With 1.6 they added 2 BK 2vs2 maps.
First off all thanks for your help Baracus, now everything works like it should. But i still got couple questions. Could you chance either dismount or direct fire hotkey becouse they both are "D" so if you are in firefight and quickly try to get direct fire by pressing "D" your tank commander just jumps out and probably get killed. And second when and why Flak 88 artillery ability was remowed?
Last edited by Mr.Mind; 8th Nov 09 at 12:41 AM.
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.
The 88 Arty ability was removed because it was buggy. It often shot 2 shots at once. We couldn't get this fixed and that's why it was removed.
had CTD's
15:30:38.93 We do not have a sync command for peer=3, currentframe=3336
15:30:39.06 We do not have a sync command for peer=3, currentframe=3336
15:30:45.01 Transport - median kBPS [hi/cur] sent = 10.4/1.6, recvd = 2.3/1.4, #p/sec[s/r] = 26.3/26.4, max unsent 0, version err 0, merge 114
15:31:03.00 local host PeerID 1 CONN ack= 0 ( 0ms~0) unack= 0, retry= 0, highwaterOOS=0 @WINaddr:93.149.217.184:6112; (ping=0ms) 100.00%, pending=0, dead=0
15:31:03.00 PeerID 2 CONN ack= 0 (578ms~0) unack= 5, retry=119, highwaterOOS=0 @WINaddr:79.10.213.124:6112; (ping=264ms) 96.92%, pending=0, dead=0
15:31:03.00 PeerID 3 CONN ack= 0 (203ms~0) unack= 2, retry= 10, highwaterOOS=0 @WINaddr:79.40.238.35:6112; (ping=125ms) 99.73%, pending=0, dead=0
15:31:03.00 PeerID 4 CONN ack= 0 (172ms~0) unack= 2, retry= 1, highwaterOOS=0 @WINaddr:93.32.247.172:6112; (ping=110ms) 99.97%, pending=0, dead=0
15:31:03.00 MessageCounts: inval=0/0, seek=0/0, join=0/0, integ=0/0, seek_reply=0/0, join_reply=0/0, add=0/0, remove=0/0, drop=0/0, data=1464/1463, voice=0/0, rchk=0/0, nudge=0/0, peerhdr=0/0, proxy=0/0, ping=76/67, frag=0/0, Errors=0/0
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\axis_panzer_elite\soldiers\sturmpionier_squad'
-- 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)
@ mr. mind yeah I have done that a number of times building those commanders are expensive, the D key is my enemy.
About the mod may I ask with the next patch for this mod please tell me its not going to be another 150mbs again its getting kinda old my my 1 TB hard drive is starting to get full.
The 20mm flak is already in men of war and is there very good for use against infantry and light vehicles. But without the towing ability that you get with men of war it would not really be that usefull in coh. In men of war you just hooked it up to a light vehicle and drow off to a good ambush/defense-point and dropped it off there to cut down some infantry. If you put it in coh you would make it like a atcannon with a setuptime and limited field of fire..
the flak 38 was not a useless weapon, it was one of the best aa guns but WHO CARES, THIS THREAD IS ABOUT THE MOD BLITZKRIEG! anyways i think we're only talking about putting it in because i said i have a nice model, which is in google sketch up, not an accurate model, has 5000 faces and i dont think you can export google sketch up models and even if you could you would have to do all the animations and textures and would have to do coding and animations for the setup. plus, aa guns rarely shoot down planes.
about the mod...
so the new update has screwed up the ai? i think so because i havnt upgraded yet and all of a sudden the allies get tanks in 10 minutes and all german ai cant build the kriegs barracks and all they can make are volks and such and sometimes when they do manage to make a base they make a unit every say 10 minutes. Lol "this patch will make life easier for modders" i had a feeling that it would be the opposite and screw up mods.
@blitzkrieg team
have you had a look at some of mcscruffs models, he has a few units you may find interesting, keep up the good work.
Absence of proof doesn't mean proof of absence.
I think its depending on the map, some maps the bots build just fine, some they don't.
Try This
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
N44 : ET Website - N44 XFire Community - N44 Guide
CoH Mods - Waffen Mod
Eastern Front - AI Coder/Asst Coder
Many thanks sweeten,
we will try this out ASAP
Greetings
Xalibur
BLITZKRIEG MOD -
FOUNDER & PROJECT LEADER
http://forum.blitzkrieg-mod.de/
http://forums.relicnews.com/showthread.php?t=209582
![]()
delete the old Ai folder in the data folder, and then put this 1 in
Quick test and so far so good.
@Sweeten you are a star M8, Thxs
Originally Posted by vonDietz
I mean in terms of gameplay. Seriously, why go through the trouble of putting this weapon in the mod when very few people will use it. I seriously doubt that they are going to implement the whole tow bit so it would have to be pushed around like the A/T guns. Which makes it slow and easy to destroy. The self propelled AA guns in the mod now are far superior as they take a decent amount of damage and can move around the map. The emplaced flak cannons are ok against infantry, very light vehicles and on occasion against aircraft but are very weak against anything else. In the end it would be a lot of work to implement something that is not needed since the emplaced AA cannon, Puma, Armored Car and the Ostwind and Wirbelwind more than fill the need for such a weapon. In addition, it was mentioned that the weapon did not fit the late-war timeline of the mod. So yes, I sincerely feel this would be a useless weapon with a lot of disadvantages and very few advantages of weapons better suited for the intended job.
The VM Normal AI seems fixed but I have just played with two PE Normal AI's and neither of them built the last two buildings so they made no tanks, but that said they were aggressive and pro active, so that was good.
Well, TBH, I would not be surprised if the building isn't totally fixed yet. What I basically did was this...
I put in the my basic "foundation" for a really good AI, including a lot of my numbers and the tactics "toolbox". Everything is there to make a better AI than before.
What I did not have time to do yet is plug in those things that haven't different names and stuff specifically for Blitz.
So, if Blitz uses a different name for a building or for an upgrade as a prerequisite for a building, it probably won't build it yet.
My suggestion is this - I am really short on time with my work on N44 : ET and EF. I will be able to take a look at the AI, but I'm not sure it will be right away.
Xali - if you are able to plug in things as I showed you before in rules_tech_purchase, it should work. If not, I will take a look at when I can.
I also strongly suggest you have someone on your team do a full luaconst file including all custom units, buildings, upgrades, and abilities. It will make the AI much easier to work with in the future.
But, like I said, the foundation is there to have an improved AI over what Blitz had previously - it's just a matter of finding the time to plug in the special needs of the custom content.
Last edited by sweeten2213; 9th Nov 09 at 10:21 PM.
Too bad you ain't got enough time for further improving your already great work.
Some other question, is it possible to increase the tracer speed? It seems that the tracers are flying a bit slow.
@ Sonsalt - I appreciate the compliment and I will try and customize it as time goes on. I like the team here and I want to help - I just have so much going on right now it's hard to find the time to sit down with unfamiliar data and "reverse engineer" what needs to be done.
Getting all the buildings built shouldn't be hard and Xali may even be able to do it himself. But a truly "epic" AI takes a lot of time. But, like I said, my basic foundation is in much more than it was before, so it should be doable over time.
Please try this one! The strategy_tech_purchase.ai is modified now.
Greetings
Xalibur
Wow that was quick
One more thing, is it possible to increase the amount of XP needed for one Command point?
I think if this is possible you should increase the amount of XP/CP at about 10-20%
I tried to find and test it my self but to no avail
Greetings
Sonsalt
------------------------
Update:
I have tested the new AI as you have uploaded Xalibur, unfortunately the Ai does not move out to conquer any points anymore.
I have tested it against 2 US Hard and normal.
First test, I was Axis and had one Hard AI PE on my side.
Result: The PE AI did only build HQ infantry and kept them at base.
Second Test, I was PE and had one Hard Axis on my side.
Result: The AI has built one Infantry quarters but produced only HQ- infantry and kept them at base.
Last edited by Sonsalt; 10th Nov 09 at 12:24 PM.
@Sonsalt: Strange, I tested the new AI on "The Rhine" and it works fine for me.
Hmm indeed, I tested it with Lyon and another BK Map and both times the AI kept its infantry at base
Did you delete the AI folder before installing the new AI ?
Lyon is a bad map for AI testing, Lots of mods don't work right on that map.
I did notice some of the icons are no longer showing up though for units and skills of units. Could just be my work computer though might need a fresh install of COH. Doesn't make sense that the AI would change that part. Was playing US against WM and notice that the sprint for units and the Scouts and Ranger Commander build buttons are just brown buttons, still build the unit though.
Last edited by SGMRock; 10th Nov 09 at 2:03 PM.
Ok I reinstalled the AI. This time I first installed the Update without BK enhancements and than overwrote the one with the latest BK enhanced AI.
This time it seems to work. At first the AI again stayed at base but after a short while it started to build.
--------
Update:
It seems that this bug is quite instable.
It occurs every now and then.
Either the AI won't start building at all or it keeps some troops back at base without orders.
Here is some screen that shows the AI doing nothing.
Last edited by Sonsalt; 10th Nov 09 at 2:39 PM.
I've got a question, for anyone that might offer me a fix, I'd appreciate it. A friend and I are big fans of this mod, but the balancing is off, and it is taking far too long to wait for them to fix it. So, as they say, if you want something done, you've gotta do it yourself.
All I'm wanting to do is crack open the game and start switching some numeral values. Unit costs, damage, armor, etc. The brits are basically useless, and there are many abilities and units that need costs being fixed.
However, everytime I try opening the module with the updated Cors's mod studio, I keep getting an error every time, and on two separate computers.
http://img.photobucket.com/albums/v6...blitzerror.jpg
And for those of you about to get all upset about editing somebody else's mod, please just simmer down. This is not for redistribution, this is for playing LAN with myself and 2 friends, and will never even touch the internet. We did the same thing for Dark Crusade and combined like 4 different mods together.
Some help on this issue would be appreciated. Thanks.
.... Thanks .... Usually downloaded and running ....
Well I get the error even when I try and open one of my own mods it really sucks.
Also have you guys ever heard of the pairz mod it allows you to play whr VS panzer elite and brits vs allies just want to ask I think I already have before but maybe you could make it in this mod aswell just to add some fun to this mod instead of always realism, if you make it a mode in the drop down menu in skirmish and mutltiplayer then you can have the option to either play normal germans vs US/brits or Random mode.
Last edited by Hell_sajuuk; 11th Nov 09 at 6:46 AM.
By the path that is coming up in that error, it seems to be a problem with something in your saved settings for COH. That path is nothing in the install folder. Try and rename your a custom map possibly. Or try and empty out that scenarios folder if there is anything in it. If there is not anything in it, try and rename your Company of Heroes folder under My Games for backup. Then start the vanilla COH up so it can recreate all the settings. Then exit COH and start up Corsix mod tools to see if it lets you load it then.Originally Posted by LASture
I got the same situation with SGMRock. I had it since I updated BKMOD to 1.603 and so I tried normal trouble shooting routines like fresh install but still I have the problem with the icons. hmm...I did notice some of the icons are no longer showing up though for units and skills of units. Could just be my work computer though might need a fresh install of COH. Doesn't make sense that the AI would change that part. Was playing US against WM and notice that the sprint for units and the Scouts and Ranger Commander build buttons are just brown buttons, still build the unit though.
SGMRock thanks for the heads up. I fixed the problem.
==PROBLEM FIX==
Looks like all I had to do was go into My Games, WW2, and remove the Scenarios folder. I just placed it on my desktop, Cors' mod works fine.
Thanks for the idea.![]()
I have a new crash to report:
19:13:27.00 Transport - median kBPS [hi/cur] sent = 1.0/0.8, recvd = 5.0/1.3, #p/sec[s/r] = 13.9/14.6, max unsent 0, version err 0, merge 30
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\axis\soldiers\pioneer_westwall_squad'
-- FATAL EXIT --
simengine/propertysystem/propertybaggroup.h/85:!
--stack trace--
Bug: The Airborne spotters dismount button is covered by supply drop, you have to right-click to get them out of buildings.
A little update concerning the AI and some ideas of mine.
The AI:
It seems that the AI is able to call in Shermans at a point in game where even with the most advanced tactic I am not able to even get armored vehicles. Especially Lyon seems to be a map where the AI seems to be able to do such things.
Played against Hard and expert.
- is it possible to apply the cheating modifier for the AI only on Manpower an ammo? Fuel seems to be a bit over the top
Concerning my ideas.
First off please forgive me if some idea has already be discussed I just had not enough time to read 51 pages
1. Reactivate upgrade function for M2/Mg42 gunner on all tanks.
The combat effectiveness against infantry with tanks should be something which one should earn. This should cost quite some ammo and a little manpower
- Thinking about it, the MG Gunner on the tank should also increase the view distance. So I would lower the view distance for Tanks without Gunner
2. M2 upgrade for US_MG emplacement.
The heavy MG for the US MG emplacement should make the emplacement even more deadly for infantry on long range and light vehicles. (Armor piecing ammo plugin)
3. MG34 (The early MG)
This MG should be available for AXIS at the very beginning as a MG team with lower costs. It has a reduced fire rate and is a little less accurate. Therefore it is also cheaper. The MG42 should be raised in accuracy a little and also the price to make the MG34 a good choice for the very early game.
4. M2 MG_Team
Oh yea... this is the BIG brother. Increased damage, range and effectiveness against buildings and light vehicles. (Team moves slower)
Greetings
Sonsalt
Last edited by Sonsalt; 14th Nov 09 at 3:03 AM.
a few problems with the idea...
even with the mg tanks arnt super effective against infantry but your increased range of site thing sounds good.
mg emplacements are fine as they are if you ask me, still has supression and such... cant make them too good especialy if you can make one at the start at the game.
Do you have a mg 34 and M2 model? and i think the mg42 was cheaper IRL
otherwise it would be lovely to see those ideas in the game
Little update concerning the AI getting Tanks in early game.
It seems that those shermans and Tanks are off map vehicles.
I have checked the AI and it does not have the proper building so my guess it it calls the tanks in.
Also I have increased the attrib\attrib\abilities\ally_M4A3E8_reinforce_AI.rgd costs to see if this is the reason, but it still calls in those tanks.
Not that I wanna complain but light infantry against Shermans is just way over the top.![]()
Recently installed Windows 7, and to my surprise all the problems I had with Blitz mod still exist. Can't play online with it....
Regards
About the two ai things should i delete the blitz ai folder then replace it with the one from sweeten then should i just overwrite the folder with the latest ai thing cuz that is what i did and the ai is still retarded
I think you just delete the existing AI folder and use the one posted by Xalibur above. http://forums.relicnews.com/showpost...postcount=2521
After two games I have to say this new AI is very good indeed. Wow! The first game I was well and truly blitzed. Thanks again to Sweeten and Xalibur and all. This mod just keeps getting better and better.
While I love almost all of the Blitzkreig maps, I am often on the look out for new ones. I must have downloaded a hundred custom maps, but it is really hard to find maps that still work well and keep me coming back for more.
I am also quite fussy when it comes to maps. I have read quite a lot of WWII history books so I demand some degree of 'plausible authenticity'. I have also played a lot of RTS games, so I really appreciate a map which shows great attention to detail. Too much map symmetry is also a pet hate of mine.
So I have put together an 8 map pack which meets all these criteria. I offer them here in the hope others might also appreciate them. I have had at least 3 or 4 skirmish games on each of these, so rest assured the AI puts up a very good fight.
4p Fire and Ice - A lovely long snowy map from the Ardennes.
4p Hill 112 - A skirmish map adpated from Opposing Fronts. In fixed starting positions the Germans are defending the hill with a distinct resource point disdavantage. Great to play as Germans against Allied AI.
4p Bocage - a really nice rendering of the French bocage.
6p Seelow Heights - a great rendering of one of the last big battlefields before the fall of Berlin. AI plays slightly weaker on this map.
6p Hakai Pass - a fairly open country map with pockets of woodland and a small village.
6p CP3 - mixed terrain around a vital central resource point.
6p Camargue Lowlands - a central swampy chanel divides this map in two.
6p Hold the Line - a lovely open country map divided by a rail line
82.80mb - 7 Download mirrors here: http://www.gazup.com/Fvfrs-blitzkrei...wnload-mirrors
Copy into your \My Documents\My Games\Company of Heroes\WW2\Scenarios folder.
All credits to the map makers.
If you know of a map, or have a map pack that meets the criteria suggested above, I would love to hear about it.
The EuropeanTheater1944 mod have a realy nice sounds. Any changes in the next update?
Just played a player vs ai... two experts and one hard on each side... was playing as CW.
AI after ten minutes rushed me and practically captured up to 90% of the map and obelirated my only U.S. base. Lost my command truck too! Twice!
Came back with armor company call-ins of heavy churchills, a Comet, and a entrenched Firefly that alone knocked back three Tigers and at least four Panthers, before I was finally able to counter-offense against them again; after 45 minutes of defensively fighting back of course.
AI now = way more better and competitive!
Can barely wait for the 17lb pounder Comet and the Jadgtiger![]()
Peace is unnoticable without it's counterpart... war.
The jadgtiger is already in the mod.
Also do we have an ETA on the next update.
Just a few more bugs to fix and/or when the comet gets released then Xali will probably release it... believe me its worth the wait!Also do we have an ETA on the next update.
Dunno if its already mentioned, but the Jagdtiger could really need a tuning of the normals of the gun barrel (and other parts). Currently, the look of it is facetted.
And maybe a not-so-rusty skin.
and the king tiger in tankdestroyer doctrine please!
Hell sajuuk you were kinda of vague in your statement about the Jadgtiger; is it in the current mod or is it currently being implemented into the next update?
InsaneDruid, I think the Jadgtiger barrel is good enough... though I would like some other variations in the skin.
Yea! good news Muad'Dib.
The Jagdtiger is already in the mod for quite some time. Just look at the PE Tankhunter Doctrine, it replaced the Kingtiger there.
There is no ETA of the new update. As always it's done when it's done.
VexT, are you using that AI mod that was posted earlier in the page?
Great mod by the way, never play original CoH anymore after this even though it's really hard to get a proper game sometimes. Are there any plans to alter the standard infantry squad sizes so they aren't always 6 men by the way?
If you hadn't already noticed the thread I made, I've started an Xfire group for Blitzkreig so people can get games a little easier with any luck. The name's "blitzkriegmodgamers", pretty uninspired I know, if anyone has any better ideas I'll change it.
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