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"Westfront" Mod v1.3

  1. #1
    Member Martinlegend's Avatar
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    "Westfront" Mod v1.3



    Westfront Mod by Martinlegend
    v1.3 Download:
    http://www.gamefront.com/files/20404...tfront+1.3.rar


    Installation:
    Copy the west front folder and the matching modules file to X/Programme/THQ/CoH. Provide then a copy of your CoH linking and add a lot of fat marked behind.
    "C:\Program Files\THQ\Company of Heroes\RelicCOH.exe" -mod westfront-dev

    Features

    General
    - All tracers have been removed, and all projectile speeds have been increased
    - Vehicle speeds are more realistic (i.e. the Tiger is slower and has a slower turret rotation speed)
    - Occlussion has been removed
    - Teamcolours have been removed
    - Trenches can only be build in own territory (to prevent early game digging)
    - All units are limited, to prevent blob- and spamming.
    - All factions have an Logistic Officer
    - Machine Gun Nests no longer cost fuel, instead they cost 50 munitions
    - New skins for all units and vehicles
    - New sounds for almost all weapons and vehicles
    - No population limit

    Wehrmacht
    - Renamed to the 19th Panzergrenadier Division
    - Tiger I and Bergetiger can only be build when chosing the 25th Schwere PanzerAbteilung
    - Tiger Ace is now a Command Tiger, and gives an additional bonus to all other Tigers
    - All Tigers can deploy S-mines and can fire Smoke. In addition they can use Hold Fire and the Commanders Hatch can open/close
    - The Defensive Doctrine is renamed to Defensive Measures, and make the 20mm Flakvierling buildable
    - The 88mm Flak 36 can now fire Howitzer Barrages
    - Verteidigungsartillerie wurde durch einen Offmap-Artillerieschlag ersetzt
    - Fallschirmjägers are buildable when chosing the Terror Doctrine
    - Panthers and Panzer IV's now have a Commander
    - only Panzer IV's upgraded with Armour Skirts, are buildable
    - Veterancy system just like the Americans

    Americans
    - All Sherman variants can be build seperately
    - Riflemen now have 8 squad members (and have 2 BAR's), and no longer need an upgrade to throw grenades.
    - M26 Pershing has been removed

    Panzer Elite
    - Renamed to the 12th Fallschirmjäger Division
    - Supplies can be called in through the Logistic Officer
    - Different kinds of 'Beutepanzer' buildable

    Commonwealth
    - Sniper buildable
    - Churchills can be buildable after unlocked, but can no longer be called in
    - Two different squad with 8 squad members, one upgraded with the Bren Light Machine Gun, and the other with Rifle Grenades

    Credits

    Martinlegend - founder, Coding, conversion

    auxiliaries:
    Xalibur - Skins
    Ghostrider - Coding help
    Slayerknecht - Coding help + Skins
    Jagdpanther (RN) - Co Modder
    KapulA - Translator

    PhoenixOne - link UL Header
    Streuner - link KStN
    lord Rommel - historian
    Mystic-Car - Installer

    GnigruG - Skins
    Georider - Skins
    Widowmaker1 - Skins
    MrScruff - Skins
    national railway - Icons
    spaulick - Skins
    Halftrack - Skins

    Jorge 2125 - models
    Tankdestroyer - models
    loran korn - models
    Haltrack - models
    eliwood - Models
    Dmz - models

    Neroleone - Maps
    the Mega Map project Team - Maps
    sphinx - Maps
    ironcross - Maps
    Schwejk - Maps


    Last edited by Martinlegend; 5th Jun 11 at 3:00 PM.

    http://hq-coh.com/forum/index.php/topic,20769.0.html
    (if anybody interested to create a late Tiger I model try this:
    http://www.cohmods.com/tiger-i-late-t167.html)

  2. #2
    Member senseo1990's Avatar
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    Germany =)
    Hm you shouldnt use an online translator for your mod description =)

    Lass dir den deutschen mod-text lieber von irgendwem übersetzen =)
    Please try out my very first map Reichswald (2 Players)
    http://forums.relicnews.com/showthread.php?t=241610

    PM if you wanna play CoH =)

  3. #3
    Sorry mod don't working

  4. #4
    Member Martinlegend's Avatar
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    then youve done a mistake

    it works

  5. #5
    i put this D:\CoH\RelicCOH.exe -dev -nomovies -mod Westfront and dont work

  6. #6
    Member Martinlegend's Avatar
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    you need this

    Target:
    "C:\Program Files\THQ\Company of Heroes\RelicCOH.exe" -mod westfront-dev

  7. Modding Senior Member Company of Heroes Senior Member  #7
    Celéstial by heart Celution's Avatar
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    C:\Program Files\THQ\Company of Heroes\RelicCOH.exe" -mod westfront -dev
    It should be this.

    Anyway, nice concept.

  8. #8
    Member Martinlegend's Avatar
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    thanks Celestial

  9. #9
    Member Chopin's Avatar
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    Hey,i 'm interested in this mod but i can't download it from your DL site.is there any other site i can get this mod downloaded? =)
    就是喜欢英雄连!

  10. #10
    sucks, I can't download it too.

  11. #11
    Member Martinlegend's Avatar
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    the dl is below on the right

  12. #12
    Sounds interesting, I'll give this a go.

  13. #13
    Member Martinlegend's Avatar
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    a example for the cap limit

    Tiger: 4
    Panther: 4
    Panzer IV: 2x6 (2 versions with and without shields)

    Shermans: 16
    Cromwell: 8

    so the german have the powerful Tanks but not enough to handle the whole "Wave" of allied Tanks and Aircrafts

    german tanks have a long time to produce and for the allied tanks its short
    (Tiger: 60 Sec. - Sherman: 45 Sec. - Cromwell: 45 Sec.)

    the german tanks are very expensive and the allied tanks are cheap
    Tiger: Fuel:180 Manpower 900
    Sheman: Fuel:50 manpower 450
    Cromwell Fuel:55 manpower:380

  14. #14
    Member Jagdpanther's Avatar
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    The limitation is a good compromise between gameplay and reality. I hope the damage/penetration values also adjusted to reflect this. In reality this ralation was on the westfront 1:10 so you need here ca. 1:4.

  15. #15
    Member Gamerisin's Avatar
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    @19.PzGrDiv...hi there,nice to see you posted your mod here,I already played it a while ago,I downloaded it from the german forums and I really like it,keep up the good work
    R.I.P.(Requiescat in pacem) loran korn & MrScruff
    Normandy 44:European Theater Team Member (s0uNds t3sTeR,fOrUmS Ass!stAnt,c0d¡ng c0nsUltaNt)

  16. #16
    Member Martinlegend's Avatar
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    the damage system is the same as BK
    (with some changes)

  17. #17
    Member Jagdpanther's Avatar
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    Then I think it fits. Will try it.

    Shame, that the PE side is so underpowered in tanks, more or less only Beute-Panzer, no Tiger, no Panther, but a huge amount of infantry.

    I can't play Wehrmacht, so it's more an infantry battle for me.
    Last edited by Jagdpanther; 28th May 10 at 3:23 PM.

  18. #18
    I get allot of "No Range" on buildings and abilities buttons and there are many duplicate buttons like building sandbags.

    There are some abilities that are in black and white but I can't select them, I can't tell if those are to be upgraded or they just don't work, like with the Captain.

  19. #19
    Member Martinlegend's Avatar
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    tha "captain" was a logistic officer

    the buttons are to turn off/on to get more ressources

    and theres no duplicate buttons by the Sandbags
    there are no icons for "sandbag end"
    So i just take the normal one for this

  20. #20
    i hope there will be an update to fix the numerous "No Range" entries.

    otherwise, an interesting mod

  21. #21
    Well, i think it´s a good mod but not the best mod i have played

  22. #22
    Member -250 wh div-'s Avatar
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    Cordoba / Spain
    very good mod,but need better allied ai,thanks.

  23. #23
    Member Martinlegend's Avatar
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    i know the AI isn the best one but i asked some Members to help me or to tell how to modify the AI

    but no one answers

  24. #24
    Member Bink's Avatar
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    You should talk to sweeten, his AI material has gone into a couple mods so far (maybe more, I don't know).

  25. #25
    Member Martinlegend's Avatar
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    sweeten is one of the persons i asked

  26. #26
    Good looking mod, but an english .ucs file and locale folder would definitely make it even better... (at least for those with an english install of CoH). As it is, almost every unit and structure is missing a title and description as a result...

  27. #27
    Member Angelic's Avatar
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    I like the First picture, do you mind and make a little album just for show or do i need to take pictures myself witch i dont mind :P
    When the rich wage war, it's the poor who die.
    Jean-Paul Sartre

    I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.
    Albert Einstein

  28. Modding Senior Member Company of Heroes Senior Member  #28
    Celéstial by heart Celution's Avatar
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    That is actually a very nice screenshot, but the taskbar ruins it....

  29. #29
    Member Martinlegend's Avatar
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    *first picture deleted

    and waht about this? (its not the first one but i think is cool too)

    (i have alot of pictures like this but i cant show all here)

  30. #30
    Member Martinlegend's Avatar
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    a little update:
    the german bunkers (from the 19th and the 12. )
    will be replaced by a MG42 emplacement
    and the forward Basic support will replaced by a sani station



    and im working on the doctrin to make them a little bit bigger (3x3)
    Last edited by Martinlegend; 4th Jun 10 at 3:32 AM.

  31. #31
    Member Martinlegend's Avatar
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    Quote Originally Posted by Jagdpanther
    Then I think it fits. Will try it.

    Shame, that the PE side is so underpowered in tanks, more or less only Beute-Panzer, no Tiger, no Panther, but a huge amount of infantry.

    I can't play Wehrmacht, so it's more an infantry battle for me.

    if i would get more Skins for captured Vehicles i would take it into the mod

    but these kind of skins are very rare i think

  32. #32
    Member Gamerisin's Avatar
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    @19.PzGrDiv...that screenshot is awesome!!! nice work
    Last edited by Gamerisin; 6th Jun 10 at 11:32 AM.

  33. #33
    Member Martinlegend's Avatar
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    small update

    i compine the Sherman 105 with the sherman Bulldozer and this comes out:


    the will be 3
    and the howitzer can only shoot if the tank isnt moving
    (it will be available in the infantry Doctrin)

  34. #34

  35. #35
    Member Martinlegend's Avatar
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    here is an other mirror to load the current version
    version 1.1 Download (CustomMaps.de)
    http://www.custommaps.de/index.php?o...d=169&Itemid=2

  36. #36
    Member sweeten2213's Avatar
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    sweeten is one of the persons i asked
    I don't recall telling you no, 19.Pz. I think I said I would help, but ATM I more than have my hands full.

    You have 100% permission to grab my ai from N44 or any other mod that uses it and work with it. But if you waiting for me to redo it to specifically fit your mod, I simply don't have the time right now (as you can see from Loran's thread and my own thread).

    And as far as teaching you, I could also try to do that - but that is a difficult task. My suggestion (if you know something about lua code - if you don't, considering 98% of it is lua code, you might have some difficulties) is to look at some version of my ai and learn from it. I learned how to do the AI by looking at Warnstaff's code, looking at Capt Combat's code, and looking at Uberbugz code, and figuring out how it worked based on what they did.
    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
    N44 ModDB Site
    N44 : ET Website - N44 XFire Community - N44 Guide
    CoH Mods - Waffen Mod
    Eastern Front - AI Coder/Asst Coder

  37. #37
    Member Martinlegend's Avatar
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    ok thanks for this

  38. Modding Senior Member Company of Heroes Senior Member  #38
    Celéstial by heart Celution's Avatar
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    I correctly translated the changelog

    General
    - All tracers have been removed, and all projectile speeds have been increased
    - Vehicle speeds are more realistic (i.e. the Tiger is slower and has a slower turret rotation speed)
    - Occlussion has been removed
    - Teamcolours have been removed
    - Trenches can only be build in own territory (to prevent early game digging)
    - All units are limited, to prevent blob- and spamming.
    - All factions have an Logistic Officer
    - Machine Gun Nests no longer cost fuel, instead they cost 50 munitions
    - New skins for all units and vehicles
    - New sounds for almost all weapons and vehicles
    - No population limit

    Wehrmacht
    - Renamed to the 19th Panzergrenadier Division
    - Tiger I and Bergetiger can only be build when chosing the 25th Schwere PanzerAbteilung
    - Tiger Ace is now a Command Tiger, and gives an additional bonus to all other Tigers
    - All Tigers can deploy S-mines and can fire Smoke. In addition they can use Hold Fire and the Commanders Hatch can open/close
    - The Defensive Doctrine is renamed to Defensive Measures, and make the 20mm Flakvierling buildable
    - The 88mm Flak 36 can now fire Howitzer Barrages
    - Verteidigungsartillerie wurde durch einen Offmap-Artillerieschlag ersetzt
    - Fallschirmjägers are buildable when chosing the Terror Doctrine
    - Panthers and Panzer IV's now have a Commander
    - Panzer IV's upgraded with Armour Skirs, are seperately buildable
    (Standart Pz IV nun kein Schürzen-upgrade mehr)
    - King Tiger has been removed
    - Veterancy system just like the Americans

    Americans
    - All Sherman variants can be build seperately
    - Riflemen now have 8 squad members (and have 2 BAR's), and no longer need an upgrade to throw grenades.
    - M26 Pershing has been removed

    Panzer Elite
    - Renamed to the 12th Fallschirmjäger Division
    - Supplies can be called in through the Logistic Officer
    - Different kinds of 'Beutepanzer' buildable

    Commonwealth
    - Sniper buildable
    - Churchills can be buildable after unlocked, but can no longer be called in
    - Two different squad with 8 squad members, one upgraded with the Bren Light Machine Gun, and the other with Rifle Grenades

  39. #39
    Member Martinlegend's Avatar
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    thanks alot Cellestial!

    and for 1.11 will be more changes

    examples
    - infantry units doesnt fire on Tanks anymore (only infantry and light armored vehicles)
    - new Map: Hells highway (2players)
    - the sight of nearly all units are increased
    - new Unit: M36 Jackson (only available in th Tank Doctrin)

  40. #40
    Member Martinlegend's Avatar
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    small update
    for the 12. FjDiv.

    the Nebelwerfer Emplacement

  41. Modding Senior Member Company of Heroes Senior Member  #41
    Celéstial by heart Celution's Avatar
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    Glad you got it working.

  42. #42
    Member Ninja117's Avatar
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    That looks lovely mate, keep up the good work

  43. #43
    Member col.sanders's Avatar
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    Well done mod, good balancing, though the pe/fallschirmjager could use more work (panzer jager and panzer support kommands look so empty). And it would help a lot to add a proper english ucs locale file.
    Sometimes when the enemy is close to a trench or building your troops occupy , it would help if units inside a shelter(bunker/structure/trench, etc.), can throw a grenade out or fire a panzerfaust out of it.
    And another well done on the trench size and repair(love it), though it has more potential if there were more than just 2 unit slots in a trench that can fit up to 12 people.
    "Only happy people have nightmares, from overeating. For those who live a nightmare reality, sleep is a black hole, lost in time, like death." - Guy Sajer, The Forgotten Soldier

  44. #44
    Member Martinlegend's Avatar
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    the panzergrenadiers can fire a panzerfaust out of a building if a tank is close enough to it

    the Fallshirmjägernt cant do it yet but ill fix that

    the 12. Fj Division will not have many vehicles to prduce but i try to make some Call-in Abilitys for the doctrin

    (the Grille will be available in the middle Doctrin as a call-in. Limit: 2)

  45. #45
    Member Martinlegend's Avatar
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    Today i will release version 1.11 of the Westfront mod

  46. #46
    Member Gamerisin's Avatar
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    hi there,are you gonna include an english ucs.???
    I mean,I played your mod a while ago 'cause I downloaded from the German forums but I just want to know if u'll make translations

    Thx in advance.

  47. #47
    Member Martinlegend's Avatar
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    ill make translations if its final

    sry but im only one guy

  48. #48
    19.PzGrDiv,

    You also sent me a PM regarding the AI as well. But your question was almost impossible to answer. Sure, I understand english may not be your first language, but you've got to do better when asking a question as complex as dealing with the AI.

    Now I've got a question for you... Do you want your mod to be playable online or not? My AI skills are focused on offline skirmish play that uses a lot of SCAR code. Chances are, this won't work so well with online play at all. In fact, I've restructured/incorporated many of the SCAR based functions that normally aren't allowed in the AI scripts at all. I hate to say it, but sometimes getting the AI to do what you want requires the SCAR code. No way around it.

    I can help you with offline skirmish play if you want, but that's about it. Online play isn't my concern.

  49. #49
    Member Martinlegend's Avatar
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    yes i mean offline

  50. #50
    Member Martinlegend's Avatar
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    Version 1.12 is now available
    (a fixed version of 1.11 with:
    a new doctrin ability (Kommandotiger can now call in offmap artillery strike)
    new icon
    and some other changes)

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