Was born, is living... will die.
The upgrade doesn't exist anymore. You just need to go to the FSV SBPS and remove the requirement.
It wasn't working properly for some people so we reverted it. If the bug is ever fixed we'll set it back up again. :)
What's the problem exactly? You need to be more specific.
But then what would be the point of it?...
Our installer doesn't support custom shortcuts yet (we lost our proper launcher when our server crashed a few months ago and had to start again from scratch). A BAT is much more user-friendly than what we had before though.
Btw, I_am_a_Spoon = PvtParts14. :)
Militia (unlike Regulars) are supposed to be a mobile harrassment unit. I don't really see an LMG doing anything but hindering that. :/
It's supposed to be less accurate vs. infantry. Most heavy weapons are. ;)
That's a bit more difficult to do properly, as you'd need to sort out the squad UI, as well as modify some other stuff (like unit cost, unit build time, unit requirements, the building spawn extension, removal of the old abilities, etc).
That may be true, but gameplay always has to come before balance. If nothing but a few doctrinal units could damage an Abrams then the game just wouldn't be fair.
BK is popular for a number of reasons, I'm not disputing that. But for hardcore mode in MC we tried to retain the balance of regular MC, which is optimised for balance.
China still uses flamethrowers today, despite the Geneva convention.
To change the UI position of an ability (or global upgrade) just edit the "ui_group_position" key I mentioned before. Use numbers 5-12, 5 being the first slot of the second row and 12 being the last slot of the third row. So:
1 2 3 4 (hardcoded, don't use)
5 6 7 8
9 10 11 12
For a squad upgrade us numbers 1-3 instead.
Ah... ok, I get it. infinitesolutions696 = nosolution69
Launch it manually, it won't launch automatically when you exit the installer.
To launch it manually, go to your CoH root folder and then into your ModernCombat folder. There should be a file there named "Modern Combat Launcher.bat". Click it.
My root folder for example: "C:\Program Files (x86)\Steam\steamapps\common\Company of Heroes Relaunch".
So my BAT file would be here: "C:\Program Files (x86)\Steam\steamapps\common\Company of Heroes Relaunch\ModernCombat\Modern Combat Launcher.bat".
If you want a shortcut on your desktop, just create a shortcut to this BAT file. :)
Do you have it working or do you still need help?
1. The US is supposed to be fighting an expeditionary war on Chinese soil, against a budding superpower. Which country do you think would find it easier (and cheaper) getting their forces to the frontline? The US or China?
2. Balance > realism. And I'm referring to proper balance, not a biased version where you need a nuclear strike to scratch the paint of an Abrams.
3. Referring to BK as the holy grail of balance doesn't exactly do your post any favours.
Yep, the AT4 upgrade RGD.
Basically, choosing the Marine faction applies an upgrade. The AT4 upgrade requires the Marine upgrade to be absent. AP Rounds requires the Marine upgrade to be present.
There's a requirement (for the AT4 upgrade to be visible) involving the USMC faction not being activated. Conversely, the same thing happens with the Army to remove AP Rounds.
1: Remove that requirement in the upgrade RGD.
2: Remove the AP Rounds upgrade from the Infantry Headquarters EBPS so it doesn't interfere.
3: Add the AT4 ability to the Marine EBPS (use the Rifleman EBPS as reference).
4: Go to the M27 suppressive fire ability file and change the "ui_group_position" to something like 6, 7 or 8 so it doesn't interfere.
5: Give the Marine M240B EBPS the standard AP Rounds ability (use the Army M240B EBPS as reference).
Yep, for now at least.
It's completely modular and doesn't overwrite any existing files. So you can switch between MC and regular CoH any time you want.
MC isn't packed into an SGA archive.
You instead click "Load CoH/OF Mod", browse to your CoH root folder and then open the "ModernCombat.module" file. :)
What Dzierzan said.
Marines aren't a totally different faction either, just the Army faction with a few substitutions. A whole new faction would be a totally different story.
We're all really busy at the moment with real-life commitments, so progress has stagnated somewhat... but we have big things planned!
Congrats on the 2.700 release, it was NHC that got me into modding in the first place. :)
There was a conflict with the coding that was causing SCAR errors. Rather than delaying the patch we just disabled the ATC system. For now at least.
Add a "hold" extension to the vehicle's EBPS file (check other transport vehicles for examples). However having the soldiers visible in the vehicle (or firing out) is another matter entirely, you'd need to add markers which AFAIK is only doable via the Object Editor.
I know the video you're talking about. It wasn't made by us, and after 1.5 years it's pretty much redundant.
If you've downloaded the latest version (1.016) then you should be good to go. :)
Might be something for you in the future. No guarantees though at this point. ;)
Does it come in black?
You need the latest CoH patch, either 2.700 (Steam) or 2.602 (retail).
With original CoH you'll be able to use the US Marines (and in future the PLA Marines).
With OF you'll be able to use the US Army and PLA Ground Force.
With ToV you'll be able to use all factions.
You mean the BAT file? Yeah, that's how you're supposed to start the mod. :)
There's also a cheat version that enables the ingame cheatmod, but don't use that if you're planning to play online.
Dunno to be honest, we're currently waiting for the mod leader to get back (he's the only one who can pack the installer, update our server and site, etc). It's taking much longer than expected. :(
Yep, should be able to. It's quite a large file though, make sure you have a stable internet connection when you're initially downloading it.
Did you download the new Steam version of CoH? If not then you should do that first.