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Ewiger Krieg Mod
 
knightpress  posted on Sep 12, 2008 10:50:50 AM - Report post

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SAGE
Okey dokey, I'm back... err... again...

About the alternate sandbag pieces, indeed there are many "pre-made" sandbag designs and they could readily be added to the game, but at some point the build menu's are going to be full (and they are already getting there).

Add to that, they don't build the same as a linear sandbag wall, rather it's a singular piece, so for instance an end-piece that's sort of like a corner post is a single "building", so to add them all in rather than leaving them as pre-positioned environmental items is going to gobble up menu space in a big hurry. Particularly for an item so easily destroyed by armor.

Other ones such as the ring of sand bags around the 25 pounders would be just that, a ring of sandbags, but would be otherwise useless as they have no coverage tables.

Sorry to keep disappointing on requests, but some things are merely change for the sake of changing things rather than a real reason that really has a noticeable effect. If something is amiss or really needs to be a certain way, obviously I'll look into it, but in other cases it's a lot of "sound and fury signifying nothing..." oooo that's Shakespearean

 
TheKahn  posted on Sep 12, 2008 11:08:41 AM - Report post


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So knightpress since you unlocked every single unit in CoH what do you say to making some new ones?Perhaps a Lehr[Lehr veterancy] HMG with camo option maybe a simple Lehr mortar team similar to Wehrmacht mortar team but maybe with some other options[Incendiary Mortar or camo option as well].But create this if you think it's right as for a modification i was wondering if you could increase the firepower of CoH scouting vehicles if it's not already.Vehicles like the Lehr Scout Car the Wehrmacht motorcycle the jeeps and the brens.It really ticked me off once on the Caen mission when 7 german soldiers were pinned down by my 3 brens and it actually took them 5 minutes to kill them all.I mean in reality 3 brens would rip apart those soldiers in less than 30 secs but i guess their base firepower wasn't enough...
 
knightpress  posted on Sep 12, 2008 7:28:18 PM - Report post

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Well, unfortunately that's not currently possible...

For putting in entirely new models (what you see as a moving unit), Relic would have to release an object editor and/or software development kit (SDK) in order to allow eager modders to make things, put them into the game, but most importantly have them animate.

For instance, you -can- put in a new tank, but it won't actually animate and it will look completely ridiculous next to the functional models already in the game.

If/when a complete object editor is made available, then there will be a flood of new models of countless units and it'll be more or less impossible to put them all in any one mod because there simply wouldn't be room for them all.

I'm not going to shoot my mouth off and make promises, but my own plans included many other tanks from WW2 both real and hypothetical, but without an object editor it's a waste of effort to even start in on it. Particularly in the light that while the object editor was "kind of" released once before, it was incredibly complicated and apparently nobody got it working anyway, so it was retracted and until a working version is made available from Relic (start holding your breath now...) we're all up a well known creek without a paddle.

On the different scout units, I agree that they are weak, but they are also supposed to be, they aren't really combat units, but rather "spotters" for artillery and sniper units. Use units by their roles as well as by their weaponry. If you want to take out infantry, a scout unit (even several of them) isn't going to do worth a darn.

The Germans have my personal favorite anti-infantry vehicle, the Ostwind... It rips through infantry like crap through a goose, plus you can preemptively veteran them which hands down makes them the best you're going to do for anti-infantry. Allies will have a few lesser but perhaps more versatile options, any of the crocodiles are good, particularly since the main gun and machine gun enhancement I made earlier. Another good choice are the armored cars and/or the light tanks, they aren't going to hold up versus anti-tank infantry, but not many allied tanks would anyway.

Please keep in mind, I only adjusted the machine guns on the Sherman(s) because it was inexplicably weaker than the same gun used by infantry. I understand relic's artistic license, but at the same time I don't think they should kneecap a tank's anti-infantry capability when it's already mediocre in armor-to-armor combat, so I enhanced that a little bit.

[Edited by knightpress, 9/12/2008 7:31:34 PM]

 
Realusionist  posted on Sep 13, 2008 12:33:53 AM - Report post

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quote:
originally posted by knightpress

Okey dokey, I'm back... err... again...

About the alternate sandbag pieces, indeed there are many "pre-made" sandbag designs and they could readily be added to the game, but at some point the build menu's are going to be full (and they are already getting there).

Add to that, they don't build the same as a linear sandbag wall, rather it's a singular piece, so for instance an end-piece that's sort of like a corner post is a single "building", so to add them all in rather than leaving them as pre-positioned environmental items is going to gobble up menu space in a big hurry. Particularly for an item so easily destroyed by armor.

Other ones such as the ring of sand bags around the 25 pounders would be just that, a ring of sandbags, but would be otherwise useless as they have no coverage tables.

Sorry to keep disappointing on requests, but some things are merely change for the sake of changing things rather than a real reason that really has a noticeable effect. If something is amiss or really needs to be a certain way, obviously I'll look into it, but in other cases it's a lot of "sound and fury signifying nothing..." oooo that's Shakespearean

Welcome back!
I agree with you that build menus are full, may be you can specify one unit to build sandbags for each fiction, and actually there will be only two units required because now in Ewiger Kreig we have two fictions now not four.

 
Realusionist  posted on Sep 14, 2008 12:07:34 AM - Report post

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Knightpress
Is there anyway to add crew to the Munitions Halftrack ?
I mean i want to enable the MG at the back of the halftrack enabled,is it possible or its just a decoration ?
 
knightpress  posted on Sep 14, 2008 8:02:45 AM - Report post

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SAGE
quote:
originally posted by X_Parham

Knightpress
Is there anyway to add crew to the Munitions Halftrack ?
I mean i want to enable the MG at the back of the halftrack enabled,is it possible or its just a decoration ?

There might be, and there might not... Unfortunately it may be like the Tiger tank that doesn't like having a commander added to the tank for instance. I can't say for certain either way as I haven't experimented with it, but it's likely a 50/50 chance at best.

A hard point on the vehicle may well be possible to enable, but whether you can get a crew to man it and look like they are operating it is suspect.

It's not quite the same as reactivating the animations for the turret on the "specialty" Sherman(s), because their animations already existed from earlier versions of COH, but relic just patched their turret function out. The half track however may very well not have crews modeled for it that use the machine gun.

If in doubt, ask on RelicNews, I'd be willing to bet either someone knows the answer for you already, or if you're lucky someone has solved the problem before.

 
Realusionist  posted on Sep 15, 2008 12:01:13 AM - Report post

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ELITE
quote:
originally posted by knightpress

quote:
originally posted by X_Parham

Knightpress
Is there anyway to add crew to the Munitions Halftrack ?
I mean i want to enable the MG at the back of the halftrack enabled,is it possible or its just a decoration ?

There might be, and there might not... Unfortunately it may be like the Tiger tank that doesn't like having a commander added to the tank for instance. I can't say for certain either way as I haven't experimented with it, but it's likely a 50/50 chance at best.

A hard point on the vehicle may well be possible to enable, but whether you can get a crew to man it and look like they are operating it is suspect.

It's not quite the same as reactivating the animations for the turret on the "specialty" Sherman(s), because their animations already existed from earlier versions of COH, but relic just patched their turret function out. The half track however may very well not have crews modeled for it that use the machine gun.

If in doubt, ask on RelicNews, I'd be willing to bet either someone knows the answer for you already, or if you're lucky someone has solved the problem before.

Well after some time i figured out that there are three command line in the upgrade tree that makes the front MG state invisible and the other line says MG off. and i added a crew for the rear MG
but something happened... the cover of the rear didn't slides open and the crew got stuck, just like someone who's trying to get out of a covered well!
In origin this truck has the same tree as the 251 from COH but one _EXT was missing and i think it was "Hold".

 
Zaxix  posted on Sep 15, 2008 2:22:27 AM - Report post

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The best mod ever!Thanks for your work!
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