Company of Heroes: Opposing Fronts Discussion
Trainer Tools and Resources
Will there be a version that allows only the pe and brits to build all the units as per previous versions of the mod? This, for me, would be the ultimate COH:OF mod.
Anyway, as said earlier, fantastic job, keep up the good work!
Not so big one, please. My credit card really has its limit. And Bill Gates is not my father.
This also led to some very interesting combo's with doctrines, and ultimately the Wehrmacht became incredibly powerful.
While I -could- cut out the Allies/Wehrmacht, I also would rather not have to try and dual-release two versions of the mod simultaneously and have the added issues of supporting them, particularly when you just know someone would download one version expecting the other and it would of course fall on me to make it 'good' on their end
Unfortunately, normally I'd tell you just what you needed to do in order to disable the Allies/Wehrmacht enhancements, but upon further investigation, the two sides' respective enhancements are so intertwined with their counterparts that it's impossible to separate them without actually reworking many of the requirements calls within the mod since that's what would of course be getting removed and would leave the mod pretty much cut-off at the knees.
Actually, that's already the case, however as with most things there is a caveat. You see in the campaign script, some missions have special 'switches' if you will to enable/disable specific things.
For instance, when playing PE, your Panzer Grenadiers won't be able to access their build menus all the time depending on the mission, or sometimes specific items may be omitted on a given level. The same holds true for the British, the HQ command truck has the Allied Engineer Infantry unit enabled in the spawner list under slot 7, and the unit itself is plenty ready to go, but on level 1 of the British Campaign for instance anything but the scripted options are disabled.
This isn't to say it couldn't be modified as well, but that's actually going to alter the campaign itself and I really prefer not to monkey with what already works (I can screw things up perfectly well on my own without borrowing Relic's stuff )
Somewhere there is a script disabling specific things and that's the cause of that, but even swapping around which unit-calls to make, the game uniformly shrugs off engineer infantry for one reason or another.
[Edited by grandovan, 7/5/2008 8:24:23 AM]
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