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Ewiger Krieg Mod
 
vchris  posted on Jul 07, 2008 9:30:58 AM - Report post

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CHEATMASTER
For CoH:OF, I think that the Ewiger mod is a shining example of what a mod should be.

The Ewiger mod would definitely be a very nice base for creating other mods as well.

The only thing I would add; is the ability to equip the infantry squads with individual weapons. An ability from the "Battle of Legends" mod for CoH.

But thats an extremely minor detail, considering the many other things this mod offers.

I made an "Invincible Allies" mod for myself. While it was relatively easy to make, it was also very tedious. I really appreciate how much work was put into this mod.

I love this mod!

 
SpArKyz  posted on Jul 14, 2008 10:35:40 AM - Report post

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ELITE
i dont understand the instructions i cant get it to work
 
knightpress  posted on Jul 14, 2008 10:50:57 AM - Report post

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As per the included instructions:

Installation:


Place the following files in your Company of Heroes main folder, by default it will be C:\Program Files\THQ\Company of Heroes

Ewiger_Krieg
Ewiger_Krieg.module


Once those files are in your Company of Heroes main folder, right click the RelicCOH.exe in that same folder and choose
"Send to -> Desktop (Create Shortcut)"


Look on your desktop, and right click on the Shortcut you just made, and choose Properties.

Within the menu the top most entry box is called "Target" and will have the program path inside it to your RelicCOH.exe

In that blank you must add to the end ONE SPACE, and paste in the following:

-modname Ewiger_Krieg -dev

If you installed the game to the default C:\ drive, the path will look like this, and you can copy/paste the entire entry as:

"C:\Program Files\THQ\Company of Heroes\RelicCOH.exe" -modname Ewiger_Krieg -dev


Once entered, click Apply, OK, and you're ready! To start the game, just use the new shortcut you've made with the added mod command.


I've very carefully and methodically worked out that list of instructions and I honestly don't know how to give the steps in any more broken-down form, however if you are confused on a specific step I could elaborate that step for you.

The overview of the steps is to basically put the downloaded files into your COH folder, make a shortcut to the game (RelicCOH.exe) file, and then edit that short cut with the previously mentioned extensions to enable the mod to work. If you are using version 2.300 of the game, the mod won't work at all because that patch is broken, hence most people are now using 2.301 or 2.202 so that their preferred mods will work.

 
grandovan  posted on Jul 15, 2008 4:51:47 AM - Report post

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Your instructions have been absolutely clear since the beginning, even for my ten years old daughter. Just one question - when playing Normandy part (from installed coH Opposing Fronts) using Your mode and trainer 2.301 and playing the second mission with paratroopers only (Vierville?) - I can not destroy all the AA guns - one always remains. Now when I playing even the first one can not be destroyed. So the first objective can not be completed. (in the past I could not destroy the last one aroud nazi bunkers). The aa gun has red line above it, it disappears after bombing, but it has the white line too (like allies units after using + on numpad using trainer), so I cannot destroy it. Of course - I can play it without mode even without trainer, but - just asking - You are the genius, not me. ..... Thanks, if ...

[Edited by grandovan, 7/15/2008 4:54:33 AM]

 
knightpress  posted on Jul 15, 2008 11:34:57 AM - Report post

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SAGE
quote:
originally posted by grandovan

Your instructions have been absolutely clear since the beginning, even for my ten years old daughter. Just one question - when playing Normandy part (from installed coH Opposing Fronts) using Your mode and trainer 2.301 and playing the second mission with paratroopers only (Vierville?) - I can not destroy all the AA guns - one always remains. Now when I playing even the first one can not be destroyed. So the first objective can not be completed. (in the past I could not destroy the last one aroud nazi bunkers). The aa gun has red line above it, it disappears after bombing, but it has the white line too (like allies units after using + on numpad using trainer), so I cannot destroy it. Of course - I can play it without mode even without trainer, but - just asking - You are the genius, not me. ..... Thanks, if ...

[Edited by grandovan, 7/15/2008 4:54:33 AM]

I too have actually seen just that circumstance arise, and unfortunately it is a result of cloning over the flakverling from the PE over to the Wehrmacht. I can of course remove the falkverling from the Wehrmacht quite easily, but then the luftwaffe units wouldn't be able to build them anymore.

A more simple workaround is to use the level-skip option:

By going to

(Win Vista)
Documents\My Games\Company of Heroes\Savegames\Ewiger_Krieg\Campaigns\coh

(Win XP)
Documents and Settings\\My Documents\My Games\Company of Heroes\Savegames\Ewiger_Krieg\Campaigns\coh

Look for the campaignstate.lua file and open it with any text editor, notepad will work perfectly fine.

Inside the file there are a few lines and you're going to edit:

campaignid = "coh"
maxmission = 0
medals_awarded =........

Whatever value is by "maxmission =", add 1 to it, save the file and close it, you will then be able to select the level after the one you are currently on to skip over it.

I'm likely going to just remove the flakverling from the axis all together to completely avoid the situation in a future update, but I've kept it in thus far for the skirmish play.

 
grandovan  posted on Jul 15, 2008 12:24:17 PM - Report post

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What ever You will do - thanks for that. Apropos - did I say "nice to meet You" yet? I think I have not said this yet. So - nice to meet You. Without You and Your work ... This game is now more and more interesting.
 
Realusionist  posted on Jul 18, 2008 7:17:45 AM - Report post

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knightpress i shall bow down to you as my lord,as my king and as my godddddd of MOD creator

im new here and as grandovan said honor to meet you !

i have downloaded your creation and enjoyed it even more that the original Ver but i need to ask you knightpress that is there any way to unlock the normandy camp on COH:OF couse thats the one i have !
and there is still some mute units in the game for example pioneers or volkGr ?
i have downloaded 06-22-2008 Ver of you magnoficent Addon

[Edited by X_Parham, 7/18/2008 7:42:54 AM]

[Edited by X_Parham, 7/18/2008 7:45:39 AM]

 
knightpress  posted on Jul 18, 2008 11:57:42 AM - Report post

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SAGE
Thanks for all the compliments, I really appreciate it, and I'm just glad you guys like the mod and enjoy it.

Of course there is a way to unlock the Normandy campaign in COH:OF.

1) Go to the store
2) Purchase Company of Heroes
3) Input the COH game-key when you click on access the Normandy campaign through the campaign menu

Not to be mean, but I'm not in the business of helping people to circumvent the proper (and legal) methods of acquiring the game.

Assuming innocence, the Normandy campaign is the Allied campaign from the original Company of Heroes, which Opposing Fronts is built on top of. I -will- say that you don't actually need COH installed simultaneously with COH:OF in order to play the Normandy campaign, but a game key from COH is required for it to be unlocked.


As for some units still being mute, unfortunately that's a side effect of how the mod works. To put it simply, many units that simply don't exist for a given faction normally have obviously been more or less forced into their "rosters" of units they can now build. Obviously though, this was bound to have side effects as that's not really how the game was really intended to be originally, and one of those side effects is that sometimes unit speech for specific units may either wind up being generic to that faction (for instance, U.S. units sounding like English and vice versa when used by the other faction than normal), or in other cases for them to have no speech pattern at all.

Technically, it -is- possible to move around or replicate the necessary sounds, unfortunately it would mean the mod would explode from less than 3MB to a number I'm reluctant to even guess at, which I'd have little problem uploading, however downloading would be more of a problem for the end users (particularly when it's gone through so many iterations thus far) and of course hosting would potentially be more bothersome.

Considering it's for the most part an "aural" issue (err... don't say that out loud as it may well be misinterpreted ) it winds up being more trouble than it's worth to meddle with, particularly without certainty of success.

Finally, I recommend looking at the 7-5-2008, minor tweak to correct the munitions halftrack's goliath/mines. Beyond that it should be the same.

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