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Normandy 44 : European Theater (Sweeten2213 retired - 2.0 Alpha released))

  1. #3551
    Member Twitchy's Avatar
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    @Sweeten2213 - Yeah, thats what I thought. But of course, when you tell a Teacher your dropping her class, she'll say anything to convince you otherwise.

    Thanks Sweeten!

    On a sidenote, I was wondering if I could possibly get Next weekend (24th-26th) "Off"

    If you wouldn't mind finding someone to cover for me here on the Forums during that time, it would be great.

    I'll PM you my current situation so you know why I'm gone, even though I know you won't "need" it. ^_^

    Thanks again!
    http://forums.relicnews.com/showthre...SE-STILL-ALIVE!)

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    "Torch Bearer" AKA Leader of European Theater: 1944 Modification (NEW THREAD)

  2. #3552
    Member sweeten2213's Avatar
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    You are my friend Twitch and I do anything for my friends

    The thread will be fine while you are gone - no worries

    Got your PM - thank you.
    RIP Loran Korn - a dear friend and as amazing a person as he was talented
    RIP MrScruff - you were a true friend and a true talent
    Normandy 44 : European Theater - Project Leader
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  3. #3553
    About the mod progress,just take your time,im still fine with a release in summer 2011 :P

    Giving in on anything you have planned will kill the mod,since those are the core things of the mod and what is seperating it from the other out here.

    without proper divisions and realism this mod will be just another coh mod tbh

    i still appreciate the work tough,i tried moddeling and texturing but i never got any good at it D:

  4. #3554
    @sweeten2213
    http://www.spearhead1944.com/gerpg/ger1.htm

    they had a lot of other vehicles as well, and there were other equipment used in combat such as an obsolite polish TKS but what's the point?
    This does not add anything to the game - just another model of historical vehicle that was used. But there is already a German 10.5 self propelled artillery on the field.

    As to gameplay I have played recently against Germans that agreed not to use a Logistic Kompanie building and its props. And what a crack of games we had! No more arty spams as they can't swap resources. That brought balance to our games and added depth to the tactics. Of course no rushing for the base - 30 minut clock for Victory points only. Simply magnificient. Made me wonder is there any possibility to lock the Logistik Kompanie for Germans (I mean where do we need to dig in them files to block it).

  5. #3555
    Member sweeten2213's Avatar
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    @ Gliz - the 21st has an entire sub doctrine (the size of 1.7's doctrines)to itself, so it uses almost every vehicle on that list. We do sub things we already have for stuff on that list at times (IE a normal HT for the french conversion), but we didn't want to do that for 90% of them. The 105 and 150mm they used were the ones we modeled, not the Wespe and Hummel. And in addition to the Guschutzwagen (which was instead of the stug and/or marder), they had the 105mm version of the geschutz (which was used in lieu of the StuH).

    I felt they were important and unique enough (the 21.PzD that is) to make sure we added them, but they also used almost entirely captured/converted French Stuff, the only two of which we had prior to 1.7 were the Geschtuz and Hotchkiss.

    Plus, they are are modeled, ande two of the 3 are already animated w/o a texture

  6. #3556
    Member Twitchy's Avatar
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    @ Well, No more Chemistry class for me, Heh.

    Anyways, onto bigger and better things.


    I've taken my personal "Executive" decision on holding off on the Dev version until the Penetration Tables for all the factions are finished.

    I could care less about the lack of Proper Textures on the new models, since its a Dev version.

    For helping out others with questions to 2.0, I'll be referring most of my knowledge from memory of the last time I had a Dev version running, which was before I switched to Windows 7.

  7. #3557
    @sweeten2213
    Well I know I'm the pain in the arse with this but from what I see you are trying to make it historical in terms of "doctrines" and the equip for it.
    Then the Jagdtiger and Sturmtiger should be taken out. They were not used in combat in the period you've specified. I understand that there is a need for some uniquness for Germans as they produced a lot of appealing sheissenwagens but this defies the "balance" part as some of the vehicles did not have any success or have not seen combat. I mean beeing destroyed without firing a shot is not much of a combat (that goes for Jagdtigers in Normandy). And as there were only 18 Sturmtigers built - well you get my point.

    Germans did have incredible amount of different vehicles but there is no need to put it all there (my opinion it will cause chaos in what is for what).

    Those Hotchkisses - what the hell are they shooting with. I mean they do a damage as 10.5 and shoot with the speed of 50mm. They are really annoying.

    PS. Putting all this equiment for the Germans how do you balance. 1 SS has now 6 artillery pieces (Nebs, Wespes and Hummels) plus an off map when the Allies have 4.

    Any chance on that Logistik Kompanie thingy?

    Seeying what are u intending to do I must say It's a enormous task.

    I'm reading a lot of stuff for my bar exam now but will report back with the findings on the combat service of some vehicles in period.

  8. #3558
    Member whitewolfmxc's Avatar
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    wow i really dont know how to respond to your post gliz2 , although i know you mean good but most of the time i only see the "gamer hate" you have towards a certain faction in game .....as i have stated mutipla times already in previous post with concern that i only see you want the mod to take out this and that unit from a certain faction

    ... i think there should be a alternative version of you complaining about some other factions ? that would make a great scene here if you know what i mean


    I personally trust sweeten on his research and i trust that he will make a balance choice between realism and game play


    yes surely its not necessary to put EVERY equipment into the mod (and the time it takes) , but why would it cause Choas ? people would still know what that equipment does , the flip side is you have choices as a player , or do you propose that "one shermans fit all approach" ? Right now its a 105 variant , then pressing a button later its a easy 8 ?

    giving the Germans all that equipment isn't a problem when they dont do ridiculous things (as in its true to real performance) nor do they have the resources to field them all and not to mention they will never out man the allies in thoery in game , a Panzer 3/4 variant isnt going to one shoot bunkers , i dont care how many variants you have , its just a choice of what you want to use even if its a bit of obsolete in its functionality


    Hotchkisses has caught my attention too , yes ive seen them having off balance performance in the past , havent really tried them in the Dev version yet , but we ll see


    Balance for the arty ? A) the mod isnt done and set yet much is yet to be done ,

    B) cool you can have 6 artys , oh wait my troop cost 2.5 times as much and take longer to train compared to the allies , where am i going to find the resources to feild all 6 ? , oh wait the map doesnt give me that much space nor resources, oh wait my army has near no AA ability my artys are toast against any outter attack , oh wait im so thin out on troops i cant defend my arty camps , you see where this is going ? look at the bigger picture mate


    As for The logistik kompanie thing , the original intention was good for players to adjust thier resource income , cause lets admit it , some maps have poor resource balancing , and the fact that it doesnt make sense why should an army not organize its resources (or ask to being resupplied accordingly) ? Now since the AI get certain bonus (Resources according to difficulty level) i dont see reason why its such a problem , and for multiplayer , all players get the same treatment , so what exactly is your problem here ?

    but yes it can be done , much work ? Not too much but its a hassle and i personally think its not worth the time with the little time the team has right now



    PS: your example of why the jadtiger shouldn't be included pretty much sums up for most German stuff doesnt it ?,

    so because the tank was little produced and it was crap in its first combats , we should just totally delete its existence from history and in game , oh wait isnt that the same wit the Tiger I ? they only made around 1350 throughout the war , compared to any other german tank that number is laughable (not to ,mention compare to allies stats in production) , it was also crap in its first runs , yeah we should take the Tiger I out too lol totally man
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  9. #3559
    Member Twitchy's Avatar
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    @WhiteWolfMxC - I get what you're saying, Lets try not to get the Higher ups in here once again. >_<

    @Gilz2 - What hes trying to say is this:

    Were striving for Realism and all that lovely stuff, but at the sametime we can't be ever so nit picky about whats in and what isn't.

    The Sturmtiger seems to be abit out there, I know. I can't remember if its still in there or not.

    The Jagdtiger however, might not have been a good tank stats wise, but we've put it in since it does meet the requirements of being in the timeline, and seeing combat.

    Its not about whether the Vehicle/Weapon/ What have you did GOOD in combat during the war, its about whether it was even IN combat during the timeline or not.

    Now, for the sake of everyone and everything on the planet, I'll ask that you don't put some sort of remark towards White in your next post.

    Course, Im not assuming you will, its just a procautionary sign to help steer us away from a little Flame war.


    As usual, Canada has stepped in to keep the Peace.

    Good night, Gentlemen.

    ~Twitch

  10. #3560
    Member whitewolfmxc's Avatar
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    Dam Canadians XD

    Yes i dont mean to flame you gliz2 , im just a bit upset about the current trend (not just you) of different voices towards taking of most things the axis have while nobody seems to care what problems the allies have , thats really what i was trying to say , no offence to you personally i assure you

    again all cool here , cheers

    PS: on the note for The Sturmtiger ,

    "Three new Panzer companies were raised to operate the Sturmtiger: Panzer Sturmmörser Kompanien (PzStuMrKp) (Armored Assault Howitzer Company) 1000, 1001 and 1002. These originally were supposed to be equipped with fourteen vehicles, but this figure was later reduced to four each, divided into two platoons.

    PzStuMrKp 1000 was raised on 13 August 1944 and fought during the Warsaw Uprising with two vehicles, as did the prototype in a separate action, which may have been the only time the Sturmtiger was used in its intended role. PzStuMrKp 1001 and 1002 followed in September and October. Both PzStuMrKp 1000 and 1001 served during the Ardennes Offensive, with a total of seven Sturmtigers.

    After this offensive, the Sturmtigers were used in the defence of Germany proper, mainly on the Western front."


    Note on the last line is they were used till the end of the war in western front defending German boarders , so i would say they were used not extensively but they were there till the end
    Last edited by whitewolfmxc; 17th Sep 10 at 8:46 PM.

  11. #3561
    @whitewolfmxc

    You being serious? The 1ss get the Hummel, Neb and Wespe for 625 manpower!!! And it comes in less then a minute. And as we play on Large and Extra Large maps just 5 minutes into game and you have 2 of that squads on map. And they don't use the ammo to fire. So yeah this isn't fine with me. And I play Germans so I know what I'm talking about.

    As I said before I don't see the point in placing the same "firepower" on the field in different versions. I have problem with the Comet (should not be there for Allies) or Achilles as they did not see any combat till late Sept'44 or Oct'44. There was a deadline in this mod and the same goes for Germans.

    The problem is that the Sturmtiger was slow, terrible off road and it didn't fought in France. It did on the Eastern and in the Fall of Reich period. As you said it yourself Sturtigers were used in the Bulge which is reflected in BotB.

    The mod is different when you play one on one or on small maps where the Germans are too weak as they are far more expensive. But on the bigger maps/games you have so much resources that one German player can have 2 Nashorns, 2 Jagdpanthers, 4-5 Pzkp IV, 5 Stugs III plus Ostwind plus the 6 arts and off map artillery thru captain squad and loads of infantry. And yes I had this much in yesterdays game and that was not on a biggest maps just on 6 player large one. Still it was only the second largest army to my teammate. The Allies couldn't cope with this and lost easily.
    So I don't know on what maps you play but the one we play allow for a massive resource income (like +300 manpower) so don't see a reason for your petty irony m8. It's really childish of you.
    There is no "the same tratment" in a multiplayer. That would be only possible if both sides would have exactly the same options which is not. 6 self-propered artillery not costing any ammo is not "the same treatment" as 2 Priests...
    And what kind of argument is this some maps have poor resource balancing What's the point in playing them then???

    And lastly I don't get it??? your example of why the jadtiger shouldn't be included pretty much sums up for most German stuff doesnt it ? If something was not used in combat Jun'44-Sep'44 then it should be not in the mod. That's the bottom line.

    @Twitchy
    Hope the above won't be treated as an outburst it's just obvious I play on a different level and I don't call someone else a moron (that is how I see the WhiteWolfMxC post) other level (mapwise). Each faction has it's cons and pros but it has been said now and then that the Germans have a little too many arty compared to Allies (not even historically but ingame).

    My question was what is the difference between a self prop 10.5 and another self prop 10.5 (with the same gun)? To make a model makes a lot of time. I respect the effort but it's just a game. And players won't see a difference. But still as a history geek I appriciate the effort.

    PS. As to complaining about the other factions the win combo for Allies is 82 Airbourne and Canadians/Poles. It seems that even time works for them and Germans can only slow them down with artillery
    Last edited by gliz2; 18th Sep 10 at 1:55 PM.

  12. #3562
    Member whitewolfmxc's Avatar
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    Quote Originally Posted by gliz2
    @whitewolfmxc

    You being serious? The 1ss get the Hummel, Neb and Wespe for 625 manpower!!! And it comes in less then a minute. And as we play on Large and Extra Large maps just 5 minutes into game and you have 2 of that squads on map. And they don't use the ammo to fire. So yeah this isn't fine with me. And I play Germans so I know what I'm talking about.

    As I said before I don't see the point in placing the same "firepower" on the field in different versions. I have problem with the Comet (should not be there for Allies) or Achilles as they did not see any combat till late Sept'44 or Oct'44. There was a deadline in this mod and the same goes for Germans.

    The problem is that the Sturmtiger was slow, terrible off road and it didn't fought in France. It did on the Eastern and in the Fall of Reich period. As you said it yourself Sturtigers were used in the Bulge which is reflected in BotB.

    The mod is different when you play one on one or on small maps where the Germans are too weak as they are far more expensive. But on the bigger maps/games you have so much resources that one German player can have 2 Nashorns, 2 Jagdpanthers, 4-5 Pzkp IV, 5 Stugs III plus Ostwind plus the 6 arts and off map artillery thru captain squad and loads of infantry. And yes I had this much in yesterdays game and that was not on a biggest maps just on 6 player large one. Still it was only the second largest army to my teammate. The Allies couldn't cope with this and lost easily.
    So I don't know on what maps you play but the one we play allow for a massive resource income (like +300 manpower) so don't see a reason for your petty irony m8. It's really childish of you.
    There is no "the same tratment" in a multiplayer. That would be only possible if both sides would have exactly the same options which is not. 6 self-propered artillery not costing any ammo is not "the same treatment" as 2 Priests...
    And what kind of argument is this some maps have poor resource balancing What's the point in playing them then???

    And lastly I don't get it??? your example of why the jadtiger shouldn't be included pretty much sums up for most German stuff doesnt it ? If something was not used in combat Jun'44-Sep'44 then it should be not in the mod. That's the bottom line.

    @Twitchy
    Hope the above won't be treated as an outburst it's just obvious I play on a different level and I don't call someone else a moron (that is how I see the WhiteWolfMxC post) other level (mapwise). Each faction has it's cons and pros but it has been said now and then that the Germans have a little too many arty compared to Allies (not even historically but ingame).

    My question was what is the difference between a self prop 10.5 and another self prop 10.5 (with the same gun)? To make a model makes a lot of time. I respect the effort but it's just a game. And players won't see a difference. But still as a history geek I appriciate the effort.

    PS. As to complaining about the other factions the win combo for Allies is 82 Airbourne and Canadians/Poles. It seems that even time works for them and Germans can only slow them down with artillery



    @gliz2

    Well now i know why twitchy had to have a small episode with you gliz2 , cause you clearly sounds like you own our asses and we have to work it off for you or something.

    And the fact that your more superior than us since if we're not "gaming at your level" we're "morons". But your right , we are gaming at a different level , its called our new Dev 2.0 and your old 1.7 , so yeah you can now sleep feeling all comfy thinking you are right in some degree.

    Good to know your stance mate , i dont even bother comment on how ridiculous some of (yeah just some actually) your arguments are in your comments , cause one call in ability is over powered in your eyes because its too cheap to use on a 6 man map , cool 600ish manpower call in 3 arty , humm how many stuff can i build with 600ish manpower for allies ? i wounder what are those units doing while your arty comes in and starts bombing areas with LOS, oh wait there is no LOS in front line cause your using that 600 man power that was suppose to build you some front line troops , and of course in your ultimate wisdom , all the enemies units should just stand there and get bombard since you think arty would surely insure you win every game

    what did Sweeten said about the design theory behind the axis in game ? If they hold out long enough (well eventually getting more resources) in game they would prove to be hard as nails , which would pretty much reflect the realism if they actually had the resources the outcome of the war would have different to some extend , that is why Ally players should play aggressively and axis players more defensive in early games

    and my god , in your 6 player game you get to use so much units , why ? cause your winning ? So can i now say oh i can have 15 shermans against your german base with like no units left cause im winning because i have so much resources to use so many units , so it must be unbalanced..........gees ,


    you said theres no "the same treatment" in MP , dude do you know something call player skill and tactics ? at start everyone starts out with the same resourceful start ups , and from there onwards its up to the player to see if they can secure thier resources or not , so if you as a player can secure that and you think there's a problem cause your winning , Then you do need to contact the "Sorry i cant beleive im winning hot lines"

    oh yeah , just because a map has a few errors in design , so ALL OF US is forced NOT to play it ? Are you the map god of COH ? do we now have to bow down to you and pray that you dont find us playing on "inferior maps" ?

    And yeah me using irony is a childish problem ? you clearly are new to the internetzzzzzzz , and i dont think even kids use these now a days since thier too busy calling each other morons.....oh wait ....opps dont mean to point lol


    You know even though you calling me as an inferior being does tickle my common sense a little since i know it takes another inferior being to spot another out so id say im at peace with that XD Anyway good day to you good sir.


    PS: Ok , now to be more serious , the balance although being looked into hasnt been seen as top things to fix right now since as Sweeten has said theres way too many new things to add and fix first (yes im having a lot of AI fatal errors on the Dev version right now , that needs sweeten to look into) , but im sure i would help to solve most of these Balance issues one way or another

    and for the record , my first post responding to your post about arty balance , is i assume we re talking about future balancing of the arty , and not talking on the current form of it. The examples was used just to make sure every ones on the same page

    So yes your 600mansih arty call in is properly getting adjust or even changed completely , happy now ? So let just get on with our normal lives outside the internet now shall we .
    Last edited by whitewolfmxc; 19th Sep 10 at 8:01 AM.

  13. #3563
    @whitewolfmxc
    Your argumentation is out of place. Makes no sense at all. On one ocassion you say it's not possible but then what's that? no it is actualy possible. So blame it on me!!!
    And yes I'm obviously talking about something I'm experiencing and not about your or any other mod team members expo with the Dev testing.

    Show me this wonderful Allied doctrine that allow the player to build those 15 Shermans and I will shut up. And a Nebelwerfer can destroy any allied vehicle whit a single shot while none of the allied artillery can do that. That's about the same odds and arty.

    cool you can have 6 artys , oh wait my troop cost 2.5 times as much and take longer to train compared to the allies this is based on Dev version I understand because otherwise you're telling lies m8. Look at the Brits or Airborne.

    About those map problems of yours. So if you're car has a malfunction say a leakage you just hit the road and don't bother? Well if I see a map that causes problems I just switch to some other map and don't moan about it. No worries for me.

    And do you know something called being impartial. You want a balance then play exactly the same doctrine as your opponent and then it will be down to skill only. There are mods that allow for it. Just try them, Sherman agains Sherman, Nebelwerfer against Nebelwerfer. Maybe you'll get my point.

    And using unsubstantiated argllegations is childish. Oh look my Shermans are blown to pieces by Hotchkiss this means the mod is crap!
    We all have our point and I don't flame anyone if they have a different mind about something. Just keep to the facts. Like with the Sturmtiger or Jagdtiger. And said the same about Achilles and Comet - strange though few remarks on that.

    I do not own anybody and I'm not a big fan of using arguments ad personam so lets leave this nonsens.

    PS. Just check the Blitz thread and the hot discussion there.

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  14. #3564
    Member huetti07's Avatar
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    I had some matches with 1.7 version, and noticed, that the firefly his 17 pounder really sucks vs german armour. He needed 3 shots in the rear of a panzer 4 H to kill it =P
    Is this improved in 2.0 or is his firepower vs tanks the same?
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  15. #3565
    <3 Philadelphia mandead's Avatar
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    Sorry, when is 2.0?

    I've been away a while.
    "Pink Floyd and Keith Floyd made me who I am today."

  16. #3566
    Anyone looking for some maps can have a look here (recently found it):
    http://www.gamereplays.org/community...showforum=3561

    @mandead
    The 2.0 still has a long way to go. Was it mid 2011

    BTW I love this little line from Tric 5391
    Thanks to everyone who has helped me play-test this map over the years (Mako2112 & Bac429 primarily, but NOT tmanm1 ) and to all the people who criticized me and helped me become a better 'mapper'.

    There is a constructive criticism out there whitewolfmxc, it helps if you want to listen.

    ____________________________________________________
    That is my bottom line. No more about the 1.7 gameplay. Will be waiting for 2.0.
    So from now on I only put things as for historical accuracy/bugs or troubles with 1.7 that has not been reported in this thread. Hope this solves our pickle guys.
    I'll dig on those Jagdtigers and Comets and else and get back with my findings. I will also try to dig up all I have on units for Bagration'44

    Just to confirm the timeframes:
    West is 6 June - 30 Sep'44
    East is May - Oct'44
    is this correct?
    Last edited by gliz2; 19th Sep 10 at 2:49 PM.

  17. #3567
    Member whitewolfmxc's Avatar
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    Quote Originally Posted by gliz2
    Anyone looking for some maps can have a look here (recently found it):
    http://www.gamereplays.org/community...showforum=3561

    @mandead
    The 2.0 still has a long way to go. Was it mid 2011

    BTW I love this little line from Tric 5391
    Thanks to everyone who has helped me play-test this map over the years (Mako2112 & Bac429 primarily, but NOT tmanm1 ) and to all the people who criticized me and helped me become a better 'mapper'.

    There is a constructive criticism out there whitewolfmxc, it helps if you want to listen.

    ____________________________________________________
    That is my bottom line. No more about the 1.7 gameplay. Will be waiting for 2.0.
    So from now on I only put things as for historical accuracy/bugs or troubles with 1.7 that has not been reported in this thread. Hope this solves our pickle guys.
    I'll dig on those Jagdtigers and Comets and else and get back with my findings. I will also try to dig up all I have on units for Bagration'44

    Just to confirm the timeframes:
    West is 6 June - 30 Sep'44
    East is May - Oct'44
    is this correct?
    Yes i think further arguing with your view against mine is very pointless and id glad you saw that. So i would not comment on your last post regarding mine when im at peace with the idea of arguing POV, but doesn't mean i agree on your point or simply have nothing to say about it.


    now to more serious matter

    The expected date for 2.0 is still being pushed constantly but i would also assume that's around the right time line , but depends on how fast the new units get skinned an animated , then of course is to fix soviet stats too

    yes i love and like to hear constructive criticism Gliz2 , just not when people start calling you moron , if you know what i mean ? Yes as i have posted many times i appreciate your input , its just the tone you use that i don't find it helpful nor constructive.

    Yes i would like to hear what you have too add about the Bagration'44 side of things as long as it doesn't sound like a demand or a sip of degrading other members on the forum

    As for the mod time line , ill have to wait for Sweeten to reconfirm that but i think that's about right
    Last edited by whitewolfmxc; 19th Sep 10 at 5:34 PM.

  18. #3568
    Member sweeten2213's Avatar
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    Timeframe is about the same for both...

    West is June 6 '44 to Sept 25 '44
    East is June 22 '44 to roughly Aug 19 '44 (however I may and would be willing to add things up until the end of Sept for East if it fits the big picture and balance)

    As for Jagdtigers and Sturmtigers - they are presently both not in v2.0. That could change, but at present they are not in (still have one more call in to add for most sub-subs). And the Comet never was nor will be in. The Pershing is also out as is the recoilless jeep atm

  19. #3569
    @whitewolfmxc
    I have not called you or anyone else "moron"
    I don't call someone else a moron (that is how I see the WhiteWolfMxC post)
    That's how I felt about your post. If you'd get the idea I'm calling you this I'm sorry. Truely this was not my intent.
    Otherwise lets just wait to settle this like the true chaps - when 2.0 is out

    @sweeten2213
    Thx for confirmation.

    BTW I ment Archer not the Achilles for Allies. My bad.
    So Archer is also out of the timeframe...
    And M36 Jackson was only deployed in Sep'44 and was not used till late Oct'44 'cause of training of crews.
    _______________________________________________________
    First finding: Red Army used many Valentine tanks during the Bagration (100+ tanks) I'm not too sure if you have them in your plans.
    Last edited by gliz2; 21st Sep 10 at 5:41 AM.

  20. #3570
    Member Twitchy's Avatar
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    @Sweeten - Was going to PM you, but my PM page is being...Difficult. Suffice to say, I think I might be of some Rudementry use in the Skinning Department.

    If you wouldn't mind sending me a PM about it, We could try to work something out, ^_^

  21. #3571
    Member sweeten2213's Avatar
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    @ Twitch - PM sent

  22. #3572
    I have noticed a strange thingy. A Captain Sqd can call-in a mortat fire but when you look at the mortar range is rather pathethic and is nothing even close to being called in.
    Was this intended? I mean a quick rush by a Captain Sqd with a mortar call-in looks kinda odd (esp. when no other units are around).
    I use it myself quite often but feel a bit awkward about it. Makes little sense to me.

    The other thing is with the bunkers. Do the engine treat the units inside same as in any other building? Cause to kill a squad inside is far too easy (with just rifles) and to kill the MG-bunker...8-10 satchels are needed - little to much to my thinking.

    I'm also wondering whether it is needed to put those heavy SPAs on the map. The 150mm covers whole map, should it not be only available only as an off-map? Would make more logic. I'd rather see some small inf arty like 75mm, 87,5mm perhaps on the map. And artillery spotters/snipers with binoculars to use the.

  23. #3573
    Member sweeten2213's Avatar
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    Aug 2007
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    NJ, USA
    I see exactly what you are saying about the mortar call in - I will take a look at it.

    There is no way that I know of to change the situation with the squads inside the bunkers, but is something I will keep in mind if I come across it

    I also see what you are saying about the 15cm on map stuff, and they do cover a lot of map. Of course the difference between them being free is huge, plus the difference in power of the 10.5 and 15cm. For the most part, by design in 2.0, you have either/or as far as on map arty vs spotters (captains will still be able to based on the sub-sub)

    And as always, thx for the input

  24. #3574
    @sweeten2213
    I have noticed a little great detail for them mortar call-ins though. The German one is quicker and more accurate. I assume this was intended. I mean I have not noticed this for Mortar team. The German 81mm mortars were a fierce weapon with some excellent teams and they were both quicker in relocating and in firing. So will this be reflected also for the mortar teams? Or maybe it is already so (I'm not too sure as I play on realy big maps where the mortar teams are usualy left for base-defence)?

    Anything on those Valentines or the towable artillery (available in BotB) - not pressing just curious will this be added or not.

    As to Jagdpanthers they were only serving with 653 PzJgr Abt within the XLVII Panzer Corp. in France (Lehr Division) so I'm not too sure whether they should be so widely available for Germans. And for Eastern front - it seems they were not in use in 1944. I have some monographies on them and they all say they were used in Jan 1945 not before.

    Please do not spam on this - I'm only doing a reaserch and not intend to nerf down the Germans.

    PS. Am I getting this right - only on-maps and spotters? So no more blind off-maps (they will only be available thru spotters?)? Well to you m8. That would be some nut cracker.

  25. #3575
    Funny thing is that Jagdpanthers were originally intended to serve on the Eastern Front, as Western Allied tanks didn't necessitate the PaK43. But the deteriorating situation forced them to send what they had, and that was the 653rd.

  26. #3576
    Hello,

    Can anyone tell me where to install this mod. I mean I have downloaded it and when I went to run the installer it wanted to install to Program Files\THQ\COH or something but my COH is a steam game, should I let install to default dieectory or change it to my steam directory.

    Prolly been asked before sorry.

    Thanks man.
    Last edited by StellarPK; 26th Sep 10 at 12:08 PM.
    they shootin up me wagon..

  27. #3577

  28. #3578
    Member Aidas2's Avatar
    Join Date
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    Vilnius, Lithuania
    Steam.

  29. #3579
    Member
    Join Date
    Sep 2010
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    Australia
    Hey yall

    I haven't touch this mod in ages since releasing 1.7, I pick it up again after my mate bought the game on Steam at cheap price. The question is, maybe we haven't notice but my pioneers and engineers (Not building engies) can't build barbwire and tank traps, were they taken out? Cause it looks silly that me units had the button on, but can't build crud. Thanks yall

  30. #3580
    Member Twitchy's Avatar
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    May 2008
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    Halifax, Nova Scotia
    @JohnDoe - You'll also notice that Pioneers, Panzer Grenadiers and Engineers can't have more than one unit of them on the field. This is because we felt that a unit such as a builder unit should...Well only be used for Building the core, essential buildings, and nothing else.

    If you call in Sappers, Pioneers, Engineers, or the like from your Doctrine choices, they should have the option to build fortifications.

    Hope this clears things up.

    ~Twitch

  31. #3581
    Member
    Join Date
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    Australia
    I meant to say was, I built some sturmpioneers or panzerpioneers from the Germans (Not the engineers you get to build core buildings) but I still can't find any defensive fortifications being built, it's all empty when I click on "build fortification". I haven't tried call in's cause I was playing some Panzer doctrine.

  32. #3582

  33. #3583
    Member Twitchy's Avatar
    Join Date
    May 2008
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    Halifax, Nova Scotia
    @JohnDoe - It depends on your division. The 701st (Could be wrong) Panzer Grenadier Division has Defenses and Fortifications up the Wa'zoo. Certain SS Doctrine/Sub Doctrine combos will give you units such as the SS Military Police, which can easily construct the Basics for you.

    @Everyone - Apologies on the late replies and such, I've been going through some..rather Pecular times as of late.

    ~Twitch

  34. #3584
    Hey guys - fantastic mod! I just discovered it a few days ago and I must say that I am completely blown away by it. This game has taken on a whole new life. I've spent the last three days glued to my computer. Brilliant stuff!

    One question though: Is there some trick to getting custom maps to work? I have several custom sga maps which all work fine with the vanilla game, but I get a crash when trying to load any of them with this mod.

    I can see them all listed correctly under "skirmishes" - (so the mod is recognizing them) but when I try to play one it just locks up at the loading screen. Perhaps I need to add something to the EuropeanTheater1944.module file? Or perhaps I need to put the sga files somewhere else?

    All my sga map files are currently located in users/name/documents/mygames/companyofheroes/ww2/scenarios.

    Any help would be greatly appreciated!

  35. #3585
    Well, I think I solved my own problem. Must have corrupted something somewhere when I was fiddling around, so I did a complete reinstall and everything works fine now. I suspect some of my earlier crashes were due to my graphics settings being too high. Great work guys. Can't wait for the Russians to arrive!

  36. #3586
    Member Twitchy's Avatar
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    Halifax, Nova Scotia
    @Macroi - For future reference, use the edit button when nobody has posted below your post. It helps keep the Threads and Forums clean.

    And Congradulations on your DIY Fixing of it, Saves me the Instructions.

    Have a good one,

    ~Twitch

  37. #3587
    Member Gamerisin's Avatar
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    Jan 2009
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    In my house(duh) proudly Mexico,Mexico City
    hey @sweeten,it's been a while since I posted here ,I'm curious...is there a Browning m1919 .30 cal tripod machinegun in the works? I mean,like the 1917???
    I'm asking this and looking for a quick answer since I don't have too much time to check here or there and we're all really busy with RL stuff,thx in advance mate
    R.I.P.(Requiescat in pacem) loran korn & MrScruff
    Normandy 44:European Theater Team Member (s0uNds t3sTeR,fOrUmS Ass!stAnt,c0d¡ng c0nsUltaNt)

  38. #3588
    Member sweeten2213's Avatar
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    Location
    NJ, USA
    ey @sweeten,it's been a while since I posted here ,I'm curious...is there a Browning m1919 .30 cal tripod machinegun in the works?
    Not that I am aware of, but we do have the m1919 as a carried gun (no tripod)

  39. #3589
    Hey guys!
    First time poster and I dont know if i posted at the right thread so please move if i am :]
    First of all, awesome mod guys! I believe it is better than Eastern Front! This mod actually gives you a feel of massive combat scences!
    Anyway, I have a serious problem. When I play the normal armies (the Yanks and the Germans), the game runs smoothly from start till finish, but when i play the OF armies (Tommies and PE), it starts off good but around 5 to 10mins into the game, it will freeze and then it will come up with the "Error" message and i have to get out the game and restart the game again...
    Please please please if you can help me fix the problem, it will be great
    aside from that problem, the game is awesome and i def. recommend this mod to all my comrades in Brisbane!

  40. #3590
    Member Twitchy's Avatar
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    May 2008
    Location
    Halifax, Nova Scotia
    @Chengy85 - Turn your graphics down. The Panzer Elite and British Armies use up much more RAM than the Original Factions, so turning your settings down will fix your problem.






    ~Twitch
    Last edited by Twitchy; 15th Oct 10 at 1:33 PM. Reason: Forgot my Signature of approval, :3

  41. #3591
    Thx Twitch! I will try that when I can! :] The game also come up with the error message when I play against or have an ally as PE or the Brits

  42. #3592
    Hi,

    I have a question:
    Why isnt the correct number of group members shown on screen?
    E.g. if i have a larger squad of about 10 or 15 soliders... its is only shown as a 3 or 4!?
    Why that?
    Is it possible to change this to show correct numbers of group members?
    That would be great ^^
    Sometimes there is even a ZERO also still 2 or 3 members are alive

    E.g. 120mm Mortar team.. fully manned but they are shown as zero

    Actually its quiete confusing like it is

    Other thing i found out:

    M8 Greyhound penetrates Tiger IV at midrange : WTF?! want to kidding me? Balance is ok but those m8 never could kill and hardly harm a tiger

    Single Panther G on battlefield has a sight range that tend to zero.... ok its clear to need inf-support for better sight but the Panther was one of the best tanks of war.. so this low sight radius dont fit to it..btw: it has so called "nachtsichtgeräte" for better sight and "zielgerät" to increase aiming on long ranges... they was single tank fighters so they shold be able to shoot on enemies before they are shooting

    Missing Hold Buttons for nearly all Inf squads.... it too hard to handle or squad without that... mostly the just run into death of mg-fire cause u cant stop their moving

    Including special HE and other special grenades like pzgr. 40 for german tanks e.g or AP for Allies would be great ....like on BK mod

    And Pls dont call me axis fanboy.. its just what i found out after 2 days testing the mod


    Thx for any replies!
    Last edited by Jonas87; 28th Oct 10 at 1:39 PM.

  43. #3593
    I need help.

    The unit icons in the UI don't show. The log shows the following:

    RELICCOH started at 2010-10-30 11:07
    OS NT 6.1 (sp0.0) x86, 3004MB Physical Memory, 1979 Physical Available, 1943 Virtual Available
    RUN-OPTIONS -dev -mod EuropeanTheater1944
    WORKING-DIR C:\Program Files\THQ\Company of Heroes
    USER Jordan Lim

    11:07:22.21 2 Logical Processors detected
    11:07:22.21 Multithreading Enabled
    11:07:22.21 THREAD: Hyper-Threading Technology Processors are not detected.
    11:07:22.21 XTHREAD: Detected 2 core(s) with 2 hardware thread(s)
    11:07:22.21 XTHREAD: Main thread now used as XThread 0
    11:07:22.21 XTHREAD: Spawned thread on processor 1
    11:07:22.22 MATHBOX -- Version=6, Cpu=Intel Pentium III:f=6,m=7, Mode=SSE
    11:07:22.29 SYSTEMCONFIG -- Failed to load configuration from 'userdata:configuration.lua'.
    11:07:22.29 GAME -- Company Of Heroes, 2.601.0, Build live.2.601.0, Type live, Language English
    11:07:22.37 MOD -- Mounting EuropeanTheater1944DLC1, 1.0
    11:07:22.38 FILESYSTEM -- filepath failure, path does not exist 'DLC1\Data\'
    11:07:22.38 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\DLC1\Data\'
    11:07:22.40 FILESYSTEM -- filepath failure, path does not exist 'DLC1\DataArtHigh\'
    11:07:22.40 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\DLC1\DataArtHigh\'
    11:07:22.41 FILESYSTEM -- filepath failure, path does not exist 'DLC1\DataSoundEnglish\'
    11:07:22.41 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\DLC1\DataSoundEnglish\'
    11:07:22.41 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\DLC1\Movies\'
    11:07:22.41 MOD -- Mounting EuropeanTheater1944DLC2, 1.0
    11:07:22.43 FILESYSTEM -- filepath failure, path does not exist 'DLC2\Data\'
    11:07:22.43 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\DLC2\Data\'
    11:07:22.44 FILESYSTEM -- filepath failure, path does not exist 'DLC2\DataArtHigh\'
    11:07:22.44 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\DLC2\DataArtHigh\'
    11:07:22.46 FILESYSTEM -- filepath failure, path does not exist 'DLC2\DataSoundEnglish\'
    11:07:22.46 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\DLC2\DataSoundEnglish\'
    11:07:22.46 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\DLC2\Movies\'
    11:07:22.46 MOD -- Mounting EuropeanTheater1944DLC3, 1.0
    11:07:22.46 FILESYSTEM -- filepath failure, path does not exist 'DLC3\Data\'
    11:07:22.46 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\DLC3\Data\'
    11:07:22.47 FILESYSTEM -- filepath failure, path does not exist 'DLC3\DataArtHigh\'
    11:07:22.47 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\DLC3\DataArtHigh\'
    11:07:22.49 FILESYSTEM -- filepath failure, path does not exist 'DLC3\DataSoundEnglish\'
    11:07:22.49 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\DLC3\DataSoundEnglish\'
    11:07:22.49 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\DLC3\Movies\'
    11:07:22.49 MOD -- Mounting EuropeanTheater1944Ops, 1.0
    11:07:22.51 FILESYSTEM -- filepath failure, path does not exist 'CoH\Ops\Data\'
    11:07:22.51 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\CoH\Ops\Data\'
    11:07:22.51 MOD -- Mounting EuropeanTheater1944, 2.98
    11:07:22.51 FILESYSTEM -- filepath failure, path does not exist 'RelicOnline\Data\'
    11:07:22.51 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\RelicOnline\Data\'
    11:07:22.52 FILESYSTEM -- filepath failure, path does not exist 'CoH\Engine\Data\'
    11:07:22.52 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\CoH\Engine\Data\'
    11:07:22.52 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\WW2\Data\'
    11:07:22.61 FILESYSTEM -- filepath failure, path does not exist 'CoH\Data\'
    11:07:22.61 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\CoH\Data\'
    11:07:22.61 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\EuropeanTheater1944\Data\'
    11:07:22.65 FILESYSTEM -- filepath failure, path does not exist 'CoH\DataArtHigh\'
    11:07:22.65 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\CoH\DataArtHigh\'
    11:07:22.65 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\EuropeanTheater1944\DataArtHigh\'
    11:07:22.66 FILESYSTEM -- filepath failure, path does not exist 'CoH\DataSoundHigh\'
    11:07:22.66 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\CoH\DataSoundHigh\'
    11:07:22.66 FILESYSTEM -- filepath failure, path does not exist 'EuropeanTheater1944\DataSoundHigh\'
    11:07:22.66 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\EuropeanTheater1944\DataSoundHigh\'
    11:07:22.68 FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\English\Data\'
    11:07:22.68 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\Engine\Locale\English\Data\'
    11:07:22.93 FILESYSTEM -- filepath failure, path does not exist 'CoH\DataSoundEnglish\'
    11:07:22.93 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\CoH\DataSoundEnglish\'
    11:07:22.94 FILESYSTEM -- filepath failure, path does not exist 'CoH\Locale\English\Data\'
    11:07:22.94 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\CoH\Locale\English\Data\'
    11:07:22.94 FILESYSTEM -- filepath failure, path does not exist 'EuropeanTheater1944\DataSoundEnglish\'
    11:07:22.94 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\EuropeanTheater1944\DataSoundEnglish\'
    11:07:22.94 FILESYSTEM -- filepath failure, path does not exist 'EuropeanTheater1944\Locale\English\Data\'
    11:07:22.94 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\EuropeanTheater1944\Locale\English\Data\'
    11:07:23.15 FILESYSTEM -- filepath failure, path does not exist 'EuropeanTheater1944\DataAttrib\'
    11:07:23.15 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\EuropeanTheater1944\DataAttrib\'
    11:07:23.15 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\Engine\Movies\'
    11:07:23.15 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\ww2\Movies\'
    11:07:23.15 FILESYSTEM -- filepath failure, path does not exist 'EuropeanTheater1944\Movies\'
    11:07:23.15 FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\EuropeanTheater1944\Movies\'

  44. #3594
    YOur COH Main directory is: WORKING-DIR C:\Program Files\THQ\Company of Heroes

    while u extracted the mod files into: 'C:\Users\Jordan Lim\Documents\My Games\Company of Heroes\EuropeanTheater1944\

    At my opinion both must be in same folder....so European Theatre into C:\Program Files\THQ\Company of Heroes

    So extract mod into coh main maybe helps.. im not sure

    Other possibility: your shotcut is wrong modify with its target.. its target should be: "C:\Program Files (x86)\THQ\Company of Heroes\RelicCOH.exe" -dev -nomovies -mod EuropeanTheater1944

    i dotn know what else could cause such an error

  45. #3595
    Member vonmonkey's Avatar
    Join Date
    Jun 2009
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    Next door
    Hello been awhile since i've posted on here. I been having trouble adding maps to the mod. Could someone tell me how and what type of maps i can add. Do i need a map launcher, if so can someone give me the link thanks.

  46. #3596
    Not possible. I work with program files folder. I don't have a program files (x86) folder. I have the european theater folder in my COH folder. I used the auto installer.

    ----------

    I know the problem: ALL the file paths in the module files are WRONG!!! How can that be???

  47. #3597
    "Program Files (x86)" folder is only present on 64bit Windows machines. If you only use 32 bit Windows you'll just have "Program Files"
    "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

  48. #3598
    @vonmonkey

    http://www.gamereplays.org/community...showforum=3561

    you can use all of them (i think you'll get one crash on one of the 6 and 8 players map) but the resources might not be balanced for this mod - I mean you'll get loads of tanks and support (20-30 min into the game and you'll reach the caps). But anyway there are some treats there.

    You should put them (this is for XP) \My Documents\My Games\Company of Heroes\ww2\scenarios

  49. #3599
    Member Twitchy's Avatar
    Join Date
    May 2008
    Location
    Halifax, Nova Scotia
    @Gilz2 - Thanks for covering that, I've been busy lately.

    Also, I've sent a PM about some special for you to Sweeten.

    I'm sure he'll answer the way I'm expecting, and I'm sure you'll be happy with what you'll get.

    Help and input doesn't go un-noticed, you know.

  50. #3600
    @Twitch
    I was hoping to get back to factfinding on Bagration but unfortunately I've been simply too busy at work and my six-months-old daughter needs more and more attention with everyday (I always thought it will get a little easier with time... silly me but then she is a precious gem this little one ).
    But I'm working (damn slow but still) on this and will report hopefully before Xmas.

    BTW on the map front - I have around 4GB of maps - is there any rule relating to the resources for this mod. I mean how much is to much? As I have posted above on some maps (too many unfortunately) just 20 minutes into the game and you are over the limits. I'd love to fix some of the maps and maybe share them but I know very little on how the resource balancing works. Just decrease the amounts? That's it? Or more complicated?

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