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Company of Heroes: Opposing Fronts Trainer

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Ewiger Krieg Mod
 
knightpress  posted on Jun 30, 2008 3:20:43 PM - Report post

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SAGE
quote:
originally posted by grandovan

Great! Thanks a lot!

my bill will be in the mail

 
captive8  posted on Jul 01, 2008 6:09:24 AM - Report post

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ELITE
Absolutely love the mod, great job. For me though, I think (only my opinion) that the mod was better when only the British and the Panzer Elite could build all the units. The fact that the allies and the Wehrmacht can now build those units also takes away the uniqueness of playing as the brits or pe.

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!

 
grandovan  posted on Jul 01, 2008 7:30:49 AM - Report post

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CHEATMASTER
quote:
originally posted by knightpress

quote:
originally posted by grandovan

Great! Thanks a lot!

my bill will be in the mail

Not so big one, please. My credit card really has its limit. And Bill Gates is not my father.

 
knightpress  posted on Jul 01, 2008 1:13:38 PM - Report post

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SAGE
Well, you see what happened is originally all I even had on-hand was Opposing Fronts, so I made the mod specifically for Opposing Fronts and that's it. However, I got a few public requests and lots of private ones that I expand the mod to be full-tilt Ewiger Krieg on all sides, and really I saw little reason that the enhancements should only flow one way, so I went back and re-doubled the mod's enhancements.

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.

 
knightpress  posted on Jul 01, 2008 1:14:26 PM - Report post

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SAGE
quote:
originally posted by grandovan

quote:
originally posted by knightpress

quote:
originally posted by grandovan

Great! Thanks a lot!

my bill will be in the mail

Not so big one, please. My credit card really has its limit. And Bill Gates is not my father.

Oh... Well you better hope Bill Gates is looking to adopt

 
TheKahn  posted on Jul 04, 2008 2:00:40 PM - Report post


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INACTIVE
I was wondering if you could find a way somehow to enable engineers in the British Campaign because i noticed that the pioneers were enabled for the Panzer Elite but there were no engineers for the Brits.I don't know if i'm the only one having this problem.Pls respond soon and thx.
 
knightpress  posted on Jul 04, 2008 4:54:37 PM - Report post

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SAGE
quote:
originally posted by TheKahn

I was wondering if you could find a way somehow to enable engineers in the British Campaign because i noticed that the pioneers were enabled for the Panzer Elite but there were no engineers for the Brits.I don't know if i'm the only one having this problem.Pls respond soon and thx.

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.

 
grandovan  posted on Jul 05, 2008 6:16:10 AM - Report post

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CHEATMASTER
One question. I play Your mode and I play this game not "over and over", but i Like it, so I am returning to it time to time. Now I am playing Market Garden mission 3 - Oesterbek, I think. I use all advantages of Your mode, I built everything what I can and I start to overrun the British around the bridge. When I have done I am called to use Goliah from munition halftruck. This truck is marked even, ..... but .... no Goliah inside to be placed on the ground and to be used to destroy the bridge. Is this any bug or what - do You know? If I build another truck - again without goliah. I have to point that the first truck I do not built myself - it is on the map from the beginning of the battle. Thanks. .... I have finished this mission before, but without Your mode (using trainer) and after anihilation of British around the bridge some sighn of "pioneers are on their way" or so on had appeared and halftruck with Goliah appeared down the map close to headquarters.

[Edited by grandovan, 7/5/2008 8:24:23 AM]

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