Should i be a nit-picker? I understand making a No1 MkIII* H.T. would've been relatively simple, but wouldn't a Pattern 14 (T) be more accurate?
The No1 MkIII* H.T. didn't enter production until 1944, and only arrived in the hands of troops in time for the end of the war with Japan.
The telescopic sight you used is also the No.32 telescopic sight used on the No.4 (T) rifle, where-as the No1 MkIII* H.T. was equipped with the older Pattern 1918 scope.
Haha, It's really surprising to see a reference to this movie with anything anime, but i guess if it was every going to happen, this anime would be it (have yet to see it though :( ).
Loved Oddball in that movie, i always feel like quoting him whenever i'm re-enacting. Sadly, we don't have a Sherman, and it just doesn't feel the same on a Grant.
It's fine. v2.601 and v2602 are virtually identical. The mod will run the same on either patch.
The only difference is the handful of maps added to multiplayer with the v2.602 patch will have some missing text codes in the skirmish/multiplayer menu.
Why does the Support Group's banner have a Soviet infantryman on it?
I'm also not a fan of Leibermuster camo on the guy in the banner of Fortress Army group. Sources conflict as to whether it was ever issued at all during the war. While it's ok, it's certainly not an "iconic" camo, and not one that people automatically identify with the germans. Would it be too late to recolour him in Sumpfmuster or Splittermuster?
Palm-top Tiger. Just as well i've seen Toradora, otherwise i wouldn't have gotten it either.
And i don't think it looks much like a Panther, aside from the turret and main gun being completely different, it's easiest to discern it by the mantlet.
I'm afraid to say that while we do have a "Dev" version, development has stalled. So this is a semi-"final" version, until we get around to packaging up the Dev version.
We don't support piracy, or encourage people to play pirated copies of CoH. Considering the CoH Anthology pack is about $20 at the moment, just go out and buy it and support a great company!
I'm afraid the DD Sherman was an unfinished model we threw in for a while, while attempted to add other amphibious craft and boats. I'm sad to say that due to how Relic coded water, it simply wasn't possible to code units that could pass through both "impassible" water and drive on land, at least not while also driving straight through all other impassible objects like buildings and cliffs.
That, combined with the fact that the model was unfinished and very poorly skinned resulted in us removing it some time ago. I do believe the vehicle is still in the mod's folders, just not available ingame. You should still be able to view the vehicle in Worldbuilder.
Nice knife models, but considering virtually every stalker model (stock game at least) has an AK bayonet on them, would it be possible to model and implement one? Maybe only have it available randomly from 1 out of every 4 Military NPCs?
Sorry "Guest", can't reply directly to your comment.
"Hey, do I need to buy opposing fronts and tales of valor in order to run this mod? I am mostly concerned with being able to play with other people that have all the dlc/expansions already."
They aren't needed, but you do need the latest patch to play online, and Opposing Fronts and/or Tales of Valor are needed to access all the factions and some functions, like the unlockable units in the Rewards tab.
True, but in those mods you could buy Panzerschreks, and/or heavy weapons like HMGs and mortars, and usually either cheaper or quicker than what it would cost to buy otherwise. I was thinking more of lighter stuff, and with cost and time the same as what it'd cost as upgrades.
Or simply make available weapons that aren't available as individual upgrades. It'd be cool to be able to buy a single MP40, Mkb42(h)[as the sniper carries the Mkb42(w)?], or StG44, which you could use to equip infanrty squads with to slightly improve their firepower.
It could be balanced by having them use 1 pickup slot each in the squad (if the heavier stuff like the MG34 and RPzB43 use 2 slots each), that way, your squad could carry 2 automatics purchased from the Maultier, or a heavier weapon you'd upgrade them with.
If the Maultier requires "Phase 2" (well, Ostheer equivilent) to upgrade to produce said MP40, MkB42, and StG44, those guns could then be a bit better than the previous, and also go up in 5 munition prices and require successive research phases also.
ie.
MP40 - 15mu each, requires Phase II. Moderate accuracy, low damage, and low RoF.
MkB42 - 25mu each, requires Phase III. Moderate accuracy, good damage, and moderate RoF.
StG44 - 30mu each, requires Phase IV. Moderate accuracy, good damage, moderate RoF, longer bursts.
Or, that's an idea anyway, and the "phases" would naturally be the Ostheer equivilents.
Have the cost and production time similar to what it'd cost for an infantry squad to upgrade to it anyway, but it'd allow players to give these weapons to squads that don't normally have them.
I see the flamethrower model clips through the backpack, instead of replacing it.
You should add a visibility state to the backpack model to toggle it on/off, and then add an action to the flamethrower's slot_item to switch the backpack off.
It'd look heaps better that way, and would only effect the entity carrying the flamethrower.
The MP41 was essentially intended to be compatible with MP38/40 magazines, and it's similarity was intentional to get Schmeisser a government contract, as up to that point they had been virtually left out when it came to arms contracts to supply the german army.
I actually wouldn't mind seeing an MP28 model ingame for these guys, maybe with the odd PPSH40 mixed in?
MP28s were procured in large numbers pre-war to equip police and para-military forces. During germany's re-arming, such stocks where then re-allocated to the Wehrmacht units to fill the needs for a submachinegun in the new unit structure, that involved submachineguns being issues to infantry NCOs and junior officers, tank crews, and NCOs of support weapon crews, as well as the needs of the military police.
They were generally either lost in action in the opening campaigns or withdrawn as deliveries of the MP38 arrived, with those remaining stocks being issued to Waffen-SS and para-military forces. Of course, as the war drew on and the manufacturers of the MP38 and subsequent MP40 couldn't meet the demand, MP28s were again brought out and reissued to whatever units didn't have sufficient stocks of the MP38 and MP40.
Once the Halftrack is upgraded with the machinegun, can the halftrack recieve "Gunner Killed" criticals, and if so, does the gunner come back once the vehicle is repaired, as the cupola gunner on a regular tank would?
I've found that in many mods where the halftrack is upgraded with the machineguns instead of recieving them when infantry are loaded, that the gunners can be killed, and when they are, they won't respawn when the vehicle is repaired. Thus leaving the Halftrack with no weapons and nothing better than a relatively useless transport.
An idea for the EF devs to consider would be to make the BF109 air strike ability to have a shared timer on the ability recharge. So even if you have multiple halftracks upgraded for it, if you use the ability once it recharges on all of them.
Forgive the nit-pickery, i couldn't help myself. :(
Should i be a nit-picker? I understand making a No1 MkIII* H.T. would've been relatively simple, but wouldn't a Pattern 14 (T) be more accurate?
The No1 MkIII* H.T. didn't enter production until 1944, and only arrived in the hands of troops in time for the end of the war with Japan.
The telescopic sight you used is also the No.32 telescopic sight used on the No.4 (T) rifle, where-as the No1 MkIII* H.T. was equipped with the older Pattern 1918 scope.
You guys don't have maids?!
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.
.
.
.
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I don't either... :(
Haha, It's really surprising to see a reference to this movie with anything anime, but i guess if it was every going to happen, this anime would be it (have yet to see it though :( ).
Loved Oddball in that movie, i always feel like quoting him whenever i'm re-enacting. Sadly, we don't have a Sherman, and it just doesn't feel the same on a Grant.
It's fine. v2.601 and v2602 are virtually identical. The mod will run the same on either patch.
The only difference is the handful of maps added to multiplayer with the v2.602 patch will have some missing text codes in the skirmish/multiplayer menu.
It's Saturday arvo, and i just CAN'T wait!!!!! I need this as much as i need air!
great to see another of MrScruff's models finally make its way ingame. And a great winterised version of the skin too!
Why does the Support Group's banner have a Soviet infantryman on it?
I'm also not a fan of Leibermuster camo on the guy in the banner of Fortress Army group. Sources conflict as to whether it was ever issued at all during the war. While it's ok, it's certainly not an "iconic" camo, and not one that people automatically identify with the germans. Would it be too late to recolour him in Sumpfmuster or Splittermuster?
Palm-top Tiger. Just as well i've seen Toradora, otherwise i wouldn't have gotten it either.
And i don't think it looks much like a Panther, aside from the turret and main gun being completely different, it's easiest to discern it by the mantlet.
I'm afraid to say that while we do have a "Dev" version, development has stalled. So this is a semi-"final" version, until we get around to packaging up the Dev version.
Eity10, i fail to see how that looks like this
Warrelics.eu
5 of my favourite mods made it into the top 10, to i'm happy! It's a pitty DayZ just missed out.
Good mods to try would be (in no particular order);
Eastern Front
Modern Combat
Battle of the Bulge
Blitzkrieg
Cross of Iron
Battle of Crete
They should all have pages up on ModDB somewhere.
We don't support piracy, or encourage people to play pirated copies of CoH. Considering the CoH Anthology pack is about $20 at the moment, just go out and buy it and support a great company!
I'm afraid the DD Sherman was an unfinished model we threw in for a while, while attempted to add other amphibious craft and boats. I'm sad to say that due to how Relic coded water, it simply wasn't possible to code units that could pass through both "impassible" water and drive on land, at least not while also driving straight through all other impassible objects like buildings and cliffs.
That, combined with the fact that the model was unfinished and very poorly skinned resulted in us removing it some time ago. I do believe the vehicle is still in the mod's folders, just not available ingame. You should still be able to view the vehicle in Worldbuilder.
Tell me you can garrison infantry on the play equipment?!
Nice knife models, but considering virtually every stalker model (stock game at least) has an AK bayonet on them, would it be possible to model and implement one? Maybe only have it available randomly from 1 out of every 4 Military NPCs?
damn YES!
i read 3 different hints, i'm hoping better merc Ai is the real one.
So what's it actually called? Keen to look it up.
Oh, nevermind. I just thought "Girls un Panzer" was a bit uncreative, and most likely not it. Turns out it is. :D
Yes it can.
Sorry "Guest", can't reply directly to your comment.
"Hey, do I need to buy opposing fronts and tales of valor in order to run this mod? I am mostly concerned with being able to play with other people that have all the dlc/expansions already."
They aren't needed, but you do need the latest patch to play online, and Opposing Fronts and/or Tales of Valor are needed to access all the factions and some functions, like the unlockable units in the Rewards tab.
True, but in those mods you could buy Panzerschreks, and/or heavy weapons like HMGs and mortars, and usually either cheaper or quicker than what it would cost to buy otherwise. I was thinking more of lighter stuff, and with cost and time the same as what it'd cost as upgrades.
Or simply make available weapons that aren't available as individual upgrades. It'd be cool to be able to buy a single MP40, Mkb42(h)[as the sniper carries the Mkb42(w)?], or StG44, which you could use to equip infanrty squads with to slightly improve their firepower.
It could be balanced by having them use 1 pickup slot each in the squad (if the heavier stuff like the MG34 and RPzB43 use 2 slots each), that way, your squad could carry 2 automatics purchased from the Maultier, or a heavier weapon you'd upgrade them with.
If the Maultier requires "Phase 2" (well, Ostheer equivilent) to upgrade to produce said MP40, MkB42, and StG44, those guns could then be a bit better than the previous, and also go up in 5 munition prices and require successive research phases also.
ie.
MP40 - 15mu each, requires Phase II. Moderate accuracy, low damage, and low RoF.
MkB42 - 25mu each, requires Phase III. Moderate accuracy, good damage, and moderate RoF.
StG44 - 30mu each, requires Phase IV. Moderate accuracy, good damage, moderate RoF, longer bursts.
Or, that's an idea anyway, and the "phases" would naturally be the Ostheer equivilents.
Maybe allow the Opel Maultier be upgraded to a supply version. Cannot carry ANY troops, but can spawn some weapons (at a balanced cost).
Eg.
Mkb42 - 25 munitions
MG34 (light) - 75 munitions
etc.
Have the cost and production time similar to what it'd cost for an infantry squad to upgrade to it anyway, but it'd allow players to give these weapons to squads that don't normally have them.
I will! And tomato, and some lemon juice.
I see the flamethrower model clips through the backpack, instead of replacing it.
You should add a visibility state to the backpack model to toggle it on/off, and then add an action to the flamethrower's slot_item to switch the backpack off.
It'd look heaps better that way, and would only effect the entity carrying the flamethrower.
If no mod works, then it's probably something your doing wrong, or wrong with your game.
What version of CoH do you have?
Are you running the mod from the Cross of Iron shortcut on your Desktop (and NOT the normal CoH one)?
When installing and playing the mod, are you logged in as the Administrator, with full permission to install and run programs?
Is the mod being correctly installed to the CoH directory, and not to a Compatability folder somewhere?
If you have Steam, there are Steam-specific guides to installing mods available online.
100 munitions each strike... at that cost, it's just a strafing run i presume?
The MP41 was essentially intended to be compatible with MP38/40 magazines, and it's similarity was intentional to get Schmeisser a government contract, as up to that point they had been virtually left out when it came to arms contracts to supply the german army.
I actually wouldn't mind seeing an MP28 model ingame for these guys, maybe with the odd PPSH40 mixed in?
MP28s were procured in large numbers pre-war to equip police and para-military forces. During germany's re-arming, such stocks where then re-allocated to the Wehrmacht units to fill the needs for a submachinegun in the new unit structure, that involved submachineguns being issues to infantry NCOs and junior officers, tank crews, and NCOs of support weapon crews, as well as the needs of the military police.
They were generally either lost in action in the opening campaigns or withdrawn as deliveries of the MP38 arrived, with those remaining stocks being issued to Waffen-SS and para-military forces. Of course, as the war drew on and the manufacturers of the MP38 and subsequent MP40 couldn't meet the demand, MP28s were again brought out and reissued to whatever units didn't have sufficient stocks of the MP38 and MP40.
Once the Halftrack is upgraded with the machinegun, can the halftrack recieve "Gunner Killed" criticals, and if so, does the gunner come back once the vehicle is repaired, as the cupola gunner on a regular tank would?
I've found that in many mods where the halftrack is upgraded with the machineguns instead of recieving them when infantry are loaded, that the gunners can be killed, and when they are, they won't respawn when the vehicle is repaired. Thus leaving the Halftrack with no weapons and nothing better than a relatively useless transport.
An idea for the EF devs to consider would be to make the BF109 air strike ability to have a shared timer on the ability recharge. So even if you have multiple halftracks upgraded for it, if you use the ability once it recharges on all of them.