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# 1 |
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Member
Join Date: Feb 2008
Location: southwest asia
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The Pofia Mod Redo!
The Pofia Mod Redo The Pofia mod Redo The pofia mod is being totally redone from scratch if you have suggestion for what it needs to be better than the original it's the time to ask key things coming from the original to the next edition of the pofia mod is Veterancy abillities, Bigger unit selection, & Deadlier combat compared to VCOH, things not coming to Pofia Redo most defense bias options that was present in the Pofia mod, anything else needs to be added !!Download!! Pofia Open Source 2.7 Art We got a xfire group called the Pofia Association with our own forums for those who are interested check us out here hope you enjoy EDIT: version 1.1 pictures are in Post #5 New downloads for the Obsolete COH 2.4 patch this time with the .module file Last edited by papent : 30th Oct 09 at 8:49 AM. Reason: Returned |
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# 6 |
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Member
Join Date: Feb 2008
Location: southwest asia
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if anybody plays against another human player would you care to post a replay i would love to see how the changes affect standard tactics.
btw may someone post some screenies please, i don't have access to my gaming PC i might be without it for the rest of the week. ![]() EDIT: Got my PC working again heres a pic but still feel free to post your own i'm not to good at getting good ones from top to bottom 1) Flammenwerfer Squad Finish off an British Infantry 2) American Stuart Distracts Panther 3) 3 Bazooka Teams Holds off a German Armored Advance 4) British Recces calls in an Close Fire Support Mission on an German Panther and Sniper Last edited by papent : 26th Jun 08 at 6:55 PM. |
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# 7 |
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Member
Join Date: Oct 2006
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Fun mod, but I encountered a lot of odd, undocumented things, like:
--Flagpoints shoot tanks (roll an armored vehicle up to an enemy flag, and it may "shoot" and destroy it. --Wehrmacht MG bunkers also have an anti-tank ability, that will shoot vehicles. --Stukazufuss automatically fire and engage targets, independent of their cooldown timer. --Calliope tanks will shoot single rockets on their own at various targets, again separate of their actual barrage ability. There were other odd things, but those kept popping up and left me scratching my head... |
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# 8 |
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Member
Join Date: Feb 2008
Location: southwest asia
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@sturmacht
1. i forgot about that one!2. so does the American MG Nest. i forgotten that existed 3/4 that falls under on-map artillery so they will shoot off every so often anymore? anything else you liked or disliked would see changed and any bugs or such? |
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# 9 |
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Member
Join Date: Jan 2008
Location: NJ, USA
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I like how you made most infantry units customised - aka , its your own personal choice now with what sort of weapons you can outfit your footmen with now. I know vanilla coh/pe has those options , you just really expanded them..well done and a good job
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# 10 |
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Member
Join Date: Oct 2006
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I didn't see any bugs, just the things I mentioned sorta surprised me (I'd hear a tank blow up and look for what killed it).
I agree with the Col. Very nice work on the various infantry units. I know editing all those ebps/sbps are a pain... Not sure how practical it is, but for the bunkers one suggestion, perhaps have the AT ability as an alternative to the MG? That way the bunkers won't be quite so self-sufficient, and require some reinforcing units from the player. |
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# 11 | |
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Member
Join Date: Feb 2008
Location: southwest asia
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sturmmacht
Quote:
thats a good idea and its included in the new version thanks for the feedback keep it up and try out the new version anybody got a playback or good story to tell about this mod i would love to hear everybody experience Btw would any one like to see an Infantry centric spin-off mod with no or little vehicles included ![]() |
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# 12 |
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Member
Join Date: Jun 2007
Location: Ontario, Canada
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Something I noticed, that PE flamethrower squad doesn't seem to hold any flamethrowers(they might be invisible) but shoot flames. Also both the observer and flamethrower squads have some kind of number like 35353$672 on them instead of names, anyone else noticing this?
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# 13 | ||
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Member
Join Date: Feb 2008
Location: southwest asia
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@bigboss756
Quote:
thats a problem of improper packing of the mod i be correcting that quite soon and a quick workaround is to drop the locale from the mod folder into the ww2 folder Quote:
i'm going to rectify it now thanks for the bug alert Last edited by papent : 5th Jul 08 at 1:31 PM. Reason: Spelling |
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# 14 |
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Member
Join Date: Jun 2007
Location: Ontario, Canada
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So far I think the mod is good in case you were wondering. I have some suggestions for future versions perhaps:
Some suggestions for PE: -replace the mp44 panzer grenadier upgrade with mp40's -replace panzershreck panzer grenadier upgrade with panzerfaust -maybe another wehrmacht tank for PE(Pz 4 perhaps), but as a downside maybe they can't upgrade it with skirts It's also helpful that you gave the PE a stug but I notice it lacks a machine gunner(i know it is required through WH veterancy) but perhaps you could give the option for the player to put a machine gunner in the stug once they build buildings and purchase upgrades. |
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# 15 | ||
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Member
Join Date: Feb 2008
Location: southwest asia
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@bigboss756
Quote:
sounds like a good idea and how bout this you can only have either the marder or the Pz4 Quote:
also the stug now gets an mg gunner when it hits it's first vet and the same for the american stuart and most likely the same for the PE Pz4 skirts and gunner a reward for living |
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# 16 |
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Member
Join Date: Jan 2008
Location: NJ, USA
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dont want to sound like a spammer here , but again , great job with the mod , always keep trying to improve it. I think one of the greater addons with this mod is being able to build trenches for all 4 factions , you just made the PE mission#4; valkenswaard(highway69) finally easier to defend and win, since now anyone can build a bunch of trenches and fill them up with shreck teams. and the Der hexenkessel mission as well , just build trenches and fill them up with MG's/footmen to hold off the beach landings , plus they manage to survive longer in the trenches when the arty starts blasting them.
Good job there . Another thing that you might consider to improve , is the transport truck icon for the wehrmacht , perhaps if it is possible , actually change it to a truck icon instead of a halftrack icon?Last edited by col.sanders : 5th Jul 08 at 3:23 PM. |
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# 18 |
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Member
Join Date: Feb 2008
Location: southwest asia
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@ col.sanders
I would love to give it a new icon but i have no artistic skills at all if you happen to have one or can make one i would include it @bigboss756 Yep either one or the other Pz4 or Mrd III's i was thinking of giving the PE a lighter infantry than the PnzGrenadiers that comes equipped for CQC with Mp40s, Grenades, and such assualt goodies. speaking of assaulting i actually at one point had in the mod an Volks squad that just threw grenades as their only attack and their squad leader had an pistol Last edited by papent : 6th Jul 08 at 4:26 PM. Reason: Spelling |
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# 19 |
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Member
Join Date: Jun 2007
Location: Ontario, Canada
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I still get numbers on the new units/abilities and moving the Locale folder into the WW2 one doesn't do anything. I can't figure out why. Papent, how is it set up from your point of view so that the new units names show properly? Is anyone else here getting this problem?
Last edited by BigBoss756 : 6th Jul 08 at 5:49 PM. |
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# 23 |
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Member
Join Date: Jun 2007
Location: Ontario, Canada
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Anyway I like the sound of those close combat PzGrenadiers, and also I think that perhaps some upgrades should be taken away from the default PzGrenadiers that come from the HQ(like the Mp44 and Panzershreck) because it would encourage people to use other infantry units like tank hunters and assault grenadiers.
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# 24 |
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Member
Join Date: Feb 2008
Location: southwest asia
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How about this one the std PzGren has instead of the MP44 and PnzShrek upgrade they have 2 Packages instead: one package is the Assault Pack (in place of MP44) comes with 2/3(Squad upgrade) mp40's and 1 MG42 but when Mp40's do become Avail the package then it's 2/3 MP44 1 MG42 and ability this package gives are Grenade Assault and Inspired Assault The second pack is a TankHunter Package at first it just gives the ability to shoot PnzFaust and teller mine drop ability after PnzShreks become Avail it's that + Pnzshreks Cons: these two Packages cost more than std infantry upgrades because they give much more Pros: these Packages while Great is probly Resources that could be spent else where and i'm gonna fluff up the Tank Hunter and Assault Grenadiers so that they are equal to other Specialist Troops Provided from the other factions |
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# 26 |
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Member
Join Date: Jan 2008
Location: NJ, USA
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^all good ideas about the different new weapon combo upgrades^
hhmmmm I'm not an artist either, but I know for a fact(I played it) , the 'normandy 44 mod' has a truck icon and it doesnt look like it was drawn in ms paint , so they must have gotten it from somewhere...On another note , if you plan making an update, perhaps help out with the demolitions capability for the wehr/panzer elite? the americans and the brits engineers have demolitions that can blow up a bridge for about 50 munitions , but wehr engies dont have demolitions, perhaps add such an upgrade for the pios? (buy it/research in the wehr command center). As it is sometimes annoying that the only way to blow a bridge properly is with a goliath for a whopping 125 munitions , or build a halftrack and wait until assault/battle phase and upgrade it with the mobile rockets, usually by that time , its too late to blow a bridge to prevent an early enemy bum rush Last edited by col.sanders : 8th Jul 08 at 5:37 AM. |
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# 27 |
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Member
Join Date: Sep 2007
Location: Canada
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this mod sounds amazing. it is virtually everything i wanted to do in my own mod. i'll try it later and ill give you some suggestions. right now my superbly slow internet is saying PLAY MINESWEEPER! :P
edit: hey, i've just tried the mod and thought it was pretty fun exploring all the things you've done so far. i've only played PE right now but i've noticed some things. i'll start with bugs then go on to suggestions. Bugs 1.) The PE forward observer unit has invisible weapons. 2.) the forwar observers 150mun arty seems to be weaker than the 100mun arty 3.) The flamethrower PGs have invisble flamethrowers. 4.) i havnt confirmed this yet but when my P4 engaged a british mobile mg it was completed invulnerable. after a while the Mg itself was destroyed and the 2 other members did not die instead they remained invincable and stood there shooting things. Suggestions 1.) I think the kettenkrad should only carry one person, this being the forward observer who should be changed to a 1 man squad with health similar to a captain. also the forward observer should be able to use abilities in buildings and vehicles. I think this should be done because when a shreck blob can go into a enemy base with luftwaffes invisability ket, things get out of hand. 2.) I think that the high resources should be reverted to normal. the reason being is that you will have much more squads then normal. making blobs more frequent and arty spam truly continues. i just played a game where i had 4 pg squads in 2 groups both in heavy cover at opposite flanks. my opponent then used canister shot 5 times! and completely destroyed my 4 pg squads 2 of which had vet 2 deffensive vet. I think pop and resources should be turned back to normal or set as a option before the game starts i.e. normal resource mode and high resource mode. 3.) Mgs should not be allowed to shoot out of inf. HT mg on roller skates is worthy of teh zOMG 4.) since everyone has trenches i think their defensive bonuses should be reduced agaisnt tanks and small arms fire. 5.) this ones a little... i'd personally like to have canister shot be made to cost 40mun but be a ability like ap rounds i.e. it lasts a duration. it should last 12 seconds fire every 3s and do 25% of its current damage. it should also pin on the first shot to make it a effective anti blob weapon as it was designed for. 6.) i read the readme and i think that all tanks should be 25% cheaper and have 25% less health. 7.) i think shermans and cromwells have the same purpose so that would be a waste of effort however i think that having a upgrade that unlocks a ability thats called that summons two shermans for 650 manpower howver it can only be used every 8 mins i know its a long list ![]() Last edited by opo368 : 9th Jul 08 at 10:22 AM. |
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# 28 |
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Member
Join Date: Feb 2008
Location: southwest asia
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Thanks for the Feedback everyone a new version coming soon hopefully released today
on the invisible weapons bug i been repeating testing those units but i haven't yet to see it happen even after semi-suicide the unit so i can reinforce it to see if that cause but i can't get it to happen the invicible MG crew bug fixed the 150 muni arty fixed info on the next verision which bolsters the OF Factions: the PE and Wher both have the ability to set demo charges Wher pios can plant charges provided that they been upgraded to flamethrowers PE tank busters can set charges also the PE PnzGrens Pnzshrek and MP44 upgrades has been replaced respectivly with PanzerJager Package this package starts with just giving the squad an Pnzfaust volley ability (all the soldiers in the squad fire two or three panzerfaust at the targets while moving on it think of it as a Grenade Assault on Tank killing steroids) later on when PnzShreks available the squad automatic deploys an Pnzshrek Strumtruppen Package this package starts with just giving the squad an MP40's and MG42 if the squad size upgrade is done if MP44 are available the squad gets MP44's and MG42 also the PE Tankbuster as previously mentioned now have more demo abilities including the Demo charge and Satchels and PE Assault Grenadiers gives a minor "For the Furher like" ability to all nearby wounded squads the FOB is now a two man team they can use abilities out of bldgs and vehicles but only if it's within range The Ketten can only carry two man the Brits gained an AT Inf Squad a two man team armed with piats and a 2 man Assault Team armed with Flamethrowers and Satchels, DemoCharges, Grenades any other suggestions or bugs to be fixed? |
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# 32 |
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Member
Join Date: Jan 2008
Location: NJ, USA
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more gibberish!
besides the magic pink (its light red!) luftwaffe build icon, the panzer jager (panzer 4 long 75mm cannon?) upgrade and build icon just shows more random numbers and letters. Please get it fixed in the next update |
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# 34 |
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Member
Join Date: Feb 2008
Location: southwest asia
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okay i think all those bugs you guys was having are fixed it's kinda hard to now for sure till you try it out because i haven't had them but i belive it was from improper packing of the sga's it should work now in version 2.3
EDIT: @opo368 yes the MG Crew was invicible but that has been corrected brits are tough but not that tough Last edited by papent : 10th Jul 08 at 11:04 PM. |
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# 35 |
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Member
Join Date: Sep 2007
Location: Canada
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just tested it, the mg is fixed. he no longer have to
it :Pon the side note i think that special abilities should have its cost returned back to normal especially satchel charges and the inf. section marksmen. being able to take out entire positions and snipers for 5 munitions is a little much. also i think you should make the PE feur squad be avaible when you get the ability scorched earth. their currently coming so early my buddy doesnt even bother with emplacements. btw nice ket fix |
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# 36 |
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Member
Join Date: Jan 2008
Location: NJ, USA
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good job with the fixings. Looks good so far, OPO368, I agree the ketten isnt a halftrack meant to carry a whole team , but it could carry up to 2 more people besides the driver , and maybe even a light cannon or other equipment, So papent got it right with the 2 people limit on the ketten.
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# 41 |
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Member
Join Date: Jan 2008
Location: NJ, USA
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is this it? found on http://www.afrikakorps.org/german.htm
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# 43 |
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Member
Join Date: Jan 2008
Location: NJ, USA
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Sorry for the picture barrage ahead of time...
Once again , it seems you have outdone yourself with the latest mod update and with the mod in general , papent. I enjoy how youve made it not only challenging gameplay wise , but also how the player has to make the proper decisions that could alter the course of battle in a few moments. For example , I like how you made both the luftwaffe squad and fallschirmjager squad buildable in the Command Center. On one hand , you can call in a 200 something luftwaffe squad, but if you build it at the CC, it costs more , but you can upgrade them with fg42's. And of course theres the fallschirmjager .Decisions, decisions = call it in to have them magically "chronosphere/portal" out of any random building for 400 something (the ultimate ww2 splinter cell! ) , OR , build them at the Command center for a bit less and have them walk/run/transported to the front line, but theyll be automatically equipped with a panzerschreck...NICE JOB THERE ![]() And now for something completely different. Gotta love the physics engine of CoH - When I ordered my footmen to dig in , I didnt expect them to literally DIG IN with this kind of loyalty , well win the war for sure |
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# 45 |
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Member
Join Date: Feb 2008
Location: southwest asia
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I got a Few Idea's right now maybe intergrating some of this skin packs floating around if i get of all the permissions i need to do so and I would really like to see what you guys would like to add to the mod if you can think it I maybe able to code it
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# 46 |
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Member
Join Date: Jun 2007
Location: Ontario, Canada
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Well one thing, not exactly an addition but perhaps you could get an American Stuart skin from somewhere(N44 mod perhaps) with permission and change the British Lieutenant model that observers on top to an American one.
Also, the panzer elite stug and pz4 could receive new skins to make them look different from the wehrmacht ones. Anyway, N44 has plenty of skins for the various German and Allied armies, I'm sure you could use them if you had permission. For new ideas: -How about when you get the Panzer Jaeger command, there's another infantry unit you can build that use mp40's, a close quarters squad (because PG's will now already have to upgrade to Mp44's instead of Mp40's when this building is built) and I believe you had a close quarters squad idea before -Make the vampire halftrack more useful somehow, how about making it camouflage itself while in cover and set up(but can be detected by certain allied units perhaps?) -The munitions halftrack could be given some more things to make it useful, maybe it could give an avantage to nearby friendly troops? -The wehrmacht could be allowed to build that pantherturm and mortar bunker (I believe Lethal Dosage is using this idea in his mod, the wehrmacht defensive doctrine will only be able to construct these buildings) Last edited by BigBoss756 : 14th Jul 08 at 11:01 AM. |
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# 47 |
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Member
Join Date: Feb 2008
Location: southwest asia
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@BigBoss756
A) I'll Ask the N44 Creators B)the PZGren Ability will be change to just Mp40's and MG42 but if you once you get their you just get an adittional MP44 so the squad stays MP40 I tend to keep those early Mp40 sqds around also to engage in close combat C)Vamp could use a Passive Camo Ability D)Muni HT I'll take a look at what i can do E)Maybe Mortar bunkers but no so sure on Pantherturm i don't want to encourage to much turtling I'm also toning down Trench Benefits a bit any other suggestions and Ideas? |
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# 48 |
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Member
Join Date: Jun 2007
Location: Ontario, Canada
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Papent that idea actually doesn't sound so bad, the PG's just getting one mp44 after Panzer-Jaeger is built, I think it could work out well and also encourage more use of assault grenadiers for long range combat.
One question, are you going to try and get custom skins for all current COH/OF units and new units? Overall though from the current version I like what you've done so keep up the good work. Last edited by BigBoss756 : 14th Jul 08 at 12:00 PM. |
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# 49 |
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Member
Join Date: Jan 2008
Location: NJ, USA
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-the customs skins for footmen and vehicles, that are in normandy 44 mod , are done mostly by Halftrack. Ask nicely and maybe youll be able to use them.
-yes panther turm (found in Carpiquet/Carpiquet:The Airfield missions) sounds much better than the current AT gun bunker, it should cost more and have a limit to how many you can build , since it would do more damage and have more hitpoints. -mortar bunker found on Hill 112/Hill 112: Saving Sanity missions, should also be limited to how many you can build and cost more , as it has more hitpoints than a normal coh bunker. Also it should be able to be garrisoned by at least 2 teams(the same amount of people you can put in a trench , maybe more) , as it is a BIG bunker. -footmen/tanks should have a "follow" ability to each other, if possible (just like the british Lieutenant to footmen). -axis/wehrmacht officer should have 'heroic charge'(just like when brit lieut/cap'n has when level 3 vet) ,that should get more people to build him than the usual amount of 2... -Luftwaffe footmen can already build barbed wire , so why not let them also build anti tank/vehicle obstacles , like the wehrmacht pioneers can? Last edited by col.sanders : 14th Jul 08 at 9:00 PM. |
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# 50 |
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Member
Join Date: Feb 2008
Location: southwest asia
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Update on V2.3 should be released today and followed by V2.3G(Graphics)
Changes Axis: PantherTurm is Included and limited Axis Officer has an Heroic rush like ability Luftwaffe can build Tank Traps now Mortar Bunkers is included and limited PE: vamps now have passive camo munitions halftrack can create a Support site acts as an local munitions halftrack, casualty clearing center, repair station but pretty fragile yet useful Brits: LT can now Secure Territory US: cost adjustments of some units Last edited by papent : 15th Jul 08 at 6:55 PM. Reason: Spelling |
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