made arty barrages balanced...

  45. #245
    Member Muad'Dib's Avatar
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    ...Again, why? The signal flares (and the warning they potentially gave to the other player) were part of what made arty barrages balanced...
    Agreed... I think this where Realism crosses the bounds of Gameplay. Though smoke dropping first does seem kinda lame (and old). Maybe there can be some sort of other visual warning aside from smoke... like a quick fading cross hair on the ground where the shells will be falling.

  46. #246
    Also, what's the point of spending 400 manpower and 50 fuel on a Bergetiger if it can't recover wrecks anymore? Doesn't that render the Bergetiger completely bloody useless to the point where you might as well remove it from the PEs lineup?

    Oh and British Jeeps list all of their effectiveness vaules as 0...

  47. #247
    Member Xalibur's Avatar
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    ...Why? If the tank's MG doesn't fire automatically, doesn't that render it bloody useless?
    No, 10m is a very short range. This range can only be undercut when infantry kisses the tanks armor. Everybody cried out to strengthen the infantry and I think this is a short step toward this.

    Again, why? The signal flares (and the warning they potentially gave to the other player) were part of what made arty barrages balanced...
    ...Warning smoke is totally unrealistic. I rebalanced this by giving each barrage a certain amount of ammunition cost. This also reduces arty spamming.

    So both of you should first try this out ingame before you lay in on these changes!

    Also, what's the point of spending 400 manpower and 50 fuel on a Bergetiger if it can't recover wrecks anymore? Doesn't that render the Bergetiger completely bloody useless to the point where you might as well remove it from the PEs lineup?
    Perhaps I will lower the costs a bit. But the repair ability is much faster then the one used by the pioneers/grenadiers.

  48. #248
    Instead of it reviving vehicles; maybe you can let it salvage them for resources, like pioneers can.

  49. #249
    I have an idea: what if 'Crews' were buildable? a three man squad of un armed men. You can build them in the same building as the Panzer commander, and although they do NOTHING as individuals, you can put them in a tank which allows the tank to have a gunner, the ability to repair itself for munitions, AND faster shooting rate...for Single player of course.

  50. #250
    I'd like to see for the PE Luftwaffe or the WM Blitzkrieg tree a Stuka Divebomber. Maybe have it drop 1 bomb very accurately in one place, and maybe instead of having it fly through the map, have it play a Stuka siren sound, and then the explosion, so there's no actual plane.

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