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Depending on which command you choose to call on the field (there are 4 different command squads to choose from), each can play a different role on the battlefield.
This particular command squad is the Drill Sergeant command squad, which has a heroic charge ability.
I don't know what more to suggest than to double check that everything installed correctly. I'm releasing a patch in the next day or two, perhaps you'll have more luck with that. :/ I'm unable to replicate any kind of inability to launch on my end.
what does "didn't work" mean? Is there an error? Does it not launch? hmmm
It should work with 2.602. What language are you playing in? There have been problems with that in the past that I know next to nothing about fixing.
This will actually probably be in the next patch, when it happens. My focus tends to be so much on making the gameplay as best as possible that these kinds of things are the last thing I think about. :3
Thank you for your kind words. I'll look into switching it over.
Was it ever alive? haha
I'm still here - I just haven't had time lately to do any work.
I'll be making a news post about it soon. If people want me to keep specifics on the changes then I can start doing that, but for now it'll have to just be the general things that I changed.
All factions are actually exact copies of each other - there are no stats differences between any of the units cross faction.
The AC is a unit that isn't meant to take enemies on in a frontal assault. I recommend using it with support, and try to use it behind enemy lines to attack their support weapons. I could see buffing its health slightly in the future, but it's a doctrinal unit that has more of a niche role.
Thanks for your input!
To be honest, the flak is a holdover from a previous version - I'll probably be removing it from the next patch because it doesn't fit into the current gameplay at all. Thanks!
Oh, sorry! The files are simply the Endgame folder, and endgame.module in the base CoH folder.
I suppose you're right, I hadn't thought about that.
How do you mean?
I'm not sure what you mean. Everything should be working. Could you clarify?
I'm working on a small balance patch to release soon! Hopefully in the next few days. A larger update is still a ways away from now though, unfortunately.
Thank you for the offer. I'll keep it in mind!
I would double check that the mod's files are all in the correct place and that you have CoH updated to the latest version. I'm double checking to make sure everything is working on my end as well, but I'm pretty sure it works otherwise. I don't know what else to say! I'll keep looking. Sorry!
The command squads are located on the command panel and are called in the same way that one calls in Rangers or Stormtroopers in vCoH. (They are the buttons that look like a thunder bolt, fist, etc. Click on one of them and then click somewhere in the field of play and they will walk on from the side of the map.)
Brits are in, but I'm currently reworking them greatly. I suggest playing with the Ameri/Wher to start with.
- Make a shortcut to your RelicCOH.exe.
- Right click on the new shortcut and go to Properties
- at the end of the box named target add -mod moros
it should look something like this: "C:\Steam\steamapps\common\company of heroes\RelicCOH.exe" -mod moros
- You can rename the shortcut to Moros or something like that so you can find it easily.
Hopefully soon I'll be able to make it auto-create a shortcut, but unfortunately the packaging software I'm using doesn't seem to let me do that. Hope that helps! Thanks!
Sorry my mod doesn't sound good enough for you. I'm trying my best.
This was something I was considering for the third command squad for the OF factions - a mobile force based around halftracks / scout cars. I'm not sure it is feasible, however.
The command squads are meant to be strong - in my mind I have them divided into two major categories; defensive and offensive. The medic (def.) and the assault command squads (off.) have no way of escaping suppression (this would be my suggestion to counter the strength of the assault squad - building a MG or LMG team first seems to be a solid first choice, at least the way I find myself playing), while the other two have more of a mobility focus - the drill sergeant has the heroic charge ability to help get out of sticky situations (which also provides a pretty decent fighting bonus as well. The motorcycle/jeep command squad on the other hand cannot be suppressed, but has to deal with the frailty of the motorcycle/jeep itself and a vulnerability to snipers. On the other hand, it is the only command squad able to suppress enemy units - note that it cannot fire on the move, but its MG is much better than the one that comes standard on the other motorcycles/jeeps.
Thank you! I'm very excited to have my work actually played.
About your comments - I have just fixed the locale issue (I hope. I can't really tell if all of it is fixed) and I'll put it up with the next patch, which I'm hoping to release sometime near the end of this week.
The engineers/pios not having wirecutters was an oversight on my part - when I was testing VP mode I noticed that one could just wire off the points and there'd be no way to stop it, but when I sat down to do my list of fixes after that round of testing it was something I forgot to fix! This will be in the next patch too.
I'm not sure what to do about the jeep issue - I never really had a problem with jeep spam when playing against my friends, but I could see putting a hard cap of having 3 or so on the field at any one time. I might also increase their build time, since I just changed it right before release from being way too slow. It might be a bit quick now.
I'm working on a manual to release that will hopefully make a few things clearer. (See next comment - character length issue)
Tank traps are kind of useless, but I figured might as well leave them in.
I don't have the time right now to get together forums or a teamspeak/vent server as of yet, but hopefully once I get these next few things done on my agenda I will be able to put something together.
Thanks again for your comment! I'm glad that you are enjoying my mod!
Indeed. In order to facilitate the kind of gameplay I desired, the addition of vehicles (especially tanks) was impossible. This way there are no absolute counters to any unit - units still excel in certain situations but a skilled player finding his units in a less than desirable circumstance maintains the possibility of turning things in their favor.