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Conspiracies.. conspiracies everywhere !
Possibility is that you assigned the tree's (objects) to a team, I have no idea what otherwise could be the issue.
The AI cheats, that's why. Which is also the reason why we don't take balance claims based upon AI games. The original concept of the mod was made in the summer of '07, so pretty much 5 years the mod exists. Thing is, there was and still is nevery any proper support for mods from Relic, which is why it took so long to figure out how all the mod tools worked.
Only after that the serious modeling, skinning, coding etc started, and did it really speed up. And because of the huge amount of work, we won't add any new nations, ever.
KingTiger501st & AAMC4,
Regarding both your balance issues, we only take balance claims from human vs human matches, which is also required to have a replay attached to it, so we can watch it ourselves as well. The AI never plays fair, therefore we don't use the AI to measure how balance works out.
If you see the AI using a lot of units, or destroying yours faster than usual, it has to do with them simply cheating. We have no other choice than to make the AI cheat, as it will never be smart enough to match up to a human. Therefore it uses brute force and numbers to compensate for it.
We're organizing a tournament, so make sure you're signed up there. Also it's holiday time, people might be away or doing other stuff, you can always hit up on our forums to ask around. :)
The mod was designed in the beginning for competitive MP gameplay, so you'll find the most optimal experience of the mod in MP games, rather skirmish one's.
We already have GB's in-game, as well as airborne. Like I said, we cannot feature every unit out there, as we choose units by gameplay requirements.
We cannot add every unit out there.
Yes, the AI cheats because it can't outsmart a human, especially not one who is experienced with CoH, therefore it uses cheats to compensate for that. The units you mentioned have been discussed before, but have been rejected for multiple reasons, the discussion can be found on our forum.
The reason why the humvee isn't carrying troops, just like the Bradley, has got to do with their in-game role. The Stryker has the capability of carrying troops, while the Humvee is similar to the jeep in VCoH.
We don't have such add-on, but you could always make one yourself with the help of Corsix modtools. However, despite the AI cheats, it's in such a way that from the beginning they have instant build units or anything of that matter, as it is possible to win from the AI, even on expert.
But then again, the AI cheats. ;) Glad you're enjoying it though. :)
And where do you base it upon the PLA is OP? AI games don't count, replays are a viable of way of showing flaws in balance.
Please compile your posts more into one, otherwise we loose the overview..
Regarding your problem, what exactly is it? You say it won't update, but you also say it shows WW2 content. That means the mod doesn't get loaded in, in the first place. Are you running it as administrator?
You mean the scud launch installation in C&C Generals/ ZH? ;) We won't ever be putting something like that in-game, wouldn't do good for balance.
We can't say yes due to several factors, one of them being that afaik there hasn't been any confirmation of mod tools for CoH2.
It does have a solution if you don't wish/ can't play against human players. Change your tactics. Don't dig in, but play on the offense, keep the pressure on the AI.
As far as I know there aren't any maps being actively developed right now, rather we're fixing things (balance issues, bugs, optimization, new assets) on the current maps, in order to improve the quality of the existing one's.
Yo, we're not your parents where you can demand stuff like a little kid. You're profiting from free work done by others in sparetime. Do you see any of us demanding for donations like that? Take an example by the man who posted a question above you, that's how you ask something with manners, not like you did.
Right click on the launcher, properties, tick the box run as administrator.
Try running the mod as administrator.
We don't support illegal versions of CoH.
Downloaded ToV? Do you mean via digital distribution or by pirating it?
You need either of those two, as both the US and PLA are using the British and PE faction respectively as their core, coding wise.
Turn down the graphics from ultra to high, that should fix it.
Did he updated to the latest patch, both CoH and the mod? And ran it as administrator?
It reduces vehicle building time.
Does he has OF/ ToV installed?
Been suggested before, you can try creating it yourself as well.
Why would you call it differently than from what it is in-game? It only adds up to unnecessary confusion. Militia can be upgraded with Type 81, molotov cocktails or can camouflage in cover depending on the doctrine chosen. They're cheap frontline infantry, and not particularly effective, as we wanted them to be. The PLA engies got flamethrowers, instead of shotguns, both are effective at close range, not to mention the different array of mines the PLA have at their disposal. So I don't know what you want though, you want to have both factions mirrored or something?
Also, we don't take balance claims if you've been playing against the AI, as it cheats.
Regarding the QBU-88 and NDM86, we wanted a marksman rifle, which we find the QBU-88 perfectly suited for, but wanted a different rifle for the sniper, which is why we chose for the NDM-86.
I don't want any discussions regarding who is the best in the world and such, those are useless discussions based upon nothing and adding nothing to any discussion. Regarding PLA infantry balance claims, we do need proof from a human vs human game in the form of a replay in order to take it seriously.
We choose a vehicle/ unit/ equipment that matches the role we want IN-GAME. We wanted a simple, basic tank for the PLA, in which we chose the ZTZ59D, to make it recognizable, as well as underlining the differences between the modern doctrinal tanks, and the non-doctrinal tank. How it would work out in real against other tanks such as a M1A2 isn't something we keep in mind at all.
The QBU-88 can be used in a variety of roles, as a sniper rifle is one of those, but just as well as a marksman rifle. The PLA sniper uses the NDM-86, which is pretty similar to a Dragunov SVD. But again I want to emphasize is that gameplay comes FIRST, and only then on how authentic it is. We made this for competitive gameplay, not to be the most authentic mod out there.
Regarding the Type 56, I don't know what you mean when you're quoting Wikipedia. What is your point?
Again, gameplay wise. We wanted a cheap frontline unit, similar to volksgrenadiers in VCoH, and came to the conclusion of naming them Militia.
"The game is so much unbalanced between 2 factions and armoury and weaponry is outdated."
Did you play against the AI, if so, I need to mention that the AI cheats in order to beat the opponent, as it isn't smart enough to beat a human without cheating.
Regarding outdated equipment, you really need to do some research in what the PLA uses. The ZTZ59D is still in active service, and keeps on being upgraded as well as being exported to other nations. The PLA does indeed has howitzers, however it is a design choice by choosing for MLRS.
Similar thing with the M16 with M203, the Regulars have the QBU88, while the Rifles don't have something similar. It is a design choice, as we layed down first what we needed gameplay wise, and then looked for the weapons that would fit in the picture. The Militia use the Type 56, not an AK-47, although it is derived from it there are real life differences between them, such as the bayonet. I hope this cleared up any possible confusion regarding our choice's of equipment in-game.