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

  1. #401
    janh95
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    a missing file or just a script error

  2. #402
    Struggle
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    So should I reinstall then?

  3. #403
    janh95
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    why not?
    it maybe fix the problem.

  4. #404
    Member SHADOW's Avatar
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    As Historian I can't resist to make a "wall-of-text" comment now. Sorry everyone.

    @tutt6: You shouldn't trust Wikipedia as a source for informations.
    The FG42 was not produced in large numbers. Your 6.000 is wrong, it was around 7.500 since 1942 including all versions. Nevertheless the FG42 is a well known rifle of WW2 and commonly associated with german paratroopers, therefore a "must have". Also it's already in vanilla-CoH so why not use it if it's already there?

    The others you have mentioned earlier already weren't very common or succesful and if you ask people if they would know five german WW2 weapons I'm pretty sure you wouldn't here Sturmgewehr 45 or MP3008 very often.
    Also including those would mean a lot of extra work (modeling, skinning, sounds, etc.) which in my humble opinion isn't worth the shiny new look of some extra rifles for the infantry. There are already common weapons (like MP40 or Stgw44) availible for the german troops. Including more just to have 'more' isn't a good reason for the load of extra work.

    Your comment is ridicolous. The Sturmgewehr 45 was only produced in 1945 in few numbers and you are saying that those handful (less then 50) of prototypes which had never been fielded to troops saw more action then the FG42 series from 1942-1945? Out of my mind I could name you 3 events when the FG42 saw combat-action so the score is more like: Stgw45 "0" - FG42 "3+X"

    Same for your reference to the MP3008. Less then 4.000 had been built since very late 1944 and in that time the allies had already been at the "front door" of the german weapon industry near the Ruhrgebiet. You can guess that only a small number of those MP3008 actually reached the Volkssturm units at the front and even if all did and numbers would be important for including it in the mod, it's just a copy of the Sten and not a "must have" for the Axis in any WW2 game.

    The Sturmgewehr 43 never existed. The Sturmgewehr 44 was called MP43/MP44 when it was first fielded, but Hitler wanted a new name and it was renamed to Stgw44. So it's either MP43, MP44 or Stgw44, but not Stgw43.

    Sum-up: Why should any new infantry weapons be added anyways if they don't have a real purpose and wouldn't differ much from existing weapons? I don't think it would add any new aspect to the mod except the "eye-candy-factor". I'm sure Xalibur is already busy enough with all the features in the upcoming release.

    €dit: @Struggle: Strange, it works fine for me with the CoH Launcher. Try re-installing, this should hopefully solve the problem.

  5. #405
    Member Muad'Dib's Avatar
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    How come I cannot launch this mod using the COH Launcher? IT loads regular COH when I select the Blitzkrieg_SP module.
    tick the -dev box

  6. #406
    Member tutt6's Avatar
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    @ shadow

    I used a history class text book mate.

    And i wouldnt mind if the MP40 was given to grenadiers..I mean the MP40 was a GREAT weapon..

  7. #407
    Reich&Famous
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    @tutt6

    "history class" text books are usually jokes when it comes to facts, if the birth date on your profile is correct then it is most likely to be a history text book from high school which are pretty much watered down biased accounts of history. If you are really interested in finding rough ideas of how many of "x" weapons were made the best thing to do is cross reference books and sources. Some times you can find primary sources like Albert Speers files from when he was armaments minister but your best bet is to always cross reference.

  8. #408
    Member tutt6's Avatar
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    Did someone change my thing?The balls?
    It is..Meh i lose xD..I still want MP40 upgrades for grenadiers..maybe heavy MP40s?

  9. #409
    why not make it optional? maybe a special supply depot can be built at the last phase in which you can research optional weapons to produce. build an mp40 for 15 ammo which can be picked up by ANY unit, and the different weapons that can be individually produce range from mp44(30 ammo a piece), gewhers (30 ammo a piece), light MGs (60 ammo a piece) and panzer shrecks (75 ammo a piece) and perhaps maybe even mortars and MGs (200 ammo a piece)

    It allows the player to have all the assortment of infantry weapons for a relatively smaller price but any unit that wants the weapons must run BACK to the HQ for them (limiting the building to one ONE for balance)
    AKA Sad_eyed_Irony!!

  10. #410
    Member Muad'Dib's Avatar
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    1.4 MP Beta Initial findings

    Xalibur,

    Played a few games as Wher, so far the only bug I've seen is the Stormtrooper call-in bug where NO stormtroopers arrive. Volks lost their Panzefaust... intentional?

    Also, the AI seems to build more Medium tanks in MP (Shermans) than in SP, of course these tanks don't move at all. Also, in SP, the AI just spams the hell out of Jeeps, Schimms and Bikes. Whereas in MP, they diversify their troops and units more.

    I'll PM you again if I find more. BTW, your inbox is full, I can't send you PMs...
    Last edited by Muad'Dib; 15th Feb 09 at 12:15 AM.

  11. #411
    Member tutt6's Avatar
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    Did someone change my thing?The balls?
    @ Sad eyed ironey...I LOVE YOUR IDEA heh!I hope they do too!

  12. #412
    Member tutt6's Avatar
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    Did someone change my thing?The balls?
    Oh and the campaign is 10x as hard now with the mod..Heh

  13. #413
    Member LloydyBoy's Avatar
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    In my Firefly shooting at Panzer IVs
    not all missions are hard with the mod on

    and also what is up with MP the AI dosnt use veicales i mean i'm not complaining or anything one time b4 me and ma friend were playing a compstomp and the brit AI had blobed and i mean blobed a 25 tetrachs by the field HQ and so when they built tank crews they couldnt move ohh and by the way fix the brit AI they spam tetarchs on SP no matter the cost they dont seem to build any other tanks just the tetrachs no cromwells or fireflys or stuarts just always tetrarchs fix it as soon as u can its really anoying

  14. #414
    SoulAssassin
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    LoydyBoy read post #2 of this thread.

  15. #415
    Member LloydyBoy's Avatar
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    In my Firefly shooting at Panzer IVs
    whoops my bad didnt see that one
    Last edited by LloydyBoy; 22nd Feb 09 at 3:12 PM.

  16. #416
    Simon68
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    The changes look great though havnt tried it yet. I assume everyone has to have the same version of this mod to play. This must restrict the number of available players online to play against? I dont recall seeing any games listed with "mod" in the title.

  17. #417
    Member Muad'Dib's Avatar
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    Suggestion for PE Bunker: Flak Bunker

    Xalibur,

    I've seen this structure around here somewhere and think its available to everyone... just ask for permission first.

    Flak Bunker

    IMO, between the PE bunker with no upgrades at all and a trench, I'd rather build a free trench. But the Flak Bunker on the other hand would be a completely different story. May I suggest, Scorched Earth Doctrine... combine the booby traps into one and give them the Flak Bunker. Just a suggestion....

    BTW, your inbox is full again.... I'll send you more feedback with 1.4 in 24 hours or so...

  18. #418
    Member Xalibur's Avatar
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    ...arghhh... inbox cleared... again

  19. #419
    Member tutt6's Avatar
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    Did someone change my thing?The balls?
    I have a suggestion:Add supply trucks and some bunker upgrades to PE..Maybe somthing new?Idk just asking..Or maybe a new boobytrap thing?Like boobytrap the bridge with AIM (Anti infantry mines)

  20. #420
    Member LloydyBoy's Avatar
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    In my Firefly shooting at Panzer IVs
    thats not a bad idea or u could make attempt to make the Jagdtiger or get the Sturmtiger-from BotB and/or you could make a new unit the german "flammenpanzer" Pz4 flame tank just a suggestion
    Last edited by LloydyBoy; 17th Feb 09 at 11:17 AM.

  21. #421
    what about actually scorched earth?
    Flamethrower option is allowed for basic infantry other than pioneers and have the ability to burn the landscape. Every map can have its own 'wind' direction, and if you use it wisely, it can spread a little fire in the direction of enemy positions and or create a major block against enemy assaults.

  22. #422
    Member SHADOW's Avatar
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    That's not possible with the engine.

  23. #423
    janh95
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    nice mod played it on the rhine map with ai but it get's after 20 minutes way to populated maybe make the popcap less?

  24. #424
    Ok, scratch out wind, and instead, you can choose a direction to spread the fire and in what way:

    Line: fire moves forward in a linear way for a medium distance
    Wave: fire moves forward and expands in size every certain feet, can go for short distance
    Standing Fire: a small area will burn for a period of time, will not move. Excellent immediate barrier for retreating and for immediate necessity.

    Flame damage can be VERY strong against infantry, somewhat strong against fortifications, and does little to vehicles but WILL damage engine and slowly damage vehicle.

  25. #425
    Member Muad'Dib's Avatar
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    Or something as simple as incendiary mines.... Basic AI mines but have the "exploding flamethrower guy" animation.

  26. #426
    Member LloydyBoy's Avatar
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    In my Firefly shooting at Panzer IVs
    or u could have new booby traps once i read that germans in stalingrad used specilised tripwires and it was attacted to a incedary grenade so when the russians went into a buiding they would run out on fire it was very affective because the incedary bomb didnt just empty it all out it opend when tripwire was pulled plus it could be moved to room by room

    so it is like a non stop booby trap

    its like the home alone thing where the guy walks in and cathes on fire by tripwire atached to blowtorch

  27. #427
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    If you like the idea of fires and fronts of wind blown fire you should play Far Cry 2.

    I like the Rhine map but it's so huge that my system performance begins to slow on that map. All the other custom maps in Blitzkreig are great IMO. Is it just me or does the Blitzkreig AI seem to play much better on the new maps included with Blitzkreig?

  28. #428
    Member LloydyBoy's Avatar
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    In my Firefly shooting at Panzer IVs
    yeah becasue there is more popcaps fuel and mutions and they are able to build and play better have you vs a AI on Expert also is there some way of changing the AI on differnt maps for instance the wehrmact AI on all Blitz maps seem to always spam pumas then pz4s and then marder IIIs
    Last edited by LloydyBoy; 18th Feb 09 at 3:12 AM.

  29. #429
    Member LloydyBoy's Avatar
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    In my Firefly shooting at Panzer IVs
    also on SP the Canadian Sherman call in has got the regular 75mm gun but on MP it has got the 76mm upgrade why?

  30. #430
    Member tutt6's Avatar
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    Did someone change my thing?The balls?
    If your playing against a axis player real player youll probley need it

  31. #431
    Omecron
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    Please don't ever decrease pop cap If anything, increase it. I usually play having tripled the cap gained from getting points - there's nothing better than fielding nine or ten pershings against the inevitable onslaught of tigers. Great fun on the massive maps.

  32. #432
    +1 For popcap
    Nice to be able to field the majority of a Company on the field =]
    -> Personally, I don't believe in God. I don't believe in the devil either. That's why I'm never disappointed. <-
    -> This Forum's Bourbon Cream Munching Demure Chibi <-

  33. #433
    Quote Originally Posted by Omecron
    Please don't ever decrease pop cap If anything, increase it. I usually play having tripled the cap gained from getting points - there's nothing better than fielding nine or ten pershings against the inevitable onslaught of tigers. Great fun on the massive maps.
    I fully agree

  34. #434
    the germanys can build to fast tankes the offerrunnig me as brithor american army please balace that a littel more because 1 tigertank can kill a Pershing with 1 shoot!!!!!!!

    the pershing needs 2-3 shoots to kill 1 tiger thet unfair for american
    and can you make (like the new 88) an 75 mm tion with sandbacks an an ammerican flackon the back .

    but at all i say its good but not perfect .
    when you will fix thet in the next version i can say its perfect ut not yet

    please fix thet

  35. #435
    Banned georider's Avatar
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    @xalibur Inorder not to have such problems a suggestion is to leave the original atributes of the units and make the new ones like jagedpanther Iv similar to hetzer and M-18 similar to sherman 76mm but with better armor for the both.

  36. #436
    Considering that the Hellcat only had like 30mm of armour tops I think that would be rather unfair...

  37. #437
    Omecron
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    @Raptor - I have no trouble with tigers. Keep pershings at max range, in pairs if possible. In one of my games on Operation Goodwood (with triple pop cap) I showed off 37 tigers and 7 king tigers (I watched the replay and counted) with a mix of pershings and M6A3 76mm shermans. Great fun. Tigers are meant to be powerful - they were probably the most powerful tanks in the war.

  38. #438
    But the Pershings are also good tanks an because this i thing the tiger is in this mod a littel bit to powerfull


    and i thing the usa and gb neet a 75 or 76mm defense building
    Last edited by F22Raptor; 22nd Feb 09 at 1:46 AM. Reason: Forgotten

  39. #439
    Good mod so far.

    Only 2 complains:
    -Mobile 17 pounder is a fail. Looks like crap.
    -Some axis textures are worse than vanilla ones. Grenadier green cammo and ostwind are 2 examples.

    I want to see:
    -Get rid of the sector's lines.
    -Any way of upgrading the anisotropic filtering / LOD of the game? Zoom out = blurry textures.

  40. #440
    Calling something crap without offering to help with improving something is hardly the best way of addressing a Modder's efforts of improving the game is it.

  41. #441
    Member torenico's Avatar
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    F22, you are wrong, tiger is OK, also the Tiger II is ok.

    I really dont see any trouble whit the Pershing, i just need some tactics and mutual support betwen the Shermans and the Pershing.

    And Flammenpanzer, worst idea ever, almost every flammenpanzer turned into a big fireball, Jagdtiger, hmm maybe, dindt saw too much Action (afaik only 2 Heavy Batallions had Jagdtigers), and the reload rate would be really slow.

    Duarff:


    Whatd o you meen, do you have the textures on Max?, respect that ok? because the devs are doing this for free.

  42. #442
    Member LloydyBoy's Avatar
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    Bug with British AI

    this mod is exellent tiger II can be overpowered CAN not is

    also british AI Incredably annoying all they do is spam tetrachs no other veicles just the tetrarch

    also could the British have the Sten as a upgrade for more fire power instead of the recon instead could u make the Recon Section a actual Squad

    also what is the point of reinforcing your troops when u make them imagine being base raped by EG Panzer grendiers and SdKfz 250 Haltracks how would u stop them if u fight them off with a certain number of troops if brits then 3 men holding off halftracks and Panzer grenadiers

  43. #443
    Banned georider's Avatar
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    @Duarff You must be out of your mind about this
    Some axis textures are worse than vanilla ones. Grenadier green cammo and ostwind are 2 examples.
    Respect my friend probably is an unknown word to you. @ xalibur made a very good mod and the German units that he use is made by the No1 skinner of the community @halftrack so why don;t you go and write the same thing to Normand 44 Mod or to all the Mods thats use the same uniforms .
    A Sorry will be the least that you should do!

  44. #444
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    I love this mod, but I also hope the British Tetrach spamming has been solved in the next patch. One suggestion : to my mind it often takes 2-3 shots to destroy a Tetrach. i.e there are critical hits to the tracks and gun before it blows up on a third shot. I would think any 75mm+ gun would take one out in a single shot 90% of the time. Any thoughts?

    One idea I just had. Would people be interested in the single player version having slightly different 'rules'? I for one would really like to see the defense get tougher as you get closer to the AI base. As it is, the game against the AI seems to be over when you control half the map. It's very rare that the AI recovers, and this is because the current resource rules (like vanilla COH) reward constant attacking. But what if the AI got stages of increasing resource bonuses when it is pushed back to it's main base? Or perhaps a reinforcing AI battle group could enter the map or something? Does anyone else want to see the fight get tougher against the AI as it loses ground (and is this even possible with the engine)?

  45. #445
    Omecron
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    @Fritz: It would be really great to see a stronger AI - but as far as I understand AI modding is an absolute pain and limited quite severley by the CoH engine. I'd rather prioritise new units etc than AI. You can always find a friend to play .

    However, maybe a time based effect could be done - so every ten minutes or so the AI gets a resource boost etc. I don't know how hard/easy that would be to do (you may have to use scar coding for it etc.)

    I'd agree that it's a little too hard to insta-kill tetrachs - it's really really annoying having to chase one half way across the map with a panther (they're damn hard to hit on the move).

    Roll on v1.4

  46. #446
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    Thanks for your reply Omecron. Good to know. I am really looking forward to 1.4. Every single change in the log sounds really well thought out.

  47. #447
    Member []inveigle[]'s Avatar
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    I sure am looking forward to 1.4

  48. #448
    Slimak81
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    Good mod , good damage system , good sight_package radius gameplay is good.
    but ai is very weak .
    I have spent 2 days to make it agressive even at normal difficulty level .
    Difficult level now cant be won at all((
    Expert is a suicide
    U should combine AI mod with yours one and correct squad_load_out ext max and num figure to be exact the same. This is for engeneers both axis and allies. This is a main delay of AI at start as they stop at base confused )
    and make two versions:for campaing (as AI mod makes critical error at campaign ) and skrimish where it works very tough )))

  49. #449
    Member Muad'Dib's Avatar
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    Good mod , good damage system , good sight_package radius gameplay is good. but ai is very weak . I have spent 2 days to make it agressive even at normal difficulty level . Difficult level now cant be won at all(( Expert is a suicide U should combine AI mod with yours one and correct squad_load_out ext max and num figure to be exact the same. This is for engeneers both axis and allies. This is a main delay of AI at start as they stop at base confused ) and make two versions:for campaing (as AI mod makes critical error at campaign ) and skrimish where it works very tough )))
    He got rid of the delay in 1.4 beta. The AI is better especially in open maps. Wait for its release... I think there's gonna be one more beta before the release of 1.4.

    Also, the entire meta game will change in 1.4. It's the best CoH experience I've had so far. So good in fact that I don't think I'll ever be able to go back to vCoH. Me and my friends just have the occasional LAN party with this mod and totally get our CoH fix for the week!

  50. #450
    Slimak81
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    the trouble with AI is not an open or closed map i assure you. The trouble is build scripting and see the previous post.
    Just try to make loadout_ext unit 01 num max = 3 (or 4 at least but num = max!) start the game and U C the engeneers will not stop embaraced at the base . This is the first step i made. Put scar folder from AI mod to yours Data folder and U ll see AI rocks
    For myself I changed all small rifles reload burst accurace etc, made building priorities and now it is a damn total war playing 2x2 river map . Its just like WW3

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