Was born, is living... will die.
That's everything, you're good to go. :)
The mod is currently undergoing some revisions, and we've decided that an additional PLA faction is a secondary priority for now. We'd rather overhaul the existing Ground Forces faction and spice things up a bit.
Now imagine that every single person in the world is slightly taller than you. :)
It's not a quick edit, even if you have properly formatted sound files of a high enough quality ready to use. Sound editing in CoH is one of the hardest processes there is. That's why you so rarely (if at all) hear custom voices, even in mods that only add a few new units (let alone an entire faction).
Just download the 1.018 hotfix above. :)
Make sure you follow the instructions and move the two specified BAT files from your CoH root folder to your ModernCombat folder.
Energetic vehicle explosions?
It appears I've put the 1.018 .bat files in the wrong place. -_-
Move the ones from your CoH folder into your ModernCombat folder. Then they'll work properly without launching the updater. Sorry about that mate.
Everything should be inside the ModernCombat folder EXCEPT for the .module files. It sounds like maybe you've pasted the .bat files twice in two locations, and are using the wrong ones?
Should work fine.
Although are you sure you extracted hotfix 1.018 to the right place? One of the things it does is disable the updater...
Dunno if you're aware already, but the latest CoH patch (2.700.2.22) broke many existing mods. :/
We recently released a hotfix, which you can download here:
Good luck guys. I understand they locked out DLLs as an anti-cheating measure, but surely there's another way.
If not, you could always merge the existing six factions into four (so that you overwrite existing faction slots and don't require custom DLLs). Not ideal I know, and a lot of work, but something I believe is worth considering if this situation can't be resolved otherwise.
Sorry mate, just MC. Using the hotfix files with other mods will just cause further problems. Any universal fix will have to come from Relic unfortunately.
We were lucky, because unlike mods with additional factions our DLLs could be bypassed without causing any major problems.
You should contact Relic then.
That info is a bit outdated it seems.
Unless you specifically want version 1.015 (which is obsolete), you should just install version 1.016 (which is a full download that requires no existing installation) in your 2.602 CoH folder, followed by patches 1.017 and 1.018. Just point them towards your own 2.602 directory and that's it.
Shouldn't be any issues, aside from online PvP play being disabled ofc. Like 正義·永恆 said, make sure they're installed in consecutive order. And like it says on our Download page, make sure you've deleted any previous version of MC before installing 1.016!
Uploaded the hotfix early.
There may still be some residual problems that we're not aware of. If you encounter ANY further issues with 1.018, please let us know on our forums:
One day we'll stop development. Ideally, we leave behind a version that's balanced and works properly when we do so. ;)
Cheers. Merry Christmas to you too. :)
1. That mechanic was actually pioneered by a CoH1 modder, but it led to drastic performance drops on low-end machines due to the raw amount of processing required. IMO, most of the inexplicable performance issues in CoH2 are probably a result of Relic incorporating this system (or a similar system).
2. We'll likely revise the ZZC-02 in future. Making it a bit more potent is on the list. :)
Additions of that scale are far beyond us at this point. We've been reduced to a team of around 3-4 core guys, all preoccupied with real life obligations.
TGW probably doesn't utilise custom DLLs, which have just been excluded by the new 2.700.2.22 version of CoH. :/
As you all probably know, Modern Combat is currently unplayable due to DLL restrictions introduced by the recent 2700.2.22 CoH patch.
I've come up with a makeshift solution, however I'm no DLL scripter and as such the attempt was crude at best. I'm setting aside one day, during which the dev team will verify the functionality of the mod and all its features internally.
Assuming no game-breaking bugs are detected, expect a hotfix patch in approximately 24 hours.
"We... are your salvotion".
That one was terrible. Sorry.
No "disarm" ability though. ^.^
Yep, unfortunately we couldn't find any decent reference pics of the Type 07 'Special Forces' camo they should be wearing.
IIRC it was modelled to scale, although it might appear too small due to the unrealistically large size of CoH soldiers (~2m in the game engine).
We'll see. Lots of people have requested it, so it's worth considering.
Yep, just found out. Looks like we'll have to release another hotfix. :/
I personally agree, but the rest of the team decided to retain the M106A2 instead.
PS: Criticism is never annoying, as long as it's constructive. :)
Just be aware that we don't have the manpower to add everything under the sun.
Be aware that some abilities won't trigger properly in buildings where occupants lack 360 degree fields of fire. For example, accessory weapon abilities that require a specific entity slot item (like the QBU-88 marksman ability).
There may also be range bugs.
If we could, we might consider it. But our team at the moment has essentially been reduced to about 4-5 core members, all busy with real-life obligations.
It's a wonder we get anything done at this point. :P
The USMC do have several incorrect units in-game (like the Bradley and M106A2). This was done for convenience, and will hopefully be changed in the future (although it's not my call).
Like AAMC4 said, Bradleys can transport troops in hardcore mode.
We do intend to replace the Harrier with the Viper (it's just not ready yet).
We used the Harrier because it was already modelled, and is currently used for close air support IRL. So it's not actually unrealistic as an A-10 replacement.