Ok, thanks for the quick reply! I'm looking forward to create some companies.
Ok, thanks for the quick reply! I'm looking forward to create some companies.
It looks like we're going to need a tie breaker for the British Company! As far as the Americans go, I think it's pretty clear you guys want the Ranger Company.![]()
Hey, I have a question: How are you going to make recon units more useful? Because in vCOH you virtually only build a jeep/bike if you need to counter a sniper or you'll use it for bike pushing. I would love to hear.
PS: I just found that there are pictures missing in the German artillery page (http://forum.medpackstudios.com/viewtopic.php?f=326&t=578). It isn't a huge problem, but I thought I'd just mention it.
Last edited by onrAArno; 29th Jul 11 at 12:49 AM.
I also make jeeps, motorcycles, and camouflaged units for extending my sight range, so that long-ranged guns like the FlaK36 can hit targets it would not normally be able to see.
In FE, we won't have that though. Units with the Reconnaissance trait will be able to spot camouflaged units much further away than normal, which is useful because nearly everything can camouflage in FE when in the right circumstances. The other benefit is they will be able to spot enemy presences on the tactical map before they can see them, which approximates the ability to notice something suspicious.
Ok, that cleared things up. Thanks for the reply! I have another question (if you don't mind), what do the Platoon Headquarters do and how should I use them? I'm looking forward to your reply.
Like the British Lieutenant and Command Tank, they will have a command range which benefits units from the same platoon. Ideally you will want to keep your platoon units together, not as a single grouped blob, but close enough that they all benefit from the Platoon Headquarters. Double-clicking any unit from a platoon will select every unit in that platoon, regardless of type, so if need be you can blob up a platoon (including the Platoon Headquarters) and send it somewhere. In combat you'll want to manage the units separately, as blobbing will result in high casualties in frontal assaults. You will also want to keep your Platoon Headquarters out of danger, so that the platoon benefits from being in command range for as long as possible, and so we'll look into keeping the Follow command.
For tanks and assault guns, the Platoon Headquarters should be close enough that it can also fire on the enemy, but still be capable of backing up out of danger.
For the Platoon Headquarters of machine-guns, mortars, and anti-tank guns, you'll probably want to have them hidden in cover or stuck in a trench or building alongside the guns.
Ok, thanks. When I have more questions I'll post them on your forum to avoid clogging up this one with my questions.
So, unless we get a surge of different votes, it looks like the American Ranger Company, British Armoured Car Squadron and German Fallschirmjäger-Kompanie will be our finalists.![]()
Hey guys, do you have a Moddb page? If you don't please make one so you can attract some more attention to this mod. Because most people who download COH mods are on Moddb, so if you make a page there and update it once in a while with some news and post pictures there regularly. You can attract tons of people, which is good.
@onrAArno
We did not when you asked, but we do now: http://www.moddb.com/mods/fortress-europe
I wanted to talk briefly about a new feature that our new website will have: Branch, Equipment and Parent Unit / Attachment options for Companies. Basically, this means that when you are browsing the list of Companies (or Battalions - more on that later) you will also be able to select which Branch the Company will belong to (Heer or Waffen-SS, for example), which Equipment the Company will have (Panzer IVs or Panthers, Motorized or Mechanized - if applicable) and which Parent Unit the Company belongs to or is attached to. This will make things much more intuitive, as otherwise there would have been far too many Companies to choose from and it would have been confusing.
Here is a WIP screenshot of this in action:
Most Companies will only have one Parent Unit / Attachment choice. However, certain Independent Companies will be able to attach to a number of Divisions, such as the schwere Panzer-Kompanie. Also, a number of German Kompanien can have either a Panzer-Division or Panzergrenadier-Division as their Parent Unit, as they were similar in organization and shared many unit types.
Another thing we have been working on is a new Platoon layout. The layout used in the stress test version of the website could be somewhat confusing and took up a lot of space for too little information. Therefore, we decided to change the layout to be more intuitive and informative, and also make more efficient use of the space. Now, instead of selecting the icon of a Platoon, you simply press an Expand / Collapse button underneath a new Platoon bar that will show the subordinate Sections for that Platoon. It is a much cleaner look, and we hope that you like it. I was also able to add Ordinals for both Platoons and Sections, which affects Platoons at Company-level and all Sections. It gives it a much better organizational feel.
Here is a WIP screenshot of these new features:
We will also be making greater use of tool tips to assist newcomers to the site in navigating it, and will try to add other needed features.
As for what I mentioned earlier about Battalions, we are looking into switching out certain Companies for a Platoon or Battalion version instead, as the cost for certain Company Platoons is too high or the amount of organic support is too minimal to have them featured as Companies. Examples of these are the schwere Panzer-Kompanie (better suited as a Platoon) and the Ranger Company (better suited as a Battalion).
Another change with the new website will be the support for having up to 8 Companies per Nation, per Period and per Front. We decided that 8 Companies per Faction was too restrictive, as some Nations have a lot of choices. Although we will be launching with only one Front and one Period choice (Western Europe & Mid 1944), we plan on adding additional choices later on.
Last edited by eliw00d; 11th Aug 11 at 5:56 PM.
Apologies for the lack of news here. We started to focus more on our Moddb website over the last few months.
At the moment, we are hoping to have the Alpha out in time for the holidays. This is the best case scenario, so it may change depending on circumstances. However, at this point it is mostly just polishing and bug-squashing.
We are in need of some mappers who are knowledgeable in editing Relic maps, as we need to make some changes to them for the Alpha. If this sounds like you, please either PM me here or at Moddb (depending on how full my inbox is here).
#614
Thanks for the heads-up, I'll make sure to follow developments there. Editing existing maps isn't too hard as far as I remember, sadly no time to spare myself.
One step closer to the end of the decadent Eldar race.
[...] the reason we don’t like DRM solutions is because they punish the innocent and they have to jump through all these hoops. We don’t want to do that [...]
We will be recruiting private Alpha testers in the near future, once we are satisfied with our current build. Our recruiting criteria is a little "strict", so I suppose we can at least put that out and those that fit the bill can get in touch with us beforehand.
Candidates:
- must meet or (preferably) exceed the recommended system requirements for Company of Heroes (found here)
- must have high-speed broadband
- must be an active member here and have a Join Date before 2012
- must have plenty of free time for testing
Exceptions will be handled on a case-by-case basis.
Last edited by eliw00d; 23rd Oct 12 at 8:21 PM.
Also, we are still looking for a mapper who can help us re-define the territories in vCOH maps!
Eliwood, check your moddb inbox, please! I did berniers sur mer, beaux lowlands, and beach assault. (do you have angoville working?)
Edit: You can add 2p_Best to that list![]()
looks very cool.
reminds me of a high definition combat mission normandy (the real time one).
I've never played Combat Mission, but one of the major influences for me is Close Combat.
GMT-8 to GMT-4 is still preferred for testing, but no longer required. Take a look here for other requirements.
I would like to reiterate that we are currently hiring Alpha testers for Fortress Europe base on the criteria already established:
Could all interested parties please contact me or Eliw00d via PM here or at our forums: http://forum.medpackstudios.com/index.phpAlso, we will be recruiting private Alpha testers in the near future, once we are satisfied with our current build. Our recruiting criteria is a little "strict", so I suppose we can at least put that out and those that fit the bill can get in touch with us beforehand.
Candidates:
- must meet or (preferably) exceed the recommended system requirements for Company of Heroes (found here)
- must have high-speed broadband
- must be an active member here and have a Join Date before 2011
- must have plenty of free time for testing
Exceptions will be handled on a case-by-case basis.
This is an amazing mod!
Where are you getting such detailed information on weapons (like penetration etc etc). I have never come across the detailed information you are putting in your mod before...
Do you have a source for modern weapons?
Awesome dude... just awesome!
Sorry for the delay, I only just noticed your reply today. I think my subscription was removed or something.
We use tarrif.net as well as some other sources. I don't know of any for modern weapons, but I am sure there are plenty out there. I think Jane's would be a good place to start, but to my knowledge wouldn't be free.
On a side note, I updated the first post to contain the same information as our ModDB and Desura pages, among other things.
Last edited by eliw00d; 19th Aug 12 at 8:28 AM.
The Eastern Front mod was extremely generous and gave us permission to use their Panzerspähwagen II Ausf. L model!
Credits
Custom model by Jimbosmith and Tasty.
Custom textures by BurroDiablo (lighting fix by DMz).
Animations and attributes by Tiger205 (modified by eliw00d).
More new screenshots can be found here.
There have been a number of changes this year with regards to the mod. At some point in the future we will post an announcement going over the changes and what to expect. One thing I can say is that playing against the AI has now been made possible!![]()
Awesome, the model is fantastic but I am especially glad to hear the AI news. Keep up the awesome work you guys!
@Bink
It was Sturm's idea, really. But, I also enjoy comp stomps so I am glad we figured out a way to make use of the AI in our mod.
I was hoping to get some community feedback on our current Perk system. We have several tiers of equipment rarity (Uncommon, Rare and Ultra Rare) that are dependent on either numbers produced or entrance into the theater. The idea at the moment is for Perks to be temporary, which will prevent long-time players from hording all the good perks. It will also serve to make certain types of equipment rare, as they were in real life. I personally believe that it will be a rewarding and balanced system. What do you guys think? What are your expectations on a system like this?
Company of Heroes already got a lot of mod, wich all are very different, and, it seems like some other very nice mods will be released in the future, some of'em with a very different gameplay and even featuring some realy nice thing never seen in CoH, by this i think about Tiger 205 Far East War mod, Aidas2 Afrika mod or your own mod Eli
And i'm quite interested in all the job your team did, and on the huge project you want to finalize
Your Perk system sounds promising in terms of gameplay and will certainly give us a new inexperience playing CoH with your mod, what current status it is, for your perk system i mean?
To my mind it's a good idea as no mod already implemented any historical rarity/anti-blob feature to the game, may be nice to play with much more infantry and light vehicles while the more powerfull units, historical and logicaly less common, will become even more strategically important for the player... and much more rare on the battlefield, so let's see how you'll manage to get this working![]()
I like the idea in general. Is there any more information on it other than your post #632? (I don't have time to read 13 pages of posts to see if there was any previous mention of it)I was hoping to get some community feedback on our current Perk system.
"There's no explaination for why I survived and others didn't other than when your number is up its your time to go. So now, every morning when I get up - I change my number."
Unknown Pearl Harbor Survivor
@VanAdrian
Thanks! The Perk system is fully implemented at the moment. It just hasn't been play tested yet.
@Jaffar
Perks have been referenced before, but it had not been implemented until recently, so it was mostly ideas and concepts.
Basically, in its current implementation, certain equipment types - the Tiger variants, for example - are locked to all Players. You can unlock these equipment types through Perks. The cost of these Perks is dependent on rarity, so Uncommon equipment types would be fairly cheap. An example of an Uncommon equipment type is the PzKpfW Tiger Ausf. E, which is rare enough to require a Perk to purchase, but affordable.
I am pondering the idea of disabling the Perk system for comp stomps, so that Players who prefer that play style can use any equipment type they want against an entirely AI-based team. I think that would be fair, since most likely playing comp stomps won't earn you the points that go towards unlocking Perks.
@VanAdrian
By the way, just thought I would mention that the Free French will be a part of FE.![]()
@ eli; how were you able to enact limited ammunition for units? Is it a SCAR code or something done with Corsix?
Your incessant button pounding is killing us!
"We aim to remove what is preventing us from preventing our opponent from preventing us from achieving our goals." - Audemed
@VanAdrian
Their Armored Rifles will most likely have M1903A3s, if we ever get the proper model.
@Volsky
A mixture of both. But, much heavier on the SCAR side.
Without actually seeing Perks in action I still think in sounds interesting. Although I would prefer if you could find a way to work it into comp stomps, I generally can't play with others, can't seem to put together a block of time without interruptions.
Perhaps disable was the wrong word. What I meant was that the Perks would be free for comp stompers.
Another thing I should mention is that Perks will be split up into Division (Specific) and Corps (Generic) Perks. Division Perks are specific to the Division you have chosen. For example: Panzer-Division Perks include things like "Cream of the Crop" (placeholder name), which unlocks Armoured Panzergrenadier units (a majority were motorized), or different types of Flakpanzers. Corps Perks are available to any Division. An example of a Corps Perk would be either the PzKpfW Tiger Ausf. E or the Jagdpanther.
It's probably worth mentioning that we switched to a system where you select the Division you want your core units to come from. This allows you to build a Kampfgruppe or Task Force out of a larger number of units than the previous Company setup. You can still deploy an entire Company, if you'd like, but it is more beneficial to deploy a variety of unit types to combine arms. Corps units are available to all Division choices, so an Infanterie-Division would still have access to Heavy Panzers or Assault Guns, if needed.
Good im glad to see you didnt let all the work you did on this goto waste and kept it going.
Thanks. We've been working on it pretty hard over the past few months.
So, how much actual fun is the mod? I've played EiRR mod which deals with the persistance, which I love to death, and I've played BKmod that really turned me off from ultra-realism because the moment you step out of cover, its gg (and all arguments aside, it IS a video game) along with 'I got a Tiger/Panther/anything bigger than a Sherman, therefore I 1-shot anything you have and win' syndrome. How well do the two main components (persistance + realism) work so far?
go there are many good models for your mod
but there are some that need....
We are currently looking for an AI Coder. If you are knowledgeable with the inner workings of the AI and have time to help out, please reply to this post.
EDIT
Copy my image code if you want Japan in a CoH expansion!
BTW, fuck balancing. Give us the Japanese, Russians, Italians and French in CoH, pls awesome Relic team.
I am assuming you are talking about EF mod?AM I the only one experiencing a down when trying to update 1.7 for the hotfix?
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