Page 10 of 13 FirstFirst 12345678910111213 LastLast
Results 451 to 500 of 642

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

  1. #451
    Ok, thanks for the quick reply!

  2. #452
    Ok, some 2v 2 maps would be great too. Im really enjoying the mod. I have played countless battles as USA. I will try some with China today.

  3. #453
    Member Beefy^'s Avatar
    Join Date
    Feb 2009
    Location
    Some where in Essex
    @DB, do me a favour & give your web host a strong kick to the groin so I can get the patch with the Bradley fix (and a possible striker fix so it isn't immensely vulnerable to mortars ^^), still loving it, from what I've played there are no major bugs, just balancing issues which I'm sure that you guys will work on, thanks again for the eventual release. (I hate AT Guns )

  4. #454
    Member Squab66's Avatar
    Join Date
    May 2010
    Location
    Withernwick you know that place you've never heard of
    brilliant but i think that the us don't really have much in Armour variety in comparison to the Chinese also the Bradley m2 at least(i think is the one in the mod) has a six man carry capacity just something to put in tho the sryker fill this role
    I lost the game guys

  5. #455
    Absolutely fantastic work! Incredibly polished for an initial release, to tell you the truth I thought this mod was a pipe dream, but god damn did you prove me wrong. Very impressive work.

  6. #456
    Member Niftyeye's Avatar
    Join Date
    Nov 2006
    Location
    Norwich, United Kingdom
    Just wanted to say fantastic job, the mod is everything I hoped for and people in my clan are starting to play it.

    My only nitpick is TOW missiles and rpgs, they seem to be too accurate against infantry, to the point where 4 out of 5 missiles will one shot a soldier, is this intentional?

    Thats me nitpicking, its nothing major

  7. #457
    Moderator Darkbladecr's Avatar
    Join Date
    Nov 2005
    Location
    CoH:Modern Combat
    My only nitpick is TOW missiles and rpgs, they seem to be too accurate against infantry, to the point where 4 out of 5 missiles will one shot a soldier, is this intentional?
    No it is not, we have already adjusted the RPG and Javelin accuracy towards infantry.
    The TOW tent, has almost no accuracy to infantry, are you sure that is what caused the infantry kills?

  8. #458
    Member Niftyeye's Avatar
    Join Date
    Nov 2006
    Location
    Norwich, United Kingdom
    For me, the main thing doing the infantry killing was the PLA RPG squad, the PLA tow missile (the unit you unlock on 'The Future is Now Tree).

    Iv only encountered american tows a couple of times, every other missile seems to land a hit and one shot a soldier.

  9. #459
    Member []inveigle[]'s Avatar
    Join Date
    Oct 2004
    Location
    Taking a walk down Heaven St.
    I can confirm this happening to me as well.

  10. #460
    You mean the PF-98? The directional anti tank launcher which sits on a tripod?
    "Not a day goes by, that I don't think of the men I served with, who never got to enjoy the world without war." Major Richard Dick Winters.

  11. #461
    Loving this mod so far, only nitpick i've come across is the camera zoom makes me feel like i've got my face in the dirt and is rather dizzying to keep track of action along an extended front. Any possibility of allowing it to zoom out further?

  12. #462
    I can also confirm the Bradley tow missile bug, it has trouble firing when the target is moving or on an elevated surface, and if the target moves out of range or screws around the Bradley just sits there doing nothing for about 15 sexonda

    Also the apaches chain gun does not fire if tanks are around, and doesn't seem to do much against infantry
    A jagdpanther has a litter of 33 hetzers. 17 hetzers are eaten by at guns. What percentage of hetzers were blown to bits by at guns?

  13. #463
    Member []inveigle[]'s Avatar
    Join Date
    Oct 2004
    Location
    Taking a walk down Heaven St.
    Any possibility of allowing it to zoom out further?
    Yes please.

  14. #464
    Member Niftyeye's Avatar
    Join Date
    Nov 2006
    Location
    Norwich, United Kingdom
    @MonkeySoldier: Yes, that unit.

  15. #465
    @Niftyeye, we'll take a look at the stats, to see how it compares against inf.

    @Doom & Inveigle, problem with increased zoom out is that it creates lag, with little benefit. We try to keep lag to a minimum, so people with low-end pc's can play as well. It would be nice for those people, to play the mod with relatively seen normal graphics and normal zoom out, than to cut even further on visual quality just for that little bit of extra zoom.

  16. #466
    Moderator Darkbladecr's Avatar
    Join Date
    Nov 2005
    Location
    CoH:Modern Combat
    @Niftyeye, we'll take a look at the stats, to see how it compares against inf.
    Fixed, although really not a major difference, must have been just unlucky

    @Doom & Inveigle, problem with increased zoom out is that it creates lag, with little benefit.
    Our LOD settings are setup for the game to work with the zoom settings of the normal CoH camera. It was gets the game to run relatively well for all PC specs (that support CoH obviously). However you will notice sometimes tanks disappearing, weapons disapearing if we increased the camera settings to something like double the range. You can always manually edit the camera settings yourself if you really want. Look it up here, there are several tutorials I am sure.

  17. #467
    Member []inveigle[]'s Avatar
    Join Date
    Oct 2004
    Location
    Taking a walk down Heaven St.
    problem with increased zoom out is that it creates lag, with little benefit.
    You are correct. I created a camera.lua and put it in the mod folder. The lag was horrible. IMHO, it is best where it is. Thank you.

  18. #468
    Any news on when the site will be back up again?

  19. #469
    Member LeoPhone's Avatar
    Join Date
    Apr 2009
    Location
    The Netherlands
    A camera zoom mod even creates lag if you don't zoom out any further than normal? just have it installed but not using it is what I mean.

  20. #470
    Member Beefy^'s Avatar
    Join Date
    Feb 2009
    Location
    Some where in Essex
    Hi guys, I noticed that the PLA APC with the Repair Vehicle upgrade has a secondary hull still pointing at the vehicle it is doing the repair animation, I was wondering if it was accidental or necessary.

    I also noticed that the wreck for the ZTZ-99's wreck apppears to stay on the battlefield the whole game even after its destroyed, again not sure if intentional.

  21. #471
    Moderator Darkbladecr's Avatar
    Join Date
    Nov 2005
    Location
    CoH:Modern Combat
    PLA APC with the Repair Vehicle upgrade has a secondary hull still pointing at the vehicle it is doing the repair animation
    You mean the vehicle rotates while doing the repair? or something else?

    I also noticed that the wreck for the ZTZ-99's wreck apppears to stay on the battlefield the whole game even after its destroyed, again not sure if intentional
    so its pathing block is gone, and units can move through the wreck? That is not intentional

  22. #472
    Member Beefy^'s Avatar
    Join Date
    Feb 2009
    Location
    Some where in Essex
    so its pathing block is gone, and units can move through the wreck? That is not intentional
    Path blocking is gone & units can go through the wreck but the visual wreck will remain there for the rest of the game.

    You mean the vehicle rotates while doing the repair? or something else?
    I will play a game & take a screen shot now to show you.

    Edit: Never mind, the recovery truck thing didn't happen just then, it must have just been my system having a fit in a 4vs4
    Last edited by Beefy^; 18th Mar 12 at 11:03 AM.

  23. #473
    A camera zoom mod even creates lag if you don't zoom out any further than normal? just have it installed but not using it is what I mean.
    I tried that myself as well, but it's really annoying to constantly monitor you're not zooming out too much (especially during 1v1), lag again and scroll back. Kind of like a rollercoaster, besides as DB pointed out, it will mean that most vehicles and weapons will disappear because the LOD's are not meant for such distances. We will keep it as it is, as it's really not worth it for those few people who's pc can afford it.

  24. #474
    Member bangalor44's Avatar
    Join Date
    Dec 2010
    Location
    tap dancin on a land mine (midwest U.S.A)
    Hey guy's the map 4p shaohui was'nt showing up.I had to change the module file the last archive was two 13's made the last one 14.work's now

  25. #475
    Moderator Darkbladecr's Avatar
    Join Date
    Nov 2005
    Location
    CoH:Modern Combat
    Yes I noticied that too, it is fixed now

  26. #476
    Member Niftyeye's Avatar
    Join Date
    Nov 2006
    Location
    Norwich, United Kingdom
    Website and forums are back up

  27. #477
    Our website is back online!

    I highly recommand to all of you to participate in the balance discussion and bug reporting on our forums! It is by far the easiest and most efficient for us to collect information in a structured environment like over there!

    Read the official release news on moderncombat.blacksandstudio.com!

    Ladies and Gentlemen, we aaaaaare liiiiiive!!

    CoH: Modern Combat is finally available to the public!

    But first of all, let us apologize. The overwhelming interest in our mod and consequently the refreshing of our website moderncombat.blacksandstudio.com while we were still working on the release lead our server host to the impression that he was the target of a DOS attack! It took us a few days, but now we're back online!

    Unfortunately, among other reasons this didn't allow us to use the easy installer we had prepared for you, because it requires access to our server to ask for patches. To avoid a further delay we had decided to release a self-extracting archieve as an alternative solution. A detailed installtion guide is available on our website. Should you still run into trouble despite following the tutorial, please visit our technical support forum and notify us of any issues you've encountered. You can download CoH: Modern Combat using one of the following links




    We are extremely impressed about the community support of our Mod! Almost 35000 downloads in less than a week is more than we could have hoped for!

    We recommend that you also have a look through the mod section of our website. There you'll find answers to frequently asked questions, as well as detailed information on U.S. and Chinese tech trees, doctrines, units, abilities, and more.

    With any luck you'll find plenty of other people online, and we encourage you to play with or against other human players. To make it easier to find and identify people who play the mod, we suggest that you frequent the "Gamereplays.org" chat channel and create a user account name that begins with an "MC" prefix (e.g., "MCOnkelSam").

    So... we hope that you all have fun with CoH: Modern Combat, and help us to make further improvements by visiting our forums and providing balance suggestions and bug reports, or just discussing strategies and posting replays. Please pay attention to the pinned threads at the top of each section! And remember to keep an eye out for further announcements at moderncombat.blacksandstudio.com!

    Good luck, have fun!

    ~The CoH: Modern Combat team.


  28. #478
    I had trouble with the extracting. this error comes up on the extractor.

    "CRC failed in ModernCombat\Archives\NewModernCombatSoundHigh.sga
    Unexpected end of archive"

  29. #479
    Moderator Darkbladecr's Avatar
    Join Date
    Nov 2005
    Location
    CoH:Modern Combat
    I had trouble with the extracting. this error comes up on the extractor.

    "CRC failed in ModernCombat\Archives\NewModernCombatSoundHigh.sga
    Unexpected end of archive"
    Must be due to corrupted download, try to redownload or try the torrent download

  30. #480
    Thanks for fast reply. i'll try that.

  31. #481
    I can't get Modern Combat to load, either from the launcher or a modified CoH shortcut. I have the steam version of CoH & OF fully patched. Also, I have the folder "ModernCombat" in the CoH root directory. My shortcut looks like this "C:\Program Files\Steam\steamapps\common\company of heroes\RelicCOH.exe" -dev -nomovies -mod ModernCombat. Here's my Warnings.log:


    RELICCOH started at 2012-03-19 21:39
    OS NT 6.0 (sp2.0) x86, 3321MB Physical Memory, 2282 Physical Available, 1936 Virtual Available
    RUN-OPTIONS -dev -nomovies -mod ModernCombat
    WORKING-DIR C:\Program Files\Steam\steamapps\common\company of heroes
    USER Ross

    21:39:15.77 4 Logical Processors detected
    21:39:15.77 Multithreading Enabled
    21:39:15.77 THREAD: Hyper-Threading Technology Processors are not detected.
    21:39:15.77 XTHREAD: Detected 4 core(s) with 4 hardware thread(s)
    21:39:15.77 XTHREAD: Main thread now used as XThread 0
    21:39:15.77 XTHREAD: Spawned thread on processor 1
    21:39:15.77 XTHREAD: Spawned thread on processor 2
    21:39:15.77 XTHREAD: Spawned thread on processor 3
    21:39:15.77 MATHBOX -- Version=6, Cpu=Intel Core 2:f=6,m=15, Mode=SSE
    21:39:15.77 GAME -- Company Of Heroes, 2.602.0, Build live.2.602.0, Type live, Language English
    21:39:15.80 MOD -- Couldn't find mod 'ModernCombat'!
    21:39:15.80 GAME -- Failed to initialize mod ModernCombat.
    21:39:15.80 FE -- Failed to init MOD!
    21:39:15.80 LoadDevicesInit -- Failed load for step: 'ModManager'
    21:39:15.80 APP -- The application failed to initialize it's devices, code: 2

    Application closed without errors
    Last edited by Instago; 20th Mar 12 at 7:53 AM.

  32. #482
    How can I obtain the tusk version of the abrams? I only have the regular version in my tech tree.

  33. #483
    Member Zupadupadude's Avatar
    Join Date
    Apr 2011
    Location
    Holland
    The CQC doctrine has the M1A2 TUSK.

  34. #484
    Thanks for answering!

  35. #485
    Member Squab66's Avatar
    Join Date
    May 2010
    Location
    Withernwick you know that place you've never heard of
    any ideas for the campaign so far? and also perhaps modern combat versions of the operations

  36. #486
    Member Niftyeye's Avatar
    Join Date
    Nov 2006
    Location
    Norwich, United Kingdom
    How about a mission where you have to escort an Abrams tank through Chinese Infested areas?

    Similar to the mission 'Warpig' on the first Modern Warfare.

  37. #487
    Hey again, I got Modern Combat to launch. I had to reinstall CoH and OF for it to work.

  38. #488
    Member Squab66's Avatar
    Join Date
    May 2010
    Location
    Withernwick you know that place you've never heard of
    well for one mission i was thinking of a small outpost which is right in the path of the enemy advance you must hold the line for however long but you have a very small pop cap but a good position with only three lanes of attack and only tanks can only get though one lane and airborne will drop behind your lines and raid your base?

  39. #489
    Hello CoH: Modern Combat fans,
    It's time for our first wave of bugfixes. Thanks to all of your contributions on our forums, we were able to identify many of the bugs that made it into the release version.

    The balance discussion is lively in our feedback section as well. We encourage you all to take part in it and help to improve our mod, so that it can become as balanced as possible. With this patch, we have mainly concentrated on bugfixing. Any further balance issues should be clearer than before and we hope to effectively resolve them with our next patches in the coming days and weeks.

    People who use our launcher will be automatically notified about the update. People who have had problems with our launcher (resulting in them needing to create a custom shortcut) should download and apply the patch manually using this link.

    Find the changelog of patch 1.001 attached at the bottom and watch out for further announcements on moderncombat.blacksandstudio.com
    ~The CoH: Modern Combat team

    General changes
    • commented out the line in MCsetup.scar which was responsible for writing the gameinfo.res. This should fix the fatal SCAR errors for all people who are unable to pick the correct admin settings.
    • fixed a numbering issue on the ModernCombat.module, which prevented the map 4p_Schahoi from loading
    • commented out the line in MCsetup.scar which was responsible for writing the gameinfo.res. This should fix the fatal SCAR errors for all people who are unable to pick the correct admin settings.
    • Increased several weapon LODS
    • changed US and PLA sniper ai so they no longer automatically seek cover.
    • removed the medal achievements tab found in vCoH
    • Remove the "abilities\reenable_capture_ability" from all our infantry as it spams the warnings.log and cause crashes
    • Skirmish annihilation games work now
    • Fixed the Random selection in automatch giving vanilla CoH armies instead they will now give MC teams
    • Added Annihilate with no pop cap, as it was highly requested


    Amer - changes
    • US Sniper health reduced from 75 to 65.
    • humvee m240 damage modifier against sniper increased from 1.0 to 1.5 (2 dmg to 3 dmg)
    • humvee CROWS .50cal accuracy modifier against sniper increased from 1.0 to 1.15
    • increased the stryker gun penetration against the type 81 mrl truck.
    • humvee m240 mg penetration against atmp increased to 1.0 from .8
    • Fixed the Bradley TOW missile system, runs very smoothly now, also no delay on the firing of the missile. When it's aimed at the target it will fire.
    • m82 rifle penetration against the type 59D, ztz 96, and ztz 99 mbt lowered to 0.
    • m82 barret now pass down upon death of the current holder.
    • fixed a minor mistake with the m4 spotter.
    • Fixed the m82's low fire sound
    • Fixed indestructable Air unit wrecks from the Amer side
    • Fixed Humvee wreck disappearing but still leaving a shadow and pathing block
    • Stopped the Javelin sniping infantry (accuracy reduced from 0.2 to 0.1 vs infantry in direct fire and 0.2 to 0.05 in vertical (it has increased accuracy))
    • Fixed artillery pieces hitting the apache hit box and causing damage, now they simply pass through
    • Fixed Javelin fx marker giving a strange after effect when the bone is returned to its default position
    • When retreating to US HQ, troops aren't in range enough to reinforce, they need to be moved closer first
    • Adjusted Styker MGS AP rounds to use the Allies AT piercing ammo icon instead


    PLA - changes
    • PLA sniper health reduced from 75 to 65.
    • the ztz99 call in now requires a functional HQ.
    • decrease atmp lmg penetration against the humvee.
    • atmp lmg damage decreased to 5 damage from 7 damage
    • atmp lmg penetration against humvee decreased to .6 from 1
    • t67 HMG suppression increased to .0015(d)/.0015(l)/.0015(m)/.0015(s) from .0012(d)/.0013(l)/.0015(m)/.0015(s)
    • fixed a bug where f6 was linking to the pla type 89 tank destroyer
    • Also fixed a pathing error with the Type89 where it would go through tank traps
    • rpg rocket now launch at a height of 1.75 meter above ground. This should reduce the possibility of tank hunter destroying their own cover.
    • rpg rocket collision type changed to tp_homing, it will now pass harmlessly through infantry
    • RPG AOE reduced to 1 meter.
    • fixed smoothing on PLA infantry and adjusted some LODs on weapons
    • Increased cooldown of PHL03 barrage from 30 seconds to 120
    • Also adjusted PF98 to not snipe infantry (0.1 accuracy modifier)
    • PLA at mine critical changed to match PE tellermine
    • mortar no longer instantly cause engine damage to against the stryker mgs at green health.
    • Adjusted hotkey for Deploy marksmen from Regulars to 'M'
    • PLA Sniper does only about 6 damage to Humvee now instead of 15% of health
    • PLA PF98 has no speech, consider giving it the AT gun or HMG speech code
    • PLA HQ building has no minimum healing radius now
    • Adjusted the PF98 to have a wind_down so its transition to reload is not so sudden
    • Adjusted the PF98 to shoot at building slots now, as a tank gun would


    Environment/Map - changes
    • Added a proxy to the watchtower, so now if you select the top of the tower the infantry team should throw the gernade onto the building
    • Decreased the health of the wooden watchtower as before it had the same health as an actual brick building
    • Made concrete caltrop unselectable (since it is used in the environment and we are not going to use it to replace the hedghog tank traps that US uses)
    • Adjusted the Guard Tower to not leave physics objects of its big pieces (roof parts)

  40. #490
    If you want some ideas on good American/Chinese missions, look to Battlefield 2 Modern Combat


    You might not get too much out of it, but maybe a couple of missions from the game sound like a good starting point. From a Chinese para drop to destroy American submarines, to an American defense of a strategic town.

    The primary thing you should focus on rather than missions though is "whats the story". Not so much a character story, but what are either forces trying to accomplish in the long run (Americans want to reach a major city to take, Chinese forces need to defend said important city for example). From there, you will have an easier time coming up with ideas of what kind of terrain will they have to traverse, and what kind of opposition and threats they will find on the road to said final objective.

    Also, taking the game itself into account, start off the campaigns with a small focus, giving the player small units and weapons to accomplish things against a relatively light enemy, and then progress to use more complex and wide scoped game play of having to produce and use hvy tanks and loads of powers to grind on a relentless enemy.
    AKA Sad_eyed_Irony!!

  41. #491
    Member Niftyeye's Avatar
    Join Date
    Nov 2006
    Location
    Norwich, United Kingdom
    Thanks for this patch, a lot of fixes in there that I didn't even notice, now downloading

  42. #492
    Member
    Join Date
    Mar 2008
    Location
    Detroit, Mi
    Fatal Scar Error when skirmish starts post patch...so how do you uninstall Modern Combat?

    It was working great until I applied the patch - now I get the fatal scar error as soon as the game starts and I go to move my engineers.
    I'd like to uninstall and then re-install from the mod from scratch to see if I got a corrupt update.
    I can't find an uninstall prog in the add/delete program folder, CoH folder, or the modern combat folder.

    It is a great mod and I look forward to it working again.

    -------------------------------------------------------------------
    Update / Edit....

    Jagdpanther - thanks for the info.

    I tried re-installing but no success.
    However, I went through all the issues at blacksandstudio web site.
    In delving through the issues there, it turns out that the reason it "stopped" working was because following the update I did not run the Modern Combat launcher as an administrator (which I must have done initially).

    I reset the launcher to run as administrator and all is well again. (right click the shortcut - properties - compatibility - tick the box...)
    It is kind of weird as I'm set up as the admin, but there you go...

    great mod - thanks for all the work you all put into it.

    B...
    Last edited by balosc; 24th Mar 12 at 12:33 PM. Reason: to put the answer next to my problem.

  43. #493
    Member Jagdpanther's Avatar
    Join Date
    Dec 2008
    Location
    Berlin
    There is no uninstall program, because there also was no install program involved, it's only an selfextracting archive.

    Simple uninstalling process:
    - go to the gamefolder and remove the folder "ModernCombat" and the module files starting with "ModernCombat". That's all. Then you can again "install" the mod from scratch.

  44. #494
    Member rev_draconis's Avatar
    Join Date
    Jun 2009
    Location
    Lost in the Wastelands of my mind!
    Just want to say that I am really enjoying this Gr8 mod guys. Can't wait to see what you have in-store for future progress.

    Between yours and the Cauldron of War (Little Wars), by Mr&Mrs Smith, I am a happy camper, lol.

    Now for the the Zombie Mod to get completed and all will be good in the world.

    Keep up the good work.
    Insanity is the exception in individuals. In groups, parties, people, and the times, it is the rule.

    - Nietzche -

  45. #495
    Hey folks, we're back with the newest patch for CoH: Modern Combat!

    While we generally concentrated on bug-fixes with the last one, this time around we've decided to focus on balance-related changes as well. We want to thank the community for all the informative feedback and discussion on our forums... your input has influenced many of these changes (read the complete changelog at the end of this post).

    We've also done some work on the aesthetics and acoustics of the mod, much of it made possible by several new members of our team: evilSpike (2D artist), omnicron (2D artist), robotnik (3D artist), skylineGTR (2D/3D artist) and Sando (level designer). Their help is greatly appreciated, and they've already made some fantastic contributions!
    Thanks to them and veteran team-members Darkbladecr, Chopin and SuiXo, we were able to add a ton of new custom gear to our infantry models, add unit portraits to our user interface and create additional environmental assets for use by our mappers.



    And they aren't the only ones that deserve credit! Others have selflessly dedicated their time to improving the mod in various ways, even though they aren't members of staff. We want to acknowledge their contributions here:


    DMz and Beefy^: created the new M3 Carl Gustav/MAAWS for our revised Airborne squad. They've also optimised several existing textures in order to improve their appearance and impact on performance.

    Aidas2: created the new M14 EBR rifle model for the Airborne squad and our new Humvee model (originally for CoH: Zombie Mod). Its new texture was created by our very own 2D artist Chopin.

    We've also taken the opportunity to replace a number of generic sounds with those from the excellent CoH soundpack made by RazorR, and Loran Korn (RIP).


    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.

    The soundpack by RazorR is available as a separate (optional) download here. Just save the ImpactSounds.sga into your "...\Company of Heroes\ModernCombat\Archives" directory and it will load them instead of the default ones.

    ~The CoH: Modern Combat team


    Note: As of now (april 18th, 9pm GMT) the RelicOnline server is offline. Any connection problems you may experience are not related to our patch release!

    Patch 1.002 Changelog

    General Changes:
    • Updated portrait images (all units have custom portraits now).
    • Updated AT4 icon.
    • Both PLA and US production Buildings will now automatically rotate to fit tight spaces.
    • Fixed crash that would happen when PLA flamers attacked humvee wreck (with units in cover or without [attack ground]).
    • Fixed Fatal Scar Error with Universal Sanctions and Hack Attack, the title notifier should now only appear once as well, regardless of the number of players.
    • Changed the PLA and US Engineer thrown satchel charge damage modifier against buildings (HQ's, production buildings, ambient buildings) to 1.75. (525 damage).
    • Players will see green XP when killing units regardless of how many CPs they've earned.
    • Added reduced cooldown (-10 seconds) to M109 and PHZ89 for each level of veterency they gain.


    USA - Changes:
    • Changed the M1A2 and TUSK to gain M240b gunner with 1st vet.
    • Americans now have a new Humvee Model which gains more health with every level of veterancy. It gains 'uparmored state' at vet 2.
    • When CROWS upgrade is researched on the Humvee, it is possible to see the CROWS operator, and the screen he is using.
    • Air Superiority additional armor upgrade now reduces damage received from mines. This is visually seen by US infantry all loading knee pads, and having a chance of loading Tactical goggles
    • Fixed M870 critical/headshot chances.
    • Increased Abrams TUSK pop cost to match UI cost.
    • Airborne Squad revised, they now carry two M14 EBRs by default and can be upgraded with a Carl Gustav/MAAWS rocket launcher.
    • First Aid Training given to the US (Wher-style passive healing, 10.56 hp/min). Global upgrade, purchasable from US HQ.
    • Fixed the bug with the Apache and Blackhawk being deleted early by allied helicopters.
    • Implemented a slight difference between turret speeds of TUSK and M1A2 (General increase to match ZTZ99 turret speed).
    • US Airborne Doctrine gives riflemen Night Vision Goggles.
    • Updated the unpack to give back 50% resource for TOW nest.
    • Added 101st Airborne insignia instead of 82nd.
    • M1A2 Abrams given faster chassis rotation speed than TUSK.
    • Stryker FSV has new command aura for all vehicles within 30m (vehicle reload x0.9 and sight radius +5).
    • Stryker FSV has free smoke screen ability, with a long recharge though so use it wisely.
    • Updated US sniper vet to give 1.05x increase in range each vet (regardless of off/def choice). Increased health (1.15x) at first vet, normal speed in camo at vet 3.
    • Reduced duration of Apache from 90 seconds to 45 seconds; Reduced cost of Apache from 200 to 125 munitions; Increased damage of M320 by 125%; Increased suppression of M320 by 25%.
    • Bradley TOW will now always penetrate the Type 81's armor.
    • AT4 will now always penetrate the ZTZ96 and ZTZ99's armor.
    • Paladin SPA vet requirement changed to 12/24/48.
    • Airborne AT4 ability now requires the Infantry HQ upgrade.
    • M203 underslung grenade launcher damage changed from 13.5 -11.25 damage (3x damage against garrison) to 15 (2x damage against garrison)
    • M203 underslung grenade launcher reload time changed from 9.5-8 to 7.5-6.5.


    PLA - changes
    • The Industrial Efficiency ability in the Full Mobilisation Doctrine has been replaced with a Q-5 Napalm Strike.
    • Adjusted PHL03 Doctrine ability to start with a slow rocket barrage, followed by a main barrage after 6 seconds.
    • Nerfed PLA grenade to do 55-60 damage (from 70).
    • PLA now get incendiary mines from Total Mobilization Doctrine, and gave anti-personnel mines (lower chance of engine criticals) to PLA Engineers by default.
    • Type 59D tank experience lowerd from 16 to 10.
    • RPG given same scatter as vCOH Bazooka.
    • Reduced flamethrower critical chance to same as vCoH.
    • Fixed Advanced Recruitment (wasn't working as intended).
    • Changed the PLA ATMP critical type from supply truck to light vehicle.
    • Fixed the bug where the ZTZ99 could not rotate its gun all the way round.
    • Type 81 Barrage now works like nebelwerfer barrage, dealing loads of suppression but not dealing too much damage.
    • PHZ 89 barrage now costs 40 munitions.


    Enviornment/Map - changes
    • Fixed the Factory appearing on the Minimap as a white square.
    • Optimized the Palmtree texture, should improve performance.
    • You are now unable to select the Concrete Caltrop environmental asset.


    Localization - changes
    • Chinese translation updated.
    • Polish translation updated.
    • Czech translation updated.
    • Italian translation updated.
    • German translation updated.
    • French translation reworked and updated.


    Model/Shader - changes
    • Fixed Stryker Crush to have sound and FX.
    • Fixed Healthy Stryker to disappear when killed.
    • Fixed Stryker ICV not properly loading its wreck model.
    • Fixed Shading issues on ZZC02.
    • Updated Type 59D Texture.
    • Fixed Shading issues on Type 59D.
    • Fixed Shading issues on Bradley.
    • Fixed Shading issues on Stryker MGS attachment.
    • Fixed Shading issues on Type 82 MLRS.
    • Fixed Shading issues on PLA Tier 1.
    • Fixed the ZSD89 shading issues.
    • Managed to fix shading on all PLA infantry.
    • No Deform on the TOW pit anymore, raised the height of the TOW to stop the projectile from hitting the ground.
    • Reduced the intensity of the PLA helmet normal. Added new PLA helmet model. Added a random accessory load for the PLA helmet.
    • Updated shading on M1A2.
    • Updated Shading on Type 96 MBT.
    • Updated A10 Texture.
    • Updated Apache Texture.
    • Updated the wreck texture loaded by all units.
    • Used DMZ's optimization of the TOW, RPG, M16 and many other small arms.
    • New vehicle crew models for US and PLA.
    • US airborne have bound goggles on the top of their helmets.
    • Green Berets get new combat helmet with tactical goggles.
    • All US units have a chance to load a scarf (2 different types of skins).
    • RPGs now have better impact FX.
    • New PLA Tier 2 Building is now ingame.
    • PLA and US now have new default Vehicle Crew infantry.
    • All US Infantry have three forms of backpacks: Camelbak, Molle 2 and Molle Assault pack.
    • US HMG teams carry a brown Camelbak.
    • US Javelin teams carry a green Camelbak.
    • US Riflemen Sergent will be given a brown Molle Assault pack when First Aid Training is researched.
    • US Airborne have a chance of loading brown Molle 2 backpacks.
    • US Spec Ops have a chance of loading green Molle 2 backpacks.
    • US Engineers all wear green Molle Assault packs, if upgraded to shotguns this will change to green Molle 2 backpacks.


    Sound - changes
    • Tomahawk Incoming sound increased in volume to make it more prominent.
    • Added Loran Korn's original impact sound mod to our mod.
    Last edited by OnkelSam; 18th Apr 12 at 11:49 PM.

  46. #496
    Member ChickenNuggets's Avatar
    Join Date
    Mar 2011
    Location
    Your closet
    Amazing update you guys!

  47. #497
    Member Niftyeye's Avatar
    Join Date
    Nov 2006
    Location
    Norwich, United Kingdom
    Love it, playing as the US seems a lot more balanced now, I love the fact that US Infantry can passively heal in the field (fairly expensive though), really gives them staying power, especially on the defensive against hordes of chinese.

  48. #498
    Hey guys, just got back from a long work stint in the outback. Gotta say I was excited to see the mod has finally been released whilst I was away. But moreso, after a fair few games last night I played, the whole game experience was incredibly enjoyable, the whole package has been implemented with perfection, it really plays like an add on and not a mod. One map in particular ( forget the name- but is a 1v1 valley map) the map layout and design along with your new assests was purely a joy to see, it really felt like i was playing abroad and not ww2. Great job for all those involved. btw, I'll clear out my inbox as I'm only back for a week and have to go back again for a few more weeks, so if I'm needed for any reason, this week will be your best bet to catch me. This is only a temp contract for me, but unfortunately takes me away from home at lengthy periods

  49. #499
    Member TheVole's Avatar
    Join Date
    Jun 2010
    Location
    Places You Should Not Know
    http://www.youtube.com/watch?v=yM6sTtQeavI#

    If you listen closely at 0.02 sec you can hear the Davey Jone saying "What A nice penis".

    btw great mod

  50. #500
    I hardly played this new mod as soon as it was released because it's frustrating to see that you rarely have the M1 Abrams at your side when the PLA often has the most tanks in the game! In a real war, the M1 Abrams is not a rare sight.

Page 10 of 13 FirstFirst 12345678910111213 LastLast

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (1 members and 1 guests)

    Array

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •