Company of Heroes: Opposing Fronts Discussion
As I told you in your PM(s) to me, the idea has of course crossed my mind, but it's not a high priority to "reinvent the wheel".
I've more or less intended Ewiger Krieg to be a mod to unlock units and remove limitations upon them for the user's benefit, and as such players would choose Allied/Axis factions based upon more specific doctrinal bonuses rather than for entirely different rosters.
It most certainly can be done to expand the tree(s), add new ones, and so forth, but that's a little out of how I've envisioned Ewiger Krieg to be. If anything I want it to be less about "this command tree versus that tree" or "this faction versus that faction", when what I thing is best accomplished with Ewiger Krieg is that it's the Axis versus the Allies in an all out free-for-all.
No holds barred, no inherent limitations, no excuses that one faction is "based on this", or "my units aren't very good for that", it's about completely throwing out the expectations of any given faction now that they have the option to play virtually however the user wants and can be molded to that play style based upon the units and combinations there-of, they choose to build.
At that point, command trees are still quite useful of course, but simultaneously they are a bit precluded in many cases since they can be circumvented for some units and abilities that would otherwise have to be unlocked.
Loving your mod atm but just can't seem to find where I can build the King Tiger Tanks.
I have tried both Wehrmacht and Panzer Elite but can't seem to find where to build them.
When I build the panzer support structure, all I get is Knights Cross Holders; Panzers and multiple Tiger I tanks.
But no idea where to build Tiger II tanks.
Any help would be much appreciated.
I started a single-player skirmish map, with trainer on.. used some options, all was fine.. but there`s no enemy except two infantry squads on the map, when I reached their base their command truck was not even placed, nothing built etc.. using trainer options obviously stops the enemy somehow..
Please help! I was playing on Win XP before, and everything was ok! Is this becouse of the Windows 7 or?
First know, a save from the "vanilla" game won't typically work with a game started up with Ewiger Krieg, and the same goes in reverse, Ewiger Krieg saves require the mod to even be visible, so if that's the question, the answer is self contained.
If Ewiger Krieg itself isn't functioning:
Even in Win7 UAC can still cause some problems, if in doubt, turn it off. UAC is great for those unfamiliar with computers to protect themselves from themselves, but for modding it's just in the way.
Being that I haven't had anyone mention compatibility issues with Win7 thus far, I have to gather that it's akin to Vista enough that the two would play the same, so make sure your instructions for Ewiger Krieg are followed to the last letter for best results.
As to trainer support, unfortunately I am merely a grateful modder with his mod hosted here. I am not associated with CheatHappens.com or their organization, so I can't provide any support for their products as it is neither my place nor my product to speak on. I do my best to field the support for Ewiger Krieg, and I hope nobody has harangued the CH folks when they needed an answer about the mod.
It is already a known side effect of Ewiger Krieg that some things will never be built by the AI even though it has a huge roster to draw upon. The reason being is that the game wasn't programmed to handle the options I've given the game in the mod. It can and will build things that it normally wouldn't/couldn't as a given faction, which can be interesting or surprising, but it can also be quite foolish at times as is the case with AI not being able to handle a given situation.
It is also possible that in concert with the trainer that a situation could be made that would simply be impossible without the trainer, and perhaps the game is having difficulty reconciling it upon loading the game from the save. Whenever using the trainers it's often advisable to do so sparingly.
i know how to do so in almost all HQs and in commonwealth vehicles. but how to do so in HQ's that riflemen make by entering buildings??
Question 2. can i somehow drop a commonwealth mobile hq in stage of Sottevast *check spellings*?? i know how to do so with greyhound
thanks in advance.
I just reinstalled, and re-patched up to 2.601, and had no problems what so ever with Ewiger Krieg in the testing I performed.
If you're running Windows Vista or Windows 7 make absolutely sure UAC is completely turned off or it can disable modifications like Ewiger Krieg from working.
I started it right up, not a single glitch to be seen, set up a skirmish game for sake of expedience, chose standard Wehrmacht, and instantly recognized the menus had been changed, proceeded to build a complete base of combination Panzer Elite/Wehrmacht buildings and forces, and proceeded to crank out all the miscellaneous tanks and so fourth...
I then proceeded to repeat the experiment with Panzer Elite, Americans, and British Commonwealth forces and the results were identical.
If there were any substantial problem with 2.601 compatibility it wouldn't let be even see there had been a change, or it would display horribly on the menu as a result of the 2.400 and 2.500 changes...
Please download the last iteration from my signature, install the mod completely fresh, and please avoid combining the mod unless you are familiar with what you need to do in order to make it work, I can't lend support to combining the mod as I can't take responsibility for inter-compatibility with works that aren't my own.
* Updated game trainers and cheats daily
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* Priority support with any problem