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# 1 |
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Member
Join Date: Mar 2008
Location: Bremen, Germany
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"BLITZKRIEG MOD" v2.52 (Update 09. Aug)
![]() Download v2.00 Full Installer (~897 MB): Mirror 1 | Mirror 2 | Mirror 3 | Mirror @ moddb | Torrent Download v2.50 Update Installer (~120,8 MB): Simply double cklick! Use this installer to update v2.00 or v2.50 to v2.52! Mirror 1 | Mirror @ moddb | Download Update Installer v25x to v2.52 (~29,21MB): Simply double cklick! Use this installer to update your current v2.50 or v2.51 to v2.52! Mirror 1 | Mirror @ moddb | Mirror @ strategyinformer See original release post & changelog here: v2.00: http://forum.blitzkrieg-mod.de/index.php?topic=404.0 v2.50: http://forum.blitzkrieg-mod.de/index.php?topic=1164.0 v2.51: http://forum.blitzkrieg-mod.de/index.php?topic=1204.0 Installation main installer: - simply double klick. All older versions of Blitzkrieg will be replaced! XFire Group: http://www.xfire.com/communities/blitzkriegmodgamers/ It is prohibited to use any parts from this mod without my permisson! ----------- FEATURES: ----------- - a much more realistic Weapon damage system (particularly the damage & penetration powers of tank guns) - many new skins for infantry and tanks (and wrecks) also including many of my own made tank skins - many new units for all factions - greatly changed & expanded Commander Trees - many new abilities - new sounds - recommended new maps included - historical correct vehicle speeds - more detailed tank descriptions (armament & armour) - increased line of sight & weapon ranges - increased zoom out - removed team colours - removed transparency effects ------- TEAM: ------- - Xalibur - Founder, Coding & realization - Gawain77 - Co-Modder, Gameplay & Balance - Shadow - PR Relic Online & modddb, Gameplay & Balance, engl. translations - Luc - Installer, Betatester - Muad'Dib - internal Betatester - Ruhrpottpatriot - Gameplay & Balance, BK wiki (german) For a more stable gameplay I recommend: DO NOT USE ULTRA TEXTURES. This often causes ctd, irrespective of your used pc hardware! Many thanks to all beta testers: Łű©™, Doombringer, Shadow, MetallGER, Mystic-Car, SbFJäger, Neferaton, nifdgad™, Dark Hunter, ScRe@Mi, Spielführer, huetti07 and especially Muad'Dib and gawain77 for the very good bugreports! Also many thanks to sweeten2213 for AI support! My knowledge in optimizing the AI for the new units etc. is low so if you want to have hard battles you should use big maps (6/8p) when you play the sp version against AI! So if there is someone who has good experience in optimizing the KI please contact me! ---------- CREDITS: ---------- Here I would like to thank all persons who helped me directly or indirectly in my mod development! Installer: - Luc of hq-coh.com for his professional installer. Many thanks!!! Skins: - Widowmaker1 for his excellent HD Skins! - Halftrack (many many thanks for all the infantry skins you made and integrated for me! Excellent work!) - Painter, Luciferum, Doctor Lee, Shaverman, Tomarces, SIG21, Georider (...hope I have not forgotten someone) - Panzerass (for your skinning tips) Modding knowledge: - Copernicus (without you many thinks wouldn`t work as intended, many thanks for all the great ideas and solutions!) - Halftrack (BotB mod) for all the nice exchanges of informations via ICQ late at night GFX: - Doombringer for all the nice icons and generally for gfx support Sounds: - Lorankorns & Ace´s Sounds Balancing & Gameplay Testing: - Doombringer & InavaderZIM for intensive Single-Player beta testing - MetallGER & Luc for beta testing and troubleshooting - Chrome, Barney, Thrawn, Gambit, Helix, De$ertF0x, Kaarna & Elendil for helping me in design modifications and balancing. These guys are the main developers of the Blitzkrieg balancing and my private friends! Last edited by Xalibur : 9th Aug 10 at 2:03 AM. |
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# 2
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I survived 2079
Join Date: Sep 2006
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Finally! I'm so proud of you Xalibur, my apprentice *laughing*.
-------------------------------------------------------------- [EDIT] As I can see there are lots of people who don't know what the SP-version is... DIFFERENT VERSIONS OF THE BLITZKRIEG MOD I - MP-VERSION The MP-Version is for PLAYER-VERSUS-PLAYER battles (= Multiplayer only). In this version there are tankcrews which are needed to get tanks to shoot/drive/whatever. It's NOT recommended to use AI-controlled players in this version, since they CAN'T use the tankcrews! II - SP-VERSION The SP-Version is for playing against the AI, either in Co-op (= together with other players) or in skirmish battles. In this version there are NO tankcrews, so the AI can still use tanks. This version is NOT made for playing the campaign but for playing against AI-controlled players! (Althought the campaign can still be played with the SP-version, but that's not the main-purpose) [/EDIT] Last edited by Copernicus : 21st Dec 08 at 3:24 AM. |
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# 11 |
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Member
Join Date: May 2008
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is a improved version o ai included (comparing to un-moded game) ? how does ai handle all those new stuff (abilities, increased range) ?
does ai handle production well ? i mean that he produces good combination of units and not just spam the strongest ones. |
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# 12 |
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Member
Join Date: Feb 2008
Location: here
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Excellent! something new! It will be put right next to my BotB and Normandy 44 Icons
![]() Last edited by Sad_eyed_Irony : 14th Dec 08 at 5:36 PM. |
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# 14 |
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Member
Join Date: May 2008
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I really hope someone can improve AI. It does not have to use the "tank crew" ability as long as it produces a lot of strong tanks and mixes them with other units in attack.
human will have the advantage of "tank crews" and AI will have the advantage of overproducing human |
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# 15 |
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Member
Join Date: Dec 2008
Location: Tübingen/Germany
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@ugljan!: The AI uses most of the abilities and mixes different units together. Sometimes the quality of the AI (especially on custom-maps) depends on the map itself. On some maps the AI (Expert) in the SP version (4 AI vs 1 or 2 Humans playing Coop) is pretty tough while on others they aren't. In general on open maps the AI will give you a hard time while it's mostly managable on bunker-maps like Vire or small maps (4P and less).
But most of the time they are pretty good and it's a lot of fun to play. The AI's problem with the tank crews and hence the spereate SP version without the crews can't be solved that easy IMO. I doubt that it is possible to make tank crews only buildable for human players. But I'm in no way an expert when it comes to coding, so I might be wrong (Xalibur can explain this better for sure). In the MP version (with tank crews) the AI spams alot of tanks, but doesn't put crews in them. So it starts producing blobs of infantry or light vehicles that don't need crews (Greyhound or Pumas f.e.). With those light vehicle and infantry spams the AI can still be hard, even in the MP version, but once you have the first heavy tanks on the battlefield the AI can't put much against you. That's why the MP version with tank crews is best played human vs human. The SP version on the other hand might lack the feature of the tank-crews, but the AI works very good and is able to build tanks which makes the mid-/lategame alot harder then the MP version with AI. BTW: a buildable tank-commander that boosts the tanks stats is still availible in the SP! The AI might not use it, but it's a nice feature for the human player. This version is max. fun for coop-games human vs AI. |
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# 16
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I survived 2079
Join Date: Sep 2006
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As Shadow said there are those two versions: SP without tankcrews and MP with tankcrews. Xalibur, some others and me thought alot about trying to make the AI use these crews but finally it was decided that it would be much easier to create a new version. I'd say we might try to implement AI-support for the tanks, we might, but for this to happen I need to have lots of freetime or we have to find a real AI-coder.
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# 20 |
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Member
Join Date: Dec 2008
Location: Tübingen/Germany
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Multiplayer (MP) = online/LAN games human vs human.
Singleplayer (SP) = either real singleplayer (skirmish games) or multiplayer online/LAN games humans vs AI (cooperative games with a friend or more vs the AI). Of course you can play the MP version with AI, but it won't be very challenging so if you want to play games with AI's the SP version is best. ![]() Last edited by SHADOW : 15th Dec 08 at 2:27 PM. |
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# 21 |
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Member
Join Date: Dec 2008
Location: Athens, Greece
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Congratulations and thank you!
Very good job Xalibur!
One of the greatest mods ever, concentrating on the detail! Looove the extra units, the additional features and those skiiiiins! Can't wait to play... Viele Gruesse aus Griechenland! ![]() |
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# 22 |
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Member
Join Date: Oct 2008
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I am really glad there has been a international release of the mod.
It is great fun and was a shame people may not have found it because it was over at hq and entirely in german. Too bad the tank crews arent AI controlled and had to removed for a SP version. Hopefully that will change as it was really a great highlight to the mod. |
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# 24 |
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Member
Join Date: Mar 2008
Location: Bremen, Germany
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@husky42:
...yes it is sad that the tank crews are not working ai based but I think that there will be no solution in near future. Many creative heads had no enlightenments concerning this. I also had the idea that new produced tanks will have the crews automatically garissoned... that would be no problem. The problem is that in tank combat the AI thinks that it must displace the crews to make a little "pee stop" ... very disadvantageous Anyway the tank crews stay as a main feature for the MP version ![]() EDIT: In a manner of speaking "last minute" before release I made a new skin for the "88mm Selbstfahrlafette Nashorn" included in my mod. So it is better distinguishable to the Hummel. ![]() Last edited by Xalibur : 16th Dec 08 at 4:57 PM. |
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# 31
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Kung-Fu Modder
Join Date: Apr 2008
Location: The Netherlands
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Xalibur, it's true that you've changed the language into english right? Also, I just played the old Blitzkrieg mod again, and I noticed all voices are gone for PE (didn't play with Wehr, US and Brits yet). Why is this, and how to fix it?
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# 32 | ||
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Member
Join Date: Mar 2008
Location: Bremen, Germany
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Quote:
Quote:
@husky42: Have you encountered the same issue with the beta version? |
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# 36 |
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Member
Join Date: Mar 2008
Location: Bremen, Germany
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List of new units
@ first post I added a new units screening. I hope that I`ve not forgotten something
New Units Wehrmacht: Medic • Scout • Panzerjäger • Tank Crews (MP Version only) • Tank Commander New Vehicles Wehrmacht: 105mm lFH18 (leichte Feldhaubitze) New Tanks Wehrmacht: PzKpfW IV Ausf.E • StuG IV late version • StuH (now buildable) • Marder III (SP version only) • KingTiger (now buildable) • Tiger & Kingtiger Ace (Doctrine) New Emplacement/Building Wehrmacht: 75mm Anti-Tank Emplacement • Artillery targeting bunker New Units Panzerelite: Sturmpioniere • Heavy MG42 Team • Tank Crews (MP Version only) • Tank Commander • SS-Paratroopers • SS-Hauptsturmführer (Command Unit) • SS-Stoßtruppen (Call in) New Vehicles Wehrmacht: Medic Halftrack New Tanks Panzerelite: StuG IV late version • Panzer IV Ausf.H • Selbstfahrlafette Nashorn • Jagdpanzer IV/70 • Jagdpanther (buildable) • Panther Ausf. G & Veteran Tiger (Call in) • Tiger, Kingtiger & Jagdpanther Ace (Doctrine) New Emplacement/Building Wehrmacht: 88mm Anti-Tank/Artillery Emplacement • Mortar Bunker • Panther Turret New Units US: Medic • Scout • Anti-Tank Team • Rangers (buildable) • 82nd Airborne Paratroopers • Airborne Targeting Squad • Ranger Captain (Command Unit) • Tank Crews (MP Version only) • Tank Commander New Vehicles US: 76mm M5/L50 Anti Tank Gun • M21 Mortar Halftrack New Tanks US: Stuart • Priest (doctrine) • Sherman M4A3 • Sherman M4A3E8 (call in) • Pershing Ace New Units CW: SAS-Paratroopers • MG Backup Team • Commando Sniper • Tank Crews (MP Version only) • Tank Commander New Vehicles CW: Jeep • MKI Staghound New Tanks CW: M10 Achilles • Canadian Sherman M4A3 Group (call in) • Sherman FireFly (buildable) • Churchill MKV (buildable) • Churchill AVRE (buildable) • Churchill MKVI & MKVII (call in) New Tech Tree CW: R.A.F (Royal Airforce Tree) replaces the old Commando Tree. Here you can choose between 3 different Typhoon fighter-bomber ground attacks Last edited by Xalibur : 17th Dec 08 at 4:19 PM. |
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# 38 | |
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Member
Join Date: Mar 2008
Location: Bremen, Germany
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Quote:
Nearly every unit has changes I made during the development phase. I changed some costs/hitpoints for example. All units have new skins. But if you ask me for a special unit like the panzer grenadiers I could not list you all specific changes for this unit ad hoc. |
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# 40 |
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Member
Join Date: Dec 2008
Location: Tübingen/Germany
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@Husky42: That's already corrected, works fine now. At least for me.
![]() I think the voices seem to be lower because you can zoom out more than in vanilla CoH. So some of the regular unit voices (f.e. the ones when a unit is bored) can't sometimes be heard in the heat of battle if you haven't zoomed in one or two steps. |
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# 41 |
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Member
Join Date: Oct 2008
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But even with the default zoom level the voices are still lower then normal. I had not even noticed until somebody in this thread said something and Xalibur had me check. I have voices off n game.
And, that's good that it has been corrected. I assume the installer Xalibur gave me had this issue in it? Just want to make sure it all gets corrected before being repackaged. ![]() Regardless of the small things. This rivals BotB. Fits my style of game play much more. And its nice not to have to hope I'm getting my German right while playing |
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# 42 | |
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Member
Join Date: Aug 2007
Location: Wherever I Lurk
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Quote:
Just a concise list of new units and major changes... Thanks! |
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# 43 |
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Member
Join Date: Dec 2008
Location: Tübingen/Germany
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@Husky42: The purple-skin bug was also in my installer earlier this week. Because Xali added alot of new skins the purple error accidently sneaked in for some destroyed-models. In any Installer packed after Tuesday this week it's corrected and works fine now.
Xali also just gave me word that the sound problems are fixed too. Thx for the hints on it Husky! |
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# 44 | |
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Member
Join Date: Oct 2008
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Quote:
I hope I'm not speaking out of place here, but Xalibur has changed so much through each version it would be hard for him to detail every small item in a changelog at this point. Just think about the quality of Battle of the Bulge in terms of realism with many new units, and a drastic change in doctrine. Its hard to explain, this puts a huge emphasis on tank warfare in which you really have to think how you go about things. One of the very nice things about the MP is having to build seperate tank crews for the tanks otherwise the tanks go nowhere and do nothing ![]() All i can suggest is once it is out you give it a try. The details listed above are good explanation of what has changed. I myself am enamored by the quality and playability of this mod. It appears every thought went into balance with no sacrifice to gameplay has gone into the mod. It truly is great fun. |
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# 45 | |
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Member
Join Date: Dec 2008
Location: Tübingen/Germany
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Quote:
I can fully second that. A complete list of changes would be a big piece of work. The important changes are already mentioned in the first post, if they sound good for you try the mod. In comparison to vanilla-CoH the changes are enormous. |
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# 48 |
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Member
Join Date: Aug 2007
Location: Wherever I Lurk
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Finally saw the list... Ok, now I'm interested... hoping for a pre-Christmas release...
![]() BTW, the list says "NEW" this and that... does it mean in addition to the already COH tanks or just new skins and stats? Also, can all factions build trenches in this MOD? I hope so, its not like England was the only nation in Europe with a shovel... Last edited by Muad'Dib : 18th Dec 08 at 4:54 PM. |
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# 49 | |
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Member
Join Date: Mar 2008
Location: Bremen, Germany
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BLITKRIEG v1.35 RELEASE!
...as Celéstial said:
Quote:
See it as a little X-Mas gift for COH-Fans I hope you will enjoy it like me and my friends do! |
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