Company of Heroes: Opposing Fronts Discussion
Trainer Tools and Resources
[Edited by witcher22, 3/31/2009 11:09:36 AM]
Just to let everyone know Patch 2.400 has thrown a major monkey wrench in to the machinery of the modding community... I am aware of this and I acknowledge that if you try to run Ewiger Krieg in its current form on 2.400, it will NOT work. If you are a modder, and are up on the community chatter, you are welcome to take the necessary steps should you be willing to get your version of EW up and running, but keep in mind it's a fairly big bite to chew.
That being said, I am in the process of converting my 2.301 build to work with the sort of "new format". Thankfully it looks to me like it -can- be done, and I've tested little parts of EW in 2.400 to make sure what I think will work does indeed do so if I update it. I doubt I can do it all in one "marathon effort", it's just gotten to be pretty big and it's really a lot to move over, but the pyramids weren't build with a single stone either.
Now, the bad news is that I honestly don't know how long this is going to take me, it will not be instantaneous I can assure you but I will hopefully have it knocked out in reasonably short order.
If you are still running 2.301 or earlier, then you're completely unaffected unless you should upgrade to 2.400
This situation isn't quite the same as 2.300 thankfully in that it -can- be circumvented apparently and worked with rather than against to correct the situation. I will have to make an alternate packaged Ewiger Krieg for 2.400 because 2.301 and prior versions simply aren't formatted the same way and likely a re-installation of Ewiger Krieg will be in order for 2.400 users, but all the instructions in the package as well as here will be updated accordingly as always. It won't be hard, just file replacements and an edit to your shortcut I believe once I'm done on my end.
As always, I thank you for your patience and support, and I will do as much as I can in the after-work hours to hopefully have this done sooner rather than later for the benefit of myself as well as others.
Edit - New trainer works good for me, so I am sure the Ewiger Krieg will do too. You are real wizard, Knightpress, aren`t You?
[Edited by grandovan, 4/1/2009 3:00:00 AM]
The newest versions of Ewiger Krieg as usual are available in my signature, and I've also sent in the latest two iterations of EW to the fine folks at CheatHappens so that they may have them as well to provide.
Now, onto the details...
There are now two simultaneous versions of EW based upon which COH you're playing...
If you play 2.301 or earlier, continue on with the traditional 1-16-2009 dated version of EW, it is what will work for you.
If you have updated to 2.400, then the only version that will work for you is the one labeled as such and with the date stamp of 4-1-2009.
Also, in the case of 2.400, you WILL have to delete your previous Ewiger Krieg folder and Ewiger_Krieg.module file. After that, edit the shortcut to your game (or create a new one) as well with the target script extension:
-mod Ewiger_Krieg -dev
The change from the earlier version is the format of the -mod command. If you already have a shortcut, you can edit it to simply say that, it's merely a few letters difference, but I assure you it is extremely important.
All in all, it's a fairly minor change for the final user of EW, but it took a bit of elbow grease (mostly from tedium) to convert every file.
New users on 2.400, just download the latest version and follow the latest instructions packaged within.
As always, enjoy!
My God I hope he will! I can not be his spokesman, but I can not imagine he will leave us behind in case of Tales of Valor.
I don't want to over-step myself, particularly seeing as I haven't handled any 2.500 code in a finalized format...
That being said, if it is compatible with 2.400, which logically it should be since it's built on top of 2.400, Ewiger Krieg will likely carry over through Tales of Valor with little or no alteration necessary... (crosses fingers)
Now, as always there is a caveat, new campaigns, units, and abilities like "direct fire" (complete user control of an individual unit) are unknowns at this moment.
For instance, -some- special campaign features added, altered, or simply used differently may well need addressing.
The new units are -currently- slated to replace other units as you earn them, I don't like the idea of supplanting one unit for another, so if they -can- be in simultaneously I'd prefer that route, but I make no guarantees.
Finally, abilities like direct fire will hopefully be an overarching game mechanic completely independent of faction allegiances, as that would make it considerably easier and more plausible to keep things going. If it is more of a tangled mess than I would hope, it could well prove difficult or worse...
Again, like with discussion of the potential of a true, complete, and functional Object Editor (cue angels singing), I am reluctant to speak too much or promise anything until I know more about what I'm talking about. My father taught me that "your mouth is always just big enough to put your foot in". I would hate to over promise and under deliver.
[Edited by knightpress, 4/6/2009 2:28:04 PM]
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