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I know it's perhaps too early to ask, but how does the AI handle the French so far?
Which trader gives me the best prices for weapons? I'm pondering wether bringing my loot to Barkeep or Sidorovich. Or are loners a better option?
Less downvotes, more answerss... *sigh*
Today the Rookie Camp in the Cordon was obliterated by an army raid, and I fear that I may have lost the opportunity to get some quests. I have already done/started the Veteran's Cache, Daughter in Pripyat, Old House Ghost, Explosive Fridge and Suit in the Tunnel. Also Wolf's TNT, but IIRC the quest can be finished even if he dies.
Am I missing any quest or should I go back to an earlier save?
I just started to play this mod today, and I'm liking it a lot. However, I've started the Veteran's Stash quest, but I can't seem to find said cache anywhere on the roof of the building on the marker. Any help would be appreciated.
One question: I've been meaning to play this mod for a long time and finally I have some spare time to do so. However, would you recommend me to wait for the next patch, or is the current one playable enough?
Glad to see that development is still ongoing! Considering the quality standards you guys seem to strive for, it is kind of understandable that delays happen.
If I understood correctly the Army Support doctrine is gone for good, to be replaced by one of the planned ostheer reward trees? Understandable, since it's abilities are being used elsewhere (and units IIRC, the PzII was non doctrinal last time I checked), although I'm probably going to miss the Wespe.
By the way, how good do you have to be at the game to apply for a beta tester position? I've been following the mod for a long time and would like to help, but I'm afraid I haven't played mutliplayer in almost 2 years.
Aww, too bad I already own these games, because this competition is right up my alley. The second question might be a bit open ended though, considering that the Japanese carrier force, surface fleet and air power were crippled in three different battles IMO.
First of all, let me say that I'm enjoying a lot this mod. The UI is great, the ships look beautiful and I'm having really engaging fights even against the AI.
I do have a gripe though, and that is that in-game descriptions do not explain clearly enough ship roles, at least not as much as in vanilla Sins. I've been playing for a while with the Pentastar Allignment, and while capitals and frigates seem to have clearly defined roles, crusiers on the other hand are a bit confusing. Do the Vindicator, Procusator and Enforcer all serve the same role? Are they just upgrades? If so, I think ingame text should perhaps be a bit more clear about this.
Again, other than that I think the mod is in a great state right now and it is immensely fun to play. Can't wait for some of the planned updates (such as the new fleet upkeep system).
After watching a couple of the beta streams I have a few questions regarding the Ostheer:
- What was the reasoning behind condensing the previous 4 tiers into the current 3?
- Landsers are now a pool unit. Is Support Pool still a viable strategy for early game?
- What is the current status of T3 (previously T4)? IIRC none of the matches I've seen so far have lasted enough to reach late game so I'm curious of what's changed from 2.3.
I have to say, the AI in this mod is really fun to play against! It feels like it really knows how to use properly all the tools it has available, from artillery to doctrinal abilities and call-ins. My only complaint would be its tendency to blob infantry units, which leaves the AI pretty vulnerable to player artillery. But it is only a minor complaint, really. I wish more mods had AI like this, my dream mod would be TGW1918 with proper AI.
Anyway, are you going to post a preview of the Commonwealth redesign? What will the extent of the redesign be?
Well, of course this is none of my business and I can't speak for the FH2 Dev team, but I think the best way to implement Poland 1939 would be as a minimod, just like what you have now for FH0.7. That would mean that your maps could be tested daily in the fan mappack server. Once the maps were thoroughly tested and polished, then the things required for official inclusion in the FH2 mod (new playermodels, for example) would be worked on. The most important step, though, is getting the maps ready, and I'm sure that releasing them as a minimod would be the best way to have them played right out of the box.
I know you've been told this before, but you should consider porting this fantastic work to Forgotten Hope 2. The attention to detail, statics and historical accuracy in your work make it a perfect candidate for that. Keep in mind that FH2 servers (including ones with custom maps) get around 60-80 players a day, so your maps would definately get played.
For some reason, I can't get titans in the 1.82 version of this mod to travel though wormholes. Is this a bug? Or am I missing some research item?
Will next version be released for 1.82?
Ok thanks, found out I already have the recomended grass settings. By the way, why does the game keep resetting some of my video choices on loading a save? I keep trying to have sun rays checked off. Is that compatible with FDL?
What is the parameter in the video setting menu that determinates grass draw distance? I'd like to have it high while running other settings low, but I can't find what does what.
What map/win conditions were you using? I have the opposite problem, AI won't get tanks out until it's too late and the match is over.
Are there any plans to improve the AI in future patches? So far, the German AI is pretty good, it understands teching very well and puts up a fight. I can't say the same for BEF AI. Unfortunately, their teching never reaches the vehicle building, so they never get tanks. This means that they cannot push against your late game infantry, and they are done for. Sometimes they get call-in tanks, but when these start rolling the match is practically over.
Not the Robots and The Whispered World: Special edition, please.
Is there any way to fix the pink sandbag bug? So far I've found it in Lemberg, Houffalaize Road and Losheimergraben.
1. Combine militia. They may enslave, they might raze entire civilizations, they definitely have come to steal our resources, but maybe humanity deserves it. For centuries we have engaged in fratricidal wars. Wasn't it about time someone put us in check?
2.The overcharged Gravity Gun. It is by far the most versatile, being capable of both shooting beams of energy and allowing Freeman to creatively dislodge enemy squads, in what could best be described as “playing with his food”.
3.Without a shadow of a doubt, the Ichthyosaur. It may not be the toughest, but every time I encounter it my brain ceases functioning, rendering me unable to fight this nightmarish creature. Not to mention the gray hair.
Thanks everyone! And specially the hosts, of course. It was a fun contest. Good luck to the other participants, and may you win in future giveaways!
Being Spanish, I would have fought against the Axis, fighting in the Free French Forces, much like the legendary Spanish Civil War veterans who joined the Leclerc Division in hopes of toppling the fascism that controlled Europe with an iron fist, including their homeland. Although those hopes were not fulfilled, and the allies didn't intervene in Spain in the end, but their efforts should not be forgotteny. At any rate, by joining the Leclerc Division I would have been one of the first to enter the liberated Paris.
Any kind of SMG would do. I have poor eyesight, so anything that requires careful aiming is a definite no-no. If I recall correctly, Free French Forces used American equipment, so that SMG would be a Thompson or a Grease Gun.
On foot, for the motives mentioned above, supporting armoured advances and scouting ahead for the cavalry. Besides, if I were in the navy or air force I couldn't have taken part in the liberation of Paris, and therefore couldn't have marched throuhg the Champs-Élysées in a halftrack.
After playing some more with the Ostheer, I've found that not only Strumpioneers, but also Panzerfusilers, get invisible G41s. All the doctrine trees have blank names. In the Elite troops doctrine, right-hand tree, the description for the middle unlock (artillery?) is blank as well, and although the doctrine description mentions the Strumpanzer IV, I just can't find it. Additionally, all the description of the landsers and the officer upgrade are outdated (they still mention the assault rifle).
Found a bug; Ostheer strumpioneer's G41 recieved after the combat upgrade are invsible (except at close-up). Will post more if I find any (I seem to recall blank descriptions somewhere).
A few years ago there was some discussion about adding captured Char B1s to the Ostheer foreign support. Any news on that?
Great mod! I have played a few matches recently and I have to say that the effort spent to make the mod truly historically accurate really pays off. The doctrines are the best I've seen in a CoH mod - midpoint between the small vanilla ones and the cluttered ones found in other mods. I also like the new features which make the gameplay really interesting (at last! coordination between inf squads and snipers) and the models and textures.
Will there be maps about early Operation Barbarossa too? I'd love to see T-26s (like in the Battle of Brody map in BG42) against old panzers.
Ok, thanks for the fast answer.