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

  1. #2451
    Member Niftyeye's Avatar
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    Nov 2006
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    Nah, I can win on normal as both sides, I can win on Hard as the Germans, just cant win on hard as the Americans yet.

    Apart from the pink wreck bug (I know there is a patch for it) I havnt encountered any bugs or crashes, and Iv had this latest version of the mod for a few days now.

  2. #2452
    Member Baracus's Avatar
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    Mar 2009
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    The WM is not building a base past the first building anymore. Until you blow up that first building, then they build the second on the firsts spot.

  3. #2453
    Member SHADOW's Avatar
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    @scolecite: Strange, maybe it has to do something with the new CoH patch. It works fine for me and others though. I have no idea what could cause this problem.

    BTW: I just beat 2x Hard US, 1x Hard CW and 1x Expert US together with a friend in a 2 Human vs 4 AI game on a pretty open map. It's just a matter of training, tactics and patience. It took us almost 2 hours to win and most time of the game we had been fighting for survival, literally.

    @Baracus: Yeah, this is the same problem we experienced a month or so ago before sweeten improved our AI. Looks like the Relic patch screwed the AI over again.

  4. #2454
    To: Scolecite

    Thats exactly my thoughts, the problem lies in the new COH patch 2601.... its a shame we can't play anymore BK online and that theres no solution ahead. I can only hope for the comeback of BOTB since things here in BK will stay the same. Although I can play offline the main reason I got BK was my 30+ playing with and against me.

    Best wishes

    Regards

    João

  5. #2455
    Can I install 1.603 on 2.600? This patch seems to be causing a lot of trouble...

  6. #2456
    Quote Originally Posted by SHADOW
    @scolecite: Strange, maybe it has to do something with the new CoH patch. It works fine for me and others though. I have no idea what could cause this problem.

    BTW: I just beat 2x Hard US, 1x Hard CW and 1x Expert US together with a friend in a 2 Human vs 4 AI game on a pretty open map. It's just a matter of training, tactics and patience. It took us almost 2 hours to win and most time of the game we had been fighting for survival, literally.

    @Baracus: Yeah, this is the same problem we experienced a month or so ago before sweeten improved our AI. Looks like the Relic patch screwed the AI over again.

    Maybe it doesn't do it on Hard or Expert, but on normal the AI definitely doesn't want to build or techup beyond the first building. End up that the fight is even at the start then soon as you get anything advanced out it dies off and you kick their butts :P

  7. #2457
    hi, I don't think that Wehrmacht not built base is problem from patch 2601. try to play with the older BK version 1.601.

  8. #2458
    hey xalibur, bug i noticed for the brits. the armored tree churchill mk 7 also says you can call in a battle group consisting of pershings and shermans.. but the call in ability doesn't appear. can you fix this?

  9. #2459
    Member Muad'Dib's Avatar
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    Flak 88 and other bugs.

    1.) While a buddy of mine was playing Defensive Doctrine, he couldn't build the Flak 88 cannon because it was grayed out even though it was already unlocked in the CP Tech tree. He tried to build it with Heavy Pioneers.

    2.) The new halftrack's MG from Blitz can't hit shit. It's always firing on the ground next to it (Ants maybe?). Only the 20mm cannon can kill infantry (Barely).

    3.) VPs are still broken... always adds more.

    4.) Wher AT-Squads have no sprint.

    Request: Can you add a 750VP game?
    Last edited by Muad'Dib; 2nd Nov 09 at 7:05 PM.

  10. #2460
    one of our friends can't join us in multiplayer, say'n he's got an incompatiable version. He's reinstalled 1.603 and still doesn't work.
    he played with us at v1.602 but since 1.603 it doesn't work.

    what can we check to verify that he's on our current version?
    HK40

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

  11. #2461
    Member Baracus's Avatar
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    @Baracus: Yeah, this is the same problem we experienced a month or so ago before sweeten improved our AI. Looks like the Relic patch screwed the AI over again.
    Dang relic!

  12. #2462
    Member sweeten2213's Avatar
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    Problems with the AI again?

    Hmm - that's odd. I'm not sure what Relic changed AI wise with 2.601 since I just carried over all my files and they're pretty much all changed.

    If you can give me a very detailed diagnoses (when and what kinda stuff) I can try and fix it for you.

    Sorry I've been so busy lately
    RIP Loran Korn - a dear friend and as amazing a person as he was talented
    RIP MrScruff - you were a true friend and a true talent
    Normandy 44 : European Theater - Project Leader
    N44 ModDB Site
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    Eastern Front - AI Coder/Asst Coder

  13. #2463
    Member SHADOW's Avatar
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    @sweeten: Thanks man, I'll tell Xali to get in touch with you.

    @HK40: Make sure everyone of you have their "Model Details" set to Max and the slidebar at the bottom right of the options menu to the far right. If one of you hasn't done that then the incompatible version message appears. This of course only works if you all REALLY have the same version.

  14. #2464
    Member Nabs's Avatar
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    Crash??

    Hi all

    16:04:26.01 GameObjController - OnMatchEvent: event type 1
    16:04:26.01 GameObj::OnRemoteStationDisconnected - info, remote station [3] was disconnected reason 1
    16:04:26.01 GameObj::OnRemoteStationDisconnected - info, remote station [3] is disconnected
    16:04:26.01 onplayerdrops 1003 0
    16:04:26.01 ArbitrationMessageNeeded OnPlayerDrops adding player 1003 [952694] as victorious ally
    16:04:26.01 GameObjController - OnMatchEvent: event type 4
    16:04:26.10 P2PNetworkSynchronization::GetSyncCommand - info, peer[3] is being removed.
    16:04:26.10 GameObj::SchedulePeerForDestruction - info, frame [2602], peer for station [3] scheduled for destruction on frame 2604.
    16:04:26.10 GAME -- Frame 2602 - SchedulePeerForDestruction - peer 1001 scheduledfor destruction
    16:04:26.10 GAME -- Frame 2602 - SchedulePeerForDestruction - peer 1002 scheduledfor destruction
    16:04:26.10 GAME -- Frame 2602 - SchedulePeerForDestruction - peer 1003 scheduledfor destruction
    16:04:26.10 GAME -- Frame 2602 - SchedulePeerForDestruction - peer 1004 scheduledfor destruction
    16:04:26.12 GameObj::KillAllDropped - info, processing disconnected player [1001], set to migrate to station [1], local station [1].
    16:04:26.12 GameObj::KillAllDropped - info, not time yet, waiting [1] ticks.
    16:04:26.12 GameObj::KillAllDropped - info, processing disconnected player [1002], set to migrate to station [1], local station [1].
    16:04:26.12 GameObj::KillAllDropped - info, not time yet, waiting [1] ticks.
    16:04:26.12 GameObj::KillAllDropped - info, processing disconnected player [1003], set to migrate to station [1], local station [1].
    16:04:26.12 GameObj::KillAllDropped - info, not time yet, waiting [1] ticks.
    16:04:26.12 GameObj::KillAllDropped - info, processing disconnected player [1004], set to migrate to station [1], local station [1].
    16:04:26.12 GameObj::KillAllDropped - info, not time yet, waiting [1] ticks.
    16:04:26.15 GameObj::KillAllDropped - info, processing disconnected player [1001], set to migrate to station [1], local station [1].
    16:04:26.15 GameObj::KillAllDropped - info, not time yet, waiting [1] ticks.
    16:04:26.15 GameObj::KillAllDropped - info, processing disconnected player [1002], set to migrate to station [1], local station [1].
    16:04:26.15 GameObj::KillAllDropped - info, not time yet, waiting [1] ticks.
    16:04:26.15 GameObj::KillAllDropped - info, processing disconnected player [1003], set to migrate to station [1], local station [1].
    16:04:26.15 GameObj::KillAllDropped - info, not time yet, waiting [1] ticks.
    16:04:26.15 GameObj::KillAllDropped - info, processing disconnected player [1004], set to migrate to station [1], local station [1].
    16:04:26.15 GameObj::KillAllDropped - info, not time yet, waiting [1] ticks.
    16:04:26.20 GameObj::KillAllDropped - info, processing disconnected player [1001], set to migrate to station [1], local station [1].
    16:04:26.20 GameObj::KillAllDropped - info, not time yet, waiting [1] ticks.
    16:04:26.20 GameObj::KillAllDropped - info, processing disconnected player [1002], set to migrate to station [1], local station [1].
    16:04:26.20 GameObj::KillAllDropped - info, not time yet, waiting [1] ticks.
    16:04:26.20 GameObj::KillAllDropped - info, processing disconnected player [1003], set to migrate to station [1], local station [1].
    16:04:26.20 GameObj::KillAllDropped - info, not time yet, waiting [1] ticks.
    16:04:26.20 GameObj::KillAllDropped - info, processing disconnected player [1004], set to migrate to station [1], local station [1].
    16:04:26.20 GameObj::KillAllDropped - info, not time yet, waiting [1] ticks.
    16:04:26.25 GameObj::KillAllDropped - info, processing disconnected player [1001], set to migrate to station [1], local station [1].
    16:04:26.34 GameObj - AI Simulation for player [1] migrated to local station [1].
    16:04:26.34 GameObj::KillAllDropped - Remote AI
    16:04:26.34 GameObj::KillAllDropped - info, processing disconnected player [1002], set to migrate to station [1], local station [1].
    16:04:26.43 GameObj - AI Simulation for player [2] migrated to local station [1].
    16:04:26.43 GameObj::KillAllDropped - Remote AI
    16:04:26.43 GameObj::KillAllDropped - info, processing disconnected player [1003], set to migrate to station [1], local station [1].
    16:04:26.43 GameObj::KillAllDropped - Remote Human - doing station takeover
    16:04:26.53 GameObj - AI Simulation for player [3] migrated to local station [1].
    16:04:26.53 GameObj::KillAllDropped - info, processing disconnected player [1004], set to migrate to station [1], local station [1].
    16:04:26.62 GameObj - AI Simulation for player [4] migrated to local station [1].
    16:04:26.62 GameObj::KillAllDropped - Remote AI
    SIM -- Attempting to query bag not associated with this group type.
    Group is of type 8. Query is for type 1. Group name: 'sbps\races\allies_commonwealth\soldiers\heavy_machine_gun_section_build'
    -- FATAL EXIT --
    simengine/propertysystem/propertybaggroup.h/85:!
    --stack trace--

    0x014A24CD: LuaBinding::Obj:ispatcher (C:\Programmi\THQ\Company of Heroes\LuaConfig.dll)
    0x0148FA30: lua_yield (C:\Programmi\THQ\Company of Heroes\LuaConfig.dll)
    0x01491AFB: lua_resume (C:\Programmi\THQ\Company of Heroes\LuaConfig.dll)
    0x0148FA9E: lua_yield (C:\Programmi\THQ\Company of Heroes\LuaConfig.dll)
    0x0148FBD7: lua_resume (C:\Programmi\THQ\Company of Heroes\LuaConfig.dll)
    0x01487FBE: lua_pcall (C:\Programmi\THQ\Company of Heroes\LuaConfig.dll)
    0x0149D906: luax_callalert (C:\Programmi\THQ\Company of Heroes\LuaConfig.dll)
    0x022C786C: MarkerObj::IsPersistent (C:\Programmi\THQ\Company of Heroes\SimEngine.dll)

  15. #2465
    And will be more new units?

  16. #2466
    The new recon halftrack for Blitz doctrine is great fun. Made two on Viri Valley.
    Went jeep hunting. The AI players massed jeeps next to the river crossing. Had a field day with ten jeeps knocked out. The vet2 250/9s then took out a revenging Ranger unit. It couldn't even retreat. Had to leave when I saw the first Sherman. But managed to knock out two Mortar halftracks on the bridge on the way home. Nice rear area duty hunting snipers and airborne the rest of the game. AI normal setting.

  17. #2467
    that this crap?
    Attached Images

  18. #2468

    Deja Vu?

    I had a similar experience like your bunker 88 KeFiR(rus)

    Except mines invovled me building the tank factory over another one... doubled-clicked it thats why.

    Is this a problem from BK or the new update?

    P.S. is the Jagdtiger and stuka being implemented into the next update? Would be awesome if they were.
    Peace is unnoticable without it's counterpart... war.

  19. #2469
    The Jagdtiger is already implemented atm.

    PS: Will it get a new skin? I kinda don't like this one :/

  20. #2470

    Flak 38 Anti-Aircraft Unit

    It'd be awesome if you Added the Flak 38 Anti-Aircraft Cannon as a build-able Unit for the Wermacht and Panzer Elite. The Flak 38 AA Cannon would be used as an Anti-Aircraft unit but more commonly used against Ground Infantry of all kind and especially against light vehicles and light tanks. The Flak unit would be able to fold up the Weapon and move rather slowly with its wheels or have a SdKfz Halftrack Hook it on it tail gate and move it along with the Infantry carrier. This is used in Men of War.

    Saving Private Ryan Here are Images from the Movie.

    I cant post URLs for some stupid reason this is what it said, and I coudlnt post any images at all.
    Flak 38 anti-aircraft cannon

    A modification of the Flak (Flugabwehrkanone) 30 anti-aircraft cannon, the 20mm Flak 38 featured a higher rate of fire that was needed to take into account the increasing speed of aircraft. Although the Flak 30 had been produced by Rheinmetall-Borsig, the Flak 38 was manufactured by Mauser.

    The Flak 38 entered service in late 1940 and was the most common light anti-aircraft cannon used by the German army, navy and air force. The Sonderanhanger 51 trailer was used to tow the Flak 38. In order to increase firepower, a four-barrelled version, the Flakvierling 38, was also created.

    Flak 38 Anti-Aircraft Cannon
    Specifications
    Weight: 926 lbs.
    Length: 88.7"
    Elevation: -20° to +90°
    Traverse: 360°
    Ceiling: 7,218'
    Rate of Fire: 420-480 rounds per minute

    Please take this into consideration

    OH AND I had the same problem with 88 Bunker as KeFiR(rus) and Vex T. Also the Panther has like a really cruddy rusted metal skin, wats up with that. I saw a few other problems but other than that this mod is awesome but it is kinda hard to pick what you want to have because you can just wait to get hte heavier weapon like the Tiger or Jagdtiger and just dominate.
    Last edited by MichealHimmler; 4th Nov 09 at 7:35 PM.

  21. #2471
    Member XAMOT's Avatar
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    Ah yes, the old HQ's spamming bunker crap trick....luffly!!

    KeFiR(rus): what you see here old boy, is an example of the lovely talented Computer AI (your partner in crime) companion from your skirmish game building defenses around your HQ's. Although I suppose, one should be grateful for the love and attention of said computer AI "buddy" this does cause no end of grief for your units and becomes quite annoying. I usually blow them up with a mortar crew. I remember playing vanilla CoH last American mission from first game, and the AI continued to send over engineers to rep[lace the ones I had destroyed... park a bunch of vehicles in front and they build elsewhere!

  22. #2472
    I have a good model of a flak 38 on google sketch up BUT it has like 5000 faces and isnt to scale or anything but i guees its a good model...
    Absence of proof doesn't mean proof of absence.

  23. #2473
    Member SHADOW's Avatar
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    There is already the Flakvierling 38 included, I don't see a reason to include the single-barreled version that was close to useless in the late part of the war (the timeframe of Blitzkrieg). Because the germans wanted more punch against aircrafts the four-barreled Flakvierling 38 was introduced and this is one is already buildable for PE Luftwaffe Doctrine.

  24. #2474

    Flak 38

    SHADOW, its obvious you didn't read the Main point. To be use against Ground Infantry, Support Squads, vehicles and Light Tanks, the 20mm round does a lot of dmg to even Tanks. I was suggesting that they make it buildable as the single barrel, this is where you didn't read and able to be pushed by the unit or towed by a Halkftrack. I had images but the Reply wouldn't allow me to put images or sites.

  25. #2475
    Member Baracus's Avatar
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    I'm confused too, why do you want a single barreled 20mm gun to do all the same things the 4 barreled one does? the flakpanzer or wirblewind is a mobile version. I think someone just watched saving private ryan.

  26. #2476
    Member Hell_sajuuk's Avatar
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    lol watched it to much I agree why have the single barreled one when you have a quad barrel already in game and has been in game since the game was released.

    Also I have not had one problem so far with the BK mod and I am running patch 1.600 with BK 1.603 installed and runs GREAT (and I have tested everything to) I love the new US paratroopers there alot of fun to play with but what would be great is if you can add a glider to the US cause I don't know why they just gave to the brits the US used them little bit more then the brits did (if I am wrong please tell me lol I just played brothers in arms hells highway)

  27. #2477
    Oh LOL Hell_Sajuka talk about watching or playing something too much. And no I didn't just watch Saving Private Ryan and haven't for a very long time. And Baracus obviously you didn't read what I said. The 20mm Cannon would be built from a Building (I don't know the German names for them) and would have its unit be able to move it on its wheels at a slow rate and also be able to hook up to a Tank, Half-track tailgate to be towed. It would be used more frequently used against ground infantry, vehicles, light tanks, Aircraft(WHICH MY POINT IS, THERE ARE RARELY EVER AIRCRAFT TO USE THEM, they get place in one spot), and some medium tanks(It will hurt the tanks after multiple hits over time). IT would be fun, the Wirblewind is shit-accurate, shoots to many rounds at nothing, rarely ever hits the infantry. And why not add it? honestly, it would be significantly more accurate, cost less, funner, easier for infantry to counter.

  28. #2478
    And why not add it?
    Because it will be a lot of work to add a weapon that is already in the game. It is in the sdkfz 234, sdkfz 222 and sdkfz 250/9. And there are two units that have it in the quad version, the wirblewind and the Flak-vierling. So stop ranting people and go back to talk about the awesome mod that is blitzkrieg.

  29. #2479
    Member Gamerisin's Avatar
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    I agree with @tankdestroyer,a 20mm like the one in SPR would ocupy space that can be used for antother vehicle,that 20mm is only one cannon,while the Flak38 has 4,anyway this is my opinion
    Last edited by Gamerisin; 6th Nov 09 at 8:37 AM.
    R.I.P.(Requiescat in pacem) loran korn & MrScruff
    Normandy 44:European Theater Team Member (s0uNds t3sTeR,fOrUmS Ass!stAnt,c0d¡ng c0nsUltaNt)

  30. #2480
    Member XAMOT's Avatar
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    Why Not?

    I actually like the Idea. The main point was to create an infantry weapon, one that can be pushed around the field of battle and set up like a tri-pod MG42. And as for using unit slot restrictions as a defense against adding new and different weapons.. "IF" the game can't handle any more varieties of weapons, we might as well chuck it in now and find a new game to play with. One of the constant criticism from users to the last "expansion" (TOV) was how Relic "replaced units", instead of adding new ones. Also on these forums right now, they are working on how many variants of the Sherman... care to guess.. 5... 6..? The point being that these two FlaK cannons were completely different weapons. The 37mm Flak 43 was a longer, and bigger bore (almost double) and used extensively as a single barrel configuration, compared to the 20mm Flak 38, which because of its lack of success and slow rate of fire saw its majority of use, in quad pack form, as in the Wirbelwind to give it more punch and beef it up. The versatility of the 37mm allowed it to be used in infantry support roles whereas the 20mm never did. It was to few to be used outside of anti aircraft roles.

    As well, "badgering" a fellow forum member and player, and making jokes and criticizing someones ideas, just shows a lack of maturity and low self esteem on there own part. Not to mention that the person being bashed usually leaves and doesn't bother to post anything anymore, because there is no point in it.

  31. #2481
    i would like to see the single barrel 37mm ingame even as a limited capacity but if its not practical to put in then.... but to be honest XAMOT i dnt think they were badgering or berading them i just think they were preaching the practicalality side of things
    "Float like a butterfly... Sting like a bee"
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  32. #2482
    i would like to see the single barrel 37mm ingame even as a limited capacity but if its not practical to put in then....
    Ostwind.

    I suggest we help iron out the bugs before we wail for things to be added. (cue Shadow roffleing)
    Quote Originally Posted by Junkfist
    ..I vote "Red wuns go fasta" to be the Ork's version of "There is no spoon".

  33. #2483
    Member Althalus's Avatar
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    I just had an idea, technically speaking the bren was very accurate single firing (they used to snipe with it sometimes) yet it has shorter range then a rifle? meaning i don't upgrade my riflemen because it sacrifices their range. I then took it a step further *CUE GRAND IDEA*

    Can all LMG's eg. Brens, Bar's, Stg44's, fire single shot round (not auto), untill the supressing fire ability is pressed, maybe 10 muni for 10 seconds, which supresses infantry and adds fire power. This way i dont sacrifice my accuracy and range by upgrading infantry, but also find a use for the supressive fire button. (or maybe just a switch fire mode, i dunno)

    I dont think this will work for the MG42 because i dunno if they could single fire? (correct me if im wrong) but the MG42 tears everything up at long range anyway.

    *CUE END OF GRAND IDEA*
    Last edited by Althalus; 6th Nov 09 at 1:40 AM.

  34. #2484
    Member SHADOW's Avatar
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    @MichaelHimmler: Obviously you didn't understand my point. There is no logical reason to include a weaker weapon for a role that is already filled by a improved version of that weapon. Besides the towing etc. would take so much micro that I doubt it would be used pretty often because there are buildable alternatives (PE FLakvierling 38 for the Luftwaffe) and mobile a version (Wirbelwind), both with the 4-barreled and better version. SO why would someone want to build the single-barreled one and tow it to somewhere if he could build a Wirbewlind instead?

    For modding you'll have to think about the work that has to be put into something like this and the usefulness of that improvement on the other hand. Besides because there is no Flak 38 model anyways there is no pissibility to include it.

  35. #2485
    hi guys, excellent mod.
    some points/questions (my apologies if had been asked by other forum members)-

    1. why is the king tiger not available from PE tank destroyer doctrine?
    2. jagdtiger no icon.
    3. the destroy buildings/wreckage icon of the panzers not working.
    (my panzers cant cross the lyon bridge now as all 3 bridges have much tank wreakage!)
    4. some units no voice (tank commander/SS officer)

    thanks again guys!

  36. #2486
    When you launch a new mod easter front, will make a partnership Blizkrieg and easter front? would be a good..

    Do you played my maps? go download now!

    http://companyofheroes.filefront.com...spirinaa;30676

  37. #2487
    Member Mr.Mind's Avatar
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    This mod keeps getting better afrer every release, and tanks to whole mod team to make this to us :P But i got some question too, is it just me or is Jagdtiger fubar or did i fail something while installing? Was playin this mod and i finally got points to it and when i got it at field it looked this .
    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.

  38. #2488
    Quote Originally Posted by juannz
    When you launch a new mod easter front, will make a partnership Blizkrieg and easter front? would be a good..

    no public-mod will launch eastern front!

  39. #2489
    Member Baracus's Avatar
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    @Mr Mind, you need to install the full 1.60 version then the lastest patch. It looks like you when from 1.5 to the latest patch

  40. #2490
    ok, it would be a good partnership right?

    blizkrieg mod 4ever

  41. #2491
    BK mod + Eastern front ~ Hummmm.......NICE COMBINATION~!

  42. #2492
    the ai in this version seems to build nothing but volkswagens even on hard early on.

    Medieval Real Time, Mount and Blade style Historical Combat.

  43. #2493
    Member Mr.Mind's Avatar
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    @Baracus: Ah ok, ill try that. Thanks m8

  44. #2494
    Quote Originally Posted by Destraex
    the ai in this version seems to build nothing but volkswagens even on hard early on.
    I think the AI is broken, farther up sweeten said he would try and take a look at it but needed details on exactly what it was doing with all the different armies.

  45. #2495
    Too bad that the AI is not working properly anymore

    Always loved to play coop and Skirmish.

    Hope you have a solution soon

  46. #2496
    In short, after having played with and against the PE and Wehr AI, it seems to me that the PE AI only builds Kamgruppe Kompanie and Logistics Kompanie while the Wehr AI only builds the Werhmacht’s Quarters. On the other hand, the US AI and CW AI sometimes actually manage to fully teck-up.

  47. #2497
    Member Muad'Dib's Avatar
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    Relic broke the AI again with the 2.601 Patch
    Last edited by Muad'Dib; 8th Nov 09 at 2:51 AM.

  48. #2498
    Member sSSPzAbt102's Avatar
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    Location
    El Paso, Texas
    has Anyone else had the problem where as the Waffen SS the Assault grenadiers and falshirmjagers dont hold anything when you upgrade the with gewehrs also the AT crews for the Whermacht arn't holding any rifles and still manage to shoot althogh thier holding nothing jus tlike the Waffen SS as mentioned above. Also i would like to ask if there were ever any plans for making it that the Gewehr Rifle upgrade and those issued to StossTrupps dont hav scopes because it looks kinda wierd having a bunch of guys running around with sniper rifles and don't shoot any furhter than dudes with K98s just a thought. Anyway Great Mod . Can't wait til the next Patch.
    "Wir Werden Sieger-Durch Unsren Tiger"
    "We will be victorious-Thanks to our Tiger"

  49. #2499
    i hope the king tiger is restored to the P.E tank destroyer doctrine.
    i feel the doctrine seems incomplete without the king tiger.

  50. #2500
    Member drnco's Avatar
    Join Date
    Jan 2009
    Location
    BC Canada
    I notice there aren't any 1v1 or 2v2 maps added, and getting the larger 3v3/ 4v4 games is difficult or very laggy, maybe a few could be added?

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