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Ewiger Krieg Mod
 
grandovan  posted on Feb 05, 2012 4:33:05 AM - Report post

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CHEATMASTER
 
knightpress  posted on Feb 07, 2012 4:01:03 PM - Report post

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SAGE
lol none of that is necessary

You should be spending your time more fruitfully, like playing!

 
LordBeowulf800  posted on May 12, 2012 1:10:56 PM - Report post

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First of all very nice MOD! I have had a lot of fun playing ewiger krieg.

Here are some bugs you may know or not. Would be really cool to get rid off

1) Tiger 205 the repair button isn't working anymore.
2) The axis repair bunker isn't working anymore. I could build it but the mechanics are doing nothing.
3) Is there a possibility that the pantherturm is complete destroyable or removable from the field when it's destroyed?

Tested on CoH:ToV 2.602.0

Thanks

Beo

 
LordBeowulf800  posted on May 17, 2012 4:24:12 AM - Report post

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ELITE
Hi Knightpress,

could you confirm my issues?

Beo

 
knightpress  posted on May 19, 2012 9:09:55 PM - Report post

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quote:
originally posted by LordBeowulf800

First of all very nice MOD! I have had a lot of fun playing ewiger krieg.

Here are some bugs you may know or not. Would be really cool to get rid off

1) Tiger 205 the repair button isn't working anymore.
2) The axis repair bunker isn't working anymore. I could build it but the mechanics are doing nothing.
3) Is there a possibility that the pantherturm is complete destroyable or removable from the field when it's destroyed?

Tested on CoH:ToV 2.602.0

Thanks

Beo

The Tiger 205 from the special campaign -DOES- actually work, however the action to "disable" it isn't available or active outside of that campaign, the "disable" events during that campaign are what the "repair" function is there to resolve...

Given how preposterously overpowered the campaign Tiger 205 already is, you can have a squad of Grenadiers right behind it at any time to give it any repairs it could possibly need.

The Axis repair bunker likely isn't working, it likely won't work because it's trying to mimic/use a function that's not available to it...


As for the pantherturm, unfortunately, since they aren't a faction building, but a map-decoration that can be captured, it isn't in the building function itself to allow for demolition...

 
LordBeowulf800  posted on May 20, 2012 8:52:35 AM - Report post

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ELITE
Hi Knightpress,

thanks for the answer. For the pantherturm I was guessing sort of situation. Although the 205 Tiger is overpowered the repair button was working some versions ago, actually it's not critical at all. Sadly the repair bunker isn't working.

Your Mod is really great and than there are this minor glitches

Anyway well done!

Beo

P.S. Did you ever noticed that when the British HQ truck gets destroyed the new one you could build hasn't the ability to produce US pioneers anymore?

 
knightpress  posted on May 20, 2012 9:42:27 AM - Report post

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SAGE
quote:
originally posted by LordBeowulf800

Hi Knightpress,

thanks for the answer. For the pantherturm I was guessing sort of situation. Although the 205 Tiger is overpowered the repair button was working some versions ago, actually it's not critical at all. Sadly the repair bunker isn't working.

Your Mod is really great and than there are this minor glitches

Anyway well done!

Beo

P.S. Did you ever noticed that when the British HQ truck gets destroyed the new one you could build hasn't the ability to produce US pioneers anymore?

Well, they are not so much glitches, as simply "requests without responses" in the program. The mod is basically trying to use a command, that leads to no action anymore.

Sort of like sending an email out to an address that doesn't exist.

With the British HQ truck, it's very likely regenerating a HQ truck from the unit roster, and there is apparently an alternate British HQ truck in the roster for the purpose of the respawning unit as opposed to a player-created-unit, as such, their two production rosters are not identical.

 
grandovan  posted on Apr 05, 2013 1:22:30 PM - Report post

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CHEATMASTER
Again. You are the best.
Of course You are.
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