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CoH - Modern Combat! "Patch 1.014" (April 17th 2013)

  1. #551
    Not sure why but the backpacks for the riflemen arnt showing up at all on airborne riflemen they sometimes only have 1-2 but most of the time no backpacks as well, same with the green berets. I ran the launcher as admin also, infact i just formatted my pc so everything is clean installs, and the packs never showed up before i formatted either is this something i can fix with the mod studio? or what else can i do?

    Edit: HMG and javelin teams do get camel packs and engineers get the big green packs, and when the regen ability is researched at the HQ the rifleman sergeant does get the green medic pack but thats it.
    Last edited by Practiti0ner; 24th Jul 12 at 9:33 PM.

  2. #552
    Member Niftyeye's Avatar
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    I thought that was the norm for Rifles to have no packs.

    Oh well, I have a weird humvee bug where I can only see the gunner and the driver.. looks like they are riding a floating box.

  3. #553
    Moderator Darkbladecr's Avatar
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    @practioner
    That is how it was setup, so it is correct.

    @Nifteye
    Nobody in our dev team has this issue, however we think we may have found a solution do it will be released in the next patch.

  4. #554
    oh ok i was freaking out for a bit there thanks.

  5. #555
    Moderator Darkbladecr's Avatar
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    Hello CoH: Modern Combat fans!
    We hope you have been enjoying the restructure of the US and PLA tech and have been able to experiment with new strategies. We apologize for taking so long to post through this new patch, it just seems that every time we fixed something, we decided to go further and fix more. After 100+ revisions for patch 1.008 I think everyone will be happy to see our long list of balance changes AND new accessories for several popular models. We hope that anyone who has been suffering with disappearing models will not have this issue anymore. Additionally we apologize for any issues with the US infantry models and Ultra (DX10 shader settings). This should be for the most part fixed, however I still suggest to play with High, as it reduces the chance for crashes due to Relic's engine, not our mod.

    The Modern Combat launcher should automatically notify you about the patch and download it for you the next time you start it. If you run into problems with the automatic update, you may download and apply it manually, using this link.

    For fans who would like to coordinate several games, I suggest you post on our forums and then utilize the mumble server we have put together in order to have much better collaboration in team games. And of course if you have any close/good games we recommend you post them on our forums! That way people can comment and suggest improvements, or you can get your replay shoutcasted and posted on YouTube.





    Some changes that I would like to highlight is the introduction of the Chinese Special Forces for the Asymmetric Warfare doctrine. This ability replaces the current Infiltration ability, which was at the bottom of the right side of the doctrine tree. This squad will benefit from the guerrilla camouflage from the doctrine, and also will be able to use satchel charges from the left side of the tree. There are two upgrades that are available for the special forces, and both compliment the hit and run tactics from the doctrine. One upgrade is for the PF98 rocket launcher, and the other is for the Type 85 SMG, which allows the team to use full camo, rather than guerrilla camouflage.





    Additionally we have added new skin packs to the US and PLA, which allows you to have more diversity in team games. These reward skin packs do not affect gameplay in any way. There is also the introduction of random texture loading for the ZTZ99 and the Type 96 tanks, along with a new TUSK skin for the M1A2.

    As always we consider and look into any feedback and suggestions that members post on our forums. We would greatly appreciate that you point any balance issues with supporting replays to help us see the circumstances of the problem at hand so that we may adjust the mod accordingly.

    Stay tuned and keep your eyes open for updates at moderncombat.blacksandstudio.com there will be some big announcements soon!
    ~The CoH: Modern Combat team.

    Oh and before I forget, a little treat for our followers, can you make out what unit that is?



    -----------------------------------------------
    Changelog
    -----------------------------------------------



    General

    • Removed conditional upgrade for Engineers that may have caused crashes for some people in 1.007.
    • US repair engineers (from tank depot) no longer have a massive minimap symbol.
    • Updated the AI files so that they wouldn't look for the outdated ZSD89 and FSV upgrades. Also added the new MGS and ZBD05 upgrades so that AI should properly demand them, and purchase them.
    • Re-saved, exported and compiled all MC custom maps removing any world builder loading data. Thus MC maps will load faster.
    • Paladin, abram, Airborn drop of Stryker ATGM, tusk, and spec call in: they all now require a working HQ and removed the ability duration.
    • Removed the ability duration from the PLA reinforcements
    • PLA doctrine call ins now all require a working HQ.
    • NEW US reward skin pack (Tan skin pack) is now available for ALL US vehicles, this is strictly for more variety in team games and is not supposed to have any factual value.
    • NEW PLA Marine (PLAN) reward skin pack is now available for ALL PLA vehicles, like with the US pack, this is for variety in team games.
    • PF98 tripod can now be repaired by US and PLA engineers
    • Removed "builder" tags from all US and PLA infantry (excluding Engineers). Should fix problems with Engineer reinforcement abilities.
    • Fixed Stryker/ZSD89 ghost gunners.
    • Linked the Stryker ATGM to the proper critical
    • Inverted the Universal sanction and Hack attack abilities so now they benefit you and your allies in the same way they would have damaged your enemies. Makes the abilities more usable and useful. Doubled the recharge time to 360 seconds to avoid abuse.
    • US and PLA mortar damage modifier verus heroic armor change to 1 from .7
    • m240 tripod entity given the same collision type as the PLA type 67 tripod
    • New 4p_Mekong_River_Valley_V3 map added for public testing, note this map is still WIP



    US army

    • Adjusted the humvee to take longer to get vet: 6, 12, 24 xp requirements instead of 4, 8, 16 which was very very fast.
    • abram and tusk damage modifier against AT guns decreased to .5 from 1
    • bradley accuracy decreased to .5/.6/.7/.8 damage decreased to 35 from 48.2
    • bradley scatter increased to match ostwind
    • bradley damage modifier against AT gun decreased to .5
    • Removed damaged treads critical from M82, now it always destroys the engine.
    • Reduced A10 damage vs. AT gun (will not actually destroy the AT gun equipment).
    • A-10 minigun now affected by heavy(.5/.5) and light cover (.75/.75).
    • US grenade versus heroic changed to 1.0 dmg from 1.25dmg
    • US tank guns modifier versus heroic changed to match infantry modifier
    • m249 and m4 carbine variants modifier against heroic changed to .85 acc / 75 dmg
    • a-10 minigun accuracy modifier against heroic changed to .425 (.85% of infantry's .5)
    • Vehicle m240b modifier against heroic changed to .85A/.75D
    • M1A2 TUSK variants have new custom textures to better differentiate between the normal version


    People's liberation army, Ground Force
    :
    • ATMP adjusted to match the humvee's veternancy requirements.
    • Militia capping modifier reduced to 0.8, it is increased back to 1.0 when the squad gains its first vet.
    • RPG penetration against t59/t96/t99 changed to .85/.5/.1 -- this is mainly for when the US pick it up.
    • pf98 default crew hp changed to 70 hp with infantry armor
    • pf98 tripod accuracy is now .7/.8/.9/1
    • pf98 teardown time decreased to 2 seconds
    • The Infiltration ability now calls in 1 PLA SOF team (4 men) that are by default equipped with elite QBZ-95 rifles and can be upgraded to Type 85 SMGs (similar stats-wise to MP5 and allows full camo) or can be upgraded to use a PF98 (without tripod) rocket launcher.
    • PLA SOF can build anti-personnel mine, have the Satchel Charge ability (enabled by Demolitions upgrade for convenience), and the default (regualar's) grenade ability.
    • PLA SOF have camo in cover, first strike bonus: +25% accuracy +25% penetration +25% damage for 3 seconds
    • Increased PHL03 AoE damage ratios (1/0.4/0.1/0.1 -> 1/0.75/0.55/0.35).
    • increased PLA AT gun crew hp to match vcoh US and wehr atg gun crew (70hp)


    Model, Sound and Texture changes:
    • Type 99 now alternates between three different textures randomly. The current green digital, a green woodland, and a greyscale elite version.
    • Type 96 randomly alternates between 2 versions of its woodland camo texture.
    • Updated the PLA HQ occlusion file.
    • Updated the Humvee's shader so that now hopefully people will not have problems with it not being visible.
    • Log bunker now added to worldbuilder in 5 pieces, so it can be used to create new defences for maps.
    • PLA SOF have new accessories, texture and gear.
    • Fixed the Type89 TD not having its turret be dynamic when going into wreck mode.
    • Fixed the Stryker ATGM not having a damaged maingun.
    • New Abrams, bradley, type 59D, type 96, type 99, ZBD05, ZSD89, PGZ95, PHZ89 and ZZC02 treads.
    • Gave the Stryker a new updated nrm, and fixed the alpha cut outs of its gear on the sides.
    • Gave the Stryker all new stowage, that will randomly load (33% to load nothing, 33% to load variant A, 33% to load variant B) and there are some new physics for the wrecks if the stowage was loaded.
    • Protector and CROWS now have a new weapon sound.
    • spc and gls without camo outlines for Bradley and Type99 will stop strange camo outlines showing through on Custom skins and Tan skin vehicles.
    • ZBD05, Type 96, Type 59D, Type 82 and all the ZSD89 varients have new spcs and gls all without camo patterns to allow for easier reskinning\recolouring of later custom textures.
    • Complete cleanup of the ZSD folder
    • Fixed Type 82 launch tubes diffuse & the normal map so now the tubes are rounded and the corner tubes no longer have a black line on the diffuse where it should be one tube.


    Translations:
    • English UI text updated
    • Chinese translation updated
    • Polish translation updated
    • Czech translation updated
    • Spanish translation updated

  6. #556
    Member NL123's Avatar
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    the APC in the last pciture alreday in the game?
    in fact:if there not gonna be terroriests on earth, the world be more peaceful in 40% you know that?
    LOLOLOLOL HAHAHA

  7. #557
    Sweet! You're gonna add the Amtrack.

    Vietnam|Glory Obscured Beta-Testing Lead

  8. #558
    Member []inveigle[]'s Avatar
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    I am really liking the new patch, thank you.

  9. #559
    Yup definitely the Amtrack but how do we/I use the new skin packs exactly? Is there a way to set the new skin pack as the default skins?

    And the new map is great guys
    Last edited by Practiti0ner; 29th Jul 12 at 2:11 PM.

  10. #560
    Moderator Darkbladecr's Avatar
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    Is there a way to set the new skin pack as the default skins?
    When you create a game in the lobby, you can look on the top right and there should be a tab called Rewards which is where you have your medals, but also your reward vehicles. There you can check if you want US Tan skins or PLA Marine ones for your game. Then you can uncheck obviously when you want the default woodland ones.

  11. #561
    wow i feel stupid now, but in my defense i never really played ToV so im not really familiar with the whole reward system lol thanks DB

  12. #562
    Member Niftyeye's Avatar
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    Awesome, Humvee is fixed and now I don't cringe whenever I see it.

    LOVE the new tan skins for the Americans, overall great job

  13. #563
    Member Madjo's Avatar
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    hi all

    very good job , love your mod !

    the new skin are great

    juste a little question : did you work on a new skin for the plane of PLA ?

    A+
    Le capitalisme, c'est l'exploitation de l'homme par l'homme. - Le communisme? C'est le contraire.

    Citations de Henri Jeanson

    AKA PoliorcetE

  14. #564
    Moderator Darkbladecr's Avatar
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    juste a little question : did you work on a new skin for the plane of PLA ?
    Currently the Napalm Run uses a F16, since we didn't model a chinese airplane. We decided to just keep the model fast and high in the air, since we believe it would be a waste of resources for now to make a PLA plane.

  15. #565
    Member Madjo's Avatar
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    ok thx for the answer

  16. #566
    Moderator Darkbladecr's Avatar
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    I hope everyone is enjoying the summer holidays, and is finally able to have a chance to relax. We have been working hard at the Modern Combat Development team, adding new members and providing new fixes and changes to the structure of our mod for a better game play experience.

    After the success of our first tournament, we hope to have now fixed more bug and balance issues. Also with the olympics currently going on I think it is right to have our own competition! We have also added many new accessories to the units to make battles more unique each time. We would now like to properly test our mod changes with our Second Modern Combat Tournament! Again for all the players that competed in the first one, it gives them a chance to redeem themselves and fight back for that 1st place! Otherwise newcomers are of course welcome, and can compete for the price money and recognition in the CoH: Modern Combat competitive environment!

    Lets get ready to rumble! On the weekend of August 18th - August 19th 2012 (countdown) we'll be hosting the second CoH: Modern Combat 1vs1 Tournament. Make sure to read our Tournament Rules, here is a headsup:

    Tournament Type:
    • 1vs1 CoH: Modern Combat
    • 32 players (may be extended on demand)
    • Best of 3, single elimination


    Prizes
    • 1st place: €50
    • 2nd place: €25


    Schedule (all times GMT)
    Saturday, 18th August
    • 5:00 pm - Round 1 : Angoville (2)
    • 6:00 pm - Round 2 : Semois (2)
    • 7:00 pm - Round 2 : Langres (2)

    Sunday, 19th August
    • 5:00 pm - Semi Final : [MC] Yangxin (2)
    • 6:00 pm - Finals : [MC] Senlin Lukou (2)
    Before you decide to sign up, make sure you have a working copy of CoH: Modern Combat installed and can connect to other peoples multiplayer games! In case you are fine, you are required to sign up in our sign up thread. You should make a post with the following information:

    CoH: Modern Combat - forum account name: e.g. Darkbladecr
    RelicOnline account name: e.g. ModernCombatDB
    Estimated rank: e.g. LVL 1
    Also we are looking for some referees to help with the first day and making sure that everyone is able to connect to their opponents, and to rearrange matches if there are no-shows from certain players. One important note is that you cannot participate in the tournament if you are a referee! Additionally you must have mumble installed and setup with our server. If you would like to sign up, we would greatly appreciate it, please apply here. You should make your post the following:

    CoH: MC - Mumble account name: e.g. Darkbladecr
    RelicOnline account name: e.g. ModernCombatDB
    Previous Referee experience: e.g.Helped coordinate a tournament at Gamereplays.org
    Don't worry if you don't have any experience, we are just looking for dedicated members who will also be able to help us in the future possibly.

  17. #567
    I'm having trouble with the cheat mod, I installed the mod and it worked fine but when I try to activate the Cheat Mod, -devMC, it doesn't work. Am I doing something wrong?
    For the Greater Good!!

  18. #568
    Member TheVole's Avatar
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    Quote Originally Posted by Malcador123 View Post
    I'm having trouble with the cheat mod, I installed the mod and it worked fine but when I try to activate the Cheat Mod, -devMC, it doesn't work. Am I doing something wrong?
    You dont need the MC in it, this is what I have and it works fine and dandy.
    "C:\Program Files (x86)\THQ\Company of Heroes\ModernCombat\ModernCombat.exe" -dev
    Hope that helps

    Just make sure you have the cheat mod installed in the MC root folder and that you have the latest cheat mod.

  19. #569
    Member Zupadupadude's Avatar
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    So for people who have the same bug as me, I have a solution: [sort of].



    Apparently, putting the shader quality from Ultra to High fixed it. Basicly, turning of the DX10 stuff.

  20. #570
    Moderator Darkbladecr's Avatar
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    Yes it is due to the burner screwing up. I believe it is the LODs fault, without them there will be no hands on the models in DX10, but for some systems you get that wierd blown up vertex error, not really sure if there is a fix for it. Just stick to using DX9, there is almost no difference, just a 5 fps decrease and some 3D effects and rocks.

  21. #571
    Member LloydyBoy's Avatar
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    In my Firefly shooting at Panzer IVs
    it also decreases the change of getting them if you turn off Model Detail

  22. #572
    Oh wait there is an actual download to it? Well hell that's probably my problem. Where do I find it?

  23. #573
    So i "discovered" the Amtrak and boy oh boy it sure is great it just chews up infantry, so im guessing its either not balanced yet or its a counter for mass militia and it seems like a great replacement for the bradley, either way the model is spot on and just gorgeous.

    I squealed with excitement when i found it
    Last edited by Practiti0ner; 5th Aug 12 at 8:52 PM.

  24. #574
    Member LloydyBoy's Avatar
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    In my Firefly shooting at Panzer IVs
    i can say that it could be balanced pretty well, yes it chews up infantry however it has a slow speed (in real life) it has light armor so a few RPG Squads could tear it apart, and its grenade launcher doesnt do alot of damage to armored vehicles

    lets hope the MC team can make it have a good use

  25. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Company of Heroes Senior Member Forum Subscriber  #575
    Hydra's Super Marshal GeoffS's Avatar
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    Apparently, putting the shader quality from Ultra to High fixed it. Basicly, turning of the DX10 stuff.
    @Zupadupadude, are you using a laptop? I have seen those vertex effects before on laptops when the video chip gets hot. I used to see them on different games with an older Toshiba laptop that I had, and I found that they went away when I got a cooling pad for my laptop to lower the temperature inside.


    The most exciting phrase to hear in science, the one that
    heralds new discoveries, is not 'Eureka!' but 'That's funny...'
    Isaac Asimov

  26. #576
    Moderator Darkbladecr's Avatar
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    Sign ups for the MC tournament close at the end of this week! So if you want to have a chance at the money prize, I suggest you get your name on the list!

  27. #577
    how the heck do i get the cheat mod to work with this? Is it the same cheat mod that I use for COH? I would imagine it is. I put all the cheat mod files in the MC root folder, made the shortcut .exe -dev and it still doesn't work. It does however work for regular COH. What am I doing wrong here?

  28. #578
    Moderator Darkbladecr's Avatar
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    how the heck do i get the cheat mod to work with this? Is it the same cheat mod that I use for COH? I would imagine it is. I put all the cheat mod files in the MC root folder, made the shortcut .exe -dev and it still doesn't work. It does however work for regular COH. What am I doing wrong here?
    Do not touch any of the mod's files... otherwise you will probably break something, all you have do to is add -MCdev to the target line of the shortcut for our mod.

  29. #579
    No, I didn't touch the mod files. Maybe I wasn't clear. I just added the CheatMod stuff to the MC folder. Anyway, did what you said and now it works! Thank you this is an awesome mod!

  30. #580
    Moderator Darkbladecr's Avatar
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    CoH: Modern Combat - Tournament II has now been completed! We have a winner, and it was an epic round with Sandland winning 2-1. The finals were played against last tournament's champion Sandland and newcomer RoMJim. With the tournament being played in the Double Elimination style there was the opportunity for players that had lost in the first match to play in the loser bracket and to have a chance to play in the finals. RoMJim lost his first match against ||EXIT||BartonPL but then in the losers bracket was able to beat Barton and go onto the finals.

    You can find replays here,
    and the shoutcasts here:
    Sandland vs RoMJim Game 1 - Game 2 - Game 3

    So this gives the Sandland 50€ of prize money and the RoMJim 25€.

    This is not to say that the other games were not at all played at a high quality. The Semi-Finals with Sandland vs ||EXIT||BartonPL were also very intense you can find the replays here
    and the shoutcast by FatalFrontlines, which you can watch here:
    Sandland vs ||EXIT||BartonPL Game 1 - Game 2 - Game 3


    We want to take the opportunity to thank all participants! We hope you had a great time playing, even though there were some imbalances present! Of course one of the purposes of this tournament was to identify such imbalances in order to be able to fix them in a future patch! If you want to contribute by posting feedback in our feedback section we would greatly appreciate it!

    Stay tuned for future competitions and tourneys!
    ~The CoH: Modern Combat Team

  31. #581
    Hey folks,

    Sorry to nitpick but having two deployments to Iraq in a Stryker unit, I cant help but cringe whenever I see the Stryker in game.

    First off - the base model for the Stryker is wrong. The version you guys have in game is the Stryker MEV (Medical Evacuation Vehicle). It doesn't have any back hatches, and has a single MG mounted on the top and cannot transport troops. It contradicts what you guys have in game, and is not really the ideal standard model I would suggest having in game.

    Furthermore, the "RWS Model" (M1126 ICV) you guys have in game falls way short from anything realistic. The M1126 Stryker ICV (Infantry Carrier Variant) is capable of carrying 8 guys. It's a troop transport, but yet in game it cant transport troops. Also - the platform is meant to allow Soldiers to fight from it. There are 4 hatches that are constantly manned while Soldiers are mounted. Like so:

    Also - the FSV (Fire Support Vehicle) is not what you think it is. The main role of this vehicle is to be able to observe indirect fires (call for fire) with its digital systems. It is not ideal for troop transport, and has limited seating inside.

    Aside from that, I think the mod is brilliant, and I'd love to see a US Army vs Asymetric Enemy - kind of like Combat Mission Shock Force.

    Edit - I understand that some people are very protective about their mods. I don't expect the MC team to go and change anything based off realism. Is there any way for me to mod this on my end? Thanks!

  32. #582
    Member I_am_a_Spoon's Avatar
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    Are you updated to our most recent patch? 1.010?



    We aren't fanatically defensive and we try to be authentic wherever possible... but that said since release we've had hundreds if not thousands of suggestions from people who, in all honesty, don't really have much of a clue about the degree of work that goes into what we do. And that sometimes absolute realism needs to take a backseat to gameplay (or even what we, as a team of hobbyists, are capable of).

    - I don't know for sure, but modelling, skinning, animating, importing and coding new chassis for all our Strykers (as well as everything currently attached to them) would almost certainly take a shitload of time and hard work. And we're already busy with other goodies to be released with 1.011 (which will be huge).

    - ICVs can already transport troops in-game. Don't know about the firing ports but honestly... balance-wise they'd probably make the ICV too similar to the despised vCoH Kangaroo.

    - We no longer have FSVs... and when we did they couldn't actually transport troops. To reflect their real-life role somewhat (without making them FOs) they just increased the sight radius and fire-rate of nearby vehicles, and had PROTECTOR-mounted M2s to give the US a dedicated mid-game anti-infantry platform.

    - The PLA already have an assymetrical warfare doctrine. If you want IEDs and ambushes that's your ticket.

  33. #583
    Thanks for the reply

    Are you updated to our most recent patch? 1.010?
    Yes

    ICVs can already transport troops in-game.
    The M1126 ICV has an RWS on it in real life. In game its called an "ICV" but looks more like an M1127 RV (Recon Variant, minus the LRAS). When you upgrade it with an RWS (realistically turning it into an ICV) then you lose transport capability. Thats just kind of weird, considering that an ICV's main purpose is to transport troops.

    The PLA already have an assymetrical warfare doctrine. If you want IEDs and ambushes that's your ticket.
    How do I get the AI to actually use it in skirmishes?

    Again, thanks for your reply. I'm sorry this is coming off kind of offensive, but as stated earlier, there's a special place in my heart for the Stryker. The mod is good, but a few minor tweaks could really push it over the edge.

    EDIT - Also. Has the team ever considered going Stryker pure for the close quarters Docrtine?

    In the US Army we have three basic 'doctrines' or major unit organizations by Brigade combat team.

    Infantry Brigade Combat Teams (IBCT) - Light Infantry, Airborne, Air Assault
    Armored Brigade Combat Teams (ABCT) - Combined Arms (tanks, brads)
    Stryker Brigade Combat Teams (SBCT)- Stryker pure

    The Stryker family can basically function under its own doctrine. It has the M1126 ICV for troop transport, the M1128 MGS for Anti-Personnel support, the M1134 ATGM for anit-armor, the M1129 120mm mounted mortar.

    I'm sure you get lots of suggestions, thats just my 2 cents. Again, the mod is good and I'm enjoying it.

  34. #584
    Member VanAdrian's Avatar
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    not a constructive comment here anyway it is never too late to encourage people...


    Very nice job guys ! Realy great work from every MC's devs, keep it up guys

    Glad to see a mod with so many details and so many online events !

    Cheers

  35. #585
    Member Squab66's Avatar
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    Well the amtrac looks good and is this subtle hint that the first mission will be a D-day ish naval attack by marines with amtracs and other stuff like the marine style low tri-pod mounted 30/50 cals,
    Thanks for making the mod cheat-mod compatible and supported allowing me to find non-implemented units (like above) to play around with and Keep up the good work your doing great!
    I lost the game guys

  36. #586
    Moderator Darkbladecr's Avatar
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    Hello CoH: Modern Combat fans! Boy do we have some news for you today!

    We've watched this mod change a lot during the past year... countless balance changes over the span of ten major patches as well as several tournaments and competitions. However there are several elements that have been missing. We're incredibly proud and excited to announce that this will all change today with three brand new additions to Modern Combat!

    First of all, this mod now has its own fully supported...


    We'd sincerely like to thank both "eliw00d" and "pingtoft" for their combined efforts in making this all possible. They've worked hard to create the back-end coding and implement a special rating system for our mod that will provide users with a unique competitive experience. All you need to do to register yourself on the leaderboard is play one online Modern Combat game, whereupon your Relic username will automatically be added to the ladder and your scores recorded. There's even a dedicated section for players who like to comp stomp! Additionally we have also put up the current stats for veterancy for Modern Combat units on our unit page as well!




    Now... we couldn't give all the goodies to the online players, so we've decided to give our singleplayer fans something to tinker with. Without further ado, we're happy to announce our very first...

    Modern Combat Campaign Mission!

    Named "Yongxing Dao", the mission is set during the initial stages of the fictional US invasion of China. It begins with the player in command of an elite Marine Force Recon operation behind enemy lines. Once their objectives are complete you take command of an entire amphibious landing operation, complete with naval and air support. You must battle against an entrenched PLA garrison to establish and hold a beachhead! Multiple difficulty levels are supported, and the mission can be accessed by selecting the first campaign icon in the main menu.

    We especially want to acknowledge our dedicated SCAR mission coder "Sando" for putting it all together, however this was a combined effort by all the MC staff. A lot of time went into new dedicated environmental objects and USMC units. We hope you enjoy it!




    Thirdly... even before we released Modern Combat back in March, we knew that we'd be cutting off some of our community by not designing the mod to be more realistic than the original Company of Heroes. Fans have been calling for more realism for as long as we can remember, so we believe that now is the right time to unveil our brand new...

    Hardcore Mode!

    This new mode has been put together by our crack coder "I_am_a_Spoon". Work on it has been ongoing for over a year, since before the release of Modern Combat! Please note that this is still a work-in-progress, and that even more features and changes are in the pipeline!

    From the very beginning we set out with our own vision and path, and didn't want to just copy other popular mods such as Blitzkrieg or Back to Basics. We wanted to branch out on our own and try to find the perfect blend between realism and our beloved CoH gameplay, as well as preserve the existing Modern Combat metagame and balance. We hope that you enjoy it!

    To activate Hardcore Mode you must select one of the two new "Conquest" victory conditions when starting up your game. See the bottom of the post for a more detailed overview.





    In addition to all of the above we've also worked hard on a huge number of bug fixes and balance changes in order to make Modern Combat better and fairer. This time around we focused primarily on balancing out the US doctrines, swapping and changing around a few things to try and make each more competitively viable.

    The Air Superiority right-hand tree has been revamped, with the Tactical Airlifting upgrade now coming first and increasing the production speeds of both infantry and vehicles. Airborne Rifleman now come in second (the ATGM paradrop ability has been removed). Third is the brand new "USAF Supplies" ability, which allows players to temporarily increase their Munitions income at the cost of a small amount of Fuel. This new setup should provide increased viability and synergy to the doctrine, which prior to this update was being neglected in competitive games.

    We've also removed the overpowered "CQB Training" veterancy-purchasing ability from the Close Area Battle doctrine and instead replaced it with the "Blast Protection" upgrade that used to reside in the AS doctrine. The position of the upgrade has also been switched with Green Berets, who now come in second on the right-hand side. Cage Armour has also been removed and is now instead a global upgrade available at the US Armour Headquarters. It has been replaced in the CAB left-hand tree by an off-map smoke screen ability that can be used to mask infantry pushes or help provide additional defensive bonuses to vehicles against RPGs.

    The "Economic Support" ability has been removed from the Armoured Warfare doctrine. It's been replaced with a new "Precision Artillery" ability, which targets a point on the battlefield with three extremely accurate Excalibur 155mm artillery shells.

    The PLA weren't immune to this overhaul. The "Hack Attack" ability in the Asymmetrical Warfare doctrine has been replaced by 'Logistical Warfare', which allows PLA players to increase the rate at which their infantry are able to capture a specific point while simultaneously decreasing the rate at which US players can capture it!

    It's also worth noting that we've improved our existing reward skins and have added more skins for players to choose from. Infantry will now be upgraded with special camouflage patterns when the Tan and Marine reward skinpacks are activated. The newest member of our dev team, "Rain", has also been working hard to provide fans with new special skins for our ZTZ99 and M1A2 Abrams super-tanks. We suggest you try them out! Oh and also, we finally have all the PLA tier buildings ingame and working, but beware, they are big!





    Finally, we'll be putting together a special Round Robin Tournament over the following weeks, which should get the community jump-started on the leaderboards and give everyone a chance to link up with other Modern Combat players.

    The Modern Combat launcher should automatically notify you about the patch and download it for you the next time you launch it. If you run into problems with the automatic update, you may download and apply it manually via this link.

    Stay tuned and keep your eyes open for updates at moderncombat.blacksandstudio.com! We assure you that big things will be happening in the following weeks!

    ~ The CoH: Modern Combat team.




    Changelog

    Spoiler






    Hardcore Mode

    Spoiler

    Last edited by Darkbladecr; 10th Nov 12 at 8:07 AM.

  37. #587
    Member NL123's Avatar
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    why you did the mission in the first campgian?! i dont have it!

  38. #588
    Member LloydyBoy's Avatar
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    In my Firefly shooting at Panzer IVs
    you'll have to reword that NL123, i cant understand that

    anyway about the mission, i get a Fatal Scar Error when the naval bombardment fires, something about the player is unassigned or something when looking through the error log

  39. #589
    Member NL123's Avatar
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    Quote Originally Posted by LloydyBoy View Post
    you'll have to reword that NL123, i cant understand that

    anyway about the mission, i get a Fatal Scar Error when the naval bombardment fires, something about the player is unassigned or something when looking through the error log
    the mission..they did it on the orignal CoH campgain,wich i dont have :P

  40. #590
    Member LloydyBoy's Avatar
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    In my Firefly shooting at Panzer IVs
    ahhh... well... thats the trouble with mods i suppose

  41. #591
    Member NL123's Avatar
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    Quote Originally Posted by LloydyBoy View Post
    ahhh... well... thats the trouble with mods i suppose
    i think you dont understand..(maybe yes?)
    I dont have the orignal CoH,so i can't play.

  42. #592
    Member LloydyBoy's Avatar
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    In my Firefly shooting at Panzer IVs
    sorry i did understand, i meant to say, thats the problem with mods i guess; they only overwrite existing content for the original game and if you dont have that original content then its unplayable...

    i guess the only thing left to do is to buy the original company of heroes... it should be really cheap nowadays however, last i checked it was £5 on Steam

  43. #593
    Will have a look at the player error - weird cos it seemed to be fine in our test version. We can also take a look at duplicating the campaign for OF to solve the other problem, will let you know...

  44. #594
    Member NL123's Avatar
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    i have the orignal CoH,but i wasted my money in idiotic shop(no sieral and the sieral i found is ileegal) :P

  45. Modding Senior Member  #595
    Hey there Darkbladecr & team!
    I haven't gotten around to actually try the mod (and judging from my current workload I probably won't in the next few months), but your work looks absolutely brilliant! Keep it up!

    Regards,
    -cope.
    "When life gives you lemons, make lemonade. Then use the profits to buy an assault rifle. See if life makes the same mistake twice."
    When to report?

  46. #596
    Just played through again on the "official" version and didn't have any problems - could you pls post up the error from your scarlog Lloydyboy? (My Docs/My Games/Company of Heroes/LogFiles/scarlog.***** - whichever is the latest). Thanks.

    EDIT: Sok think we got it now. BTW - this error will only occur if you run out of time and fail the mission!
    Last edited by Sando; 10th Nov 12 at 8:21 AM.

  47. #597
    Member LloydyBoy's Avatar
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    you mean the 2nd Primary Objective "push inland and secure the points off the beach", because i think i completed the objective, the timer ran out however it stated that the Objective was completed, when the naval bombardment began it crashed

  48. #598
    tried out the campaign

    very nicely done

    although the "push inland" with the amphibious assault was ridiculous imo, the difficulty ramps up way too quikly
    AKA Sad_eyed_Irony!!

  49. #599
    Member Madjo's Avatar
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    hi all

    very nice update ! great job

    juste a little question : i can capture point with the Apache , is it deliberate ?

    A+

  50. #600
    Member ds_vet9091's Avatar
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    Great Mod. I really enjoy this mod, however, I have only one real gripe with it. The M1's in this mod are wimps. While there is a lot of realism in this mod which is great, the fact that it can take up to 5 shots for an M1 to kill a Type 69 is absurd. The Type 69 is equlivent to a T-62 and the M1 killed these with one shot at ranges of over 3000 meters during Desert Storm. Maybe making it more expensive would help. Other than that I really like this mod.

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