Well to me it does not matter what the last stand guys do. It usually gives me more people to take out with my rifle squad anyways.
Well to me it does not matter what the last stand guys do. It usually gives me more people to take out with my rifle squad anyways.
i think last stand should be a perk upgrade for units, and not just for support teams.
I think that, if all injured men go into last stand, then combat medics should be able to put them back into combat instead of collecting them.
@bwc: if i do it likie that (which is possible)...should i make it like a perk u can only get at veterancy lvl 1? and also, if i do that, i will make them all go into last stand, even if they get blown up...
@Bazz: im not really sure how to make that happen, because i dont know where the game checks for when the medic finds someone...ill give it a try though
The Wise One
CoH: World at War is out! give it a try:
or, instead of having medics that auto pick up people near by, it can become a perk for a unit, and it has a reviving aura that is small, and it must be activated not just passive. Injured units in the aura will come back to life
oh thats a great idea!! even better, i can make it like in COD, where all units with the last stand perk can revive other people in last stand.
thanks for the idea, implementing now!
i tried making a perk so any unit can get last stand, but it turned out to be terrible for balance...a squad with the last stand perk will ALWAYS win a firefight, because even when one soldier goes down he keeps fighting...so the enemy has no chance...
so for now, i'm back to my original model, except with the addition of a new perk, Second Chance, which allows squads to revive allies in last stand, bringing them back more powerful than ever (because now they're angry)
Last edited by wiseone9; 3rd May 09 at 3:28 PM.
um, iv been wondering, what are the units going to be? perhaps it can be like the preset units that they give you before you can start creating your own on WaW like:
Rifleman (armed with rife)
Infantryman (armed with bolt action rifle)
Sub Mg Gunner (armed with sub Mg)
Machine Gunner (armed with Mg)
Raider (armed with shot gun)
the upgrade system can be like so: At the 'special' upgrades building, you can purchase an upgrade such as "Gewher, you can now begin upgrading riflemen with this weapon", the better the weapon the more it costs, and even after you buy it you have to upgrade a unit individually.
Grenades can be upgraded the same way, allowing you to upgrade an individual unit with either flame grenades, frags, or stickies.
Hand guns can be upgraded the same way, but instead of the way of the weapons, its just one single button that can be upgraded multiple times, each time becoming more expensive, but each time making men in last stand more deadly, and it does NOT have to be individually upgraded
now let me see if I can map this out
Perk 1 building
- Special Grenades x3 (allows infantry to throw multiple special grenades, instead of just one, but at no extra cost!)
- Satchel Charge x2 (allows units to throw satchels)
- M9A1 Bazooka x2 (allow units to use a bazooka, but like a panzerfaust, it is summoned when the power is cliked on)
- Bomb Squad (mines become visible when in range)
- Bouncing Betty x2 (allows units to place small, inexpensive, mines.
- Bandolier (units now can shoot for longer perdios without reloading)
- Primary Grenades x2 (allows units to throw multiple main grenades instead of just one)
- M2 Flamethrower (allows a unit to 'switch' to flame thrower)
Perk 2 building:
- Stopping Power (allows a units fire to be more deadly)
- Fireworks (explosives cause more damage, larger range)
- Flak Jacket (decreases damage taken by explosives)
- Gas Mask (the select unit becomes unaffected by gas)
- Juggernaut (allows a unit to take more damage)
- Camouflage (allows a unit to be undetected by radar and to use camo)
- Sleight of Hand (select unit now reloads faster, and powers refresh faster aswell)
- Shades (decreases intensity of signal flares)
- Double Tap (the select unit now fires twice as fast)
- Overkill (a unit can now switch to a secendary weapon, the secondary weapon can be selected when giving the individual unit the upgrade, but it can only be one of the 5 basic weapons)
Perk 3 Building:
- Deep Impact (a units fire does more damage to units in cover and in buildings)
- Extreme Conditioning (a unit can run for a longer period, the PE upgrade cuz fireup is overpowered)
- Steady Aim (units now have increased accuracy)
- Toss Back (allows units to automatically throw back grenades nearby)
- Second Chance (ability to revive allies)
- Martyrdom (allows a unit to drop a grenade when he dies)
- Fireproof (allows a unit to withstand fire)
- Dead Silence (allows a unit to walk past enemies without being fired upon, like camo but can be seen by radar and human player)
- Iron Lungs (Select unit now has greater range and accuracy, but slower fire rate)
- Reconnaissance (Shows ALL things on map when the 'power' pertaining to that unit is activated))
I will most definitely add new units (maybe 3-4 man squads) that have specialized weapons...i think i will do the upgrades thing for some weapons (im thinking for allies bar, thompson, carbine(for rifleman),and Browning; and for axis mp40,mp44, lmg42)
as for the perks...the way the unit upgrades works is that each unit can only have 3 upgrades, so i cant possibly have all the perks available...i may use some perks as 'universal' upgrades from special buildings (like gas mask, bazooka, primary grenade, bomb squad, fireproof, etc.)
basically for all of the upgrades that dont give a specific bonus to regular combat...those will stay individual for units.
if you can think of a different way let me know, but thanks for the list of perks...ill start working
EDIT: after some deliberation, here's what im thinking to do for perks, let me know what you think:
Perk 1 building
- Special Grenades (universal, allows tabun gas + smoke nade)
- Satchel Charge x2 ---not used
- M9A1 Bazooka (universal, allows ability like panzerfaust)
- Bomb Squad (universal, mines become visible when in range)
- Bouncing Betty x2 (universal, only for snipers and mg/mortar teams)
- Bandolier (universal, units now can shoot for longer perdiods without reloading[only for mgs & smgs])
- Primary Grenades x2 (universal, changes throw grenade ability to throw 2 nades at once[requires regular grenade upgrade])
- M2 Flamethrower (universal, only available to engineers & maybe one other 3-man squad)
- Stopping Power ---individual, not in building
- Fireworks --not used
- Flak Jacket --individual, not in building
- Gas Mask --not used
- Juggernaut --individual, not in building
- Camouflage (universal, only for elite soldiers(airborne, KCH,etc.)
- Sleight of Hand (universal, faster reload)
- Shades --not used
- Double Tap --not used...overpowered
- Overkill --not used (too complicated)
Perk 3 Building:
- Deep Impact (universal, units fire does more damage to units in cover and in buildings)
- Extreme Conditioning --not used
- Steady Aim --individual, not in building
- Toss Back --not used
- Second Chance --individual, not in building
- Martyrdom --not used, overpowered
- Fireproof --not used(not possible)
- Dead Silence --not used, not possible w/ this game
- Iron Lungs --individual, to replace apeture sight...great idea
Last edited by wiseone9; 7th Jun 09 at 5:01 PM.
lol wow awesome....can even garrison in buses!!! what if a tiger come over and crush the bus??? lol...i wish there is the heavy tanks mod, where you can only build heavy tanks like M26 Pershing, Panther, Tiger, and other heavy tanks, and gosh what a great battle you will have...but of course, the number of tanks should be limited....
hey, extreme conditioning can be used!! you can edit such that unites can sprint like those in PE and for a longer time
if only you could make sniper garrison in any other trees too...do you know of any map tat have haystacks btw?
to installl....its all up there in the first post
i will make the bus heavy crushable...are there any other buildings/objects that you want me to make garissonable?
The next version is almost done!
just some bugs left to fix...expect it within the week
how bout able to garrison in bushes like those that are crushable by tigers/heavy tanks, or destroyable by weopons, that would make a good thing, because, the enemy might not see (makes sure they are camoflaged when they garrison it ), but somehow revealed for awhile so if a tiger or whatever goes up to it, cursh it, that makes the game equal
btw, which maps do have haystacks?
sure i could make some of those bushes garrisonable...they could act like the oak trees, with camoflauge but very little HP...
p.s. you mean the bushes like the ones in Angoville, right?
maps w/ haystacks:
angoville, beach assault, and one of the new ones with an L (its a community map, 2 players...something lilke langrs)
there are a few others cant think this early in the morning
the new version is released! please give it a try and let me know what you think
please note that all posts before this point relate to the old version of the mod and so please ignore them..
if you find any new bugs, please inform me
Last edited by wiseone9; 17th May 09 at 12:31 PM.
please reply with any new bugs you found or any new features you would like to see.
My first play as US, no voices for anyone, nor screams when injured or killed. Engineers only have option for mine detectors, no flame throwers. But my US AI partner had flame throwers. The WE AI were slow to start but cranked up after a while and played well. Did not see option for bouncing bettys, several infantry were 3rd level vets, who can use them? Thanks for the mod.
this is with v1.0 correct?
im pretty sure i fixed the sound bug in this version
the flamethrowers are available at the supply depot through an upgrade...still workin on why the AI can still get them
Betties are also at that supply depot. lvl 3 now only gives you molotov cocktails.
Yes v1.0 Ok on the supply depot, I didn't even click on it. But on sound :-(
Good night, I'll play some more tomorrow.
check the module...open it up w/ notepad...the 7th line should read
SpeechManagerCache = SpeechManagerCOH.cache
if not, change it to that
is anyone else having this issue?
The module reads as you stated above but there are still no troop sounds. I just played as WE under Blitzkrieg Doctrine and had some little issues. I "bought" the Call in Tiger, but had no way of actually calling him in, i.e. no button for it, or I'm not seeing it in the usual place. Some kinks but I know you will conquer it ;-)
Have a great day.
Last edited by SweptUp2; 20th May 09 at 11:12 AM.
-Angelic (from a different thread)Hmmm.. but i mean Fs is for short intesive actions for a few seconds and a RTS could be an hour non-stop bombing raid full of fire and ashes... how are you going to combine these aspects or arent you going to combine them?
im going to assume that Fs = FPS
i feel that the mod blends the two ideas pretty well. you still manage troops in an RTS manner, and the core gameplay feels similar. however, i tried to make the firefights more rapid (because frankly, its HARD to miss as much as they do in the game) and intense. however, this does not reduce the depth in abilities or playtime that is found in an RTS.
All in all, it mostly just takes the gun stats and cool abilities and upgrades from COD as well as doing MINOR editing of the core gameplay
Why is escpecially about weapon teams?
When the rich wage war, it's the poor who die.
I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.
because they are small enough that having them all go into last stand doesnt make them overpowered.
if i put last stand on riflemen, they would just destroy anyone they fought because they'd basically have double the firepower.
you should download the mod and check it out...it should answer most of your questions
First of all great mod, but i also have the no sound issue even with the SpeechManagerCache = SpeechManagerCOH.cache
I am running TOV 2.502 on windows 7, any ideas?
i finally figured out the sound issue
you have to copy and paste the following text into your CODWeapons.module (you can just open it w/ notepad)
Code:[data:english] folder = CoH\DataSoundEnglish archive.01 = WW2\Archives\WW2SoundSpeechEnglish archive.02 = WW2\Archives\WW2AlliesSpeechEnglish archive.03 = WW2\Archives\WW2AxisSpeechEnglish archive.04 = WW2\Archives\WW2SoundNISEnglish archive.05 = WW2\Archives\OFCoreSpeechEnglish archive.06 = WW2\Archives\OFFullSpeechEnglish
woot ... got sound now ... btw after up certain ability , especially lvl 2 ... it slow squad movement
that's supposed to happen...with the flak vest, you have extra armor but you move slow
get endurance if you want to move fast
hey does anybody have any ideas for the next release of the mod?
or any bugs that need fixing?
let me know
that has fixed the sound issue - cheers
I don't know if this is a bug or intended but the allied sniper can only get the flak vest and not the endurance
yeah i didnt want the sniper to be able to move fast because then it would be overpowered
Make an ability that makes up for the lose of endurence like " Haste " - "the Snipers ability to move faster has been increased but because of that it will have an difficult time reloading ( wich slows reloading ) " something like that
put one skill up put the other one down compromising skills, it will also improve the abillity to "change" ure units to ure style of playing like when ure hit and run u would pick Haste but when ure type of hold ground ud probably go'd for flak vest.
thats my opnion
at first, it's an awesome mod, congrats. but me (and my friends) got a strange finding... the ki doesen't build tanks ?!?
is this a bug or feature ?
its a bug...and i have no idea how to mod AI...im trying to fix it but not getting many places....
i think that it has to do w/ the fact that infantry are now so effective
ill work on it and see
1st really nice work, nice idea
But we got a prob.
Our AI- opponent doens't build any vehicles but jeeps and the german krad.
Someone ever had that prob?
ok my mate allready asked ^^ thx 4 answer
Hey if there are any AI modders / geniuses can someone help me out w/ fixing this problem
everything i do has no effect.
um thanks...but i got the compatibility down fine...it works w/ 2.6...the only problem is the AI...they take FOREVER to build tanks/vehicles...sometimes they just dont do it at all
that was referring to everything i do to mod the AI b/c i have no idea how to do iteverything i do has no effect.
Did you start making this mod before v2.400? If so, you need to remake the racebps files, and all HQ building files and the British truck files. Since they are heavily modified after v2.400 for the AI.
wow that sucks...thanks for the help though
wait...by hq buildings does that include buildings like the barracks and stuff, or just the actual HQ
Last edited by wiseone9; 26th Jun 09 at 11:07 AM.
Well didn't find much things in the American, Wehrmacht and Panzer Elite HQ, but you HAVE to change the British trucks, since if you don't the AI will pack up the truck but will just leave it packed.
changed the racebps and the British trucks is a MUST.
this mod was a big project in its time, but i have since left the modding community (for the most part), so if anyone wants to continue the mod, PM me and i will send you the most updated version (which includes AI fixes, among other things)
thanks for your support, and have fun playing COH: WAW
Keep it as it is, because it would be annoying if guys popped up in normal squads when you just killed them.
wait what? not really sure what you're talking about...
i was wondering if anyone wanted to continue work on the mod (AKA add more perks/units or tweak stuff....)
I beg you're pardon, I'm such an idiot.
I thought I clicked on the last post button and ended up at the last post on page 1, where there was a question that would match up with my previous post.
Well i decided to come back to COH modding...about to get TOV...and i'm thinking i will continue this mod a bit.
for the next version, i was planning on making the tracers a little more realistic but with a slight colored tint so you can still recognize mg bullets from AR bullets.
also, i fixed the AI...they now build vehicles.
there are a lot of other fixes i did that i now forget...but i was wondering what else you guys wanted to see in the mod?
i just realised that the doctrines are not modified at all...but i have no ideas on what to put in there...does anyone have an idea for some doctrine abilities that would fit with the theme of the mod??
or any ideas in general for a next version of the mod?
cmon no answers??? even some1 who hasent played the mod yet can give suggestions on what they'd like to see...
ohh Man.. FinallY!!
WaW is back in business!!
@wiseone9.. dude your mod is FrEAkinG AWesome maN!!
FOr da next version... for doctrines.. Hey you can get some ideas from europe at war or blitzkrieg mod.. I loved that Huge tech trees
but Man ... most serious issue yet is PLEASE balance panzer elite n british factions.. I am guessing that they werent fully tested (hell.. Not EVEn A LITTle bit tested..)
because a lot of the general upgrades do not apply to them..
--(for example,, you included the american supply yard in british to unlock the upgrades.. but we cant actually BUILD the supply yard because it says that prerequisite is a BArracks.. which incidently the british dont seem to have )
So Plzz balance out the gameplay man.. and that LAST STAND thing..is REAlly stupid.. causes a lot of bugs...
Instead u can use Second Chance perk to revive killed/injured soldiers.. (like featured in TOV allied campaign missions).. its a much better alternative!
Anywaz... Good to know you r back in modding!!
Eagerly awaiting next updatE!!
just got into vCoH and this is one of the 1st mods i've d/l'ed and I have to tell you its pretty kewl can't wait for the update
Insanity is the exception in individuals. In groups, parties, people, and the times, it is the rule.
- Nietzche -
wow, sorry guys...got caught up in modding for COH: MC, and i forgot to upload the latest version.
It has mostly just balance fixes and stuff, didnt tackle doctrines yet...
will upload in the next few days.
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