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"Westfront" Mod v1.3

  1. #151
    Member Martinlegend's Avatar
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    the PE isnt Wss its a Fallschirmjäger division

    i set it to these
    Commonwealth & amis
    fuel: 350
    manpower: 3000
    munition: 2500

    19. PzGrDiv:
    fuel: 250
    Manpower: 3000
    Munition: 2000

    12. Fj Division
    fuel: 250
    MP: 3000
    Mun: 2150

    Edit: but thats just for the situation if bothe (or even one player) are just defending to get more ressources

    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. #152
    Member Martinlegend's Avatar
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    here is a ingame video of the sturmpanzer IV (with slayerknecht skin) who will be available in v1.3
    http://www.youtube.com/watch?v=XupRKAD6QE4

  3. #153
    Member SlipSon's Avatar
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    hi martin i finaly started to work on the loading screen here is a litter Wip picture,it's in it's early stages but i think it will come out pretty nice.also does anyone know how to make the title "west front" like in the vCOH ?
    Loading screen

  4. #154
    Member Martinlegend's Avatar
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    looks ok to me Slipson

    but can you
    make the pictures alittlebit bigger
    in b/w ?
    and can you pu the german on the right side? (because the main Forces of the german where come from right)

  5. #155
    Member Martinlegend's Avatar
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    Nex Doctrin banners
    here are the new Doctrin pictures for version 1.3

  6. #156
    Member bangalor44's Avatar
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    Now thats looking good Martin L.If i didnt know better I would think you was from Germany.49 u.s panzer really?

  7. #157
    Member Martinlegend's Avatar
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    the 49. panzer is a temporary name for the American tank unit
    (i will change that later)

    edit: and iam from germany (look under my avatar)
    Last edited by Martinlegend; 3rd Apr 11 at 12:08 AM.

  8. #158
    Member Martinlegend's Avatar
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    a small preview for the new vehicle Icons in v1.3


    Thy to JP to show me how it works )

  9. #159
    Member Martinlegend's Avatar
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    v1.3 will be released at the 6. of June

  10. #160
    That is cool matey

  11. #161
    Member Gamerisin's Avatar
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    well that's almost a month and you're giving us a release date,I agree with @nemo...that's cool
    R.I.P.(Requiescat in pacem) loran korn & MrScruff
    Normandy 44:European Theater Team Member (s0uNds t3sTeR,fOrUmS Ass!stAnt,c0d¡ng c0nsUltaNt)

  12. #162
    Member Jagdpanther's Avatar
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    Nice Icons, very good work man.

  13. #163
    Member Martinlegend's Avatar
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    thx jp

    i also found a way to give th picture sharpness back
    ( Filter - verbessern - schärfen )

  14. #164
    Member Jagdpanther's Avatar
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    Yepp, but it's better to use this filter before you decrease the size of picture, otherwise the graphic tool has not enough informations for an good result. But generally, I'm not sure, why you lost the sharpness, this will be only happens, if you do not lock the aspect ratio before decreasing.

  15. #165
    Member Martinlegend's Avatar
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    yes could be the reason

    but for 1.3 i will use thse icons
    (because i dont wanna make all icons new >41< )

  16. #166
    First of all, great mod! the best one I have played, reminds me of the early commando realism/Kmod.

    Just a bit more polish on the translation, some things have odd names. also is it only me that find the American a bit weak endgame?

    other things I have found is that the Fallschirmjäger division's 88 cannon can't upgrade veterancy. and some of the tech-trees seem to miss upgrades? I see an arrow but no skill, but maybe that's just not implemented yet.
    also the American airborne doctrine get so many skills so then I got my last one, half of the icon bugged away and I could not click it. (I picked supplies for last.)
    and the skill to the right in the tree, are those paratroopers supposed to come in on foot?

    finally, is there a list somewhere of what changes we can expect in the 1.3 version? can't wait! =)
    Last edited by Taxen0; 27th May 11 at 4:06 AM.

  17. #167
    Member Martinlegend's Avatar
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    on moddb is a changelogh listed (but only in german )
    and the one airbornes are expect to come out of Houses or from offmap (like the german Fj)


    and Tomorrow is the Day of the release of v1.3

    and here is picture of the new Tiger I skin (made by Gnigruh and modified by Jagdpanther)


    notice:
    i was thinking that some of eliwoods model where already released so
    if all these models are relesed i will release v1.31
    which will be include some fixes (that maybe will be found) and the new models

  18. #168
    Member Jagdpanther's Avatar
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    Looks ok for me, but you don't use the version without the spare track links, or?

  19. #169
    Member Martinlegend's Avatar
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    yeah th other got the "grob" Zimmerit on it and i didnt like this so much....

    i have better picters with the version of it with the thin zimmerit
    (but there was this problem that you couldnt handle )

  20. #170
    Member Jagdpanther's Avatar
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    Yeah shame, but I have no idea, why this will be so different for the wheels.

    Maybe the skin does not have this heavy transparency like the same version with this heavy Zimmerit. Mhmm, no idea.

    Another idea: Try to ask @Eli, if he can remove the spare track links via model editing? That were the clean and better way.

  21. #171
    Member Martinlegend's Avatar
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    no jp eli have other things to do
    (ive seen that the late Tiger doesnt have this tracks )

  22. #172
    Member Jagdpanther's Avatar
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    Sounds good, we'll see.

  23. #173
    Member Martinlegend's Avatar
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    yeah

    btw i will change the link at midnight

  24. #174
    Member SlipSon's Avatar
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    that mean we can have the new version after one houer ?

  25. #175
    Member Martinlegend's Avatar
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    in germany its 1:45 hours

    so: yes then you can load it

  26. #176
    Member SlipSon's Avatar
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    ok so no bed for me ,i will be the first after you who has played the new version

  27. #177
    Member Gamerisin's Avatar
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    hi there @Martinlegend...I been following your mod's progress and let me say it's very interesting for me and I really like what you've done so far,in fact I left a comment long ago,when your mod was only available on the german forums and then here,I can't wait for the newest release!!! thx in advance

  28. #178
    Member Martinlegend's Avatar
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    V1.3 is out now!

    Have fun!

  29. #179
    Member SlipSon's Avatar
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    will do @martin,thanks for the release

  30. #180
    Member Jagdpanther's Avatar
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    Mhmm, Martin, had tried the new version, but near all vehicles (Panzerelite tested only) are having much problems on driving, if there is anything on their way. I think, it had to do with their speed settings, they is too slow for my personal feeling. Another curiosity is, that the germans have "Beutepanzer" like Sherman, Firefly etc. but no own made once, they could deal with their counterparts. The infantry for the commonwealth seems to be also much heaver. Maybe the last thing seems to be so, only for me.

    Shame, that I can't play the Wehrmacht faction.

  31. #181
    Member SlipSon's Avatar
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    well the 12 fg got the stug 4 and if you pick up Wehrmacht support you get panthers and King tiger wich is more than enough to deal with the allied armor + the inf has good AT capability.

  32. #182
    Member Jagdpanther's Avatar
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    lol - well, the panther pack had reached the battlefield just at the game ends. The king tiger was available at the same time.

    All the hard work are doing my Firefly's, some 8 men teams and some snipers.

  33. #183
    Member Martinlegend's Avatar
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    yeah the Fj division had no Tank units
    except the stuG....
    and the beutepanzers are unregular units special for this Division (maybe some stuG crew that changed the vehicles )

    but if the models are released , they will get the StuG III

  34. #184
    Member SlipSon's Avatar
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    indeed the StuG III will be fine addition for 12Fg.i hope it gets released before 1.31 but this is up to Eli and DMz

  35. #185
    @Martinlegend
    Will you add a gunner to the late tiger?

  36. #186
    Member Martinlegend's Avatar
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    no
    the aa Mg was only used on the way to the front and not in the battle itself
    (and from my sight - it look ugly ;P )

    and the other two mg are strong enough for good anti infantry defence (+ the HE ammo ability)

  37. #187
    why do i get those no key things on descriptions for units
    "I can haz cheezburgerz?"
    (\__/)
    (='.'=) This is Bunny. Copy and paste Bunny into your
    (")_(") signature to help him gain world domination.

  38. #188
    Member Martinlegend's Avatar
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    because some of the ucs file is missing

  39. #189
    Member Pajeu's Avatar
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    Hi, men!
    This mod is marvellous! One of the greatest CoH mods certainly!
    Congratulations!
    By the way: is this the last version of mod? I have some littles problemas with the Doctrin names and some game text (units acknowledge...)
    Is there some fix to that?
    Thank you!
    P.

  40. #190
    Member Martinlegend's Avatar
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    no this isnt the last version (its only the latest one)

    and the ingame names that your meaning is allready known and will be fixed in 1.31

  41. #191
    Member Pajeu's Avatar
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    Thank you, sir!
    This is a great mod...
    I can't stop to play it!
    I'm waiting for the new version!
    P.

  42. #192
    Member ds_vet9091's Avatar
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    Love this mod! Skins and icons are great, as is the unit selection, however, I don't like the fact that regular infantry units can't build defenses (ie, sandbags). The Ai can be pretty challenging sometimes as well.

  43. #193
    Member Pajeu's Avatar
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    Hi, DS_VET!
    We have no sandbags but trenches are even better to protect infantry units...
    P.

  44. #194
    Member Martinlegend's Avatar
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    i will try to upload the updated version of 1.3 at the next time

  45. #195
    I have a small question if this mod works with TOV PL does not have COH and OF. I tried to run it
    of
    ~ ~ ~ Company of Heroes \ RelicCOH.exe " -mod westfront-dev
    ~ ~ ~ Company of Heroes \ RelicCOH.exe " -mod westfront -dev
    ~ ~ ~ Company of Heroes \ RelicCOH.exe " -dev -mod westfront
    and nothing. I do everything like in instructions
    The game asks whether to run with administrator privileges, I click ok
    and nothing will not start

    What's going on. The computer is ok in 2vs2 Blitzkrieg-Mod 60-30fps, Normandy 1944 60-25fps
    Sorry for my english and thanks for the answer.

  46. #196
    Member Mistico's Avatar
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    I don't know if anyone mentioned this before,but I think I found a bug. Wirbelwind's turret is not moving and it's not firing. When enemy units get close to it,they get shredded,but wirbelwind is just...not giving any signs of life. No turret rotation,no fire.

  47. #197
    Member Jagdpanther's Avatar
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    @Azjatos:
    Code:
    "~ Company of Heroes\RelicCOH.exe" -mod westfront -dev
    should be correct.

    Btw. ToV includes CoH and OF.

  48. #198
    just tried out this mod

    DAMN good work, cant wait for the missing name fix, that oughta put this mod on the map for sure.

    Wonderful middle ground between vanilla and Normandy mod in terms of gameplay imo
    AKA Sad_eyed_Irony!!

  49. #199
    Member Martinlegend's Avatar
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    nice to hear that
    and i allready fixed the missing file for 1.31

  50. #200
    I played this mod,and I found it is amazing, I love it so much,just hope you can improve the AI in the next update,thank you for your nice work

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